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Lindsey Stirling - Senbonzakura [Osu|OsuMania]

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Okoratu
Im writing sth atm btw at the current status i would probably circle instead of bubbling the reasons will be explained properly whenever i get to that
Kyouren
Why you not following kiai time like original song?
I serious, You not add refff in your kiai time!
Okoratu
blargh

[general]
taiko spread is fucked up, current muzu is a muzu and oni is way into the inner level and even if they weren't i don't know if i would drum this as a taiko bn
standard diffs have wrong snaps, generally you kknow the song is pretty consistent about where it puts 1/6 and where it doesn't
and well you sometimes do 00:38:339 (1,2,3) - and for other instances 00:36:196 (4,5) - (Extra)
yea
that's not so nice to have
having mapped the song more than once i assume you know
00:55:742 (2) - btw violin is 1/4 here why do you place that (extra)
it's even more obvious that you do it all the way in the insane, which is.... not that nice either?
[]
do the manias use normal-hitfinish2? otherwise i think it's unused lol.
one of your hitsounds is randomly a mp3
adding videos for taiko diffs is more confusing than anything because literally half your screen is cut off
[]
I will only point out general things for the most time, if you find annother instance of it apply it there too, thanks

[Extra]
duplicated green line at 01:40:677 -
00:20:807 (4) - i think this would feel better if moved up cuz you then don't have to move down after following 3
00:22:365 (3,4) - 00:41:846 (2,3) - most things in this section have a lot more spacing than this, just compare it to the others
00:22:755 (1,2,1) - is there something very special about this or why do you change rhythm for this one only and do 00:19:638 (1,2,3) - for example everywhere else ? :V
00:46:131 (1,2) - i'd recommend circles instead because that's how the violin goes here, but well it's consistent, though i still wanna click 6 times here instead of 4
00:46:911 (3) - also idk man this is like the only stop like this in this section and uhhh having this pause somehow doesn't go well for me
00:50:027 (3) - 00:53:144 (3) - i don't really like these because each time their end sound is so strong that i wanna click it, im pretty sure it would feel better to click those in an ~Extra~
00:59:962 (2,2) - ewwwverlap
01:08:729 (1,1) - 02:11:066 (1,1) - i like these, a lot
01:11:066 (11,12) - how is this different than 01:10:287 (6,7) - 01:09:508 (1,2) - (spacinng)
01:21:975 (1,2) - aaa i don't really like how it looks visually but it works so well so a;lsdfjalsjdfklaksfjd;
01:26:066 (7) - http://puu.sh/jXKWH/aa1b26ba09.jpg may work better because it's more downward than yours that movement ended up feeling more intuitive for me
01:53:924 (3) - this doesn't seem necessary at all considering you don't do it for 01:47:690 (5) - 01:50:807 (7) -
02:30:547 - something about this whole section is oddball, i mean yes the music is odd but you could porably have avoided stuff like 02:30:839 (4,1) - with an 1/2 slider instead of 4 and another circle for a triplet etc,
would at least try that stuff before deciding that my idea for this one sucks but i personally think that's more straightforward http://puu.sh/jXLqk/6a11964bbd.jpg
02:33:080 (4,5) - sometimes i wonder if you draw these streams by hand or something because this one looks especially messy due to randomly varying ds
02:36:001 (2,3,4,5) - some of these custom stacks are off:
2: 238, 294
3: 240, 299
4: 243, 304
5: 245, 309
the small stuff can sometimes make the difference in things like this.
this applies to a bunch of stuff i ignored as well but im not here to tell you to adjust slideranchors or anything im here to point out some things i think to be issues
02:36:781 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - this looks so handdrawn, have you considered making the same thing with sliders, and then converting them to streams, may end up looking a LOT cleaner
02:50:027 (7,8) - 00:26:261 (3,4) - 00:50:612 (4,1) - dats very very close D:
02:55:092 (1) - a woosh slider could make a cool effect here idk didn't test this

[Insane]
duplicated green line at 01:40:677 -
00:36:001 (3,4,5) - dude
00:41:066 (3) - your
00:54:313 (4,5,6) - snapping
01:11:846 (1,2,3) - :c
01:14:962 (5,6,7) - ok ill stop with that stuff now
--- kinda unrelated but why is this so clean and extra is like a mess compared to this diff imo ---
00:56:066 (3,1) - can be confusing for people who are not used to ar 8 insanes because you switch instruments here from violin to drums and violin continues and yea that could confuse
01:29:378 (1,2,3) - that this doesn't have circles is kinda odd (i mean 1/4)

[Hard]
snapping
overlaps
more snapping
more overlaps
i think the beginning is too complicated compared to the rest of the diff it's a ctually really jumpy compared to the rest :V
overlaps
01:09:508 (1,2,4) - look like ass
01:12:625 (1,4) - this is semi hiding the repeat i guess ??
01:19:833 (4,1) - multiple different repeat arrows nixt to each other *01:19:053 (2,3) - can be a readability problem because people may expect the one with more repeats to be just like the others the same problem kicks in at 02:30:547 - big time rendering the section kinda confusing for your target audience
the issue with this one is the overlap 01:21:196 (2) - making it really hard to read the 3/4 snap correctly
01:40:677 (1,4) - :X
02:14:378 (2,3,4,3) - this is just a mess tbh
03:02:885 (4,1) -
00:41:651 (2,3,4) - this looksl ike you failed symmetry LOL
01:26:651 (1,2,3) - doing stuff like this and then 01:29:183 (2,3) - is really confusing imo, you should try to keep the amount of different numbers of repeats you use more clear
01:44:573 (2) - shouldn't this be longer to stress that hold sound ????

apart from confusing repeat sliders and al;ksjdflaksf overlaps
and snaps
solid xd
[Normal]
00:19:540 - tbh you should make this part more dense because if you compare normal and hard in terms of density i think normal should be more dense, also the combination of 2/1 slider and 1/2 circles really spikes density a lot and ends up playing odd anyways
00:32:105 - you should probably rework the part before this to have 2 bar combos because that seems to be the way you roll for the rest of this
00:45:352 (3,4,1) - 00:47:300 (2,1,2) - things like this disregard cursor movement and just go "blanket or die". i think that's not so nice for the ones actually playing this diff
whatever can your comboing in general be more consistent
01:32:105 (2) - this wiggles so much that it distorts the sv of this slider compared to other sliders, it's slower right now and that's not what you sho9uld be doing in this diff
01:48:469 (1,2,3) - compared to 01:51:586 (1,2,3) - this is pretty mehh
03:07:170 (2) - 01:21:196 (2) - why do you do that
the biggest and most likely only issue is a general one lols

[AsaNe]
the only things i'd have to say here are nazi and i don't feel like doing a nazi mod rn
[PatZar Oni]
duplicated green line at 03:05:320 -
the way you used rhythm in this diff is widely inconsistent in terms of instruments and the streams towards the end of the diff make this more of an inner oni than an actual oni, either nerf this or map a proper oni
00:19:638 - to 00:32:105 - is not only widely consistent in instruments and widely inconsistently mapped, the way you mapped it with a lot of 1/4 is kinda overdone considering the actual atmosphere of the song here
00:32:105 (75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94) - i don't know what kind of rhythm you invent here, but if it at least would follow the violin holds instead of just doing it's own thing that'd be probably nicer
when comparing 00:44:573 - until 00:50:807 - i don't exactly get why you're building up rhythm density here, the song is widely the same and you just put buildup rhythms over something that isn't a buildup??
kat and don usage in kiai is really really weird
rhythm too, like 01:14:670 - why is this a note and 01:15:060 - isn't , it would make way more sense the other way around
i agree with the previous modder, the song has so much 1/6 that you mapped as 1/4 and then in one place you do 1/6 and it's really unexpected
01:22:657 - moving this to 01:22:268 - would make way more sense with violin
01:36:391 (445,446,447,448) - why do you ignore the actual 1/4 partly and then put 1/4 over something that isn't in 01:36:975 (449,450,451,452,453) - ??
01:53:144 (547,548,549,550) - this is pretty... random, also finisher at the end of streams and there are many places like that where you don't do finishers?? idk it just seems out of place and like "i wanna have finishers" kinda hurts the consistency which is already crumbling here
01:59:378 (576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600) - hello inner oni
02:21:781 - the sv changes here are probably unacceptable because they actually change the 1/4 oberlaps of the streams and that's not really a thing you may want to do anywhere, keeping the 1/4 overlaps consistent would be preferable
03:04:833 - aklds;fjalk!!KLEJASDKL also this whole kiai is just the same as the 2 previous kiais, it's not special in any way but gets so much more sv that i don't understand why

meh this is widely inconsistent and i can't really see any sense behind this the few things i pinpointed in this are literally everywhere making this diff more or less nonsense to me
[Patzar Muzu]
why do differnt parts get different sv changes compared to oni, like why do the kiais get higher stuff
apart from that this has a few less rhythm things than oni but it's still widely ;lakjsdfl;
you also removed 01:09:118 - by accident? it toggled kiai off in oni
00:50:807 (121,122,123,124) - is inconsistent with prev instances of this musical sequence
the place where 2nd kiai ends is nonsense compared with all other diffs?

i have no idea how to mod stuff i don't grasp the concept of

idk but i don't think this should have been drum'd as it is
Topic Starter
Seijiro
Alright, I won't be able to do anything with my computer for a day (maybe less), so you'll have to wait a little since I'm also remapping some parts you memtilned.
I'll give kudosu once I update, this way you'll know when it's ready
Raiden

Okoratu wrote:

idk but i don't think this should have been drum'd as it is
It shouldn't indeed.

I was planning on stepping in but looks like Okoratu did before me lmao

@Baraatje: please ensure that the things you're iconing are of high quality, specially when you're not that so experienced on them... ask other Taiko BNs or something

I'm not saying this to hurt any feelings. In fact, I'm saying this to prevent dramas after the obvious DQ this would have had if the taiko diffs aren't fixed.
Topic Starter
Seijiro

Okoratu wrote:

blargh

[general]
taiko spread is fucked up, current muzu is a muzu and oni is way into the inner level and even if they weren't i don't know if i would drum this as a taiko bn
standard diffs have wrong snaps, generally you kknow the song is pretty consistent about where it puts 1/6 and where it doesn't
and well you sometimes do 00:38:339 (1,2,3) - and for other instances 00:36:196 (4,5) - (Extra) I indeed skipped the first one you linked since I didn't realize it was 1/6 at all, my bad. As for the difference you mentioned about mapping the same 1/6 notes differently it was because of the patterns: where I could put sliders at the end and start of it, I used that pattern formed by a little slider in the middle, while where there was only a stack of notes I preferred using a repeating slider to not strain the player (I hate clicking 1/6 notes as well...). Beside that, I use the same 3 patterns where they occur, I just checked every snap to make sure which are correct and which not and I hope it is fine now
yea
that's not so nice to have
having mapped the song more than once i assume you know Not really, it just took me really long. Probably you're referring to the massive self modding I do on my own patterns, then, yea, from that point of view you're right, I remapped quite a bunch of patterns on myself
00:55:742 (2) - btw violin is 1/4 here why do you place that (extra) I was seeing too many 1/6 snaps while mapping @.@ Fixed
it's even more obvious that you do it all the way in the insane, which is.... not that nice either? I kept those strange snaps only on the Extra, while I tried to keep the Insane less complicated. If I have to put those snaps even on that diff tell me, but as it is now I guess it's fine...
[]
do the manias use normal-hitfinish2? otherwise i think it's unused lol. I don't even know how that thing is in here...
one of your hitsounds is randomly a mp3 That's the hitsound I had to change, gonna fix it right away
adding videos for taiko diffs is more confusing than anything because literally half your screen is cut off I added them on every diff just to make it consistent but I guess you're right
[]
I will only point out general things for the most time, if you find annother instance of it apply it there too, thanks Sure, I'll try to spot them the best I can

[Extra]
duplicated green line at 01:40:677 - Ops, fixed
00:20:807 (4) - i think this would feel better if moved up cuz you then don't have to move down after following 3 Yep
00:22:365 (3,4) - 00:41:846 (2,3) - most things in this section have a lot more spacing than this, just compare it to the others I didn't notice this, indeed the spacing is too small. I hope I fixed every one of them
00:22:755 (1,2,1) - is there something very special about this or why do you change rhythm for this one only and do 00:19:638 (1,2,3) - for example everywhere else ? :V This pattern is 7 months old and nobody complained about so I thought it was fine even if I didn't like it myself lol Totally changed because I hate it
00:46:131 (1,2) - i'd recommend circles instead because that's how the violin goes here, but well it's consistent, though i still wanna click 6 times here instead of 4 It was consistent indeed, but why not, changed in something (hopefully) better
00:46:911 (3) - also idk man this is like the only stop like this in this section and uhhh having this pause somehow doesn't go well for me I fixed it with the previous pattern ^ It felt kinda automatic placing another note there after that lol
00:50:027 (3) - 00:53:144 (3) - i don't really like these because each time their end sound is so strong that i wanna click it, im pretty sure it would feel better to click those in an ~Extra~ Agreed, hope it plays fine (I tried using the same flow for both the replacing patterns
00:59:962 (2,2) - ewwwverlap Ops x)
01:08:729 (1,1) - 02:11:066 (1,1) - i like these, a lot Thanks >.<
01:11:066 (11,12) - how is this different than 01:10:287 (6,7) - 01:09:508 (1,2) - (spacinng) You have good eyes o.o
01:21:975 (1,2) - aaa i don't really like how it looks visually but it works so well so a;lsdfjalsjdfklaksfjd; Now that you make me notice it, it's probably the only pattern like this and it came to mind naturally since it's the pattern I tend to use everywhere I can. If it's a problem I can change it, but as long as it feels fine...
01:26:066 (7) - http://puu.sh/jXKWH/aa1b26ba09.jpg may work better because it's more downward than yours that movement ended up feeling more intuitive for me Before opening the screen I already knew what was the problem xD Fixed
01:53:924 (3) - this doesn't seem necessary at all considering you don't do it for 01:47:690 (5) - 01:50:807 (7) - At first I tried to put more em[phasis on this since it had a higher pitch, but it feels kinda meh now :v
02:30:547 - something about this whole section is oddball, i mean yes the music is odd but you could porably have avoided stuff like 02:30:839 (4,1) - with an 1/2 slider instead of 4 and another circle for a triplet etc,
would at least try that stuff before deciding that my idea for this one sucks but i personally think that's more straightforward http://puu.sh/jXLqk/6a11964bbd.jpg Alright, I wasn't really good with this sort of things 7 months ago, so I remapped the whole part there, I hope it feels more comfortable now. I also noticed there was a sort of hitsound inconsistency
02:33:080 (4,5) - sometimes i wonder if you draw these streams by hand or something because this one looks especially messy due to randomly varying ds rofl, it was intended but let's say the result was far from my ideal xD
02:36:001 (2,3,4,5) - some of these custom stacks are off:
2: 238, 294
3: 240, 299
4: 243, 304
5: 245, 309
the small stuff can sometimes make the difference in things like this.
this applies to a bunch of stuff i ignored as well but im not here to tell you to adjust slideranchors or anything im here to point out some things i think to be issues Remapped the whole long stream and it should be fine
02:36:781 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - this looks so handdrawn, have you considered making the same thing with sliders, and then converting them to streams, may end up looking a LOT cleaner Remapped as well
02:50:027 (7,8) - 00:26:261 (3,4) - 00:50:612 (4,1) - dats very very close D: They got fixed with the whole remapping process I guess. I'll leave the first one tho, which I fixed by stacking it under the previous slider
02:55:092 (1) - a woosh slider could make a cool effect here idk didn't test this Nah, this one is a single blow with no echo or resonance at all so a slider wouldn't fit imo

[Insane]
duplicated green line at 01:40:677 - Ops...
00:36:001 (3,4,5) - dude
00:41:066 (3) - your
00:54:313 (4,5,6) - snapping
01:11:846 (1,2,3) - :c
01:14:962 (5,6,7) - ok ill stop with that stuff now lol, if you haven't noticed I avoided every kind of complex (or at least strange) rhythm on the other diffs. Only the Extra is supposed to have those, but if it is an unrankable issue I can fix it, still I think the map is a lot cleaner this way :/
--- kinda unrelated but why is this so clean and extra is like a mess compared to this diff imo --- 4 months of difference. I guess it is noticeable, but t's also because I avoided the 1/6 notes probably
00:56:066 (3,1) - can be confusing for people who are not used to ar 8 insanes because you switch instruments here from violin to drums and violin continues and yea that could confuse Damn, it played so well tho ;w; And I have like a creative lack right now, wow rip. Gonna see how I can fix it
01:29:378 (1,2,3) - that this doesn't have circles is kinda odd (i mean 1/4) I wonder why I skipped it...

[Hard]
snapping Same reasons as for the Insane
overlaps
more snapping
more overlaps
i think the beginning is too complicated compared to the rest of the diff it's a ctually really jumpy compared to the rest :V
overlaps
01:09:508 (1,2,4) - look like ass rofl, I was wondering why I didn't fix it yet lol
01:12:625 (1,4) - this is semi hiding the repeat i guess ?? It wasn't really clear, actually I guess it wasn't covered but I changed it just in case
01:19:833 (4,1) - multiple different repeat arrows nixt to each other *01:19:053 (2,3) - can be a readability problem because people may expect the one with more repeats to be just like the others the same problem kicks in at 02:30:547 - big time rendering the section kinda confusing for your target audience
the issue with this one is the overlap 01:21:196 (2) - making it really hard to read the 3/4 snap correctly The first one got fixed with a NC which makes it more readable I guess. The big problem is that the part with all those sliders is kinda "blocked". If I try to put some circles it becomes really confusing and I think this is the best way (which means the less confusing) for that part
01:40:677 (1,4) - :X Oh, come on xD
02:14:378 (2,3,4,3) - this is just a mess tbh No, it's not a mess, it's just a shitty pattern x)
03:02:885 (4,1) - This is almost unfixable lol and it isn't that covered xD
00:41:651 (2,3,4) - this looksl ike you failed symmetry LOL It was actually intended but it's not good at all :v
01:26:651 (1,2,3) - doing stuff like this and then 01:29:183 (2,3) - is really confusing imo, you should try to keep the amount of different numbers of repeats you use more clear Fixed with a strategical slider 8) *runs*
01:44:573 (2) - shouldn't this be longer to stress that hold sound ???? Wouldn't it be confusing with the next 1/4 sliders? .-. I tried to make it like you said (it was like that at start too) but it didn't went well :cry:

apart from confusing repeat sliders and al;ksjdflaksf overlaps If you mean patterns like 02:03:664 (1,2,3) - or like 01:00:157 (1,2,3) - they were intended, if not, I dunno what you're referring to xS
and snaps
solid xd lol, it's something already xD
[Normal]
00:19:540 - tbh you should make this part more dense because if you compare normal and hard in terms of density i think normal should be more dense, also the combination of 2/1 slider and 1/2 circles really spikes density a lot and ends up playing odd anyways I tried to fix this the best I could, but it's not much :/
00:32:105 - you should probably rework the part before this to have 2 bar combos because that seems to be the way you roll for the rest of this Probably fixed
00:45:352 (3,4,1) - 00:47:300 (2,1,2) - things like this disregard cursor movement and just go "blanket or die". i think that's not so nice for the ones actually playing this diff Goddammit, I don't have the slightest clue on how to fix this, rip
whatever can your comboing in general be more consistent I'll recheck the whole diff o7
01:32:105 (2) - this wiggles so much that it distorts the sv of this slider compared to other sliders, it's slower right now and that's not what you sho9uld be doing in this diff It was so cute too ;w; Goodbye my son
01:48:469 (1,2,3) - compared to 01:51:586 (1,2,3) - this is pretty mehh Mehh :v
03:07:170 (2) - 01:21:196 (2) - why do you do that They even told me to remove that lol
the biggest and most likely only issue is a general one lols Nice :D Oh wait, it's a good thing, right? xD

[AsaNe]
the only things i'd have to say here are nazi and i don't feel like doing a nazi mod rn Gr8 m8 8)


idk but i don't think this should have been drum'd as it is
Let's do like this then, since I'm really pissed of by a lot of things I won't list here right now: since there is indeed a lot of work to do on those diffs the solution is easy. I'll just keep them out of the mapset. If PatZar wants to improve them I leave him the right to take everything in my beatmap folder and make a mapset on its own just for taiko.
That's it, even if I try to avoid such things because I know how hard is to map (even tho those diffs where made in just an afternoon)

@Okoratu, probably you'll have to say something else about the new patterns, but I'm praperred for that
PatZar

Okoratu wrote:

[PatZar Oni]
duplicated green line at 03:05:320 -
the way you used rhythm in this diff is widely inconsistent in terms of instruments and the streams towards the end of the diff make this more of an inner oni than an actual oni, either nerf this or map a proper oni
00:19:638 - to 00:32:105 - is not only widely consistent in instruments and widely inconsistently mapped, the way you mapped it with a lot of 1/4 is kinda overdone considering the actual atmosphere of the song here. i follow these instrument wtf.
00:32:105 (75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94) - i don't know what kind of rhythm you invent here, but if it at least would follow the violin holds instead of just doing it's own thing that'd be probably nicer it's fit for me,

when comparing 00:44:573 - until 00:50:807 - i don't exactly get why you're building up rhythm density here, the song is widely the same and you just put buildup rhythms over something that isn't a buildup?? nonkiai = kiai in your mind?, but for me not, kiai should be the hardest part, and you siad " that isn't buildup" for reason, i won't get too much combos for this oni at least these kiai is too hard enough for me.
kat and don usage in kiai is really really weird
rhythm too, like 01:14:670 - why is this a note and 01:15:060 - isn't , it would make way more sense the other way around monotune pls, i don't like the 5-plets like that
i agree with the previous modder, the song has so much 1/6 that you mapped as 1/4 and then in one place you do 1/6 and it's really unexpected kek wat, so i shouldn't follow the song?, and pls how to get harder if i don't follow a song?
01:22:657 - moving this to 01:22:268 - would make way more sense with violin
01:36:391 (445,446,447,448) - why do you ignore the actual 1/4 partly and then put 1/4 over something that isn't in 01:36:975 (449,450,451,452,453) - ?? well, have you seen like this pattern and the song like this?, no??, it's really fit

01:53:144 (547,548,549,550) - this is pretty... random, also finisher at the end of streams and there are many places like that where you don't do finishers?? idk it just seems out of place and like "i wanna have finishers" kinda hurts the consistency which is already crumbling here can you explain me the random finisher? that cymbal is strong, and should i delete them, and you happy? no? you fucked me

01:59:378 (576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600) - hello inner oni well im going to map oni but it's too late, delete some notes
02:21:781 - the sv changes here are probably unacceptable because they actually change the 1/4 oberlaps of the streams and that's not really a thing you may want to do anywhere, keeping the 1/4 overlaps consistent would be preferable where is overlap i dont saw it

03:04:833 - aklds;fjalk!!KLEJASDKL also this whole kiai is just the same as the 2 previous kiais, it's not special in any way but gets so much more sv that i don't understand why

meh this is widely inconsistent and i can't really see any sense behind this the few things i pinpointed in this are literally everywhere making this diff more or less nonsense to me

[Patzar Muzu]
why do differnt parts get different sv changes compared to oni, like why do the kiais get higher stuff
apart from that this has a few less rhythm things than oni but it's still widely ;lakjsdfl;
you also removed 01:09:118 - by accident? it toggled kiai off in oni
00:50:807 (121,122,123,124) - is inconsistent with prev instances of this musical sequence
the place where 2nd kiai ends is nonsense compared with all other diffs?

i have no idea how to mod stuff i don't grasp the concept of

idk but i don't think this should have been drum'd as it is

lol too many words, that makes me confuse wtf
and fuck, everything is fine, only my oni should renamed as inner oni and make one an oni, that's all, BN doing an overjob dayadays lmao, and i going to chat qoot
Raiden
I checked the Oni thouroughly and I can perfectly tell you that it was NOT fine. What Okoratu stated above is true. It is really inconsistent in terms of rhythm usage and pattern arrangement.

If you can't accept constructive criticism don't even bother trying to rank something.

My 2 cents. Good luck.
PatZar
thanks elitists~, and good news i don't talk him to delete my diffs lmao
Raiden
In first place the host doesn't need GDers permission to delete your diffs. It's his mapset and his choice.

And second, elitists? Is that some kind of a joke? I fail to understand that

GL with the map MrSergio
Topic Starter
Seijiro
Alright... I understand that this causes a bit of an uproar, but please keep the thread clean.
For any discussion about the mapset contact me or the GD-er please :3
An Copolo
:v couldn't you to respect to GDers, could you? btw im new! yoroshiku!^^
VINXIS
heads up if u do a thing the majority disagrees upon for valid reasons that u can't rebuttal against and ur own reasons aren't convincing, then there might be a high chance that the thing is s h i t
Topic Starter
Seijiro
Oh firetruck, let's get this done already.
I'm gonna ask for more taiko mods and we'll get this ranked :3

PS: we'll probably need an Oni here. PatZar, if you can make that diff or ask someone, that would be great xD
Topic Starter
Seijiro
After discussing once more the matter with other BNs we concluded that if something may hinder the qualification process of the mapset it should be removed to avoid any more problems.
Therefore, I'll remove taiko diffs and we'll see to get this ranked without them :/
Cherry Blossom

TKS wrote:

whose mapset is this? not need the discussion.
___________________________________


Hello from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

AsaNe's Easy

  1. 01:30:547 (3,4,5) - You used a curved slider here 01:30:547 (3) - , so the player expect a curve with the next circles, but it is a straight line. It is more intuitive and smoother if there is a curve after this slider, just see :
  2. 02:52:365 (4,5,6) - here, it looks smoother if this circle 02:52:755 (5) - is under 02:52:755 (5,6) - for a better motion with the previous slider 02:50:807 (3) - and the next objects, just see

Normal

  1. 00:48:469 (2,1) - The transition between these objects is not really good, because the circle is close to the slider's center, and the player will not really be able to play this pattern properly, because he will not play the whole slider and he might get a 100 on it. For the best possible transition, this triple 00:49:248 (1,2,3) - should be under this slider, in order to provide the most fluid motion.
  2. 01:51:586 (1,2,3,4,1,2,3,1,2,3) - there is too many 1/2s on here and it could be difficult for the player even if it's just 154 BPM. But it's just a normal diff, and you should avoid long patterns with 1/2 only, try to remove some objects in order to make this pattern easier to play for a normal diff player.

Hard

  1. 00:42:040 (3) - The spacing difference is clearly noticeable here, and i don't really get why there is a different spacing, so i guess it should be fixed.
  2. 02:58:112 (2) - This is clearly offbeat and that doesn't follow anything, this should be 1/6 here, not 1/4, so avoid this circle snapped on nothing, and same for like 03:00:937 (3) -

Insane

  1. 00:37:949 (5,6,7) - This should be 1/6 and not 1/4, this triple is snapped wrongly.
  2. 00:38:599 (2,3,4) - These objects are snapped wrongly too, you can hear 3 sounds, but that does not mean it is 1/4 (red blue white tick), The first sound clearly starts on 00:38:599 -, so it should be 1/6 here
  3. 00:54:313 (4,5,6) - snapped wrongly too, i mean this circle 00:54:605 (5) - does not follow anything, it should be 1/6 instead, and many more....
  4. 01:53:144 (1) - I know you want to follow the violin, but it could be better if you follow the strongest beats on 1/1 ticks to give a better impression when playing, and also consistency., so it could be better if this tick 01:53:534 - is followed or clicked

Extra

  1. 00:30:547 (1,2) - I'd say no, this 3/4 slider is not predictable due to the long distance between 00:30:547 (1,2) - and i don't really think it is a good idea to use a 3/4 slider here because there is nothing audible on the blue tick, and using a simple 1/2 slider instead works well.
  2. 01:05:612 (5,1) - This is not really comfortable to play, because of this slider 01:05:612 (5) - 's direction which is the opposite of 01:05:807 (1) - . the player might get a 100 or simply get a sliderbreak here, even if it's 154 BPM. Why didn't you keep the same slider as 01:05:222 (3) - ? (i mean the same direction), it works better.
  3. 01:53:437 - I don't really understand why you skipped this note you always followed before, with previous patterns. It could be better if you keep the consistency, so you make this tick followed or played. Same for 02:43:014 (1) -

Note that, no matter what difficulty, everything should be snapped properly.
Good Luck ~
Topic Starter
Seijiro

Cherry Blossom wrote:

TKS wrote:

whose mapset is this? not need the discussion.
I'll probably use this quote next time lol

___________________________________


Hello from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this. Don't worry, I don't like those replies too so do not expect them from me <3

Normal

  1. 00:48:469 (2,1) - The transition between these objects is not really good, because the circle is close to the slider's center, and the player will not really be able to play this pattern properly, because he will not play the whole slider and he might get a 100 on it. For the best possible transition, this triple 00:49:248 (1,2,3) - should be under this slider, in order to provide the most fluid motion. As I thought then :/ The best option I could think off right now was to add a repeat on 00:48:469 (2) - and re-do the next pattern. I just hope it is fine now
  2. 01:51:586 (1,2,3,4,1,2,3,1,2,3) - there is too many 1/2s on here and it could be difficult for the player even if it's just 154 BPM. But it's just a normal diff, and you should avoid long patterns with 1/2 only, try to remove some objects in order to make this pattern easier to play for a normal diff player. I was able to remove a couple of notes and divide that long pattern into 3 patterns. It should be fine by now

Hard

  1. 00:42:040 (3) - The spacing difference is clearly noticeable here, and i don't really get why there is a different spacing, so i guess it should be fixed. Bullseye xD That pattern got quite a few remakes and it ended up like that. Fixed the best I could
  2. 02:58:112 (2) - This is clearly offbeat and that doesn't follow anything, this should be 1/6 here, not 1/4, so avoid this circle snapped on nothing, and same for like 03:00:937 (3) - Not using that circle at all is a good escape route for those damn 1/6s. Fixed both

Insane

  1. 00:37:949 (5,6,7) - This should be 1/6 and not 1/4, this triple is snapped wrongly. Sheit xD
  2. 00:38:599 (2,3,4) - These objects are snapped wrongly too, you can hear 3 sounds, but that does not mean it is 1/4 (red blue white tick), The first sound clearly starts on 00:38:599 -, so it should be 1/6 here Sheit part. 2 xD
  3. 00:54:313 (4,5,6) - snapped wrongly too, i mean this circle 00:54:605 (5) - does not follow anything, it should be 1/6 instead, and many more.... Oh wait, I can really hear just 3 sounds tho o.O Are you sure? The other 2 were indeed 1/6s but this one I'm pretty sure it's 1/4...
  4. 01:53:144 (1) - I know you want to follow the violin, but it could be better if you follow the strongest beats on 1/1 ticks to give a better impression when playing, and also consistency., so it could be better if this tick 01:53:534 - is followed or clicked You gave me a hard time finding something else fitting that place lol. Fixed

Extra

  1. 00:30:547 (1,2) - I'd say no, this 3/4 slider is not predictable due to the long distance between 00:30:547 (1,2) - and i don't really think it is a good idea to use a 3/4 slider here because there is nothing audible on the blue tick, and using a simple 1/2 slider instead works well. Bye bye 3/4 slider
  2. 01:05:612 (5,1) - This is not really comfortable to play, because of this slider 01:05:612 (5) - 's direction which is the opposite of 01:05:807 (1) - . the player might get a 100 or simply get a sliderbreak here, even if it's 154 BPM. Why didn't you keep the same slider as 01:05:222 (3) - ? (i mean the same direction), it works better. Hm... I'm not sure, but what about a circle instead of that 1/4 slider in the same exact place? Who cares, gonna use your suggestion fully
  3. 01:53:437 - I don't really understand why you skipped this note you always followed before, with previous patterns. It could be better if you keep the consistency, so you make this tick followed or played. Same for 02:43:014 (1) - I was trying to understand what you were pointing out, since there was no object at all, then I realized you were referring to the violin (which I mapped on the other diffs). The point is that here I wanted to follow the most intense possible mapping since it's the last diff, therefore I avoided following slowish rhythms for this one. If it's really a problem I don't mind changing it, but by adding a 3/4 + repeat slider I would need a larger spacing and a different pattern and it's really a problem when all my patterns are linked like that :/ (I also have low creativity atm)

Note that, no matter what difficulty, everything should be snapped properly. Ok, it means that I have to re-re-re-re-check my notes once more xD I hope this is the last time I need to check these things lol
Good Luck ~ Seeing how things are going, I really need it xD
Thanks CB for your mod :3
Gonna check those snaps right away. (Gonna use the snaps from the mania diffs)

EDIT:
Damn, I have to check Asane's part too since she hasn't logged in for 1 month already =3=

Oh well, rip formatting, I don't want to re-write everything.
Fixed averything on her diff
Topic Starter
Seijiro
Double post for notice

Strange snaps to be aware of:
  • 00:20:287 - 1/6
    00:21:846 - 1/6
    00:23:404 - 1/6
    00:26:131 - 1/6
    00:29:248 - 1/6
    00:36:196 - 1/6 + 1/6 + 1/12 (wtf, how am I supposed to map this properly lol)
    00:37:949 - 1/8 (x5)
    00:38:583 - 1/8 + 1/6
    00:41:066 - 1/6
    01:12:040 - 1/6
    01:14:962 - 1/8
    01:18:274 - 1/6
    01:30:157 - 1/8
    01:31:911 - 1/6
    01:44:378 - 1/12 + 1/4 + 1/12 Shit, I'm gonna ignore some instruments here to make it playable
    02:14:378 - 1/6
    02:17:300 - 1/8
    02:20:612 - 1/6
    02:52:949 - 1/8 + 1/16 Why the...
    02:58:014 - 1/6
    03:00:937 - 1/8
    03:04:248 - 1/6
This were taken from the already checked mania diffs and they should be all of the strange snaps that are around (hopefully)
Slap me hard if I skip one of them, thanks xD

I missed something probably... ._.
Yuii-
damn logs
2015-10-01 15:04 Yuii-: 01:05:027 (2,4) - oh the random claps, look at that
2015-10-01 15:04 Yuii-: hi
2015-10-01 15:04 Yuii-: 01:08:729 (1) - 0.75 would fit better, the transition is just too fast, and then you turn into a 1.5 SV again. isn't bad, but just too sudden
2015-10-01 15:05 MrSergio: hi
2015-10-01 15:05 MrSergio: lol
2015-10-01 15:06 MrSergio: Can you like leave it on the forums? >.< I'm still trying to finish the modding on guinea's map and it's almost time for dinner too...
2015-10-01 15:06 Yuii-: aah too lazy
2015-10-01 15:06 MrSergio: lol
2015-10-01 15:06 MrSergio: Just leave in chat then. I'll check everyuthing later x)
2015-10-01 15:06 Yuii-: That works for me
2015-10-01 15:06 MrSergio: Good :3
2015-10-01 15:06 MrSergio: I'll be ignoring you for the next half an hour <3
2015-10-01 15:06 MrSergio: xD
2015-10-01 15:07 Yuii-: Sure, no worries
2015-10-01 15:07 Yuii-: I'll talk to myself
2015-10-01 15:07 MrSergio: ahahahaha
2015-10-01 15:08 Yuii-: 01:31:716 (1,2) - mmmaan, the jump
2015-10-01 15:08 MrSergio: And yeah, consider that the hitsounding is 3 months old (if not more)
2015-10-01 15:08 Yuii-: isn't bad actually
2015-10-01 15:08 Yuii-: just those claps
2015-10-01 15:08 MrSergio: I should seriously remake it from scratch...
2015-10-01 15:09 MrSergio: That's a good load of work less to do lol
2015-10-01 15:09 MrSergio: I'll see later then :3
2015-10-01 15:11 Yuii-: 01:40:677 (1,2,3,4,1,2,3,4,1,2,3,4) - i'm sure you understand this
2015-10-01 15:12 Yuii-: 01:44:540 (4) - is this 1/12? it shouldn't
2015-10-01 15:14 Yuii-: 02:57:040 (11) - I'd NC here indeed}
2015-10-01 15:21 Yuii-: ACTION is editing [http://osu.ppy.sh/b/720172 Lindsey Stirling - Senbonzakura [Insane]]
2015-10-01 15:21 Yuii-: Your NCs at the beginning are quite random
2015-10-01 15:23 Yuii-: 01:34:443 (1) - in the extra this isn't NC'd
2015-10-01 15:25 Yuii-: 01:54:508 (2) - this stack is quite random
2015-10-01 15:27 Yuii-: 01:57:430 (5,1) - this jump is questionable
2015-10-01 15:29 Yuii-: 02:18:079 (1,2,3,4,5,6) - rip inspiration
2015-10-01 15:30 Yuii-: 02:32:592 (5) - why no NC on this one whilst the others do have it?
2015-10-01 15:30 Yuii-: 02:49:248 (1,2,3) - this double stack is sooo hard, especially if you are using 1/12
2015-10-01 15:31 Yuii-: 02:57:040 (11) - again, I'd NC that
2015-10-01 15:32 Yuii-: 03:03:274 (9) - ^
2015-10-01 15:33 Yuii-: alright, I think that's it. btw, lower Insane's HP to 5 and Extra to 5.5. Using "5,7" is super random, HP doesn't work that way. Aaaaalso, you'll make a better spread like that, so the gap between Hard and Insane isn't high HP-oriented
2015-10-01 15:56 MrSergio: Hm... gonna check it now
2015-10-01 15:56 Yuii-: oki
2015-10-01 15:57 MrSergio: Oh, yeah, the HP was a bit high, but I thought it was ok lol
2015-10-01 16:03 MrSergio: 02:18:079 (1,2,3,4,5,6) - lol, indeed ahahahahaha
2015-10-01 16:04 MrSergio: I was like "Who the hell cares if I just place one random pattern" xD
2015-10-01 16:04 Yuii-: dude I swear it's tooo noticeable haha
2015-10-01 16:05 MrSergio: Changing x)
2015-10-01 16:24 MrSergio: You can post the log <3
2015-10-01 16:24 Yuii-: oki, gimme a min

Good luck!
Stefan
? ¯\_(ツ)_/¯

Edit:

MrSergio wrote:

After discussing once more the matter with other BNs we concluded that if something may hinder the qualification process of the mapset it should be removed to avoid any more problems.
Therefore, I'll remove taiko diffs and we'll see to get this ranked without them :/
Oh darn ¯\_(ツ)_/¯, hope to see it qualified soon!
Topic Starter
Seijiro

Stefan wrote:

Oh darn ¯\_(ツ)_/¯, hope to see it qualified soon!
Every mapper hopes for that, thanks for the support =w=b
Bara-
If you want to, I can check the standard diffs later
Sorry for the uproar caused
IMO, the taiko diffs were good, but seeing all these replies here I'll revise my taiko-modding capabilities
I was sure I already posted here about this, but I apparently did not, which is why I replied so goddamn late
Raiden
Worry not. It is actually nice seeing more people using taikos in their set, you tried your best to push it forward.

Also, do not misunderstand Okoratu and me. We don't hate (or elitist or whatever he called us). We just wanted to avoid an obvious disqualify that would have happened if nothing was done.

Only re add the taiko diffs if you're willing to be patient, and even more because the mapper seems too stubborn to accept feedback.

Poke me if you decide to re add taikos, Sergio. (Or don't, since the mapper will probably just trash everything I say lol)
Topic Starter
Seijiro
Well... I can't keep changing decision anyway, so what's done it's done.

@Baraatje If you want and you have time for it, sure. If you can't mod it in the end, don't worry: the strange snaps and all would be a pain for anyone so don't worry

@Raiden I probably won't call you and you already know why but thanks for your time. You helped already enough, thank you :3

Little note: seeing the general mapset as well as the song itself, I'll probably keep this mapset in pending for not more than 1, maybe 2 months. The reasons are basically those I already declared. Also, the more I map, the more I see flaws in my map which is, yes a good thing, but after all the effort I put into this it feels like a shame to leave it go to waste and remap everything (I'm usually a slow mapper and this map took me 3 months just for the mapping of the Extra...)
Finally, I have other maps which I would like to submit and try to rank since my mapping improved quite a lot but there is the problem with the slot limit, so... =w="

I hope that those who liked this map and those who modded it understand my point and my reasons, thanks.
Endaris
Hello fellow chatter. I'm not a BN but I'll still throw a low quality mod at you :D


Hitsounds

I'll just discuss this a bit, you can see the specific problem in the respective mods for the diffs:
The additional finish-hitsound that makes that bright sound is often used in bad context. This means it is either completely displaced or connected to an idea that didn't get executed properly. The problematic thing about is that it resonates for a lot longer than you would expect from a usual hitsound(slightly longer than 1/2) which causes it to feel weird when there isn't a 2/1-space to the next note due to it sort of overlapping with the next note.
+ In terms of character it doesn't fit on the spots where some people shout "HEY!" so find an alternative for this too.

tl;dr use it in places where it actually gets a chance to echo. Look for a different finish in the other cases: Lower pitch, more brief, less echo. The characteristic sound type of the current one(No clue what you call that) isn't even bad but it's too much.


AsaNe's Easy


  1. 00:47:690 (5) - I think shortening this slider and letting it end on 00:48:469 with a whistle while adding a single at 00:48:859 with the clap plays very nicely as it allows you to keep up your 2/1 whistle pattern while catching the long violinsound. And as this is an Easy it won't even ruin your spacing 8-)
  1. 00:50:807 (1) - ^same pattern, but here you could also match it with 00:44:573 (1,2) - for the sake of variation. Personally I like the 2/1 slider more!
  1. 00:53:534 I would like this to be mapped with a circle as you never left out a big beat of the drums unless you wanted to accentuate a strong note of the violin. Here is no violin so I'd recommend you to not skip this for the sake of consistency. Another thing to notice is that there's no new section starting which is why a pause doesn't make much sense.
  1. 00:57:040 (1) - In the following section Lindsey Stirling clearly follows a 2/1 pattern with the peaks of her improvisation. If we draw the melody she goes like this:
    This visualizes fairly well(lol). She always goes down in her melody to give each peak new force and I think you should really map to these peaks as they feel the strongest. Personally I would throw away the idea with the initial slider and give the second peak an own circle so it gets the same accentuation as the first and third. I think it would also play really nicely if you made the following two sliders singles and make them flow in a downward direction. Going with 1/1 sliders in the melodical valley plays fine and you can catch the first small peak marked again. For the staccato notes I'd really like to have them accentuated with singles in an upwardmovement and (maybe im too ballsy here for an easy) make the note at 01:02:495 - a 1/2 repeatslider. I'm really bad at flowing stuff but it could end up looking like something similar to this:
  1. The section shortly after is basically the same story so I won't elaborate it as much. Basically this:
    1. 01:03:274 (1,2) - Consider making these singles(this is very optional), I think the sliders are more justifiable here due to how the previous section build up tension for this moment compared to the end at 00:55:482 (9) that just ends the section plainly
    2. 01:04:833 (3) - Again shorten this to catch the peak on a sliderstart on the third bar
    3. 01:06:391 (4,5,6) - I'm going to be bold and say that THIS is one of the few spots that define the song's identity. The downward motion and melodic approach of playing around the final note with an upward downward motion. So good. Shortversion:
      Again, if the 1/2 repeatsliders seems to hard or unrankable or what not, putting singles on the white ticks seems to be the best alternative
  1. 01:09:508 (1,2,3,4,5,6,7,8,1,2,3,4,5) - This whole section is not good in my opinion. The rhythm doesn't make sense. You could do two things here, either follow the violin or follow the drums. The violin clearly follows the beat on 1 and 3 while the drums follow the beat on 2 and 4. While every beat on 1 and 3 is mapped it is done inconsequently. Also refer to this thread by Jenny. Having the 3 always on the sliderend makes it very weak compared to the following drumbeat which means that you're not following either consequently. To bring out the violin correctly you should use 2/1 sliders at the start of each phrase. At the end of each phrase where the variation comes in I think it makes sense to resort to the drum kind of "resetting" our focus as you can't properly express them in an easy diff. This gives the following repitition of the basic pattern more force than if you'd keep the 2/1 sliders up and keeps it interesting like that. Would look like this:
    Same story for the rest of the section.
    This only plays okay right now due to how the hitsounds apply a sense to this but the sense should be applied by the actual music!
  1. 01:20:417 (6) - Don't do this. The violin AND the drum are on the blue tick so this plays complete odd due to having no sound assigned. As you can't complete this pattern properly(cause you can't let it and on a blue tick AND do the double later) I'd just resort to making 6 a single.
  1. 01:21:975 (1,2) - I like this relatively well due to how the drum accentuation shifted to the 4.
  1. 01:26:651 (5) - Splitting this slider up in 2 singles + 1 1/1 slider would complement the audible downwardmovement of the melody very well i think. To accentuate it further you'd have to mess up your earlier movement at 01:25:092 (3,4) which played fairly well on its own but I think sacrificing it would be worth. My favorite solution for this pattern would be this tho:
Then we got some rhythmical issues explained above that repeat themselves(I won't repeat myself though) for the rest plus some more stuff.

  1. 02:05:612 (1) 02:06:391 (2) - This hitsounding makes no sense at all as unlike the other times we aren't fading into some other part, this is the beginning of some action. If you were to use additional hitsounds to emphasize this part you should 1. use a different hitsound that isn't as strong and 2. be consequent with it and assign it to the other peaks too.
  1. 02:43:014 (1) - This hitsound could be approriate if you changed the hitsounding in the following calm part as it would be used then to underline the change of pace. In its current state this hitsound feels out of place. If you stop using whistles and replace the unskippable claps with something that sounds more traditional this could make for a really nice effect.
  1. 02:47:300 (5) - We're in a calm section here and there's no real sound on this particular beat. I'd remove this note and also turn the previous slider into 2 singles. You can also consider removing the sliderend from 02:43:794 (2) - to create a repeating pattern. This is very optional though and would exclude the drum for this part. A good solution for this section would be to repeat the single+single+repeatslider-pattern in this section and give it a change of pace towards the end of it by making this slider 02:50:807 (2) - that you would map a repeatslider for that purpose 3 singles instead
  1. 02:53:924 (6) - let this end on 02:54:703 - please. I see what you're trying to do with the wiggling sliderend but the violin is a lot easier to grasp in my opinion. Adding a single on the drumhit is optional as having a brief pause between the two parts is still very nice.

Please make sure you review all the patterns and listen carefully as you're consistently inconsistent for some of your parts :x


Normal


This diff is really weird. I agree on some parts completely and on others I'm wondering what you did before you mapped it. Maybe you considered it too hard but uhm, let's see. My cringefactor is especially high on the intro.

  1. 00:19:638 (1) - Like okay. What is this slider? I hear that there's an audible sound of this synthesizerdrumthing on the end but the violin note is clearly supposed to be staccato. If you listen carefully, on every other strong synthesizerdrumthingsound (and they are ALWAYS on the downbeat) there's a brief echo you don't map either. Sure on the second it's not as loud as on the first but on the third, fourth etc. I can hear that echo very clearly but you still decided to ignore it and only map the mainsound. Please do that here too, the mainsound is on the downbeat and the echo isn't as obvious if you put the whistle on the downbeat.
  1. Now the intro. I see that you might be trying to do some sort of building up tension by using long and not so interesting sliders that ignore the violin more or less so you can accelerate later on. While I would agree with this idea on a harder difficulty it doesn't make much sense for a normal as any kind of acceleration you might do during the early part will get cut off right at 00:32:105 due to the ranking criteria for normal limiting your options in terms of increasing spacing, SV etc. so much that you're basically back to the beginning when we look at the intensity. Considering this i'd throw away the idea of building up tension and map the intro part just as you hear it:
    Maybe swap this pattern with the repeatsliders you did later here 00:26:261 (2) - so that you get repeatsliders first and then the rhythm in the pic so you still have some "kind of" wind up in terms of pace.
  1. 00:35:222 (1,2) - Your focus is incorrect here I think. 00:36:196 is more of a decoration as it is outside(above) of the regular melody(especially the bluetick) while 00:35:612 is vital for the development of the melody. Plus refering to Jenny again, 00:36:001 - the sliderend having a very strong additive hitsound here feels superodd. All 3 hitsounds are still kind of questionable just like mentioned in the Easy-Diff. If at all you would have to start using them at 00:32:105 (1) cause it doesn't make sense to suddenly use completely different hitsounds when the music hasn't even changed.
    I think this rhythm would be most appropriate:
  1. 00:37:949 (5) - Consider removing this note to give the following fat drumsoundclapwhistle an additional bang(very optional) but at the very least remove the whistle cause you never put a whistle before on the 4th beat in this section.
  1. 00:47:690 (1,2,3,4) - This feels a bit bad for me. The redtick after the first slider is theoretically mappable and you can take this into consideration to fix the following issue: There's this really characteristic descending motion from 00:49:248 onwards in 4 notes. I'd really love if you mapped it out like this:
  1. 00:57:040 (1,2,3,4) - Similar to the easy diff you fail to make the peaks stand out here. While singles are not a bad thing you should try to arrange them in a pattern that makes the peaks stand out. A classical back-and-forth with the "valleys" being the static middle would work out here:
    You can also see that I stretched 00:59:378 (3,4) to be sliders too. This is due to the downwardmotion in melody. If you have 1, 2 being sliders it makes 3 and 4 stand out being singles. You also catch the turning point really well with the repeatslider resetting the pace to singles.
  1. 01:03:274 (1) -This hitsound has no context
  1. 01:09:118 (1) - Use a different finish-hitsound
  1. 01:09:508 (1,2,3,4,5,1,2) - This plays a bit boring but it is fine I think.
  1. 01:14:768 - This note is vital part of the melody which is why I would turn the previous circle into a slider that ends here.
  1. 01:18:859 (1) - This slider doesn't represent the music very well in my opinion. While circles are not good here as you want some difference to 01:18:079 (4,5) - I think you really want to force a tap at 01:19:638 as the melody has individual small peaks on the white ticks and you also got the last note of the strings in the background that lead into the last pattern of the section in a simplistic upwardpattern. Therefore this would be good to keep tension. You could give the red combo either force by spacing 2/1 like
    Or you just shorten your current slider to 1/1 length and put singles after. Both give it enough distinction from the previous pattern but keep the tension for the sectionend very well.
  1. 01:21:196 (2) - Make it a single please. While the violin doesn't end abruptly there are 0 sounds on sliderend, just sounds fading which is meh in most cases and it also gives your hitsound a bit more breathing room
  1. This is similar to the first part. While I agree on the first long slider leading into the section it wouldn't hurt to have 01:23:534 (1) - being a 1/1 repeatslider
  1. 01:26:651 (1) - It would be nice if you could include the white tick to complete the descending pattern.
  1. 01:43:794 (1) - Consider making this 2 singles due to how the second note is staccato and shouts for more love
  1. 01:46:521 (1) - 1/2 slider would fit here well
  1. 01:51:586 (1) - Consider making this 2 singles due to the very clear descending motion
  1. 01:52:365 (2) - Make this a repeatslider, trying to represent the 1/4 ladder upwards looks a bit incomplete as it is now. The alternative would be ignoring it and removing 01:52:949 (3) - in the process.
  1. 01:57:820 (3) - Make this a 1/2-slider. You mapped every similar musical pattern in this section with 2 1/2 sliders+single so you should do it here too.
  1. 02:11:456 - Not enough room for the hitsound here.
  1. 02:36:781 (1) - This windup has some kind of double finish which I'd like to see represented by the spinner ending on 02:41:456 with a finish(different hitsound) and the current spinnerend having an additional 1-combo single with a finish.
  1. 02:43:014 (1) - Same thing I suggested for the Easy-Diff in terms of hitsounds. Either use it and make a change of pace by killing the following additional hitsounds. Or don't use it. You can build the hitsounds up again from here on: 02:52:365
  1. 02:54:508 - Map this sound please, vital part of melody.
  1. 03:07:170 (2) - Single.





Hard




  1. First section in general: While the way you arrange the rhythm works out fine the way I hear this would make for this slider+circle-combination:
    jennyscience

    This is the second combo, cursorposition at 00:21:586 .
    As you might be able to see this rather follows how the music is actually played: First note is staccato obv, the second note doesn't fluently change into the one on the blue tick(in fact there is a superbrief pause inbetween) while the blue tick and the following white tick have a very obvious connection as the blue tick note just exists for the purpose of making the white tick more exciting. Then you got the white tick basically flowing with the next notes but the melody is flowing in two different directions: downwards for 00:21:975 (3) and upwards for your current 00:22:365 (4,5) . As the white tick naturally feels like some extra power it is very natural to hear these as two different patterns that are loosely connect which is why 2 sliders seem perfect.
    Why do I even call it Jennyscience...It just feels natural so no science involved.
    Now my way of mapping this is obviously a bit harder to play due to a double being involved so a player may find it difficult if you spam this instead but you could very well replace each second pattern like this as it also adds more variety while leaving some time for recovery on a sliderpart.
  1. 00:19:638 (1) - See Normaldiff but as this diff is more dense you can probably leave it like that so i don't get 100 on first note when going for SS
  1. 00:24:313 (1,2,3) - This is mostly a four-step pattern downwards which is why mapping 2/1 would be very reasonable for the two first notes. It looks like you tried to include the decoration but not very poorly. Either do it properly or leave it be as it takes something away from the previously mentioned movement otherwise. Properly including it would mean a 1/4 slider on 00:24:898 (maybe a bit hard) or making a 1/4 repeat slider on the same spot and turning the end of the sacrificed slider into a single.
  1. 00:27:430 (1,2,3,4,5) - Alter this pattern similar to my description above(how it is played) for variation
  1. 00:30:547 (1,2,3,4) - See above, same four-step pattern
  1. 00:33:664 (1) - Making this a single seems better as the drumhit isn't that big and I can hear a brief pause for the violin
  1. 00:36:359 (4) - Is this note really snapped to 1/12 ? If yes...uh...seems kind of correct but it's still a weird spot. It's natural for this kind of instrument to show slight inconsistencies so maybe recheck this again? Idk, that looks like QAT-stuff.
  1. 00:36:001 (3,4) - Oh context. Didn't catch the decoration properly again. See above. Simplification would be cutting off the tail from 00:36:391 (4) so the sliderstart at 00:36:781 (1) - also gets more strength but in context with the snapping it seems really odd.
  1. 00:36:781 (1) - Isolated hitsound of my favorite kind(see hitsounds)
  1. 00:37:560 (3,4,5) - Plays a bit odd, got no idea how to make it better though
  1. 00:41:651 (2) - Cut the sliderend off to intensify the feeling of the melody(staccato)
  1. 00:43:014 (1,2,3) - This plays a bit weird as this is technically a 5-step upward movement but you can press buttons only 3 times. Didn't find anything better though(didn't search long tbh after my first thought wasn't as good)
  1. 00:50:807 (1) - Extend to blue tick
  1. 00:56:261 (1) - Consider making this a single, gives more power to the note due to the pause which also makes a good transition to the next section.
  1. 01:03:274 (1) - lonely hitsound
  1. 01:08:729 (1) - HEY!
  1. 01:19:833 (1) - I dislike short repeatsliders with a lot of repeats as they make a lot of sound for almost no gameplay. I would rather map it this way as it also fits the way the melody develops there:
  1. 01:23:534 (1,2,3,4) - variation see above
  1. 01:27:235 (3,4) - Make this similar to my suggestion at 01:19:833
  1. 01:29:183 (2) - ^
  1. 01:29:768 (3,1) - These two violin notes are exactly the same so mapping the circles the same way seems appropriate too. Making them both singles is the most obvious thing but 3/4 sliders may work too.
  1. 01:30:839 - Makes no sense to not map this when you mapped 01:30:644 -
  1. 01:45:352 (1,2) - This looks overmapped as the drums only hits on white/red and the violin just repeats each note once on the blue therefore the blue ticks kind of lack new content
  1. 01:53:144 (3,4) - Include the blue tick here just like you did on the ones before, the song itself keeps your beats variating for every measure here so you don't have to deviate from the most obvious pattern that catches all sounds.
  1. 02:07:170 (1) - The notes here are a bit more of peaks themselves so a repeatslider makes them feel a bit too weak I think.
  1. 02:11:066 (1) - HEY!
  1. 02:22:170 (1) - see somewhere above about repeatsliders
  1. Use similar spacing for 02:24:313 (1,2,3,4,5,6,7) and
  1. 02:25:872 (1,2,3,4,5,6,7) -
  1. 02:29:183 (1,2,3,4,5) - This is not bad but I'd prefer this:
    maybe i'm nuts

    Probably a bit gimmicky with the isolated 7 so you might extend the repeat one more if this seems to be too hard
  1. 02:30:547 - Now this windup phase. As you probably noticed I think that short repeatsliders play lame and a lot of them are kind of meh. I'd suggest trying to bring in some variation whenever you get a boost by the drum and turn the repeatslider into something like this for further accentuation:
    This would include altering your triple things later somehow.
  1. 02:41:456 (1,2) - boooooring! this is supposed to be the grandfinale of the nice windup you did so far but a grandfinale should not only include a lot of hitsounds but also something for the player to do.
  1. 02:48:469 (3) - extend to 1/1
  1. 03:00:157 (1) - The way the melody goes here tells me that this should not be a repeatslider, change to 1/2 slider + single(or connect it to 03:00:742 )
  1. 03:00:937 (3) - another weird 1/8 snap. As for the other, try to either map the decoration properly or don't at all so the 1/8 doesn't feel as isolated and off. It looks like it's pretty hard to include so I would just bind over this spot with a 1/1 slider.
  1. 03:05:807 (4) - somewhere above
  1. 03:07:170 (1) - mute the end or chop it off


I can mod Insane+Extra too if you want me to but not before you're done with this.
Ofc feel free to poke me in chat if anything is unclear ;)
Topic Starter
Seijiro
SPOILER
First, as we already discussed, AsaNe is absent from osu, so I'll be checking her diff for her (sorry if the check isn't really reliable to her view)

Endaris wrote:

Hello fellow chatter. I'm not a BN but I'll still throw a low quality mod at you :D


Hitsounds

I'll just discuss this a bit, you can see the specific problem in the respective mods for the diffs:
The additional finish-hitsound that makes that bright sound is often used in bad context. This means it is either completely displaced or connected to an idea that didn't get executed properly. The problematic thing about is that it resonates for a lot longer than you would expect from a usual hitsound(slightly longer than 1/2) which causes it to feel weird when there isn't a 2/1-space to the next note due to it sort of overlapping with the next note.
+ In terms of character it doesn't fit on the spots where some people shout "HEY!" so find an alternative for this too.

tl;dr use it in places where it actually gets a chance to echo. Look for a different finish in the other cases: Lower pitch, more brief, less echo. The characteristic sound type of the current one(No clue what you call that) isn't even bad but it's too much.

Ok, so, I guess we have to clarify what the meaning of "hitsound" is: for a rhythm game the most important factor is to give feedback to the player on how he's performing during his play. Till now nothing to say, right?
The point I'm trying to put in consideration is that what you're trying to suggest can be interpreted into 2 ways:
1) You're saying that the mapper should follow the music perfectly and use only instruments that are pertinent to the song (in this meaning you go against the definition of hitsounding, since you'll end up using the same instruments of the song, resulting in 0 feedback at all) (I admit that this is a bit out of question in this case, but someone could still understand it that way)
2) The suggestion is made on a purely subjective basis. Since the hitsounds need to create a sort of feedback the mapper can use fitting hitsounds to create his own layer into the song, which is what I did in those few places where I put that finish you mentioned. Tbh I find that hitsound really nice and it isn't overused anyways, but gives a little spicing up to the whole map.

Also, regarding the "length" of this hitsound: have you ever heard the default normal-hitfinish? Imo is at least as long as my hitsound

tl;dr Even if this sounds bad to be said after all the reasoning, as long as you give me personal reasons I have a wide range of excuses to make in case I don't agree due to "my" personal reasons, even if I tried to clarify this as objectively as possible in this circumstance


AsaNe's Easy


  1. 00:47:690 (5) - I think shortening this slider and letting it end on 00:48:469 with a whistle while adding a single at 00:48:859 with the clap plays very nicely as it allows you to keep up your 2/1 whistle pattern while catching the long violinsound. And as this is an Easy it won't even ruin your spacing 8-)
  1. 00:50:807 (1) - ^same pattern, but here you could also match it with 00:44:573 (1,2) - for the sake of variation. Personally I like the 2/1 slider more! From what I was able to see, both 00:47:690 (5,1) - follow an entire "movement" of the violin, since it would be too complex to follow it entirely the right way. Imo this feels quite right in this instance since it resembles the ideal of "Easy diff". Also, I find that the 3/1 sliders give far more variation than a simple 2/1 which is used almost everywhere else (on other maps, I mean)
  1. 00:53:534 I would like this to be mapped with a circle as you never left out a big beat of the drums unless you wanted to accentuate a strong note of the violin. Here is no violin so I'd recommend you to not skip this for the sake of consistency. Another thing to notice is that there's no new section starting which is why a pause doesn't make much sense. From what I can see, the whole brown combo is following purely the violin. The hitsounds were from my diffs, that's why you thought about drums probably: sorry for that, but I remember AsaNe saying the same thing before so I guess I'll leave it empty for now. Last thing: adding a circle there would increase the vehemency of that part, making it unbalanced with the rest of the diff since there aren't any other places with so many circles (I'd like to avoid remapping hers parts since this isn't a collab, nor I want to interpret things in a different way from hers
  1. 00:57:040 (1) - In the following section Lindsey Stirling clearly follows a 2/1 pattern with the peaks of her improvisation. If we draw the melody she goes like this:
    This visualizes fairly well(lol). She always goes down in her melody to give each peak new force and I think you should really map to these peaks as they feel the strongest. Personally I would throw away the idea with the initial slider and give the second peak an own circle so it gets the same accentuation as the first and third. I think it would also play really nicely if you made the following two sliders singles and make them flow in a downward direction. Going with 1/1 sliders in the melodical valley plays fine and you can catch the first small peak marked again. For the staccato notes I'd really like to have them accentuated with singles in an upwardmovement and (maybe im too ballsy here for an easy) make the note at 01:02:495 - a 1/2 repeatslider. I'm really bad at flowing stuff but it could end up looking like something similar to this:
    I fully understand what you're looking at and I do agree with that, tho, I think you overlooked the sliders' shapes, as well as their meaning probably: the first one has sharp curves to emphasize the strong bass beats (Just see where the anchorpoints are placed) as well as the first single circle you suggested for the violin note; the second one, instead, follows more the violin: the "curly" curve is placed exactly where the violin sound is starting raising pitch from the grave notes. All of those sliders are also following the previous general reasoning of the previous combos, where a 3/1 slider follows an entire violin movement. In my eyes these are plenty of reasons to not unbalance everything here since there will be way too many circles (and on an Easy diff we can't use them so much since it will increase the general difficulty for the player)
  1. The section shortly after is basically the same story so I won't elaborate it as much. Basically this:
    1. 01:03:274 (1,2) - Consider making these singles(this is very optional), I think the sliders are more justifiable here due to how the previous section build up tension for this moment compared to the end at 00:55:482 (9) that just ends the section plainly
    2. 01:04:833 (3) - Again shorten this to catch the peak on a sliderstart on the third bar
    3. 01:06:391 (4,5,6) - I'm going to be bold and say that THIS is one of the few spots that define the song's identity. The downward motion and melodic approach of playing around the final note with an upward downward motion. So good. Shortversion:
      Again, if the 1/2 repeatsliders seems to hard or unrankable or what not, putting singles on the white ticks seems to be the best alternative
    Apart from giving you the same reasons as before I can only add that you're thinking too blocked in your own vision here: adding circles all the way isn't the right thing to do in this case because this is supposed to be an Easy, and since it is an Easy it needs something to give the player the right time of the notes without stressing him. Sliders need to be clicked only once and being like that the player will be able to hear at least half of the notes correctly on time, even if they hit badly: imo this is the best step to make someone learn how to play a rhythm game, since it's just a matter of "time".
    Maybe this is a little harsh from me, since I'm not the mapper, but I can still find valid reasons behind what has been done here, so...
  1. 01:09:508 (1,2,3,4,5,6,7,8,1,2,3,4,5) - This whole section is not good in my opinion. The rhythm doesn't make sense. You could do two things here, either follow the violin or follow the drums. The violin clearly follows the beat on 1 and 3 while the drums follow the beat on 2 and 4. While every beat on 1 and 3 is mapped it is done inconsequently. Also refer to this thread by Jenny. Having the 3 always on the sliderend makes it very weak compared to the following drumbeat which means that you're not following either consequently. To bring out the violin correctly you should use 2/1 sliders at the start of each phrase. At the end of each phrase where the variation comes in I think it makes sense to resort to the drum kind of "resetting" our focus as you can't properly express them in an easy diff. This gives the following repitition of the basic pattern more force than if you'd keep the 2/1 sliders up and keeps it interesting like that. Would look like this:
    Same story for the rest of the section.
    This only plays okay right now due to how the hitsounds apply a sense to this but the sense should be applied by the actual music!
    Alright, I'll try to answer to all the points here:
    - Jenny's guide is hardly applicable on lower diffs, because you HAVE TO ignore a ton of beats. In case this was the Hard diff at least I could have even considered that, but here I find it as an invalid point
    - Those sliders are still following the same, identical reasoning used since the beginning of this map: all complex violin movements get converted into a slider like that
    - Here she switched from 3/1 sliders to 2/1 slider + circle to emphasize the drums, since it is the kiai part and needs more vigor imo. Also, each slider end introduces nicely to the drum because of the difference holding/jumping (puts more pressure on the circle)
    - Using the proposed pattern for each kiai and applying the general reasoning to the whole map would raise the difficulty above 1.75 stars for sure, and that's wy too much for an Easy (it's already 1.52 as it is with a low BPM too...)
    - Last and more important thing: we're discussing about an Easy diff, people will really care that much about all this sort of things? Really? When I started playing osu! I just focused on clicking in time, not how a map looked at all
  1. 01:20:417 (6) - Don't do this. The violin AND the drum are on the blue tick so this plays complete odd due to having no sound assigned. As you can't complete this pattern properly(cause you can't let it and on a blue tick AND do the double later) I'd just resort to making 6 a single.
    If you're referring to 01:20:709 - then I can agree perfectly, since this part is a bit tricky: I merged 01:20:417 (6,7) - into one, long, 2/1 slider
  1. 01:21:975 (1,2) - I like this relatively well due to how the drum accentuation shifted to the 4. Nice, nothing to do here \o\
  1. 01:26:651 (5) - Splitting this slider up in 2 singles + 1 1/1 slider would complement the audible downwardmovement of the melody very well i think. To accentuate it further you'd have to mess up your earlier movement at 01:25:092 (3,4) which played fairly well on its own but I think sacrificing it would be worth. My favorite solution for this pattern would be this tho:
    First, once again you're trying to make the map harder than it should by putting circles where we can actually suffice to that with sliders (I'll tell you a little secret I learned with my mapping experience: when you use slow, long sliders (at least 1/1 or even 2/1) as the ones you pointed out, you put the same pressure (it's just a feeling tho) on all its ends, which means that it is "as if" they are circles)
    And also, what you see right now follows again the same reasoning used till now, so I have really few reasons to change this... (yeah, the reasons you brought up aren't enough since my previous explanations seem to stand up against them pretty well)
Then we got some rhythmical issues explained above that repeat themselves(I won't repeat myself though) for the rest plus some more stuff.

  1. 02:05:612 (1) 02:06:391 (2) - This hitsounding makes no sense at all as unlike the other times we aren't fading into some other part, this is the beginning of some action. If you were to use additional hitsounds to emphasize this part you should 1. use a different hitsound that isn't as strong and 2. be consequent with it and assign it to the other peaks too.
    My bad, this hitsounding was for the Extra/Insane diff
  1. 02:43:014 (1) - This hitsound could be approriate if you changed the hitsounding in the following calm part as it would be used then to underline the change of pace. In its current state this hitsound feels out of place. If you stop using whistles and replace the unskippable claps with something that sounds more traditional this could make for a really nice effect.
    Changed previous hitsounds since they were too loud
  1. 02:47:300 (5) - We're in a calm section here and there's no real sound on this particular beat. I'd remove this note and also turn the previous slider into 2 singles. You can also consider removing the sliderend from 02:43:794 (2) - to create a repeating pattern. This is very optional though and would exclude the drum for this part. A good solution for this section would be to repeat the single+single+repeatslider-pattern in this section and give it a change of pace towards the end of it by making this slider 02:50:807 (2) - that you would map a repeatslider for that purpose 3 singles instead
    I can perfectly understand that and I agree with it, but the problem is that there will be a huge hole in the rhythm, as well as the pattern itself, and it will ruin the next pattern too, which is based on that note right there. Anyway, I'm really not sure about this and for now I'd rather keep it as it is for consistency. We'll later what we can do.
    And no, no more circles.
  1. 02:53:924 (6) - let this end on 02:54:703 - please. I see what you're trying to do with the wiggling sliderend but the violin is a lot easier to grasp in my opinion. Adding a single on the drumhit is optional as having a brief pause between the two parts is still very nice.
    I would rather have avoided to edit this much, but the wiggle is too much, even if it is intuitive, so I added the drum hit here and shortened the slider

Please make sure you review all the patterns and listen carefully as you're consistently inconsistent for some of your parts :x
It depends on how you see it actually, and as you could see from my replies, even I (another modder) was able to find reasons to clarify those patterns


Normal


This diff is really weird. I agree on some parts completely and on others I'm wondering what you did before you mapped it. Maybe you considered it too hard but uhm, let's see. My cringefactor is especially high on the intro.

  1. 00:19:638 (1) - Like okay. What is this slider? I hear that there's an audible sound of this synthesizerdrumthing on the end but the violin note is clearly supposed to be staccato. If you listen carefully, on every other strong synthesizerdrumthingsound (and they are ALWAYS on the downbeat) there's a brief echo you don't map either. Sure on the second it's not as loud as on the first but on the third, fourth etc. I can hear that echo very clearly but you still decided to ignore it and only map the mainsound. Please do that here too, the mainsound is on the downbeat and the echo isn't as obvious if you put the whistle on the downbeat.
    Yeah, now that you mention it it wasn't that logic there
  1. Now the intro. I see that you might be trying to do some sort of building up tension by using long and not so interesting sliders that ignore the violin more or less so you can accelerate later on. While I would agree with this idea on a harder difficulty it doesn't make much sense for a normal as any kind of acceleration you might do during the early part will get cut off right at 00:32:105 due to the ranking criteria for normal limiting your options in terms of increasing spacing, SV etc. so much that you're basically back to the beginning when we look at the intensity. Considering this i'd throw away the idea of building up tension and map the intro part just as you hear it:
    Maybe swap this pattern with the repeatsliders you did later here 00:26:261 (2) - so that you get repeatsliders first and then the rhythm in the pic so you still have some "kind of" wind up in terms of pace.
    Alright, I'd start from saying that I didn't try to make any sort of build-up: I just wanted to make the intro less complex by fusing the violin's notes into long sliders (and the idea of doing this on harder diffs is out of question since I can't make such a slow and useless part there anyways). Also, if I do so here I would have to change each other part of the song which isn't a kiai time, since I based my reasoning on this to make almost the entire map
  1. 00:35:222 (1,2) - Your focus is incorrect here I think. 00:36:196 is more of a decoration as it is outside(above) of the regular melody(especially the bluetick) while 00:35:612 is vital for the development of the melody. Plus refering to Jenny again, 00:36:001 - the sliderend having a very strong additive hitsound here feels superodd. All 3 hitsounds are still kind of questionable just like mentioned in the Easy-Diff. If at all you would have to start using them at 00:32:105 (1) cause it doesn't make sense to suddenly use completely different hitsounds when the music hasn't even changed.
    I think this rhythm would be most appropriate:
    I'd like to ask you why you didn't point out patterns like 00:41:456 (1) - for example, which are almost the same (but yeah, they aren't perfectly the same) and give a similar feeling. Anyways, it stands out a lot and I used just one circle instead.
    What I do not understand is why you keep telling me to follow the violin (actually, just emphasizing a couple of the violin's notes) when if I did so I would end up with a more difficult and heavy map. While making a mapset there are quite a few compromises, above all on the lower diffs: finding a right rhythm which is consistent yet not stressing is hard and it is obvious that a lot of notes will be ignored.
    Last thing, now that it came here again: continually referring to other mappers' style is a bit... how can I say it... maybe "odd". It is telling me that this thinking isn't really yours, but of someone else. What I'd like to hear is what you really think and not how someone else is, even if you totally agree with that (just don't add the "like mapper X" part in that case xD)
  1. 00:37:949 (5) - Consider removing this note to give the following fat drumsoundclapwhistle an additional bang(very optional) but at the very least remove the whistle cause you never put a whistle before on the 4th beat in this section. It was indeed a bit too much as an hitsounding, and since it is like this, I removed also the whistle from 00:36:391 (2) - which follow the same logic, right?
  1. 00:47:690 (1,2,3,4) - This feels a bit bad for me. The redtick after the first slider is theoretically mappable and you can take this into consideration to fix the following issue: There's this really characteristic descending motion from 00:49:248 onwards in 4 notes. I'd really love if you mapped it out like this:
    Remade the whole pattern since I didn't like it how it played. Also, it's a bit hard to understand from just the timeline lol If you're going for a subjective suggestion (and this was one of those) a complete pattern would clarify better what you have in mind
  1. 00:57:040 (1,2,3,4) - Similar to the easy diff you fail to make the peaks stand out here. While singles are not a bad thing you should try to arrange them in a pattern that makes the peaks stand out. A classical back-and-forth with the "valleys" being the static middle would work out here:
    You can also see that I stretched 00:59:378 (3,4) to be sliders too. This is due to the downwardmotion in melody. If you have 1, 2 being sliders it makes 3 and 4 stand out being singles. You also catch the turning point really well with the repeatslider resetting the pace to singles.
    Wow, that pattern looks really clustered xD (above all in the second half of it). For this part I mainly used drums as you can see, in opposition to the intro where I used mostly violin sounds
  1. 01:03:274 (1) -This hitsound has no context
  1. 01:09:118 (1) - Use a different finish-hitsound
    Both of these have the same reasons I explained above
  1. 01:09:508 (1,2,3,4,5,1,2) - This plays a bit boring but it is fine I think. I find that this part is the one with the most interesting flow actually, since I can rarely use such oval flow else where
  1. 01:14:768 - This note is vital part of the melody which is why I would turn the previous circle into a slider that ends here. Totally following drums fro 01:14:573 (1,2,3) - as you can also notice, this combo is made just for drums, while the others are for violin notes
  1. 01:18:859 (1) - This slider doesn't represent the music very well in my opinion. While circles are not good here as you want some difference to 01:18:079 (4,5) - I think you really want to force a tap at 01:19:638 as the melody has individual small peaks on the white ticks and you also got the last note of the strings in the background that lead into the last pattern of the section in a simplistic upwardpattern. Therefore this would be good to keep tension. You could give the red combo either force by spacing 2/1 like
    Or you just shorten your current slider to 1/1 length and put singles after. Both give it enough distinction from the previous pattern but keep the tension for the sectionend very well.
    If I try to map all those violin notes I will end up wit ha mess, therefore I simplified those with a slider as I did for the beginning and used the drums to give the player a solid base to keep on playing (I'm referring to 01:18:859 (1,2) - )
  1. 01:21:196 (2) - Make it a single please. While the violin doesn't end abruptly there are 0 sounds on sliderend, just sounds fading which is meh in most cases and it also gives your hitsound a bit more breathing room
    If you listen to 25% playback rate you'll her that the violin note ends exactly with the slider I used. The fact there are no sounds at the end is just confirming the theory you were using earlier: if there really is no sound to make it finish on where is the problem? We don't have to click on them, so... :^). The sldier gives actually more meaning to the echoed hitsound I use in this case: the slider is like modeling the hitsound and gives it the form I imagined for it
  1. This is similar to the first part. While I agree on the first long slider leading into the section it wouldn't hurt to have 01:23:534 (1) - being a 1/1 repeatslider
    It's exactly the same identical sound used for 01:21:975 (1) - tho, why... .-.
  1. 01:26:651 (1) - It would be nice if you could include the white tick to complete the descending pattern.
    This is the other slider's twin and the reasoning is exactly the same I did for the other one
  1. 01:43:794 (1) - Consider making this 2 singles due to how the second note is staccato and shouts for more love
    I re-used 00:41:456 (1) - which is placed on the exact same spot and rhythm and such a double would be a pain to play anyways
  1. 01:46:521 (1) - 1/2 slider would fit here well
    The previous pattern is a bit too complex to let me use another short slider like this: I want the player to regain rhythm and rest for a while, since 01:44:540 (3,4,5) - is also a bit cramped
  1. 01:51:586 (1) - Consider making this 2 singles due to the very clear descending motion
    I have to agree on this: it creates a nice difference with the other slider and gives more emphasis to it
  1. 01:52:365 (2) - Make this a repeatslider, trying to represent the 1/4 ladder upwards looks a bit incomplete as it is now. The alternative would be ignoring it and removing 01:52:949 (3) - in the process.
    I tried for once to follow more the violin and also, I want to really emphasize the 3/4 slider with repeat since it's the most accentuated sound right now
  1. 01:57:820 (3) - Make this a 1/2-slider. You mapped every similar musical pattern in this section with 2 1/2 sliders+single so you should do it here too.
    On 01:57:820 (3) - starts a long note which ends on 01:58:209 - but using a 1/2 slider here won't express it the way I wanted (3/4 slider + 1/2 slider + circle) so I had to shift focus on the drum and give it a bit more emphasis to avoid the player to follow that here
  1. 02:11:456 - Not enough room for the hitsound here.
    I wonder why 01:09:118 (1) - this is fine tho.... Also, I already gave reasons for that hitsound
  1. 02:36:781 (1) - This windup has some kind of double finish which I'd like to see represented by the spinner ending on 02:41:456 with a finish(different hitsound) and the current spinnerend having an additional 1-combo single with a finish.
    Shortened and used the normal-hitfinish instead (I should check more times after I use the hitsound copier =w=")
  1. 02:43:014 (1) - Same thing I suggested for the Easy-Diff in terms of hitsounds. Either use it and make a change of pace by killing the following additional hitsounds. Or don't use it. You can build the hitsounds up again from here on: 02:52:365
    Hitsounds already explained in this case and I don't really use such hitsounds if I lower the volume...
  1. 02:54:508 - Map this sound please, vital part of melody. Not so vital if you follow the drum and simplify the whole pattern
  1. 03:07:170 (2) - Single. Same as before





Hard




  1. First section in general: While the way you arrange the rhythm works out fine the way I hear this would make for this slider+circle-combination:
    jennyscience

    This is the second combo, cursorposition at 00:21:586 .
    As you might be able to see this rather follows how the music is actually played: First note is staccato obv, the second note doesn't fluently change into the one on the blue tick(in fact there is a superbrief pause inbetween) while the blue tick and the following white tick have a very obvious connection as the blue tick note just exists for the purpose of making the white tick more exciting. Then you got the white tick basically flowing with the next notes but the melody is flowing in two different directions: downwards for 00:21:975 (3) and upwards for your current 00:22:365 (4,5) . As the white tick naturally feels like some extra power it is very natural to hear these as two different patterns that are loosely connect which is why 2 sliders seem perfect.
    Why do I even call it Jennyscience...It just feels natural so no science involved.
    Now my way of mapping this is obviously a bit harder to play due to a double being involved so a player may find it difficult if you spam this instead but you could very well replace each second pattern like this as it also adds more variety while leaving some time for recovery on a sliderpart.
    Probably you totally skipped my short post on strange snaps (here), because there is no note on the blue tick. That's mainly the reason why I use sliders instead of circles: to avoid making the player play such awful snap (yeah, I can't change the snap the way I wont, so i have to do use it the way it is). Things like "obvious" or "natural" may not be like that if you consider all the problems and the solutions to them that there are.
    As for the creativity part, I can say that the slider shapes suffix to to the problem in this case
  1. 00:19:638 (1) - See Normaldiff but as this diff is more dense you can probably leave it like that so i don't get 100 on first note when going for SS
    It is indeed more dense, that's why, and I also want to give more consistency for the next patterns
  1. 00:24:313 (1,2,3) - This is mostly a four-step pattern downwards which is why mapping 2/1 would be very reasonable for the two first notes. It looks like you tried to include the decoration but not very poorly. Either do it properly or leave it be as it takes something away from the previously mentioned movement otherwise. Properly including it would mean a 1/4 slider on 00:24:898 (maybe a bit hard) or making a 1/4 repeat slider on the same spot and turning the end of the sacrificed slider into a single.
    All these "downwards" and "upwards" are really subjective tho, since I can easily rotate everything by 90° or even 180° and the result will be the same as long as there is the correct spacing and a reasonable slider direction compared to the other objects.
    The 1/4 slider is out of question in any case, since there are 1/6 snaps between 00:24:703 (2,3) -
    The general slider logic was to simplify the violin's strange movements into easier half steps of it and it is consistent throughout the map (and this is subjective I know, but it's my map after all)
    Last thing: "first 2 notes mapped as 2/1"? Wait, where do you see such long notes? 00:24:313 (1) - single circle with a 1/1 break after it; 00:24:703 (2) - 1/2 slider with 1/2 break after it; 00:25:092 (3) - 1/1 slider with 1/1 break after it. Where should I notice the 2/1 notes? .-.
  1. 00:27:430 (1,2,3,4,5) - Alter this pattern similar to my description above(how it is played) for variation
    If you're referring to the "direction", I already answered before. If you focus on creativity, I already answered to this too and why should I change patterns so frequently after only 10 seconds of mapping? ._.
  1. 00:30:547 (1,2,3,4) - See above, same four-step pattern
    Apart from being a totally different "melody" (or, I don't know how to call it... "measure"? "part"? Dunno) I'm feeling like this one is really following your other "directional" suggestions tho .-.
  1. 00:33:664 (1) - Making this a single seems better as the drumhit isn't that big and I can hear a brief pause for the violin
  1. 00:36:359 (4) - Is this note really snapped to 1/12 ? If yes...uh...seems kind of correct but it's still a weird spot. It's natural for this kind of instrument to show slight inconsistencies so maybe recheck this again? Idk, that looks like QAT-stuff. This stuff has to be checked by everyone, not QATs only, and yes, it was checked by a lot of mania mappers (and also a couple of BNs) and it is a 1/12 snap. Even if it is strange I'm abusing on sliders, so the player can get a 300 even if he taps a little late (I also kept a constant DS, but since a 1/12 is so little it isn't really visible on the play field)
  1. 00:36:001 (3,4) - Oh context. Didn't catch the decoration properly again. See above. Simplification would be cutting off the tail from 00:36:391 (4) so the sliderstart at 00:36:781 (1) - also gets more strength but in context with the snapping it seems really odd.
    I explained above why I'm using sliders instead of circles and the slider art doesn't have any further meaning than trying to better express the violin's notes for that part (it also gives a bit more of aesthetics to the map: using only curved or straight sliders would be boring anyways)
  1. 00:36:781 (1) - Isolated hitsound of my favorite kind(see hitsounds)
    You already know. I'm not backing from this one
  1. 00:37:560 (3,4,5) - Plays a bit odd, got no idea how to make it better though I have no idea too xD
  1. 00:41:651 (2) - Cut the sliderend off to intensify the feeling of the melody(staccato)
    Aaaaand... how am I supposed to map the 1/1 break it comes out from removing that slider end? In such a tight place too. Also, imo the "staccato" is better expressed with a slider in most cases, since it isn't a single beat, but has a somewhat of "extension" after it, even if short.
  1. 00:43:014 (1,2,3) - This plays a bit weird as this is technically a 5-step upward movement but you can press buttons only 3 times. Didn't find anything better though(didn't search long tbh after my first thought wasn't as good)
    Again with the "directions"... =w=" You don't have to watch the playfield as it is, but you have to rotate it each time a new object appears. In this case, the playfiled has to be seen almost up-side-down. It is a difficult concept to explain, but that's the gist of it. I'll write something at the end probably...
    As for the number of clicks, I can't put so many clicks there, because I won't to express the stream, but if I put even one more circle there I have to place all the others too, which makes the map unbalanced on this part
  1. 00:50:807 (1) - Extend to blue tick Ops, my bad here x)
  1. 00:56:261 (1) - Consider making this a single, gives more power to the note due to the pause which also makes a good transition to the next section.
    Hm... this is indeed a bit strange as it is now. Changed
  1. 01:03:274 (1) - lonely hitsound Indeed
  1. 01:08:729 (1) - HEY! rip SV change
  1. 01:19:833 (1) - I dislike short repeatsliders with a lot of repeats as they make a lot of sound for almost no gameplay. I would rather map it this way as it also fits the way the melody develops there:
    Maybe you didn't notice, but I avoided any of those sliders with even number of repeats on purpose (I used them only where the song changed polarity ahead or where the stream was made on entire beats, like 01:45:352 (1,2) - ) and the NC is there to make the player notice that something changed
  1. 01:23:534 (1,2,3,4) - variation see above Already explained
  1. 01:27:235 (3,4) - Make this similar to my suggestion at 01:19:833 Same answer
  1. 01:29:183 (2) - ^ ^
  1. 01:29:768 (3,1) - These two violin notes are exactly the same so mapping the circles the same way seems appropriate too. Making them both singles is the most obvious thing but 3/4 sliders may work too.
    If I do really put a slider instead of a circle there the whole meaning of the next slider would change totally, giving a different impression to the player (which is the one you're trying to use for both those objects). I would have to remap the while section there (3-4 combos) to make it fit the way you want now
  1. 01:30:839 - Makes no sense to not map this when you mapped 01:30:644 - Check the number of repeats on it and remember the other answer for the other sliders
  1. 01:45:352 (1,2) - This looks overmapped as the drums only hits on white/red and the violin just repeats each note once on the blue therefore the blue ticks kind of lack new content
    I indirectly explained this at 01:19:833 (1) -
  1. 01:53:144 (3,4) - Include the blue tick here just like you did on the ones before, the song itself keeps your beats variating for every measure here so you don't have to deviate from the most obvious pattern that catches all sounds.
  1. 02:07:170 (1) - The notes here are a bit more of peaks themselves so a repeatslider makes them feel a bit too weak I think.
    I can't do that right here, since the main focus shifted to the drums due to long previous slider
  1. 02:11:066 (1) - HEY! rip SV change part. 2
  1. 02:22:170 (1) - see somewhere above about repeatsliders Already explained
  1. Use similar spacing for 02:24:313 (1,2,3,4,5,6,7) and
  1. 02:25:872 (1,2,3,4,5,6,7) -
    They have different pitch tho and there's no big difference anyways between that spacing: if you click exactly on the center of the first circle you can even not move at all and still be able to click the next in both cases (and also having the time to understand the new spacing)
  1. 02:29:183 (1,2,3,4,5) - This is not bad but I'd prefer this:
    maybe i'm nuts

    Probably a bit gimmicky with the isolated 7 so you might extend the repeat one more if this seems to be too hard
    This is totally out of question here and now: too hard for the whole diff and it will be a "one-of-a-kind" pattern too, since I doubt I will ever use it again elsewhere, so no
  1. 02:30:547 - Now this windup phase. As you probably noticed I think that short repeatsliders play lame and a lot of them are kind of meh. I'd suggest trying to bring in some variation whenever you get a boost by the drum and turn the repeatslider into something like this for further accentuation:
    This would include altering your triple things later somehow.
  1. 02:41:456 (1,2) - boooooring! this is supposed to be the grandfinale of the nice windup you did so far but a grandfinale should not only include a lot of hitsounds but also something for the player to do.
    Can you really do such a pattern on a Hard? I don't think so. Also, grand finale where? There are still 15+ seconds of the map: by the time the map ends the player will forget about it anyways. Finally, that part isn't supposed to be intense in this case since I do not have valid patterns for this diff
  1. 02:48:469 (3) - extend to 1/1 Really nice one
  1. 03:00:157 (1) - The way the melody goes here tells me that this should not be a repeatslider, change to 1/2 slider + single(or connect it to 03:00:742 )
    Seeing the compromises I had to take till this far, that's the best option to keep consistency and to express the violin's sound tho
  1. 03:00:937 (3) - another weird 1/8 snap. As for the other, try to either map the decoration properly or don't at all so the 1/8 doesn't feel as isolated and off. It looks like it's pretty hard to include so I would just bind over this spot with a 1/1 slider.
    - It's the first 1/8 snap ever like this (all the others were 1/6)
    - ... "map the decoration properly"? .-. Are you referring to the aesthetics of the sliders for that part? If so I kinda remade a couple of shapes for better blanketing, but that's all
    - since it is hard, and the difference between this snap and the 1/6 is relatively small, I can use the same pattern with few problems (since they are sliders and have a bigger hit window)
  1. 03:05:807 (4) - somewhere above Already explained
  1. 03:07:170 (1) - mute the end or chop it off Silenced


I can mod Insane+Extra too if you want me to but not before you're done with this.
It's not really a problem: I'm able to check even longer mods if that was the concern.
Ofc feel free to poke me in chat if anything is unclear ;)
As promised, I should write a couple of things about this here:
I talked about "rotating the playfield", by that I mean more like "Take the current object as a reference: if it's a circle, consider the line you followed to come to it, if it is a slider just use its shape's line, and divide the playfield into left and right field, compared to the object. Based on the previous flow and direction of the pattern, different pitches can be expressed by positioning the next note either on the left side or the right side, with even various spacings and angles to give a different feeling based on the mapper's orientation/feeling".

Maybe that doesn't clarify perfectly the concept, but that's the most accurate description I can give you right now :/

As for the mod in general I would say that there was a big focus on what you thought about mapping and not what I was actually trying to express: mapping in general is a form of art, and as it is such a thing, most aspects are subjective.
Also, using music words like "staccato" and such can be a problem if the mapper is actually a 12-years old who doesn't know a thing about it and there are high chances he rejects things without even thinking about it.
Finally (I swear I have nothing else to say), Jenny isn't God, so please do not take what she says as a shining diamond: those guides are perfect for general introspection about what mapping is, but they are not rules, and neither absolute truths. For example, how can we apply the "slider needs a stronger beat on its head rather than its tail" on an Easy or Normal diff where a strong beat comes at each 2 measures? lol

Thanks for your precious time and for your mod and if you want to make also the rest it will be welcomed, obviously.

I hope that my replies do not sound harsh or aggressive, because that wasn't my intention at all. I just wanted to make you understand my point of view the best I could.
Endaris
Oh.
I should've stated more clearly that I am always talking about melody and rhythm in the first place and never about mapflow(cause I'm very aware that I am bad at flowing things). Maybe a bit too deep inside my own nutshell.
If I'm talking about "decoration" I am talking about the decoration done by Lindsey Stirling over the actual melody, not any kind of slidershape you might have used.
With "upward", "downward" and "descending" motions I was never talking about the mapflow but about the melodyflow, similar to how I analyzed here:


While it can be nice to flow your circles along with the melody direction it is unnecessary and oftentimes not fitting the overall flow. <-- I was never talking about this outside of one place where I showed a specific pic of the playfield.

Maybe you can recheck my mod with this, I think I'll just poke you in IRC. :o
Endaris
Followup on my previous mod with more pictures for explanations.
If I kept some text I'll have the additional text added fat or in the additional spoilerbox. I wrote a new comment to most stuff so just read everything.
Hitsounds

My problem is that the hitsound has a completely different characteristic than the other hitsounds used. You only use it punctually and don't follow up on it which unevitably makes me think "now there was this completely different hitsound but why is nothing happening?!" It should either match the rest of your hitsound set or have some follow up(for example in the slow part where the drum is weaker). I'm not against you highlighting the notes you used it on.


AsaNe's Easy


  1. 00:47:690 (5) and 00:50:807 (1) - I think shortening this slider and letting it end on 00:48:469 with a whistle while adding a single at 00:48:859 with the clap plays very nicely as it allows you to keep up your 2/1 whistle pattern while catching the long violinsound. And as this is an Easy it won't even ruin your spacing 8-)
    The whole slider effectively covers only two notes as illustrated here:
    #1

    The read shows how the melody+rhythm goes, the blue indicates what the melody is actually doing(only two different notes) and the yellow arrow marks a spike in volume. After the last melody tone fades there's a brief pause so we don't have to consider what comes after this.
    The sliderstart only covers the first part of the melody while the sliderend covers the second part of the ongoing drums that always hit on 2 and 4. Therefore the slider fails to represent both the violin and the drums and the player may get confused what the map is actually following. Therefore you should either try to cover both strong violin-sounds(1+3) or both drumsounds(2+4). As you can't really skip on the downbeat this would either mean mapping 1+2+4 or 1+3+4 (1+2+3 makes no sense as you can't reasonably connect 3 to the next 1 therefore creating an awkward pause on a strong sound if you leave 4 empty). 1+3+4 makes more sense to me as 4 covers the time when the violin is not playing(or at least fading out and not starting a new note) and therefore creating two easily understandable layers, one for violin, one for drum with the one for violin being in the foreground. Another argument to go with 1+3+4 is that the drumhits on 1+3 are only slightly less dominant compared to 2+4.
  1. 00:53:534 I would like this to be mapped with a circle as you never left out a big beat of the drums unless you wanted to accentuate a strong note of the violin. Here is no violin so I'd recommend you to not skip this for the sake of consistency. Another thing to notice is that there's no new section starting which is why a pause doesn't make much sense when you mapped 00:47:300 (4) too(which is the exact same note being used in the exact same way). Another thing is the concept of enclosure.
    enclosure and enforcement through decorations

    As you can see both patterns start and end with the same note which gives the audience the impression that the pattern is done which is just true. Therefore the first note and the last are related to each other and it seems slightly odd if you don't map the first one. Just like how you end a piece of music with the same chord you started with(not always but it's very common).
    The second thing is that Lindsey Stirling uses two grace notes before the 3rd white tick which causes it to gain more spotlight compared to 2 and 4(she keeps the concept of 1+3 being the mainbeats for the violin, 1 is obviously the peak of melody here) which makes 00:54:313 (4) questionable and would make changing 00:53:924 (3) to a slider reasonable.(more force to 1+3, less to 2)
  1. 00:57:040 (1) and 01:03:274 (1) - I already elaborated this properly and can just say that I think that expressing notes during a sliderbody through its shape is a very poor way of representing them if you have other options available. While I can understand that you don't want to have too many circles like in my suggestion I think that having the 1+3 mainbeats of the violin covered is a must even if you do it through 2/1 sliders and not through 1/1 circles/sliders like in my suggestion.
  1. 01:09:508 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Jenny's Guide is very applicable. Even on an Easy-Diff you can still carve out the main points. Plus the mapper wasn't too shy mapping things of similar difficulty like my suggested one, see 01:29:768 (2,3,4,5,6) and he/she already followed the 1+3 beat earlier, see 00:44:573 (1,2,3) - so if anything the concept behind the mapping is at least inconsistently executed in case you want to go with the 3/1 sliders covering violin-sounds.
    If one wanted a really easy version of this song one would just follow the synthesizer-sounds(they follow a 2/1 2/1 4/1 pattern, pretty much for the whole song so you could just go ahead and map 2/1 pause 3/1 1 rinse and repeat for 3min) and not even try to incorporate the violins or the drums and actually look good while doing so. Halfheartedly trying to follow something while not being on point is a very lackluster option in comparison.
    In my opinion you can already improve this section just by removing 01:10:677 (2) and 01:13:794 (5) etc as this takes the drums away that currently work as fillers for a not properly presented violin-layer. Removing these notes shifts the focus back to 1+3 for the violin and utilizes the remaining drumkicks 01:12:235 (3) and 01:15:352 (7) etc for the reset of the synthesizer-pattern.
    Comparison of accents

    There's just no way that this way of mapping gives the player any kind of orientation on what is happening as it doesn't line up with anything(and this is what I'm talking about when applying Jennyscience to an Easy-Diff, SOMETHING should line up properly, doesn't even have to be the colorful melody but mapping parts of everything while following nothing steadily the player could use as orientation is a freaking no-go).
    While the suggestion to remove the 4 that is not used to reset the synthesizer is the most simple and allows you to keep the difficulty low it just looks pretty lame for a Kiai and doesn't even compare to the previous section in terms of difficulty so you/the mapper might want to rethink the "difficulty spikes"(as far as an Easy can have such) as a whole to make the Kiai the most epic part - that's what I'd expect naturally at least.
    ^ also review the repitition of this as this is kind of unrankable atm as it fails to fulfill this part of RC
    SPOILER
    notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player
    yea, not grave but can obviously do it better so why not
  1. 01:21:975 (1,2) - I like this relatively well due to how the drum accentuation shifted to the 4.
  1. 01:26:651 (5) - I looked at this again and I think this would actually work out as it is*me unable to believe that slidershapes can actually work out*. This is the first slider that manages it to represent the sounds during its body by its shape convincingly. Adding hitsounds to the sliderticks would really shine here I think.
  1. 02:47:300 (5) - Ok, no more circles but for the sake of consistency make 02:46:131 (4) a single and merge the sliderend 02:46:911 with 02:47:300 (5) to get the exact same pattern as 02:43:014 (1,2,3) - . This makes more sense as it takes the unneeded focus from 02:47:300 (5) .
Oh and if I may say this:
If you keep DS, more notes don't really add much to the star rating. If DS doesn't change 1.5x the objects makes for 0.1* increase in star diff or so.



Normal


This diff is really weird. I agree on some parts completely and on others I'm wondering what you did before you mapped it. Maybe you considered it too hard but uhm, let's see. My cringefactor is especially high on the intro.

  1. Now the intro. Idk, it just feels so weird that you do a 2/1 slider to map 1/2 immediately after. It's like "This is too detailed to be played right now" immediately followed by "Let's have some details!" With the repeatsliders later this plays just fine. Maybe turn it around and have the repeatslider being there from the start but the 1/2 at its end not appearing before 00:25:872 - ? Would seem more consistent for me while kind of keeping your pace :o
  1. 00:24:313 (1,2) - New: I probably thought about this with the above stuff in my last mod, making this 2 1/1 sliders would fit it better in my opinion, reasoning is similar to what I explained in the easy for 00:53:534 with the grace notes and the forced 1+3 violin beat. The melody is gradually going down in pitch which is why gradually(=evenly) arranged sliders seem fit here.
  1. 00:35:222 (1,2) - Recomment: oh, Jenny just happens to be some sort of authority I can refer to. When I read that thread for the first time I was like "eh, isn't that completely obvious?"
    I'm the type of player that occasionally (usually on songs I've already heard a couple of times before playing the map) snaps away from a slider to the next single too early when a strong sound of a new part is assigned to a sliderend and then misses and realizes "oh shiet, why was this on the sliderend?"
    This is 100% my own thinking, it's just handy to link a good explanation someone else has already written so I don't have to bother explaining myself too much(which I still do, why) especially since I'm not superfluent in english. It's okay but to explain things in an easily understandable manner to someone who isn't a native speaker too is on a completely different scale. You can refer to my early mods I did before reading Jenny's thread, especially this one and you'll see that this is just exactly the stuff that makes me stop and think "wait something is wrong here, this is inconsistent" even though that I've gotten better at identifying what exactly feels wrong.

    I don't know if you changed anything at 00:41:456 (1) by now but the pattern 00:41:456 (1,2,3) - clearly follows the violin and in terms of hitsounds the claps don't stand out and have a pendant in the song so it's cool.
    For 00:35:222 (1,2) - This still looks a bit weird but I guess it's better than before. If you want to stay low in intensity I change it like this:
    melodypics yey
    http://puu.sh/kWqOB/e6e25e3bbc.jpg
  1. 00:37:949 (5) - recomment: yes, even though it isn't as evident due to the characteristic of the finish, two consecutive hitsound of the same kind always leave the second one weaker than if it was alone. Which is usually okay, but if you want the bang it's better to have it alone.
  1. 00:47:690 (1,2,3,4) - Picture explanation for the downward motion:
    o boy

    Your remap looks good overall, would be cool if you made 4 another 1/2 slider.
  1. 00:57:040 (1,2,3,4) - Rechecked, yes, you're reasonable on this whole part, so I drop this + 01:14:768 -
  1. 01:18:859 (1) - I can see your reasoning but there's still no reason not to make two 1/1 sliders here instead as skipping the drumbeat on 01:19:248 - doesnt make a whole lot of sense if you're following the drums + 01:19:638 also has the synthesizer in the background
  1. 01:21:196 (2) - That's okay I guess but still consider silencing it? A hitsound should always relate to a sound in the song, so if there's no sound in the song there shouldn't be a hitsound either. While you're theoretically right the context is that this leaves us with 1/1 in time to the next part when you often times left a 2/1 pause between different parts of the music before.
  1. The first slider is some kind of lead-in as the player doesn't know what comes next due to a brief fullpause. After knowing that this part gets repeated I would expect the melody to be mapped more accurately on the repeat of this patternbut this is certainly optional.
  1. 01:26:651 (1) - Seems okay.
  1. 01:43:794 (1) - I guess it's fine
  1. 01:46:521 (1) - Makes sense
  1. 01:52:365 (2) - seems ok
  1. 01:57:820 (3) - I can clearly hear this transitioning into a different note at 01:58:014 - maybe listen over it again? It's a bit muddy compared to the others but I can definitely hear it.
  1. 02:36:781 (1) - Sad to not see the second finish but I guess it's for recovery time :(
  1. 02:43:014 (1) - Same thing I suggested for the Easy-Diff in terms of hitsounds. Either use it and make a change of pace by killing the following additional hitsounds. Or don't use it. You can build the hitsounds up again from here on: 02:52:365
  1. 02:54:508 - But it's also part of that drumpattern you're following with the repeatslider so there's no evident reason not to map it.
  1. 03:07:170 (2) - Mute the end then, just like you did for hard somehow I suggest to chop it off for Easy+Normal but also threw muting in for the hard



Hard




  1. First section in general: shiet, you're right. I just tried my pattern with the 1/6 snap instead of 1/4 and I can determine by the approachcircle/hearing which circles are 1/6 and which are 1/4 but I guess QAT just won't like it my way.
  1. 00:24:313 (1,2,3) -
    Four Step Pattern downwards

    Based on your list of weird snaps there's no snap to be aware of in this place. The decoration would just include the blue tick pointed at which is indeed a blue tick. If you include it(which I referred to with mapping the decoration properly) it seems most fit to make the current sliderstart at 00:24:703 a single and its end+bluetick a kickslider. Squeezing a single on the blue tick would be fine too though. The other option would be ignoring the decoration but that is relatively boring.
  1. 00:27:430 (1,2,3,4,5) - This referred to the first section part where I suggested you this pattern
    dis pattern

    As this is snapped to blue tick indeed you might actually include this?
  1. 00:30:547 (1,2,3,4) - See above, same four-step pattern(this time you get the reference right hopefully D: )
  1. 00:33:664 (1) - Making this a single seems better as the drumhit isn't that big and I can hear a brief pause for the violin(you didn't respond to this?)
  1. 00:36:359 (4) - oh well then, it's probably the least confusing if you bind over with a 11/12 slider from 00:36:001 . maybe
  1. 00:41:651 (2) - I guess this is okay then with the underlying drum as you don't skip beats
  1. 01:19:833 (1) - your justification makes no sense as you use a repeatslider with an even number of repeats too. Reconsider my suggestion, having both repeatslider start on white ticks makes a good impression for me
  1. 01:23:534 (1,2,3,4) - But it's snapped to a blue tick here so you could consider it.
  1. 01:27:235 (3,4) - uhm, I guess with the drumhits it's not too bad
  1. 01:29:183 (2) - You're doing it again with an even number
  1. 01:30:839 - Makes no sense to not map this when you mapped 01:30:644 -
  1. 01:45:352 (1,2) - No you didn't explain this at 01:19:833 - as 1. the number of repeats is even here and 2. there is no convincing reason to map 1/4 over 1/2
  1. 02:07:170 (1,2) - Changing this to 2 1/1 slider still seems reasonable for me. It follows the drumline just as well since drums are mainly on 1+3 in this part. On all other 1/1 Repeatslider+Circle Patterns you're going up on the repeat, down on the sliderend and slightly up again on the circle but on this on you're going down in one go instead of going up and down which is why 2 1/1 slider seem more fitting to me. I also fail to notice your long previous slider ;_;
    I finally came up with this to convince you:
  1. 02:22:170 (1) - this is an even number of repeats again, you're not making sense on these
  1. 02:41:456 (1,2) - There is a grandfinale, just listen to the music ._. You might be right about this being too hard though. But if this may get a diffspike it's here.
  1. 03:00:157 (1) - That's the least convincing explanation you've given in the entire mod :o This is mine:
  1. 03:05:807 (4) - This is also an even number of repeats D:
Your explanation on repeatsliders didn't quite get to me maybe :/
Okoratu
what the hell is going on here
Bearizm
the fuck
Endaris
i'm trying to give him detailed feedback on his map, pls no bully ;_;
Topic Starter
Seijiro
Oh God, Endaris, use some spoiler box please xD

Also, I have news regarding the mapset: after talking with PatZar, we decided that he won't ever keep his diffs updated, therefore there is no meaning in trying to rank them.

Finally, I'll be checking the last mod this afternoon hopefully, Endaris, but keep in mind that we're talking mostly about lower diffs, where almost no one cares about many things in general as long as they are consistent.

Peace to all~

BN check BN check BN check BN check BN check
Endaris
I used so many spoilerboxes already :( I count 9
And Ik, just making sure that you don't misunderstand this time even though I recommented some stuff.
Topic Starter
Seijiro
Ok... I'll try to be short on everything to avoid other congestions

SPOILER

Endaris wrote:

Followup on my previous mod with more pictures for explanations.
If I kept some text I'll have the additional text added fat or in the additional spoilerbox. I wrote a new comment to most stuff so just read everything.
Hitsounds

My problem is that the hitsound has a completely different characteristic than the other hitsounds used. You only use it punctually and don't follow up on it which unevitably makes me think "now there was this completely different hitsound but why is nothing happening?!" It should either match the rest of your hitsound set or have some follow up(for example in the slow part where the drum is weaker). I'm not against you highlighting the notes you used it on.
And WHAT should happen exactly? xD Whistles and Finishes were meant to create a separation before and after their usage: like the finish is used to separate the intro from the rest, as well as the custom whistles are used to separate the outro and so on


AsaNe's Easy


Wall text here...

I was going to write for each suggestion but then I noticed I should write the same things over and over, so here's a sum up of it.
I clearly understand all the stuff about decorations and what not you mentioned earlier. The problem is that there is no way to express what you're saying on an Easy: most of the suggestions were about "adding a circle" which means that the star rating will go up af in no time. And the spacing isn't a problem in this case anyway, since what matters is the number of clicks in certain interval. Take an interval of 5 seconds for example, if you add more notes it will obviously raise the SR, even if you use the same DS.
Last thing (which I already told you): this isn't my map, therefore I don't know exactly what the owner thought while mapping it. In this situation I'd rather keep what's done than changing things on my own accord and ruin part of it.
Also, do not do such finicky things while modding: while they are a great teaching for music theory, they are also really sluggish for the modding process. If the modding process is longer than 1 hour or so it means that someone is at fault here: either the map is hell or either the modder didn't grasp the mapper's style/intentions



Normal


Another wall text here...

As for the hitsounds, nothing changed, it's a matter of feeling for me and I already said that.
As for the other suggestions... I can't agree totally on what Jenny's guide says because we are on easy difficulties and I can't use that theory of hers to map a Normal "the right way".
Following the music or its decorations or its downward/upward movements isn't always possible too, since I have to take care of the playability while making good looking and solid patterns. It's a mess :/
Also, if I have to reconsider so many patterns it means that either I should remap totally or not touching a thing. Everything else would turn out to be silly and less solid





Hard



Wall of text here...

Your explanation on repeatsliders didn't quite get to me maybe :/


My bad about that, I explained badly the matter: what I meant with even/odd number of repeats was referred to sliders which total length isn't more than 1/1. When a slider like 03:05:807 (4) - or 02:22:170 (1) - occurs it's not like 02:21:391 (2,3) - because firstly, there is more time to read that change, and secondly , it's a total different feeling because of the different speed of the pattern itself.
Probably this explanation isn't satisfying at all for you, but I can't explain it any better... probably you'll notice once you map more too. Really, the difference is really subtle but it's there.
Regarding the other suggestions I see you keep thinking about the map as a one instrument at a time or something like that, while I was trying to put together as many instruments I could

Ok, so that's it I think.
I had already rechecked your mod after you PMed me and I indeed changed some little things here and there, but there wasn't any need for such a reply-to a reply-to a mod xD
What I can say more is that if there is any problem here is that either the mapper didn't understand what the modder said, or either the modder didn't understand what the mapper wanted to express with his map. Now, imho, probably both apply here.
The impression I get from your mod is like you totally ignored what I tried to do in some parts because you focus too much on your mapping (in fact, you could have re-mapped this yourself already seeing how much time you spent on the mod) and that shouldn't apply ever imo.
Lastly, remember that if you're struggling to explain something to someone it means that you yourself haven't grasped it yet well enough (You're trying to teach me something you can't map/apply yet in your own maps, or maybe you can but it's still hard to put in words).
Also, for the... I don't know how many times I said this already- we're talking about lower diffs, where such detailed mods can't even be applied due to all the density/difficulty issues that come with them.
I would have applied probably half of your mod if it would have been on the Extra or the Insane, where I can move freely as I want lol
The problem isn't the modding, but the diffs you were modding x)

Thanks for your time and all, I should redirect people to this someday for some teaching =w=b


PS: I meant a giant box for all the text lol, as I did on the first reply x)
Endaris
Yeah, it's a bit hard to put it into words, I have no problems applying the stuff i'm saying to my own maps though, these have different problems and are a bit more complex in rhythm anyway, blue polarity everywhere xO.
Parts of it are based on what I know about music in a technical way as I've been playing instruments as a hobby for some years now and you don't simply teach someone (multiple) musical concepts in a mod as they usually base on some other knowledge already.

Regardless of the "too big" amount of time invested, I think I learned a lot modding your map and also rechecking on almost every explanation you gave to me and the changes you applied. Selfmodding doesn't teach you as much in comparison and if I mapped diffs for this instead of modding they would have a load of flaws this set already left behind.

Especially on easier diffs I see mapping as "trying to follow one(or "the") mainvoice so the player has clear orientation while fitting other elements in as fit or as accentuation within the song asks for". Maybe it's just a personal thing I don't believe this but it sounds polite right? but that way it feels more like going with the music(or at least a driving part of it) while trying to get in as many sounds as possible is more like going with the beat which doesn't seem as interesting for me.
In that sense I think that I modded exactly the correct diffs as people usually won't do weird things on the higher diffs due to the freedom in mapping - everything gets mapped so nothing is left out. On easier Diffs and most of all Normal/Advanced you have to properly identify what is the most important thing in the song and carve it out over the others instead of doing everything on a - at worst - completely random basis.

If you could give me some additional feedback on how I can make my explanations easier to understand I'll gladly take it and good luck with your map :)
Arphimigon
Just modding Extra really quickly out of curiosity.

[Extra]
00:20:807 (4,1) - You got 3.1x spacing, and a really sharp angle, and that is EPIC for a downbeat. However, 00:22:560 (4,1) - since the spacing is lowered here, and the flow is really simple, this feels too normal, and I think it should be a little harder either spacing or angle wise to hit for emphasis.
00:29:768 (3) - Soft-Whistle here
00:43:014 (1,2,3,4) - I personally dislike this, it looks kinda random. A more standardized pattern would fit imo.
Ofc it would also be better if the second two sliders had more spacing than the first two, since pitches are awesome.
00:49:053 (9,1) - Random stacks suck. No need for a lack of emphasis, and momentum loss.
00:50:027 (3,4,5,6) - These jumps feel awfully high spaced after the last sliders, and the decreasing intensity of the violin. I'd really reduce these jump spacings.
01:02:495 (1,2,3,4) - These don't feel like a good ending to that first half of the chaotic violin stuff, 123 is the same spacing, and 4 just looks randomly placed for no reason.
02:01:716 (1,2,3,4) - Same thing as above, but the opposite, highest spacing of all the sliders on the least emphasized violin strings.
02:11:066 (1,1) - This should line up equally like 01:08:729 (1,1) - did. And possibly point the same way too. As of now, it feels much less pressuring as the first (and looks messier but idk about that)

gl with ranking this mapset
Topic Starter
Seijiro

Arphimigon wrote:

Just modding Extra really quickly out of curiosity.

[Extra]
00:20:807 (4,1) - You got 3.1x spacing, and a really sharp angle, and that is EPIC for a downbeat. However, 00:22:560 (4,1) - since the spacing is lowered here, and the flow is really simple, this feels too normal, and I think it should be a little harder either spacing or angle wise to hit for emphasis.
Indeed. removed the slider and used a circle only at around 177|76. I guess it now gives the same feeling as the other pattern

00:29:768 (3) - Soft-Whistle here
Ops :3

00:43:014 (1,2,3,4) - I personally dislike this, it looks kinda random. A more standardized pattern would fit imo. [pic]
Ofc it would also be better if the second two sliders had more spacing than the first two, since pitches are awesome.
I didn't exactly as you showed me but I indeed fixed it the way you said (I was lazy when I mapped this and I went with the first "decent" pattern I could get, my bad)

00:49:053 (9,1) - Random stacks suck. No need for a lack of emphasis, and momentum loss.
It was meant to follow the same exact note of the violin which is the same for both 9 and 1. I tried moving 9 but it didn't give me the same feeling even if I do understand the momentum loss :/

00:50:027 (3,4,5,6) - These jumps feel awfully high spaced after the last sliders, and the decreasing intensity of the violin. I'd really reduce these jump spacings.
Tried fixing them

01:02:495 (1,2,3,4) - These don't feel like a good ending to that first half of the chaotic violin stuff, 123 is the same spacing, and 4 just looks randomly placed for no reason. [pic]
This time I totally did the same thing to fix it

02:01:716 (1,2,3,4) - Same thing as above, but the opposite, highest spacing of all the sliders on the least emphasized violin strings.
Maybe I fixed it

02:11:066 (1,1) - This should line up equally like 01:08:729 (1,1) - did. And possibly point the same way too. As of now, it feels much less pressuring as the first (and looks messier but idk about that)[pic]
I did what you did in the pic without even looking at it lol


gl with ranking this mapset
Thanks Arphi :3
Here's your cookie~
Video
Coming from your m4m mod queue :3 (mania)

  • [4kNM+]

• 00:33:859 (33859|3) - Remove -
• 00:43:794 (43794|4) - Extend to 00:44:183 -
• 00:46:131 (46131|1) - Move to 2 -
• 00:46:326 (46326|1) - Move to 4 -
• 00:46:521 (46521|4) - Move to 2 -
• 00:46:716 (46716|2) - Move to 1 -
• 00:46:911 (46911|1) - Move to 3 -
• 00:47:105 (47105|3) - Move to 2 -
• 00:52:949 (52949|2) - Move to 3 -
• 00:54:118 (54118|3) - Remove -
• 00:54:645 - Add 3 -
• 00:54:713 (54713|3) - Move to 2 -
• 00:54:898 (54898|2) - Remove -
• 00:55:289 (55289|2) - Remove -
• 00:55:774 - Add 3 -
• 00:58:988 (58988|4) - Move to 3 -
• 01:02:300 (62300|1) - Move to 2 -
• 01:47:203 (107203|2) - Remove -
• 01:50:320 (110320|2) - Remove -
• 01:53:437 (113437|3) - Remove -
• 01:55:482 (115482|3) - Extend to 01:55:872 -
• 01:56:943 (116943|4 - Remove -
• 02:00:547 (120547|4) - Move to 3 -
• 02:06:781 (126781|1) - Move to 2 -
• 02:57:820 (177820|2) - Move to 1 -


  • [4KHD+]

• 00:38:339 (38339|4) - Extend to 00:38:631 -
• 00:38:583 (38583|2) - Move to 00:38:631 -
• 00:43:794 (43794|4) - Extend to 00:44:183 -
• 00:44:768 (44768|3) - Move to 00:44:833 -
• 00:47:885 (47885|4) - Move to 00:47:949 -
• 00:51:001 (51001|1) - Move to 00:51:066 -
• 00:54:605 - Add 2 -
• 00:55:774 - Add 3 -
• 02:48:347 (168347|1) - Replace hold note with single note -
• 02:52:998 (172998|3) - Move to 4
• 02:53:047 - Add 3 -
• 02:53:071 - Move to 02:53:096 -
• 03:00:985 (180985|3) - Move to 03:01:034
• 03:01:083 (181083|1) - Move to 03:01:131
• 03:01:180 (181180|3) - Move to 03:01:229

Danke and good luck :3
Topic Starter
Seijiro
lol, I would have never thought about this happening xD

This set is already piano'd, which means that it won't really change unless the mapper itself (Harbyter) or another BN/QAT will complain about it, so sorry for the confusion xD


Anyway, since you took the effort to mod it I guess I deserve you a mod (since I didn't specify it into the queue it's my fault too so...)
You'll have to wait a little bit because I have to finish mapping a diff and other 3 M4M to do xD
OtakGravure
CTB ? :<
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