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Qrispy Joybox - Sorairo concerto [Osu|CatchTheBeat]

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Topic Starter
Grrum
This beatmap was submitted using in-game submission on Saturday, November 12, 2016 at 7:55:58 PM

Artist: Qrispy Joybox
Title: Sorairo concerto
Source: REFLEC BEAT limelight
Tags: Konami rhythm game Tatsuya Iyama Twinkle World plus Jusenkyo
BPM: 163
Filesize: 3181kb
Play Time: 01:37
Difficulties Available:
  1. Easy (1.52 stars, 120 notes)
  2. Hard (3.17 stars, 298 notes)
  3. Insane (5.19 stars, 416 notes)
  4. Jusen's Rain (3.9 stars, 381 notes)
  5. Light Insane (4.05 stars, 391 notes)
  6. Normal (2.15 stars, 208 notes)
Download: Qrispy Joybox - Sorairo concerto
Information: Scores/Beatmap Listing
---------------
18th beatmap

Redownload as of Dec 21 for better mp3 thanks to AndreasHD!

This song is featured in REFLEC BEAT Limelight. Check it out!


Jusen's Rain -- by Jusenkyo

Modders:
Bulldog
Alheak
Wishmaker980
Zectro
XiaofengTiger
Kathex
Chibi Maruko
Aihuro
Yauxo
Frey
ColdTooth
pieguyn
guineaQ
Electoz
Battle
BriedisLT
deetz
bigjoe97
Aeril
HB24
Lasse
Linada
Sotarks
Razor Sharp
-Sh1n1-
klonoa
examination
Taeyang
Zoe
Dyl-Byl
Kibbleru
pishifat
Sey
koliron
BoberOfDarkness
Milan-
[Sc4v4ng3r]
Absolute Zero
murutattack
JBHyperion
xi-False
Okorin
Rizia
Aka
William K
Monstrata
Pentori
Xinely
Tyrell
6th
Tacto
MOD mod MOD here from mod request hopeful i can help out a little :D

Easy
00:13:923 (3,4) - maybe stack these ?

00:15:211 (1,2,3) - 1 overlaps 3 a bit but its fine

00:16:867 (3,4) - same ^^

00:26:991 (1) - is not completely strait
00:56:438 (1) - move it forward a beat ?

01:11:162 (1,2) - make 2 bubble 1 ?

Nice map you could change nothing and it would still be a great map

Normal
00:25:702 (5,6,7) - stack 5 and 6 on 7 just like u did here 00:22:757 (5,6,7) -

00:37:481 (5,6,7) - id prefer these to be stacked so that you stay consistant
Hard
00:37:481 (2,3,4) - this pattern is only used once

01:36:193 (1,2,3,4,5) - so following the pattern you set you 1 and 2 should be a slider as well as 4 and 5 ( but i think its good how it is)
Intense
00:13:923 (2,3,4) - stack 2 and 4 ?

00:38:954 (2,3,4,5,6,7) - not fond of this pattern but its fine the way it is

00:58:095 (2,3,4,5,6,7) - i would put these in a line so that they flow better or move them future apart from each other

01:06:929 (2,3,4) - make 2 and 4 stack ?
Insane
00:18:340 (2) - weird slider bc there are only one of them

00:50:733 (1,2,3) - would move 3 out of the way of 1

00:51:285 (4,5,6) - same

01:07:849 (5,6,7,8,1) - why not make 1 run with the stream
Thats it great mapset and i love the song. I hope i was a little bit helpful. Best wishes - Bulldog
Topic Starter
Grrum

Bulldog wrote:

MOD mod MOD here from mod request hopeful i can help out a little :D

Easy
00:13:923 (3,4) - maybe stack these ? -- that might hide the note too much for newer players

00:15:211 (1,2,3) - 1 overlaps 3 a bit but its fine -- I'm fine with this overlap

00:16:867 (3,4) - same ^^

00:26:991 (1) - is not completely strait -- wasn't intended to be, but I see your point, so I rotated it more so that it doesn't get confused for a straight slider
00:56:438 (1) - move it forward a beat ?-- ha ha yeah, it's not the most intuitive rhythm, but I feel like that's the song.

01:11:162 (1,2) - make 2 bubble 1 ? -- not exactly sure what you mean, the objects blanketed fine to me.

Nice map you could change nothing and it would still be a great map

Normal
00:25:702 (5,6,7) - stack 5 and 6 on 7 just like u did here 00:22:757 (5,6,7) - The intention is represent the change in pitch of the wind instrument. I'm sure I'm going to get flak for these distances though, so I'll think about changing with more mods

00:37:481 (5,6,7) - id prefer these to be stacked so that you stay consistant -- again, intended to represent pitch change
Hard
00:37:481 (2,3,4) - this pattern is only used once -- I don't see a problem with only using it once, considering it is a unique sound it is mapping

01:36:193 (1,2,3,4,5) - so following the pattern you set you 1 and 2 should be a slider as well as 4 and 5 ( but i think its good how it is) -- kind of wanted it to be similar to 01:30:303 (1,2,3,4,5,6) - by adding some 1/2 rhythm, so I think it's fine as is
Intense
00:13:923 (2,3,4) - stack 2 and 4 ? -- I want to have an increase in spacing to reflect the pitch of the song, and I think they overlap in an appealing way

00:38:954 (2,3,4,5,6,7) - not fond of this pattern but its fine the way it is -- can't please them all i guess

00:58:095 (2,3,4,5,6,7) - i would put these in a line so that they flow better or move them future apart from each other -- It'd be helpful to know what you dislike about the pattern to give me a reason to change it. I don't see a problem with it as is, and I don't see how doing your suggestion helps, so I'll keep it as is.

01:06:929 (2,3,4) - make 2 and 4 stack ? -- again, I want the spacing to be the way it is, and 4 is stacked on 2's midpoint
Insane
00:18:340 (2) - weird slider bc there are only one of them -- it's a common slider in maps in general, so I think I can get away with using it here

00:50:733 (1,2,3) - would move 3 out of the way of 1 -- I want back and forth flow, but I don't want to stack them because that looks bad, so I think they're fine as is, but i could see changing it if others agree with you

00:51:285 (4,5,6) - same

01:07:849 (5,6,7,8,1) - why not make 1 run with the stream -- 01:08:217 (1) - is the start of rhythm (it's on the downbeat). In order to signify that it is the start of the new rhythm/pattern and not part of the old pattern, I added this angle to try to separate it from the old pattern. It plays nicely when I test it, so I'll keep it in for now
Thats it great mapset and i love the song. I hope i was a little bit helpful. Best wishes - Bulldog -- I'm glad you like it :D I do appreciate you looking over this and finding some interesting things to think about. You've also laid the groundwork for future mods, so thanks for the input!
Alheak
hey m4m

[General]
  1. Even if the default combo colours fit, how about a custom one inspired by the sky of your bg?
    [Colours]
    Combo1 : 65,235,120
    Combo2 : 89,238,198
    Combo3 : 74,208,232
    Combo4 : 95,106,214
  2. Try to get a 192kbps .mp3 if you can
  3. Whats up with all those decimals for OD and AR in Easy and Normal lol, plus AR1.5 to AR4 might be too much of a gap, at least raise Easy's AR to 2
  4. How about a REFLECT BEAT inspired diff naming?
    If not, rename Intense to Insane and Insane to Extra
[Easy]
  1. 00:56:622 (1,2,1,2) - I feel like those slider don't fit the song
    For ex, 00:56:622 (1) - should end on 00:57:727 - (repeat or not), 00:57:727 (2) - should begin on 00:58:095 - and end on 00:59:199 - and so on:
  2. 01:18:708 (2,3,4) - this might be confusing rhythm-wise for beginners, even if the DS makes sense, they might try to hit them all at the same rhythm, so I'd recommend placing a slider instead
[Normal]
  1. everything is all clumped together oh god where do i click aaaaaaaa i cant read
    though if this is happening to me Normal players will be even more lost, spread out your objects, make your map breathe so that everything is clean and easy to read
  2. Rhythm wise it's not too bad, plus the song is quite tricky, though the whole 00:56:622 - to 01:02:328 - section is a real mess. There is no rhythm logic, object placement is inconsistent, I'd say it's one of the cases where diversity isn't ideal, just spam 1/2 sliders or even circles if you find the right way to do it, but consistency is key here
[Hard]
  1. 00:17:788 (5,2) - blanket
  2. 00:19:261 - important beat ignored, I know you are mapping the uhh, piano thingy in the back, but i feel like the drums/bass are more important
  3. 01:11:162 (1,4) - stack then Song Setup -> Advanced -> Stack Leniency to 6 (yep, that's what this thing is for)
  4. 01:22:941 (1,4) - ^
[Intense]
  1. 00:02:328 (2) - ctrl+H and ctrl+J:
  2. 00:03:064 (4) - ^
  3. 00:56:070 (5,6,7,8,9) - avoid putting them so close to 00:55:518 (4) - , players might mistake them for a spaced stream
[Insane]
  1. 00:10:610 (10,11) - stack
That's it, flow wise it's generally good, im not really a picky player so as long as it plays fine i won't say much in my mods unless it's really obvious

Good luck!
Topic Starter
Grrum

Alheak wrote:

hey m4m

[General]
  1. Even if the default combo colours fit, how about a custom one inspired by the sky of your bg? -- yeah I forgot about colors since I ignore all skins. Your design looks good, thanks!
    [Colours]
    Combo1 : 65,235,120
    Combo2 : 89,238,198
    Combo3 : 74,208,232
    Combo4 : 95,106,214
  2. Try to get a 192kbps .mp3 if you can -- good idea, I'll look but don't know if I can
  3. Whats up with all those decimals for OD and AR in Easy and Normal lol, plus AR1.5 to AR4 might be too much of a gap, at least raise Easy's AR to 2 -- I just pick random numbers XD. Raised to 2
  4. How about a REFLECT BEAT inspired diff naming? -- I'd like the name Intense to catch on so Insane can represent hard insanes so that extras are only need when you get a purple star difficulty. Let's see if it sticks
    If not, rename Intense to Insane and Insane to Extra
[Easy]
  1. 00:56:622 (1,2,1,2) - I feel like those slider don't fit the song -- The rhythm is hard to get because of the way the song is. I like the clicks I have with my sliders more.
    For ex, 00:56:622 (1) - should end on 00:57:727 - (repeat or not), 00:57:727 (2) - should begin on 00:58:095 - and end on 00:59:199 - and so on:
  2. 01:18:708 (2,3,4) - this might be confusing rhythm-wise for beginners, even if the DS makes sense, they might try to hit them all at the same rhythm, so I'd recommend placing a slider instead -- good point, fixed
[Normal]
  1. everything is all clumped together oh god where do i click aaaaaaaa i cant read
    though if this is happening to me Normal players will be even more lost, spread out your objects, make your map breathe so that everything is clean and easy to read
  2. Rhythm wise it's not too bad, plus the song is quite tricky, though the whole 00:56:622 - to 01:02:328 - section is a real mess. There is no rhythm logic, object placement is inconsistent, I'd say it's one of the cases where diversity isn't ideal, just spam 1/2 sliders or even circles if you find the right way to do it, but consistency is key here -- You're right. I ignored the target audience and mapped whatever I wanted to map with a low spacing. I'll make boring rhythms since that's what makes more sense.
[Hard]
  1. 00:17:788 (5,2) - blanket fixed
  2. 00:19:261 - important beat ignored, I know you are mapping the uhh, piano thingy in the back, but i feel like the drums/bass are more important I'd like to try to stick to the piano thingy
  3. 01:11:162 (1,4) - stack then Song Setup -> Advanced -> Stack Leniency to 6 (yep, that's what this thing is for) -- generally I like when stacks are off by 4, but I guess for distance and design reasons I should take your suggestion
  4. 01:22:941 (1,4) - ^
[Intense]
  1. 00:02:328 (2) - ctrl+H and ctrl+J: -- I want this flow to work, but you're right, your flow is better
  2. 00:03:064 (4) - ^
  3. 00:56:070 (5,6,7,8,9) - avoid putting them so close to 00:55:518 (4) - , players might mistake them for a spaced stream -- I really don't know what the confusion is
[Insane]
  1. 00:10:610 (10,11) - stack -- the editor is lying to you, they're stacked.
That's it, flow wise it's generally good, im not really a picky player so as long as it plays fine i won't say much in my mods unless it's really obvious

Good luck! -- thanks for the mod, very good points
Wishmaker980
Hello! From my NM Queue~

Intense

01:15:211 (5) - Maybe place it at X 144:Y 92 to make a straight line with 01:15:395 (6,7,1) -

You may want to consider putting sliders here 01:33:248 (1) - and 01:34:721 (1) - ,give the mapper a breather from that massive singletap especially for this difficulty like what you did at 01:30:303 (1) -

Insane

01:11:346 (2) - Blanket with 01:11:714 (4) -

You may wanna consider putting the hp drain for this difficulty to 7 cause its 5 stars

Good rhythm and flow,generally cant find many mistakes in the map.Good luck with your map!
Zectro
hiay.

[General]
Unused hitsound: drum-hitclap.wav

[Easy]
Check AI Mod for a few distance snap issues.

....aaaaaaand I spilled my tea all over my keyboard

00:20:365 (3) - If you do this here you might aswell do it 00:23:310 (3) - here and 00:26:254 (3) - here etc
00:44:659 (1,2,1,2) - I don't really think these are the best option here, they don't really make much sense rythm wise and really catched the eye

[Normal]
If you care, check dem blankets
00:19:076 (3,4) - These feel kinda awkward because you were following a totally different rythm before
00:25:702 (5,6) - All these kinda things where you have 2 on top of eachother and then big spacing (00:25:886 (6,7) - ) with the same timing are really not a good idea imo. I am not going to mention any more of these
00:28:647 (5,6,7) - I think you only did this custom stack once or twice in the whole diff. So maybe just stack it normally?
01:34:721 (1,2,3,4,5,6) - Don't you want single notes here again like 01:28:831 (1,2,3,4,5,6) - for consistency etc?

[Hard]
00:14:291 (2,4) - Stack these perfectly
00:21:837 (3,1) - ^
01:03:800 (1,2,3,4) - Make this spacing more consistent. It will look very clean if you do so
01:25:334 (4) - You can just stack it under 01:24:598 (1) - , it will be np

[Intense]
00:12:635 (3,6) - Perhaps you can avoid this overlap
00:17:420 (4,5,6,1,2) - Spacing inconsistencies
00:19:261 - I'd put a note here instead of the sliderend. I highly recommend you change this
00:33:064 (2,4,5,7) - Please give these some more space
00:56:622 (1,2,3,4,5,6,1,2,3,4,5,6,7) - This is quite messy. Try to make an actual pattern in them
00:59:567 (2,3,4,5,6,7) - ^
01:03:064 (3,4,5) - Make an actual triangle outta this or something

[Insane]
00:03:432 (1,2,3,4) - Please be more consistent in your spacing
00:19:261 - Same as last diff, I'd put a note here instead of the sliderend. I highly recommend you change this
00:39:874 (7) - Try x288y284
00:44:107 (3) - End looks bad
00:56:070 (5,6,7,8,9) - Try to do something more interesting
01:10:610 (4,5) - Too far apart.

GL!
Topic Starter
Grrum

Wishmaker980 wrote:

Hello! From my NM Queue~

Intense

01:15:211 (5) - Maybe place it at X 144:Y 92 to make a straight line with 01:15:395 (6,7,1) - -- The problem with doing only this is that the curve at 01:14:475 (2,3,4,5) - would look funky since the angles of 01:14:475 (2,3,4) - and 01:14:843 (3,4,5) - would be so different. So I set up this combo better to keep this curve and move (5) to get the linear feel

You may want to consider putting sliders here 01:33:248 (1) - and 01:34:721 (1) - ,give the mapper a breather from that massive singletap especially for this difficulty like what you did at 01:30:303 (1) - -- I agree with the sentiment, but doing so would give 3 measures of single tap at 01:26:254 (2) - and only 2 measures of single tap at01:34:721 (1) - . For pacing reasons, I'd like the latter measures to be more intense than the former measures, so I made 01:32:144 (2) - into three 1/2 sliders, which gives a bigger break to set up the 3 measure singletapping. Good suggestion

Insane

01:11:346 (2) - Blanket with 01:11:714 (4) - -- While your design is nicer, I prefer my flow. The reason is that if I make your change, than 01:11:346 (2,3,4) - would have the same inward curve kind of flow that 01:11:714 (4,5,6) - has. I want these to feel different, so having the different curves into them expresses that a little nicer, in my opinion.

You may wanna consider putting the hp drain for this difficulty to 7 cause its 5 stars -- plenty of 5 star maps have HP = 6, and I think 163bpm doesn't want too high of a drain rate.

Good rhythm and flow,generally cant find many mistakes in the map.Good luck with your map! -- thanks!

Zectro wrote:

hiay.

[General]
Unused hitsound: drum-hitclap.wav – deleted

[Easy]
Check AI Mod for a few distance snap issues. -- fixed

....aaaaaaand I spilled my tea all over my keyboard – oh no :(

00:20:365 (3) - If you do this here you might aswell do it 00:23:310 (3) - here and 00:26:254 (3) - here etc – made this just a circle because I see your point but don't want to change the latter parts
00:44:659 (1,2,1,2) - I don't really think these are the best option here, they don't really make much sense rythm wise and really catched the eye – they go with the strings in the background, and slowing down this section seems okay to me for pacing. If you don't like the design, well, sorry I guess, but I think they're fine. If you're talking about 00:50:549 (1,2) - , then I could see changing them, though I need to replace them with something better, I just don't know what.

[Normal]
If you care, check dem blankets – too lazy XD
00:19:076 (3,4) - These feel kinda awkward because you were following a totally different rythm before – Okay, I also like going with the 3/2 tuba here, so changed this up
00:25:702 (5,6) - All these kinda things where you have 2 on top of eachother and then big spacing (00:25:886 (6,7) - ) with the same timing are really not a good idea imo. I am not going to mention any more of these – the idea was to express pitch changes, but this is not the difficulty for it.
00:28:647 (5,6,7) - I think you only did this custom stack once or twice in the whole diff. So maybe just stack it normally? – I don't have a problem with this
01:34:721 (1,2,3,4,5,6) - Don't you want single notes here again like 01:28:831 (1,2,3,4,5,6) - for consistency etc? – Originally the early parts were also sliders since I was told they looked messy. Made these rhythms consistent

[Hard]
00:14:291 (2,4) - Stack these perfectly – wish the editor did this nicer so you and I wouldn't have to check these
00:21:837 (3,1) - ^
01:03:800 (1,2,3,4) - Make this spacing more consistent. It will look very clean if you do so – The slider leniency on 3 makes it so that keeping consistent distance plays odd. I did try to clean this up though.
01:25:334 (4) - You can just stack it under 01:24:598 (1) - , it will be np – I like having it like this so the player can see the note instead of it being hidden. I'm fine trading this playability for a slightly uglier pattern.

[Intense]
00:12:635 (3,6) - Perhaps you can avoid this overlap – Ideally yes, but there's a lot of things that would be disrupted if I change this pattern, and the overlap is placed in the middle of the slider, and 3 fades almost all the way out, so I don't think it's too bad
00:17:420 (4,5,6,1,2) - Spacing inconsistencies – 4 → 5 is for slider leniency, but I fixed (1) so it's a little smoother
00:19:261 - I'd put a note here instead of the sliderend. I highly recommend you change this – There is the main melody rhythm of the chimes, and there is the harmony of this tuba. Using a combination of both rhythms doesn't make sense, so I have to pick one. I think using 3/2 rhythm of the tuba is too slow for this section, and the chimes sound nice. I know I'm in the minority on this (Alheak pointed this out above), but I'm going to insist on giving the priority to the melody.
00:33:064 (2,4,5,7) - Please give these some more space – you're probably right, but I'm so afraid of spacing being an issue. Re did it a little but probably not quite as much as you want
00:56:622 (1,2,3,4,5,6,1,2,3,4,5,6,7) - This is quite messy. Try to make an actual pattern in them – That's mostly due to the low spacing (which I want), but I did move 00:56:622 (1) – up so that the pattern it's going for makes more sense
00:59:567 (2,3,4,5,6,7) - ^ – I think this is fine, albeit (4) and (6) are a little close
01:03:064 (3,4,5) - Make an actual triangle outta this or something – I tried

[Insane]
00:03:432 (1,2,3,4) - Please be more consistent in your spacing – Yeah, 2 → 3 is me derping, but I want 3 → 4 to have higher DS to reflect the pitch change.
00:19:261 - Same as last diff, I'd put a note here instead of the sliderend. I highly recommend you change this
00:39:874 (7) - Try x288y284 – I don't know what you're trying to accomplish with this change. It doesn't make sense to me, so I'll keep it as is
00:44:107 (3) - End looks bad – How would you suggest fixing it?
00:56:070 (5,6,7,8,9) - Try to do something more interesting – Try is the keyword
01:10:610 (4,5) - Too far apart. – I'll test a slightly smaller jump (2.17 → 2.06)

GL! – thanks for the mod!
XiaofengTiger
From my Queue.

[Intense]
  1. 00:24:046 (1,2,3,4,5,6) - I think under such an AR, it is not easy to identify which is which. (I will click 6 first and then 5....)
  2. 00:58:095 (2,3,4,5,6,7) - Sudden changing distance kills me. same as above.
  3. 01:17:604 (3,5) - Maybe move (5) left-up to improve this blanket?
  4. 01:22:020 (2,3,4,5) - Ctrl+g (4) and (5) to make it a better flow.
[Hard]
  1. All right.
[Normal]
  1. Fix AI mod. DS should not be changed in normal diff.
  2. 00:22:757 (5,6) - Stacking like this may scares Normal players.
[Easy]
  1. Fix AI mod.
  2. 00:01:960 (3,4) - Improve blanket
  3. 01:14:843 (3,4) - ^
  4. 01:22:573 (4,1) - ^
  5. 01:28:831 (1,2) - ^
Nice map! Good luck to you!
Topic Starter
Grrum

XiaofengTiger wrote:

From my Queue.

[Intense]
  1. 00:24:046 (1,2,3,4,5,6) - I think under such an AR, it is not easy to identify which is which. (I will click 6 first and then 5....) -- I will try to make my map as easy to read as I can. For this reason, I moved (6) 4 units to the right and down to give more visibility to (6). Other than that, I'm not sure how to improve this, and I think this should be readable to my target audience. Perhaps increasing the AR would be good, but I'll hold off on that for now
  2. 00:58:095 (2,3,4,5,6,7) - Sudden changing distance kills me. same as above. -- I like the change in distance to reflect the changes in pitch, but it might not be good for the pacing to do that here. I'm going to keep it for now, but thanks for bringing this to my attention.
  3. 01:17:604 (3,5) - Maybe move (5) left-up to improve this blanket? -- I think it's fine
  4. 01:22:020 (2,3,4,5) - Ctrl+g (4) and (5) to make it a better flow. -- interesting. I think both your flow and my flow is good. I'll choose my flow though
[Hard]
  1. All right. -- Nice
[Normal]
  1. Fix AI mod. DS should not be changed in normal diff. -- I am not aware of any changes in DS, but fixed AImod
  2. 00:22:757 (5,6) - Stacking like this may scares Normal players. -- I disagree, and since I'm not given an alternative, I'll stick to what I have. What would you do?
[Easy]
  1. Fix AI mod. -- fixed all this
  2. 00:01:960 (3,4) - Improve blanket
  3. 01:14:843 (3,4) - ^
  4. 01:22:573 (4,1) - ^
  5. 01:28:831 (1,2) - ^
Nice map! Good luck to you! -- thanks for the mod!
Kathex
Nm cause i liked :)
[General]
The Kiai time would be end at the song end too.
[Easy]
Looks perfect
[Normal]
Looks ok* but AR4 is too low. A thing that i can say is make overlaps dont make it easy to read, at normal and easy try dont make any overlap, only in special ocasions. In This case u can up AR to 6.5 to reduce the reading difficult made by the overlaps between 1/2 rithmy. OR remap it without overlaps at 1/2 rithmy.
[Hard]
Change AR to 8 at least
01:25:334 (4) - stack at x79 y250
01:29:199 (2) - why overlap if u dont do no other on the rest?
[Intense]
Looks ranked 8-)
[Insane]
00:26:439 (5,6) - make aligned with the previus flow movingo to x54 y284
01:06:745 (1) - x84 y192
01:07:481 (4) - it could be have move distance because the strong beat
01:08:217 (1) - give a extra spacement or make folowing previus flow, visualy its looking bad
01:08:402 (2) - i like it on x93 y233
01:37:665 (1,2) - the strongests hits are those, then give more spacement it
Good luck to find a BN... :)
Topic Starter
Grrum

Kathex wrote:

Nm cause i liked :)
[General]
The Kiai time would be end at the song end too. -- I'm not sure that I agree. Let me get a second opinion
[Easy]
Looks perfect -- increased AR to 2.5 for spread reasons into normal
[Normal]
Looks ok* but AR4 is too low. A thing that i can say is make overlaps dont make it easy to read, at normal and easy try dont make any overlap, only in special ocasions. In This case u can up AR to 6.5 to reduce the reading difficult made by the overlaps between 1/2 rithmy. OR remap it without overlaps at 1/2 rithmy. -- Changed AR to 5 and this makes it nicer. Overlapping on 1/2 rhythm is a common practice in Normals, but I do abuse it, especially in some instance. I'll see what I can do about some of them.
[Hard]
Change AR to 8 at least -- 7.5
01:25:334 (4) - stack at x79 y250 -- I like having it like this so the player can see the note instead of it being hidden. I'm fine trading this playability for a slightly uglier pattern.
01:29:199 (2) - why overlap if u dont do no other on the rest? -- I didn't understand what you said after overlap. In general I don't like overlapping, but I think this flow is worth it, especially since a half overlap on (1)'s midpoint isn't that bad an overlap.
[Intense]
Looks ranked 8-) -- nice
[Insane]
00:26:439 (5,6) - make aligned with the previus flow movingo to x54 y284 -- fixed
01:06:745 (1) - x84 y192 -- The current position is where the circle would be if I continued doing the zig-zag slider pattern. What's your reasoning behind changing it?
01:07:481 (4) - it could be have move distance because the strong beat -- the spacing is kind of big already, and it's not a downbeat, so I think the spacing is appropriate. I'll keep an eye on it while I continue testing though
01:08:217 (1) - give a extra spacement or make folowing previus flow, visualy its looking bad -- the small angle is to start the next pattern strong since (1) is a downbeat, and I like it as
01:08:402 (2) - i like it on x93 y233 -- I like it the way I have it
01:37:665 (1,2) - the strongests hits are those, then give more spacement it -- 01:36:193 (1,2,3,4,5,6,7,8) - is the climax and 01:37:665 (1,2) - is the resolution. So I disagree with some of what you say, but I think the spacing could be a little bit bigger, so I did Ctrl + Shift + S by 1.05
Good luck to find a BN... :)
Thanks for the mod, I appreciate it!
Chibi Maruko
Hai! From Modding Queue

Normal
  • Look clear (:
Hard
  1. 00:06:377 (1) - Remove clap and add finish
  2. 00:38:954 (2) - Blanket
  3. 00:44:843 (1) - ^
  4. 01:14:015 - Add circle into triple
Instense
  1. 00:12:267 (1) - Move it into jump triangle
  2. 00:17:880 - Add circle into triple
  3. 01:01:960 (7) - NC
  4. 01:08:126 - Like second comment
Insane
  1. 00:18:156 (1) - Remove clap and add finish
  2. 00:18:432 - You miss something here like triple
  3. 00:51:101 (3) - Move circle into jump triangle
  4. 01:01:960 (7) - NC
  5. 01:07:481 (4) - Blanket if u want
  6. 01:07:849 (5,6,7,8,1) - Style stream doesn't look nice or u can fix it like curve or straight stream to look better
Oh my god. I like this song
Ok, bai.
Topic Starter
Grrum

Chibi Maruko wrote:

Hai! From Modding Queue

Normal
  • Look clear (:
Hard
  1. 00:06:377 (1) - Remove clap and add finish -- ooo, i like it. added to all difficulties
  2. 00:38:954 (2) - Blanket -- what do you want blanketed now? I don't see anything wrong
  3. 00:44:843 (1) - ^
  4. 01:14:015 - Add circle into triple -- I'm a player who doesn't like 1/4 rhythm and uses it sparingly. I don't think it would be good here
Instense
  1. 00:12:267 (1) - Move it into jump triangle -- what would you do about 00:12:819 (4) - then, since these would overlap? I think in order to accomplish the flow I want, I need (1) to be a little off, and I don't think thats giving up much
  2. 00:17:880 - Add circle into triple -- you're hearing something I'm not because I don't know why I would do this
  3. 01:01:960 (7) - NC -- hmmm, I see what you mean, but I've gotten in trouble for putting in NC that don't go on downbeats. Let me get a second opinion
  4. 01:08:126 - Like second comment -- I could see this being good, but I like using no 1/4 here
Insane
  1. 00:18:156 (1) - Remove clap and add finishThis section is too calm for that, I like having the clap
  2. 00:18:432 - You miss something here like triple -- don't like 1/4
  3. 00:51:101 (3) - Move circle into jump triangle -- I've gotten complaints about this, but triangle flow is not the intention. I want back and forth flow, so I moved (3) closer to (1)
  4. 01:01:960 (7) - NC -- see above
  5. 01:07:481 (4) - Blanket if u want -- I could see that working, but linear sets up the next stream better.
  6. 01:07:849 (5,6,7,8,1) - Style stream doesn't look nice or u can fix it like curve or straight stream to look better -- I'm not doing this for style. In terms of style, you're right, a smooth stream looks better, but the angle into (1) serves the purpose of starting a back and forth/angled flow, which better represents the start of a new rhythm than if I were to have a smooth stream.
Oh my god. I like this song -- glad I could share it with you :) . Thanks for the mod!
Ok, bai.
Aihuro
Hey! M4M request in-game.
Well, here goes nothing.

General:
  1. All clear!


Easy:
  1. 00:03:800 (2,4) - Tbh, I personally don't like these kind of placements. Why not move 00:04:904 (4) - here X: 132 Y: 312. It looks better and also makes a nice blanket with (2) and (3).
  2. 00:13:923 (3,4) - This isn't allowed in Easy diffs! Beginners will get too confused and is too hard to play. (It's only allowed in a Normal diff) Why not just lengthen (3) where (4) ends. It is very easier to play.
  3. 00:15:211 (1) - Just for fun, why not Ctrl+> until it looks like this slider: http://puu.sh/lTNsi/0839f02b70.jpg. Imo, it looks better and it also improves the flow.
  4. 00:16:867 (3) - Same here. Please follow my advise above. I think it's really unrankable since a BN pointed it out in one of my Easy diff.
  5. 00:18:156 (1,2) - Mm. . imo, the placement can be improved. Why not Ctrl+< (2) so that you can have a nice blanket with (1). It seems neater to meand also plays nicely.
  6. 00:20:365 (3,2) - I think it will be better if you just move (3) here X: 360 Y: 352 so that it avoids the overlap with (2). (Doesn't really matter if you don't fix it. I just like to have things in easier diffs look neat.)
  7. 00:31:592 (4) - This slider seems out of place since there is no other sliders that look like that. . and it also looks a little nazi. Why not just turn it into a nice curved slider. . It's easy to fix and no one will have a problem with it.
  8. 00:43:371 (4) - Uhm, I think it will be better if you blanket these two notes 00:42:819 (3,4) - . (I mean, don't forget about the blankets!)
  9. 00:50:549 (1,2) - Stack them better please.
  10. 00:54:966 (3,4) - I think it will improve the rhythm if you switch these two notes. If you can hear the the music is higher. . so a slider will fit better imo.
  11. 01:10:242 (3) - Mm, this is too hard for newbies. I suggest you end (3) tail here: 01:10:794 - . Remove the note of course.
  12. 01:13:187 (3) - Same here. Just follow my suggestion above.
  13. 01:22:021 (3) - ^
  14. 01:29:567 (2,5) - This blanket can be improved. Why not just copy and paste them so that they look alike.
  15. 01:37:665 (1) - Okay. . instead of doing that. . Why not remove this slider here: 01:36:929 (5) - and then add a note there. Then just add a slider here: 01:37:849 (1) - which ends here: 01:37:849 - . It plays way easier for beginners. (Remember! Easy diffs must be easy enough for newbies to play. Please remember that in your future maps.
  16. Anyways, this maps looks pretty good!


Normal:
  1. 00:29:935 (1,2) - I really don't like that overlap. It looks pretty nazi to me. Please try to avoid these.
  2. 00:29:935 (1,3) - Same here. ^
  3. 00:32:880 (1,3) - I highly suggest you stack them instead. It looks much neater.
  4. 00:41:714 (1,2,3) - Mmm. . this looks really like old mapping style. Why not do something like this: http://puu.sh/lTOKv/da8a877f3a.jpg. It looks much better to me.
  5. 00:46:684 (6,1) - Why not stack?
  6. Okay, the big problem I had with this diff is that the placements are really and I mean really nazi. I don't really like it when they are over each other for no reason. . Please. . avoid these useless overlapping at all time!

I guess that is all from me.
Good luck with this mapset of yours~! :)
Yauxo
Why arent you using soft for the 00:56:622 (1) - part? o:

[Insane]
■ 00:10:610 (10,11,1) - Is this stack intentionally derpy?
■ 00:13:923 (2) - Nazistuffs; Stack this one properly
■ 00:33:064 (2,3,4) - Compared with patterns like 00:27:175 (2,3,4) - or 00:36:009 (2,3,4) - , this one feels really slow. You might want to space them further apart
■ 00:42:819 (3) - More Nazistuffs; the end isnt stacked properly
■ 00:50:733 (1,2,3,4,5,6) - You didnt map anything overlapping like this previously, I think it'd be better if you kept it that way (you know, consistency shits)
■ 00:57:359 (5,6) - How about changing this to an expanding pattern? ~1~ (You might want to adjust the following patterns in a similar style then)
■ 01:01:040 (2,3,4,5,6) - Even though I suggested expanding patterns, I feel like this spacing is too much for a calm part like this. You might want to tone that down (maybe +0.10 DS each pattern, instead of around +0.20 DS (+ the boost at the end)

■ The ending seems kind of questionable in terms of sudden spike in difficulty, but the BNs will handle that, I guess

[Intense]
■ 00:03:432 (1,2,3,4) - I think it'd be neat if this combo had the same <visual> spacing for all of its objects
■ 00:15:580 (3,4) - ýou could equalize the spacing here and maybe on 00:17:235 (3,4) - too
■ 00:38:770 (1,2,3,4) - Having a straight like of speeding up for a jump and slowing down for a normal spaced object is kind of mean. It's pretty easy to overshoot or undershoot some of the circles if your cursor control isnt that good yet. You might want to add some directional change here

■ Same end-thing here

[Hard]
■ 00:20:365 (2,3) - might want to space this just a little bit forther away for aesthetic purposes
■ 00:32:512 (4) - curve this one less in an attempt to make it look like a blanket thing?

[Easy]
■ 01:19:997 (1,2) - Not too sure if this is readable for new players. I dont think that overlaps like these happen too often in easy diffs, so they might think that 2 is somehow connected to 1 and does a curv- oh wait it doesnt, shit, what do I do what do I do - and they break. Might want to un-overlap to be save

Somewhat short, but most of the diffs stay true to their style and dont have too many major problems. Good Luck!
Topic Starter
Grrum

Aihuro wrote:

Hey! M4M request in-game.
Well, here goes nothing.

General:
  1. All clear!


Easy:
  1. 00:03:800 (2,4) - Tbh, I personally don't like these kind of placements. Why not move 00:04:904 (4) - here X: 132 Y: 312. It looks better and also makes a nice blanket with (2) and (3). -- If this were a normal I would disagree, but I think you're right.
  2. 00:13:923 (3,4) - This isn't allowed in Easy diffs! Beginners will get too confused and is too hard to play. (It's only allowed in a Normal diff) Why not just lengthen (3) where (4) ends. It is very easier to play. – https://osu.ppy.sh/b/809356 at 00:05:363 (1,2) - . A recently ranked map by a BN that uses ½ rhythm that overlaps. Now I'm not the target audience of my Easy, but to me, I think it'd be lame if the note at 00:14:475 (4) – wasn't clickable.
  3. 00:15:211 (1) - Just for fun, why not Ctrl+> until it looks like this slider: http://puu.sh/lTNsi/0839f02b70.jpg. Imo, it looks better and it also improves the flow. – I don't think what I have is problematic enough to change it
  4. 00:16:867 (3) - Same here. Please follow my advise above. I think it's really unrankable since a BN pointed it out in one of my Easy diff.
  5. 00:18:156 (1,2) - Mm. . imo, the placement can be improved. Why not Ctrl+< (2) so that you can have a nice blanket with (1). It seems neater to meand also plays nicely. – I don't like the flow going from a heavily curved slider into its blanket. I think what I have is okay
  6. 00:20:365 (3,2) - I think it will be better if you just move (3) here X: 360 Y: 352 so that it avoids the overlap with (2). (Doesn't really matter if you don't fix it. I just like to have things in easier diffs look neat.) – the earlier note has faded well before the other shows up, so I'm okay with how it is
  7. 00:31:592 (4) - This slider seems out of place since there is no other sliders that look like that. . and it also looks a little nazi. Why not just turn it into a nice curved slider. . It's easy to fix and no one will have a problem with it. – I like using a wave slider, but it's too straight right now, so I'll give it a little more curve
  8. 00:43:371 (4) - Uhm, I think it will be better if you blanket these two notes 00:42:819 (3,4) - . (I mean, don't forget about the blankets!) – That would make (4) and (2) overlap awkwardly. Right now they overlap in a slightly reasonable way and I think it plays fine
  9. 00:50:549 (1,2) - Stack them better please. – I stacked the right one, but the left one has faded well before any stacking issue can even arise.
  10. 00:54:966 (3,4) - I think it will improve the rhythm if you switch these two notes. If you can hear the the music is higher. . so a slider will fit better imo. – so ctrl + g these notes, right? hmm interesting. I think both rhythms have their pros and cons. I'm not entirely sure about this one, but I think I'll try it.
  11. 01:10:242 (3) - Mm, this is too hard for newbies. I suggest you end (3) tail here: 01:10:794 - . Remove the note of course. – I'm not sure it is. I'll keep for now, but I'll get a second opinion.
  12. 01:13:187 (3) - Same here. Just follow my suggestion above.
  13. 01:22:021 (3) - ^
  14. 01:29:567 (2,5) - This blanket can be improved. Why not just copy and paste them so that they look alike. – These are copy pasted, and that's why they're not blanketed. (5) needs to have less curvature than (2) in order to be blanketed, but that looks odd to some people. Since it's a toss up, I'll go with the lazier option and keep as is.
  15. 01:37:665 (1) - Okay. . instead of doing that. . Why not remove this slider here: 01:36:929 (5) - and then add a note there. Then just add a slider here: 01:37:849 (1) - which ends here: 01:37:849 - . It plays way easier for beginners. (Remember! Easy diffs must be easy enough for newbies to play. Please remember that in your future maps. – I think you're pattern is harder because now you have four clickable objects at 01:36:193 (3) – instead of only three, and the ½ slider isn't hard when nothing comes after it. I also prefer the rhythm I have more. However, I am going to be more wary about ½ rhythm in Easy's in the future thanks to this mod.
  16. Anyways, this maps looks pretty good! – thank you! :)


Normal:
  1. 00:29:935 (1,2) - I really don't like that overlap. It looks pretty nazi to me. Please try to avoid these. – I like the pattern, so I'll keep it.
  2. 00:29:935 (1,3) - Same here. ^
  3. 00:32:880 (1,3) - I highly suggest you stack them instead. It looks much neater. – Stacking doesn't work well with the reverse slider imo, so instead of going for a triangle, I spaced them out so that it's easier to read
  4. 00:41:714 (1,2,3) - Mmm. . this looks really like old mapping style. Why not do something like this: http://puu.sh/lTOKv/da8a877f3a.jpg. It looks much better to me. – flow like that is too common for me, like at 00:53:862 (2,3,4) - . I like trying interesting flows and designs, and I like this one.
  5. 00:46:684 (6,1) - Why not stack? – I'm confused, these are already stack
  6. Okay, the big problem I had with this diff is that the placements are really and I mean really nazi. I don't really like it when they are over each other for no reason. . Please. . avoid these useless overlapping at all time! – My biggest concern of the map is the stacks like at 00:22:757 (5,6,7) – might be a bit tricky. If this is part of what you were talking about, then I would love to hear what you would do to fix it since I don't have any good ideas. If you're talking about 00:29:935 (1,2) -, then I disagree

I guess that is all from me.
Good luck with this mapset of yours~! :) thanks a bunch!

Yauxo wrote:

Why arent you using soft for the 00:56:622 (1) - part? o: -- I hadn't thought of that, I just figured the volume changes would be enough. changed

[Insane]
■ 00:10:610 (10,11,1) - Is this stack intentionally derpy? – hopefully fixed
■ 00:13:923 (2) - Nazistuffs; Stack this one properly – fixed
■ 00:33:064 (2,3,4) - Compared with patterns like 00:27:175 (2,3,4) - or 00:36:009 (2,3,4) - , this one feels really slow. You might want to space them further apart – the idea is to be like 00:21:285 (2,3,4) – by having lowered intensity, but I think you're right that it's a little too low. Spaced it out a bit further but still relatively small. I think if someone else brings it up though I might end up changing it.
■ 00:42:819 (3) - More Nazistuffs; the end isnt stacked properly – peppy please make nicer editor
■ 00:50:733 (1,2,3,4,5,6) - You didnt map anything overlapping like this previously, I think it'd be better if you kept it that way (you know, consistency shits) – I think if there is a good reason to be inconsistent, it's okay. The reason is that I want back and forth flow, but I don't like lowered visibility of objects when you stack them. I think this looks and plays fine.
■ 00:57:359 (5,6) - How about changing this to an expanding pattern? ~1~ (You might want to adjust the following patterns in a similar style then) – it's nice and I think you could make it work, but I don't want to give much emphasis on the pitch change at 00:57:175 (4) – since I want this section to feel as calm as possible, and I had trouble getting the patterns/spacing to work for me.
■ 01:01:040 (2,3,4,5,6) - Even though I suggested expanding patterns, I feel like this spacing is too much for a calm part like this. You might want to tone that down (maybe +0.10 DS each pattern, instead of around +0.20 DS (+ the boost at the end) – I am going to keep the idea of having a boost at the end, since I feel linear growth of intensity does not feel as good as exponential growth of intensity for building up the pattern like this. I tried scaling the last combo down by .9, but that felt too weak to me. I realize I'm a player that is comfortable with this kind of spacing and my target audience might not be, but for now I'll keep it and probably scale it down by .95 or .9 when someone else brings this up.

■ The ending seems kind of questionable in terms of sudden spike in difficulty, but the BNs will handle that, I guess – I'm very open to change about the execution of this (i.e how much I increase the spacing), but I think the idea of significantly increasing the DS to emphasize the climax is sound. It'd be nice to have a number from you as to what the DS should be so I have a little more of an idea what the community thinks.

[Intense]
■ 00:03:432 (1,2,3,4) - I think it'd be neat if this combo had the same <visual> spacing for all of its objects – a picture would be really nice because I'm not the best at design issues like that. It's also hard to keep the flow/spacing the way I want it if I try say http://puu.sh/lU9I9/5d24d2c33a.jpg, or http://puu.sh/lU9KK/b6107a0b56.jpg. There's also an argument that the increased pitch at 00:04:168 (3) – justifies the change in visual spacing. If you show me a design that keeps the general flow/spacing the way I have it, I will very likely change it, but for now I'll keep.
■ 00:15:580 (3,4) - ýou could equalize the spacing here and maybe on 00:17:235 (3,4) – too – What is the intention behind this? I'm trying to emphasize these notes in the music due to their higher pitch. Is there something wrong with that or the way I did it? Should I also be changing the spacing at 00:12:267 (1,2,3,4,5,6,1,2,3,4) - ? Or is is that you want to improve the design at 00:15:580 (3,4) – by going along the hexagonal path? If it is, then I disagree, since I don't think the pattern looks intrinsically bad and flow takes more priority in my books.
■ 00:38:770 (1,2,3,4) - Having a straight like of speeding up for a jump and slowing down for a normal spaced object is kind of mean. It's pretty easy to overshoot or undershoot some of the circles if your cursor control isnt that good yet. You might want to add some directional change here – interesting, I hadn't thought about it that way. Ctrl+H'd this, and hopefully that angle will fix what you mentioned.

■ Same end-thing here

[Hard]
■ 00:20:365 (2,3) - might want to space this just a little bit forther away for aesthetic purposes – I thought I did, but yeah I could go a little further.
■ 00:32:512 (4) - curve this one less in an attempt to make it look like a blanket thing? – this is pretty subjective. Some people like the fact that 3,4 have the same curvature and prefer it this way. I think both ways look fine, and this issue doesn't affect rankability, so I'll be lazy and keep this.

[Easy]
■ 01:19:997 (1,2) - Not too sure if this is readable for new players. I dont think that overlaps like these happen too often in easy diffs, so they might think that 2 is somehow connected to 1 and does a curv- oh wait it doesnt, shit, what do I do what do I do - and they break. Might want to un-overlap to be save – Darn it easy players, get better so I can make more interesting patterns for you XD

Somewhat short, but most of the diffs stay true to their style and dont have too many major problems. Good Luck! - Yay! You brought up a lot of cool things to think about. Thank you!
Yauxo
About the visual spaced thing, here's what I mean.



In the picture we have 4 basic Sliders. 1-2-3 being spaced equally (~1.3DS in this case) and 4 being spaced further apart (~2.1DS). Even though it has an increase of 0.8DS, it doesnt really feel or look like it'd be that much more, as it's still visually close to the other related objects. It's more of a feel-good and aesthetics thing than something you'd definitely have to do. (You could also add that players dont have to follow 3 all the way to its tail, but that's another story)

Ctrl+g'ing 3 would result in (about) equal spacing throughout the combo. You can take http://puu.sh/lV0M1/aa840db886.jpg as reference.

For your case; You could ctrl+j 00:03:800 (2) - and move it to 80/296
Topic Starter
Grrum
Hey, thanks for following up on the mod response. It's really nice to see you put in a little extra work to help me out.

I feel like I've run into this concept before, but the picture and your explanation makes it a lot clearer on how I can execute that idea in maps. I might actually refer to this picture when making future maps.

With that said, the exact suggestion makes the actual spacing a little too far for me, but I did do Ctrl _ J and rotated (1) and (2) to open them up: http://puu.sh/lVeC5/0e59e9a80c.jpg . While not perfectly equally spaced, the pattern gets across that idea nicer than before, and I still think the increased visual spacing works with the higher pitch argument from above.
Frey
From m4m. ah, Qrispy Joybox, one of my fav artists.

  • General
  1. Metadata issue. The romanized title is wrong, it should be Sorairo concerto. (reference:https://remywiki.com/Sorairo_concerto)
  2. The name of the attender who makes the guest diff have to be shown in the Tags, make sure you write the gder's name in tags.
  3. The way you name The diff 'Intense' disobey the rules, because it's not connected with REFLECBEAT itself, and it's not a general name we use. To avoid being confused with custom difficulty name (Only the highest diff can use a custom diff name or all of them can use one but follow a certain regulation). I suggest you use a.k.a's Light Insane or a.k.a's Hyper
  4. Unused hitsound file exists, drum-hitclap.wav is unused, delete it if you won't use it.

    Normal
  5. 00:28:647 (5,6,7) - this kind of usage is not proper in a Normal, you should stack them like what you did before : 00:25:702 (5,6,7) -
  6. 00:37:113 (4) - unify the ds.
  7. 01:07:849 (8) - the same as above
  8. 01:16:684 (6,1,2,3) - this partten is a bit tricky. Because of the low AR, new players can't figure out the next object is located in (2) or (3). It's a nice partten, but make it more clear to read.
  9. 01:34:721 (1) - missed whistle?

    Hard
  10. 01:25:334 (4) - why don't stack?

    Intense
  11. 01:33:800 (4) - sounds like an unnecessary one. remove the whistle

    Insane
  12. 00:10:610 (10) - mistake? stack it?

Good luck! :)
Topic Starter
Grrum

Frey wrote:

From m4m. ah, Qrispy Joybox, one of my fav artists.

  • General
  1. Metadata issue. The romanized title is wrong, it should be Sorairo concerto. (reference:https://remywiki.com/Sorairo_concerto) -- It seems the only change is to not capitalize the 'c' in "Concerto." This is a silly change. Titles of songs should have all major words capitalized, and to do otherwise is to mistranslate the original title.
  2. The name of the attender who makes the guest diff have to be shown in the Tags, make sure you write the gder's name in tags. -- All difficulties are made by me and my name is under creator.
  3. The way you name The diff 'Intense' disobey the rules, because it's not connected with REFLECBEAT itself, and it's not a general name we use. To avoid being confused with custom difficulty name (Only the highest diff can use a custom diff name or all of them can use one but follow a certain regulation). I suggest you use a.k.a's Light Insane or a.k.a's Hyper -- Light Insane is a silly name. Intense starts with an 'I' to match the Red icon and is less syllables. I'd like to try to push this idea into the community.
  4. Unused hitsound file exists, drum-hitclap.wav is unused, delete it if you won't use it. -- this was deleted in a previous update, so it is very concerning that it is still in the download. I don't know how to fix this.

    I intend to comply with all the above suggestions if and when a BN or QAT raises them. I do not think you are lacking any qualifications when making the above suggestions, I only wish that my view is seen by those people on these issues.

    Normal
  5. 00:28:647 (5,6,7) - this kind of usage is not proper in a Normal, you should stack them like what you did before : 00:25:702 (5,6,7) -
  6. 00:37:113 (4) - unify the ds.
  7. 01:07:849 (8) - the same as above
  8. 01:16:684 (6,1,2,3) - this partten is a bit tricky. Because of the low AR, new players can't figure out the next object is located in (2) or (3). It's a nice partten, but make it more clear to read.
  9. 01:34:721 (1) - missed whistle?

    Hard
  10. 01:25:334 (4) - why don't stack? -- Stacking prevents some players from seeing and reading the note. Deceiving the player by withholding information does not seem like a good idea to me. This is a bigger issue than either the design or spacing issues and so is given priority

    Intense
  11. 01:33:800 (4) - sounds like an unnecessary one. remove the whistle

    Insane
  12. 00:10:610 (10) - mistake? stack it? -- the intention is to stack and the editor and I are not getting along. Is this better? http://puu.sh/lWacn/52173bf866.jpg

fixed all not mentioned


Good luck! :) -- thank you!
Frey
Well, my illusion, I saw a.k.a Light Insane as a.k.a's Light Insane lol

and sorry about the unused hitsound. I didn't redl it because I haven't found mods about the unused hitsound since I got this map. My mistake.

Good luck on your idea.
ColdTooth
Hey there! From my queue, sorry for the wait.

[Easy]

01:07:481 (3,2) - fix blanket


[Normal]

00:42:267 (2,3,4) - Looks quite clunky, especially with the long slider. I mean, the combo itself looks very unbalanced imo

01:03:064 (3,4,5) - equal triangle looks better

01:17:052 (1,2,3,4,5) - Flow looks very unorganized


[Hard]


00:11:530 (2) - have this slider blanket 00:10:979 (1) - 's slider end

00:32:144 (3,4) - not a blanket

01:28:831 (1,2) - remove overlap


[Intense]

00:33:248 (3,4,5,6,7) - Some circles here barely overlap here and don't represent a shape.

01:23:494 (4,6) - not a blanket

01:37:665 (1,2) - not the best place to put something like this. Try 01:37:665 (1) - on 01:36:929 (5) - and 01:37:849 (2) - on 01:37:297 (7) -


[Insane]

Nothing really
Topic Starter
Grrum

ColdTooth wrote:

Hey there! From my queue, sorry for the wait. -- no need to apologize, I'm just glad I got a mod.

[Easy]

01:07:481 (3,2) - fix blanket -- fix


[Normal]

00:42:267 (2,3,4) - Looks quite clunky, especially with the long slider. I mean, the combo itself looks very unbalanced imo -- I like this

01:03:064 (3,4,5) - equal triangle looks better -- fix

01:17:052 (1,2,3,4,5) - Flow looks very unorganized -- changed


[Hard]


00:11:530 (2) - have this slider blanket 00:10:979 (1) - 's slider end -- I want linear flow more than I want that blanket

00:32:144 (3,4) - not a blanket -- Some people like this blanketed, some like it being a copy paste, I really don't think it matters

01:28:831 (1,2) - remove overlap -- Yeah, ideally I wouldn't overlap but that flow is baiting me too much


[Intense]

00:33:248 (3,4,5,6,7) - Some circles here barely overlap here and don't represent a shape. -- cleaned this up at the cost of having 5,6 go up to 1.7x spacing

01:23:494 (4,6) - not a blanket -- How would you fix it? It looks like they curve such that they keep the distance. I don't think making perfect shapes is necessary, and this looks fine.

01:37:665 (1,2) - not the best place to put something like this. Try 01:37:665 (1) - on 01:36:929 (5) - and 01:37:849 (2) - on 01:37:297 (7) - -- the spacing your suggestion creates puts too much emphasis on (2). I'm not sure what the problem is with this placement either, so I'll keep it like this.


[Insane]

Nothing really
Thanks for the mod!
pieguyn
sorry for late

suggestion, only change if you feel like it
should fix
unrankable

[General]
title should be "Sorairo concerto", yes. it is not incorrect if the artist itself has stated this to be the translated title.
i would have used soft hitsound with a light snare drum hitsound on beats 2/4 here, i'm aware it's not in the song but it would be a very nice addition since as it is you just have whistle/bell hitsounds. it is not necessary to change this, just keep in mind for future maps.

[Easy]
00:19:261 (2) - imo, c/p from 00:18:156 (1) would make more sense: http://puu.sh/lXvnp/3282d58626.jpg
01:03:800 (4) - flow here could be improved imo. what do you think of this... http://puu.sh/lXvhq/9cbb9d89b5.jpg ?
01:15:579 (4) - ^ http://puu.sh/lXvj9/30b0a91c08.jpg
01:21:101 (2) - c/p from 01:19:997 (1) ? http://puu.sh/lXvl9/1293f2f650.jpg

[Normal]
00:22:757 (5,6,7) - i would advise against using 3-stack in Normal diff. it's kind of boring to play, and in the case of a Normal diff, if you have that many notes in a row, it's usually easier for beginner to hit a less complicated rhythm. imo, either space it out or use a kind of rhythm more similar to this: http://puu.sh/lXvLv/c08a3f44cc.jpg
00:25:702 (5,6,7) - ^. i will not point out all of these.
note, i would say 00:28:647 (5,6,7) is OK bc it's more interesting than just basic stack, so it's probably better to leave it.
00:43:371 (4) - for "combined curve" slider, imo aesthetic is better if curve is more defined. example https://osu.ppy.sh/ss/4142278

[Hard]
00:32:512 (4) - could easily make this blanket better: http://puu.sh/lXvwz/f58f43df56.jpg
00:37:481 (2,3,4) - this jump doesn't seem to fit imo, it's the only time in this section you make a jump like this. why not just use same rhythm as before?
01:30:303 (1,2,3,4,5) - imo this doesn't really fit the "rising" atmosphere ur building in the song... u could easily do sth like this... https://osu.ppy.sh/ss/4142265 or any number of similar pattern.

[Intense]
00:13:371 (6,1) - what do you think about using a 1/1 slider here instead? fits the song way better imo.
00:15:764 (4) - this slider doesn't flow well with the previous notes, since it's curved differently. better would be sth more like this... http://puu.sh/lXxbv/6277e35098.jpg don't forget fix spacing after
00:21:285 (2,3,4,5,6,7) - i know it's for pattern, but it is not good to make notes closer than base DS (1.2x). this kind of pattern is usually done by spacing the "close" notes at the regular distance, to keep the structure of the map consistent.
00:24:230 (2,3,4,5,6,7) - ^ i will not point out all of these.
00:26:070 (4,5,6) - spacing error?
00:29:567 (6) - now, for this one, imo just a hitcircle would be better to make the rhythm starting from 00:29:935 to be more distinct.
00:34:905 (4,5,6) - i really think you could make some more variable rhythm here. consistency is good, but you've used the same rhythm in the map for this every single time. even sth like this... http://puu.sh/lXxpj/d33ab60989.jpg to create some variance in the map would be good (in this case you could also make a jump on (5)). there are several ways to fix this, but this kind of thing applies to every one of these rhythms (even the ones before if you wish) so do sth suitable for yourself.
00:37:113 (1,2,3,4,5,6) - this, for example, was much more interesting.
00:41:346 (6) - same as 00:29:567 (6) .
00:47:052 (5,6,7) - again, i don't think 3-stack is suitable here. for an Insane diff, you can make some more interesting pattern than a long stack. using some different rhythm, again, could give you some better idea for this part and make the map more interesting, for example... http://puu.sh/lXxzX/f1018fd049.jpg .
00:56:070 (5,6,7,8,9) - again, long stack is kinda boring... what do you think about a kickslider here? http://puu.sh/lXxFx/bd946fe999.jpg would be a good way to transition to the slow part, imo.
01:03:248 (4,5) - spacing error?
01:25:886 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - i'm really meh on this. i get that you want to make some jumps here to match with the song but the placement feels kind of random. if you're going to do sth like this, i would recommend this... https://osu.ppy.sh/ss/4142483 ... would flow so much better since it fits into one pattern.
01:27:359 (1) - now, when you switch pattern here, a more intuitive way to do this would be to transition using some slider, or any kind of different rhythm; the switch in rhythm would make the pattern change more noticeable than just placing the hitcircles differently. i think this... http://puu.sh/lXyJ6/decde2fcd0.jpg would not only be intuitive, but also more sense pattern-wise (circles -> sliders -> circles) and consistent with 01:31:776 .
01:31:776 (1,2,3,4) - again, i can't comprehend the shape behind this. the song has a "rising" atmosphere here, and "free" placement doesn't fit very well - better to keep a well-defined structure to fit the tenseness. imo, sth like this... https://osu.ppy.sh/ss/4142449 would be perfect for this part.
01:34:721 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - this is so much better and is very intuitive to play since the arrangement of the notes is clear.
01:37:665 (1,2) - what do you think about this placement... https://osu.ppy.sh/ss/4142505 ?

[Insane]
... i don't know how to mod this.
imo, the map needs some work, structurally... seems all notes are placed at a different spacing without regard to DS. jumps are fine, but when all the notes are like this, it makes the map very unintuitive bc there's no structure or consistency anywhere. it seems you use 1.3x as base DS starting from 00:00:856 - here. then, at 00:06:377 (1) - you use anywhere from 1.4x ~ 1.5x which is fine enough, but then at 00:18:156 (1) is 1.2x which is very wrong since it doesn't seem have any reason behind it. 00:22:389 (1,2,3,4) is also 1.2x, it should be 1.4x like the rest. it seems this continue through the rest of the map, would be so much more intuitive if it was unified (using the same or a more similar one for everything).
what i said in Intense about rhythm/pattern also applies here, it would be much more interesting to make some more variable rhythm, it is possible even if song sounds the same.
i do not want to force my style on the map, so instead i'll just say if you accepted most things on Intense, you should really look through here to see sth suitable for yourself.

i hope this was useful, you can rank this if you work hard enough and look into the issues on Intense/Insane i think.
good luck ~
guineaQ
I'm waiting for you to reply to pieguyn's mod before I mod this so y e a
Topic Starter
Grrum
Hey I've been busy traveling because of holidays and getting used to the new set up, so that's why this took a little while.

guineaQ wrote:

I'm waiting for you to reply to pieguyn's mod before I mod this so y e a
Hype. Make sure to re-dl from information page.

pieguyn wrote:

sorry for late

suggestion, only change if you feel like it
should fix
unrankable

[General]
title should be "Sorairo concerto", yes. it is not incorrect if the artist itself has stated this to be the translated title.I will direct my salt towards the artist then
i would have used soft hitsound with a light snare drum hitsound on beats 2/4 here, i'm aware it's not in the song but it would be a very nice addition since as it is you just have whistle/bell hitsounds. it is not necessary to change this, just keep in mind for future maps. – I didn't think of it since it's not in the song

[Easy]
00:19:261 (2) - imo, c/p from 00:18:156 (1) would make more sense: http://puu.sh/lXvnp/3282d58626.jpgI'm more partial to linear flows like this
01:03:800 (4) - flow here could be improved imo. what do you think of this... http://puu.sh/lXvhq/9cbb9d89b5.jpg ? – kept the linear slider but made flow smoother
01:15:579 (4) - ^ http://puu.sh/lXvj9/30b0a91c08.jpg I think it's fine
01:21:101 (2) - c/p from 01:19:997 (1) ? http://puu.sh/lXvl9/1293f2f650.jpg I'm fine with linear stuff

[Normal]
00:22:757 (5,6,7) - i would advise against using 3-stack in Normal diff. it's kind of boring to play, and in the case of a Normal diff, if you have that many notes in a row, it's usually easier for beginner to hit a less complicated rhythm. imo, either space it out or use a kind of rhythm more similar to this: http://puu.sh/lXvLv/c08a3f44cc.jpgI agree that this is problematic and would like to change it, but I don't like the suggested rhythm change for how it emphasizes the notes. I tried a ½ slider for at (5) and that seems fine, but I can't get it to flow with the patterns I have. I'm gonna leave it for now and try to remap some of these later.
00:25:702 (5,6,7) - ^. i will not point out all of these.
note, i would say 00:28:647 (5,6,7) is OK bc it's more interesting than just basic stack, so it's probably better to leave it.
00:43:371 (4) - for "combined curve" slider, imo aesthetic is better if curve is more defined. example https://osu.ppy.sh/ss/4142278 It's too curvy for me, I kinda like what I have

[Hard]
00:32:512 (4) - could easily make this blanket better: http://puu.sh/lXvwz/f58f43df56.jpgthe change in curvature might look worse to others, so I think this isn't a big deal either way.
00:37:481 (2,3,4) - this jump doesn't seem to fit imo, it's the only time in this section you make a jump like this. why not just use same rhythm as before? – the idea is to go with the change in pitch, but it might be a bad idea in this difficulty. I'll probably change it if I get more complaints
01:30:303 (1,2,3,4,5) - imo this doesn't really fit the "rising" atmosphere ur building in the song... u could easily do sth like this... https://osu.ppy.sh/ss/4142265 or any number of similar pattern. – The lowered pitch makes me interpret that it's more “falling” and so the stacks are trying to slow the map down with the music.

[Intense]
00:13:371 (6,1) - what do you think about using a 1/1 slider here instead? fits the song way better imo. – I like this, but not in Insane
00:15:764 (4) - this slider doesn't flow well with the previous notes, since it's curved differently. better would be sth more like this... http://puu.sh/lXxbv/6277e35098.jpg don't forget fix spacing after – I think it looks/feels fine
00:21:285 (2,3,4,5,6,7) - i know it's for pattern, but it is not good to make notes closer than base DS (1.2x). this kind of pattern is usually done by spacing the "close" notes at the regular distance, to keep the structure of the map consistent. – the base DS changes here to go with the change in intensity between sections of the song
00:24:230 (2,3,4,5,6,7) - ^ i will not point out all of these.
00:26:070 (4,5,6) - spacing error? – (see Insane for spacing discussion)
00:29:567 (6) - now, for this one, imo just a hitcircle would be better to make the rhythm starting from 00:29:935 to be more distinct. – okay, but not for Insane
00:34:905 (4,5,6) - i really think you could make some more variable rhythm here. consistency is good, but you've used the same rhythm in the map for this every single time. even sth like this... http://puu.sh/lXxpj/d33ab60989.jpg to create some variance in the map would be good (in this case you could also make a jump on (5)). there are several ways to fix this, but this kind of thing applies to every one of these rhythms (even the ones before if you wish) so do sth suitable for yourself. – from a global perspective I agree, but any rhythm change would make any individual measure feel odd to me. I'm okay with the repetitive rhythm if I can repel some of the monotony with flow changes or by sparsely going with changes in the music like below.
00:37:113 (1,2,3,4,5,6) - this, for example, was much more interesting.
00:41:346 (6) - same as 00:29:567 (6) .
00:47:052 (5,6,7) - again, i don't think 3-stack is suitable here. for an Insane diff, you can make some more interesting pattern than a long stack. using some different rhythm, again, could give you some better idea for this part and make the map more interesting, for example... http://puu.sh/lXxzX/f1018fd049.jpg . – I don't like changing the rhythm. How would you space this as is? The intention is for this to be a rest, so I tried a spacing of .5x using triangle patterns, and it didn't feel nice. I don't think this part of the song needs to feel interesting
00:56:070 (5,6,7,8,9) - again, long stack is kinda boring... what do you think about a kickslider here? http://puu.sh/lXxFx/bd946fe999.jpg would be a good way to transition to the slow part, imo. – I prefer the 5-note stream, but I gave it a curve
01:03:248 (4,5) - spacing error?
01:25:886 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - i'm really meh on this. i get that you want to make some jumps here to match with the song but the placement feels kind of random. if you're going to do sth like this, i would recommend this... https://osu.ppy.sh/ss/4142483 ... would flow so much better since it fits into one pattern. – After testing, the current flow transitions into the next flow better
01:27:359 (1) - now, when you switch pattern here, a more intuitive way to do this would be to transition using some slider, or any kind of different rhythm; the switch in rhythm would make the pattern change more noticeable than just placing the hitcircles differently. i think this... http://puu.sh/lXyJ6/decde2fcd0.jpg would not only be intuitive, but also more sense pattern-wise (circles -> sliders -> circles) and consistent with 01:31:776 . – While I agree with the sentiment behind the rhythm change, the use of sliders here lowers the overall intensity of this section beyond what I'd like, and I prefer the way I have it now.
01:31:776 (1,2,3,4) - again, i can't comprehend the shape behind this. the song has a "rising" atmosphere here, and "free" placement doesn't fit very well - better to keep a well-defined structure to fit the tenseness. imo, sth like this... https://osu.ppy.sh/ss/4142449 would be perfect for this part.-- rotated (3) 10 degrees. The flow from 1 --> 2 is there because of the change in pitch, but then 2,3,4 is kind of what you're suggesting, but executed a little poorly. This rotation helps get that across.
01:34:721 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - this is so much better and is very intuitive to play since the arrangement of the notes is clear.
01:37:665 (1,2) - what do you think about this placement... https://osu.ppy.sh/ss/4142505 ? – The flow is good but the spacing is too much, so I did a smaller version of it.

[Insane]
... i don't know how to mod this.
imo, the map needs some work, structurally... seems all notes are placed at a different spacing without regard to DS. jumps are fine, but when all the notes are like this, it makes the map very unintuitive bc there's no structure or consistency anywhere. it seems you use 1.3x as base DS starting from 00:00:856 - here. then, at 00:06:377 (1) - you use anywhere from 1.4x ~ 1.5x which is fine enough, but then at 00:18:156 (1) is 1.2x which is very wrong since it doesn't seem have any reason behind it. 00:22:389 (1,2,3,4) is also 1.2x, it should be 1.4x like the rest. it seems this continue through the rest of the map, would be so much more intuitive if it was unified (using the same or a more similar one for everything).

I spaced it the way I spaced it to go with changes in pitch. So 00:18:156 (1) is very low in pitch, so it gets low spacing. The places where it jumps are the places where the measure hits high notes. There's also the idea of pacing throughout the map, in that the kiai section and early section are more intense sections of the song due to the more dramatic instruments playing, so less intense sections like the one in 00:22:389 (1,2,3,4) should feel less intense. To do this, I changed the base DS.

what i said in Intense about rhythm/pattern also applies here, it would be much more interesting to make some more variable rhythm, it is possible even if song sounds the same.
i do not want to force my style on the map, so instead i'll just say if you accepted most things on Intense, you should really look through here to see sth suitable for yourself.

i hope this was useful, you can rank this if you work hard enough and look into the issues on Intense/Insane i think.
good luck ~
Thanks for the mod! You made me think about a lot of things and had some very nice suggestions.
guineaQ
Yeah the slider version of 00:22:757 (5) - for normal is better

I skimmed through your whole mapset and I really want to focus on your highest difficulty only.
Since your other diffs look fine a.k.a I'm too lazy

So let's get to it

Disclaimer

I don't really expect you to apply everything in this mod. In fact, I wouldn't be surprised if you don't apply anything in this mod in fact. Since I'll play the devil and go ham on every pattern I see that is questionable either in aesthetics, flow or in general design level. What I want you to do is, take this mod, contemplate on it, filter things that doesn't really suit your taste, identify the general idea I'm trying introduce you to here, and see if you can use it to improve what you already have. Yes, I'm trying to enforce/integrate my own style/way of approach here But that's what modding is for, isn't it? It's not meant to be just a way to fill up Star Priority right? >w>, but I'm only doing this because I think you are one of the few mappers who can receive this kind modding and actually takes something/benefit from it. And not go "IT'S STYLE" for points I make which is completely irrelevant to 'style'

Insane

The general idea behind all these suggestions
boring theory text part#1

You spaced all of the notes based on pitch. Yeah that's cool and good, but what I want to introduce you is also basing the direction of flow, positioning of notes according to pitch as well. This song has very distinct, easy to identify pitch changes that allows you to do this.

So, let's say the pitch goes from C to Eb, and back down to C and up to D. And assume both Eb and D pitch part is weaker than C pitch part, so they can be mapped as two simple 1/2 sliders. How it would be mapped if you followed the idea above would be something like this visually

Note that 1st slider represents C to Eb, and 2nd slider represents C to D. All the slider ends are above the slider head, which is to signify the ending pitch is 'higher' than the starting pitch, and the 2nd slider is below the 1st slider in y position to show that Eb -> C drop is bigger than D -> C drop. Also, notice that the slider curve is more extreme on the first slider due to larger pitch change.

As this technique is indeed VERY technical and hard to follow it consistently without burning yourself out, the wise thing to do is only to use the most obvious aspect of this FOR THE PLAYER, which is the flow part of this in to majority of the patterns. (which means you don't need to go nazi on those slider shapes and exact positions all the time if its in a repetitive section)

Actual modding

  1. 00:00:488 (1,2,3,4) - For these sliders, the pitch is obviously progressing upwards, but the noticeable pitch climb happens on 2,3,4. So I would make 1,2 have gentle slider curve, with them being around same y position, and then have progressingly large spacing along with 2,3,4 curving in/out towards the same direction
  2. 00:01:960 (1,2,3,4) - For this pattern, I believe you got the correct idea. The pitch goes down twice and recovers twice. Though the only change I'll make is make 1's slider shape identical to 00:01:592 (4) - shape to signify that it achieves complete opposite what 00:01:592 (4) - has done.
  3. 00:03:432 (1,2,3,4) - Again, I agree with the general design, jsut that I would change 00:04:537 (4) - to be ctrl+h of what 00:04:168 (3) - is and have the slider head be above the 3's slider tail.
  4. 00:05:641 (3) - would position is this a bit higher while keeping the same distance snap.
  5. 00:06:009 (4,5,6,7,1) -The pitch increases gradually as you progress through the stream. So I'm highly against the idea of using straight line stream here. Having gradually increasing spacing in the stream (even by a small bit) or making it curved with more extreme curvate as notes progress would fit very nicely in here.
  6. 00:08:586 (4) - I feel like this is a bit uncomfortable due to the fact that its spacing doesn't feel big enough even though it has a finish on the head. With this slider velocity, having a distance of around 2.0x+ would do it.
  7. 00:08:954 (5) - if you changes 4, make sure the distance from 4 to 5 is IDENTICAL to distance from 3 to 4, and it is ctrl+h+j of slider 4 since it has same instrument (finish) but complete opposite direction pitch wise (you already did it but just make sure you keep it that way)
  8. 00:10:426 (9,10,11,1) - Having 00:09:506 (2,3,4) - ,00:10:058 (6,7,8) - 00:10:610 (10,11,1) - placed in a way so that it forms a line would be great to match the repetition of a drum riff that is going on here.

    Just for gameplay aspect, try to make 8->9 spacing bigger than 4->5 spacing, slightly increased spacing for snap intensive patterns with back and forth motion feels pretty good to play.
  9. 00:11:530 (4,5) - I like the idea you are going for here flow wise, but I think it can be more polished placement/structure wise.
  10. 00:12:267 (1,2,3,4) - 1,2,3 makes sense, both in consideration of flow direction and placement, what I don't like is how 4 switches the direction of flow the other way around. It would be better to maintain the flow direction for this case due to how the pitch plays out in this part of the music.

    don't forget to rearrange the patterns that comes after.
  11. 00:13:371 (6,2) - I think these sliders should be one of those patterns where the sliders are on completely identical position and identical shape to signify that they are almost exaactly the same sound. (maybe slightly unstack it to make it more readable)

    the slider without the head number is 00:13:371 (6) -


    Note that I placed 2 below slider 6 to signify that slider 2 does have slightly lower pitch then 6, but still the shape due to similar pitch progression.
  12. 00:14:291 (3,4) - these will have to be rearranged if ^ is applied.
  13. 00:15:764 (4,6) - making these complete vertical mirrors of each other would be good. Keeping the same general idea applied consistently.
  14. 00:16:868 (2,4) - ^^
  15. 00:18:340 (2,3,4,5) - Ok, so this one is a bit more tricky. You could keep your current pattern which makes 3 sliders: 3,4,5 all flow into single external point, but the thing is, that makes slider 2 kinda stick out like a sore thumb since 2,3,4,5 are all basically the same type of sound/riff.

    But I like your slider 2 shape so I did some very basic rearranging with your given slider and did something cool:
    kewl


    Do they flow towards same direction: yes
    Do they look interesting: yes
    Do they have structure: definitely

    i r8 8/8
  16. 00:21:285 (2,3,4) - Ah, finally someone who actually stacks identical/highly similar pitch notes :>
    But personally, although it is correct that you do this, I think it feels unnatural gameplay wise since you have sudden stacked notes. 4 does have SLIGHTLY higher pitch compared to 3, and 3 has slightly higher pitch compared to 2 (I think its more due to how "louder" or more "pronounced" each note becomes with each repetition that I feel this way)

    but since they are exactly the same sound basically, it would be fitting to space them out with low, equal spacing for each of those notes and same direction
  17. 00:21:837 (5,6,7) - Something roughly like this where spacing 4->5 is greather than 5->6, and 6->7 is greater than 4->5
  18. 00:22:757 (2,3,4) - I really don't think 2->3 and 3->4 should have similar spacing to 1->2 spacing due to the fact that 3,4 are more quieter volume wise so they should be smaller. And I highly suggest that you make 4 a single circle instead of a slider for a nice 1/1 pause.

    and from 00:24:046 - till 00:29:935 - make it consistent with the previous patterns. (Apply it to these as well if you apply ^^ basically)
  19. 00:29:567 (6) - Just make this single note by the way.
  20. 00:29:935 (1,2,3) - This works as it is but working with the general theme I mentioned at the top:
  21. 00:32:880 - to 00:41:346 -
    Well this section is exactly the same as 00:21:101 - to 00:29:567 - , so just be consistent.
  22. 00:43:371 (1) - make it a ctrl+h'd version (no ctrl+g or anything just ctrl+h) of )00:42:819 (3) -
  23. 00:44:107 (3) - Not that I only dislike this slider shape, I think a small SV slowdown would fit better here :X
  24. 00:45:948 (1,2) - I would merge these as single 1/1 slider. Yes, 00:46:316 - is a good place to make it clickable, but this part of the song is to be more relaxing, having a long slide would have to create more structure around it as well.
  25. 00:54:230 (4,5,1,2) - This would be much more engaging both aesthetically and gameplay wise.
    don't forget to adjust the spacing on 00:55:334 (3) -
  26. 00:56:070 (5,6,7,8,9) - completely identical sounds, would be good place to make it really tight, linear stream.
  27. 01:01:040 (2,3,4,5,6) - The spacing on these are just overkill, you can reduce them down quite a bit and still be noticeable that it has larger spacing than 00:58:095 (2,3,4,5,6,7) - .
  28. 01:02:328 (1,2) - Fancy these kind of symmetry?
  29. 01:05:273 (1) - It looks quite unnatural to have such straight slider all the sudden, I would just curve it slightly.
  30. 01:06:377 (5) - I would not stack this on 3's end due to the fact that spacing shouldn't be the same as 3->4 spacing.
  31. 01:07:481 (4) - Make it point like this. This kind of slider direction should emphasize the effect that this sound makes a lot better. Since it directly represents how the sound actually plays
    http://puu.sh/m1Fdw/2f750ef7de.jpg
  32. 01:07:849 (5,6,7,8,1) - just make it plainly curved lol, not only there is no need to emphasize 1 like that, it doesn't even really emphasize it that well. Might as well just make it look more sleek.
  33. 01:09:322 (6) - Isn't this more sexy
  34. 01:10:610 (4) - This shouldn't have such a large spacing from previous note.
  35. 01:12:819 (1) - you will be amazed how curving sliders just slightly like this can do wonders
  36. 01:13:555 (4) - Same as 01:10:610 (4) -
  37. 01:15:948 (2) - Ctrl+g fits better for me, how about you?
  38. 01:18:708 (2,4) - Straight sliders and decrease spacing between 01:18:708 (2,3) - . Right now the way it is placed, these sliders look pretty cramped up
  39. 01:20:549 (4) - maybe
  40. 01:21:101 (6) - The single long held sound is clean, it doesn't have any fluctuations to really warrant any red joints (unless red joint for cleaner S shaped slider), I would recommend just using single joint.
  41. 01:22:204 (3,4,5,6) - Hm, these look quite untidy since the spacing is indeed a bit wacky. (like 4->5 should definitely be bigger than 5->6 due to a finish)
  42. 01:25:149 (3,4,5) - 3->4->5 is a bit big, you can try repositioning 4 only to make spacing a little bit less harsh.
About the end

One word summary: Overdone.

Since you ignored A LOT of drums in this difficulty, it doesn't make a slightest sense that you are giving a clickable note for them in the red ticks. And the difficulty spike is pretty baffling as well.

This does mean that if you want to fix it, you will end up with a 1/2 slider spam, but the song calls for it so nobody can (and should) discredit you for doing that. But let me throw some examples to make it as interesting as possible.

Big box of pics







1 and 4 are on top of each other

You can easily get creative with 1/2 sliders only.

Words of Encouragement ???

I definitely did see solid consistency throughout the mapset despite all these points i mentioned above rip, and your rhythm is quite solid as well. So if you work on your placement a bit, this should be quite a pleasing mapset to play!

N E V E R G I V E U P

Well now you know why I didn't mod all diffs

gl answering all these but most importantly, have fun. i highly doubt whether you will have fun answering all these
Topic Starter
Grrum
Hi guinea. I first want to thank you very much for sharing your perspectives in such a detailed manner. This has been very helpful, and I appreciate that you invested a fair chunk of time into this mod.

guineaQ wrote:

Yeah the slider version of 00:22:757 (5) - for normal is better

I skimmed through your whole mapset and I really want to focus on your highest difficulty only.
Since your other diffs look fine a.k.a I'm too lazy

So let's get to it

Disclaimer

I don't really expect you to apply everything in this mod. In fact, I wouldn't be surprised if you don't apply anything in this mod in fact. Since I'll play the devil and go ham on every pattern I see that is questionable either in aesthetics, flow or in general design level. What I want you to do is, take this mod, contemplate on it, filter things that doesn't really suit your taste, identify the general idea I'm trying introduce you to here, and see if you can use it to improve what you already have. Yes, I'm trying to enforce/integrate my own style/way of approach here But that's what modding is for, isn't it? It's not meant to be just a way to fill up Star Priority right? >w>, but I'm only doing this because I think you are one of the few mappers who can receive this kind modding and actually takes something/benefit from it. And not go "IT'S STYLE" for points I make which is completely irrelevant to 'style'

Insane

The general idea behind all these suggestions
boring theory text part#1

You spaced all of the notes based on pitch. Yeah that's cool and good, but what I want to introduce you is also basing the direction of flow, positioning of notes according to pitch as well. This song has very distinct, easy to identify pitch changes that allows you to do this.

So, let's say the pitch goes from C to Eb, and back down to C and up to D. And assume both Eb and D pitch part is weaker than C pitch part, so they can be mapped as two simple 1/2 sliders. How it would be mapped if you followed the idea above would be something like this visually

Note that 1st slider represents C to Eb, and 2nd slider represents C to D. All the slider ends are above the slider head, which is to signify the ending pitch is 'higher' than the starting pitch, and the 2nd slider is below the 1st slider in y position to show that Eb -> C drop is bigger than D -> C drop. Also, notice that the slider curve is more extreme on the first slider due to larger pitch change.

As this technique is indeed VERY technical and hard to follow it consistently without burning yourself out, the wise thing to do is only to use the most obvious aspect of this FOR THE PLAYER, which is the flow part of this in to majority of the patterns. (which means you don't need to go nazi on those slider shapes and exact positions all the time if its in a repetitive section)

Actual modding

  1. 00:00:488 (1,2,3,4) - For these sliders, the pitch is obviously progressing upwards, but the noticeable pitch climb happens on 2,3,4. So I would make 1,2 have gentle slider curve, with them being around same y position, and then have progressingly large spacing along with 2,3,4 curving in/out towards the same direction – I interpret (1) as being null. It's not part of the melody. So (2) is the start of the melody. Since this is the “base case,” there can be no rise or fall, as nothing comes before it. So it's direction can be whatever it wants. Now (3) should flow more “upwards” to represent the change in pitch. I think the pattern you suggested is good, but I like the pattern I have as well
  2. 00:01:960 (1,2,3,4) - For this pattern, I believe you got the correct idea. The pitch goes down twice and recovers twice. Though the only change I'll make is make 1's slider shape identical to 00:01:592 (4) - shape to signify that it achieves complete opposite what 00:01:592 (4) - has done. – I'll use a change in slider shape to emphasize the change in measure/pitch since I like what I have more.
  3. 00:03:432 (1,2,3,4) - Again, I agree with the general design, jsut that I would change 00:04:537 (4) - to be ctrl+h of what 00:04:168 (3) - is and have the slider head be above the 3's slider tail. – this would point 4 downwards. I'd rather have 4 pointing upwards to signify the change from 3 and go with the “rising” pitch
  4. 00:05:641 (3) - would position is this a bit higher while keeping the same distance snap. – I think I did this
  5. 00:06:009 (4,5,6,7,1) -The pitch increases gradually as you progress through the stream. So I'm highly against the idea of using straight line stream here. Having gradually increasing spacing in the stream (even by a small bit) or making it curved with more extreme curvate as notes progress would fit very nicely in here. – I'm not sure if there's enough strength in the music to emphasize these changes, and I'm not seeing a big problem with the linear. I do think this is a little underwhelming, so I increased the spacing.
  6. 00:08:586 (4) - I feel like this is a bit uncomfortable due to the fact that its spacing doesn't feel big enough even though it has a finish on the head. With this slider velocity, having a distance of around 2.0x+ would do it. – agreed, increased and made consistent spacing
  7. 00:08:954 (5) - if you changes 4, make sure the distance from 4 to 5 is IDENTICAL to distance from 3 to 4, and it is ctrl+h+j of slider 4 since it has same instrument (finish) but complete opposite direction pitch wise (you already did it but just make sure you keep it that way) – yes
  8. 00:10:426 (9,10,11,1) - Having 00:09:506 (2,3,4) - ,00:10:058 (6,7,8) - 00:10:610 (10,11,1) - placed in a way so that it forms a line would be great to match the repetition of a drum riff that is going on here. – I disagree, I think the general back and forth motion matches the drum enough and the curve feels nicer/more pronounced to me.

    Just for gameplay aspect, try to make 8->9 spacing bigger than 4->5 spacing, slightly increased spacing for snap intensive patterns with back and forth motion feels pretty good to play.
  9. 00:11:530 (4,5) - I like the idea you are going for here flow wise, but I think it can be more polished placement/structure wise. – I think your design is certainly better, but I like the big spacing here, and the designs don't work well for me with this spacing.
  10. 00:12:267 (1,2,3,4) - 1,2,3 makes sense, both in consideration of flow direction and placement, what I don't like is how 4 switches the direction of flow the other way around. It would be better to maintain the flow direction for this case due to how the pitch plays out in this part of the music. – I group certain notes in the melody together. (1,2,3) – is one group, and (4) is the start of a different group (because it changes pitch and becomes a held note). In order to better differentiate these groups, I think a change in curvature fits, and a lack of change does not emphasize the notes in the way I like.

    don't forget to rearrange the patterns that comes after.
  11. 00:13:371 (6,2) - I think these sliders should be one of those patterns where the sliders are on completely identical position and identical shape to signify that they are almost exaactly the same sound. (maybe slightly unstack it to make it more readable) – huge improvement

    the slider without the head number is 00:13:371 (6) -


    Note that I placed 2 below slider 6 to signify that slider 2 does have slightly lower pitch then 6, but still the shape due to similar pitch progression.
  12. 00:14:291 (3,4) - these will have to be rearranged if ^ is applied. – did, so the next comments don't apply
  13. 00:15:764 (4,6) - making these complete vertical mirrors of each other would be good. Keeping the same general idea applied consistently.
  14. 00:16:868 (2,4) - ^^
  15. 00:18:340 (2,3,4,5) - Ok, so this one is a bit more tricky. You could keep your current pattern which makes 3 sliders: 3,4,5 all flow into single external point, but the thing is, that makes slider 2 kinda stick out like a sore thumb since 2,3,4,5 are all basically the same type of sound/riff.

    I'd like to point out that 00:18:340 (2) – is staccato in the music, where as (3,4,5) are all held notes that kind of blend into each other. This is the idea that led me into the current pattern and can justify why 2 is an odd ball. I think your design is aesthetically better (much better) than mine and your flow works fine since this staccato and blending thing isn't really necessary to show. So I could see why some would prefer your pattern, but I like the blending of the 3,4,5 contrasting the drop off in flow of (2) enough that I'd like to keep my pattern

    But I like your slider 2 shape so I did some very basic rearranging with your given slider and did something cool:
    kewl


    Do they flow towards same direction: yes
    Do they look interesting: yes
    Do they have structure: definitely

    i r8 8/8
  16. 00:21:285 (2,3,4) - Ah, finally someone who actually stacks identical/highly similar pitch notes :>
    But personally, although it is correct that you do this, I think it feels unnatural gameplay wise since you have sudden stacked notes. 4 does have SLIGHTLY higher pitch compared to 3, and 3 has slightly higher pitch compared to 2 (I think its more due to how "louder" or more "pronounced" each note becomes with each repetition that I feel this way) – I changed the DS to .4 to be similar to 00:33:064 (2,3,4) – which makes both patterns better while capturing the idea that these are low intensity postions of the song.

    but since they are exactly the same sound basically, it would be fitting to space them out with low, equal spacing for each of those notes and same direction
  17. 00:21:837 (5,6,7) - Something roughly like this where spacing 4->5 is greather than 5->6, and 6->7 is greater than 4->5

    I group together certain notes of the music. I'm grouping 5,6,7 as one collective group without any subgroups. Your suggestion, through this understanding, would create a subgroup around 5 containing only 5, a subgroup around 6 containing only 6, and a subgroup around 7 containing only 7. You would then relate each subgroup through different spacing. In doing so, this would increase the intensity of the overall 5,6,7 group by giving more attention to it's details of how it changes pitch. I would not like to do this. I would like to generalize the 5,6,7 group as if it were one object so more of the player's emphasis falls on the stressed notes (at 00:21:285 (2) - , 00:21:837 (5) - , 00:22:389 (1) - , and 00:22:757 (2) - ). This will help to convey to the player that this is a low intensity section of the song since you only need to worry about these stressed notes and just follow a simple pattern to get what's in between them.

  18. 00:22:757 (2,3,4) - I really don't think 2->3 and 3->4 should have similar spacing to 1->2 spacing due to the fact that 3,4 are more quieter volume wise so they should be smaller. And I highly suggest that you make 4 a single circle instead of a slider for a nice 1/1 pause. – I agree with this sentiment, but doing so would make the intensity of this section too low for me. In a few places like this I lowered the DS, but to fix the problem, I increased the DS of 00:21:837 (5,6,7) – and other similar places so that these feel equivalent relative to each other. And no, I like the ½ slider.

    and from 00:24:046 - till 00:29:935 - make it consistent with the previous patterns. (Apply it to these as well if you apply ^^ basically)
  19. 00:29:567 (6) - Just make this single note by the way. – I really don't think it makes too big of a difference either way. I can justify the slider by picking up the drum bit here, and that it increases the intensity a bit for better pacing and transition into the long sliders.
  20. 00:29:935 (1,2,3) - This works as it is but working with the general theme I mentioned at the top: – I don't want to change what I have.
  21. 00:32:880 - to 00:41:346 -
    Well this section is exactly the same as 00:21:101 - to 00:29:567 - , so just be consistent.
  22. 00:43:371 (1) - make it a ctrl+h'd version (no ctrl+g or anything just ctrl+h) of )00:42:819 (3) - – the spacing doesn't allow it, so I did Ctrl + H + J to give it symmetry.
  23. 00:44:107 (3) - Not that I only dislike this slider shape, I think a small SV slowdown would fit better here :X – Well I can't think of a better slider shape cuz I'm lazy and don't dislike it, but sure, I'll slow down the SV a little here.
  24. 00:45:948 (1,2) - I would merge these as single 1/1 slider. Yes, 00:46:316 - is a good place to make it clickable, but this part of the song is to be more relaxing, having a long slide would have to create more structure around it as well. – clickability is far more important.
  25. 00:54:230 (4,5,1,2) - This would be much more engaging both aesthetically and gameplay wise.
    I don't like the anti-flow into 4 and think what I have is both aesthetically and gameplay-wise fine.
    don't forget to adjust the spacing on 00:55:334 (3) -
  26. 00:56:070 (5,6,7,8,9) - completely identical sounds, would be good place to make it really tight, linear stream. – I don't really understand your perspective that well. I also don't think it matters too much. Originally I had this as one big stack, but changed since some mod said it was not interesting. Any one of these three different flows would work fine, so I'm gonna take the lazier option and not change it.
  27. 01:01:040 (2,3,4,5,6) - The spacing on these are just overkill, you can reduce them down quite a bit and still be noticeable that it has larger spacing than 00:58:095 (2,3,4,5,6,7) - . – scaled by .95x. Exponential growth of DS is better than linear growth of DS here.
  28. 01:02:328 (1,2) - Fancy these kind of symmetry? – I prefer the hexagon structure I'm setting up with what I have.
  29. 01:05:273 (1) - It looks quite unnatural to have such straight slider all the sudden, I would just curve it slightly. – I think the straight slider better distinguishes this section of the song, and hopefully will try to make you listen to the harmony instead of the melody.
  30. 01:06:377 (5) - I would not stack this on 3's end due to the fact that spacing shouldn't be the same as 3->4 spacing. – I mapped this to the harmony and not the melody. I think the repetitive harmony fits better than trying go with the melody here.
  31. 01:07:481 (4) - Make it point like this. This kind of slider direction should emphasize the effect that this sound makes a lot better. Since it directly represents how the sound actually plays – Kind of agree, but only rotated a little bit so it doesn't feel too similar to 01:06:929 (2) - . Really, if I were to lean into the suggested flow the way I want to, it would put the pattern in a place that has no good transition into the following stream.
    http://puu.sh/m1Fdw/2f750ef7de.jpg
  32. 01:07:849 (5,6,7,8,1) - just make it plainly curved lol, not only there is no need to emphasize 1 like that, it doesn't even really emphasize it that well. Might as well just make it look more sleek. – This is much better now with the curve. I do think if someone were to map this with linear flow, you would need to emphasize (1) in the way I did to better transition into the next measure, but the curve does this a lot better.
  33. 01:09:322 (6) - Isn't this more sexy – way more sexy
  34. 01:10:610 (4) - This shouldn't have such a large spacing from previous note. – okay
  35. 01:12:819 (1) - you will be amazed how curving sliders just slightly like this can do wonders – amazed is a little strong, I think linear looked fine, but I do think curved looks better
  36. 01:13:555 (4) - Same as 01:10:610 (4) - okay
  37. 01:15:948 (2) - Ctrl+g fits better for me, how about you? – no, the spacing would be silly if I did and I'm fine with the antiflow here.
  38. 01:18:708 (2,4) - Straight sliders and decrease spacing between 01:18:708 (2,3) - . Right now the way it is placed, these sliders look pretty cramped up – I didn't like the straightness here. I just blanketed/spaced these better and kept the curve
  39. 01:20:549 (4) – maybe – I don't like it visually and it's no different flow-wise
  40. 01:21:101 (6) - The single long held sound is clean, it doesn't have any fluctuations to really warrant any red joints (unless red joint for cleaner S shaped slider), I would recommend just using single joint. – true, but having only long curved 1/1 sliders is annoying to me. I'd like to diversify the design more and I don't think this is too disruptive flow-wise.
  41. 01:22:204 (3,4,5,6) - Hm, these look quite untidy since the spacing is indeed a bit wacky. (like 4->5 should definitely be bigger than 5->6 due to a finish) – When I mapped it, I was going with the melody and ignoring the finish here, which is imo a better way to play the map. But since you can't change people's perspectives, I took your suggestion in game. I'm still testing it though since the 4 → 5 flow is a bit odd.
  42. 01:25:149 (3,4,5) - 3->4->5 is a bit big, you can try repositioning 4 only to make spacing a little bit less harsh.
eh, the increased spacing on (3) makes increases the overall intensity of the section enough that these can have a higher DS.

About the end

One word summary: Overdone.

Since you ignored A LOT of drums in this difficulty, it doesn't make a slightest sense that you are giving a clickable note for them in the red ticks. And the difficulty spike is pretty baffling as well.

This does mean that if you want to fix it, you will end up with a 1/2 slider spam, but the song calls for it so nobody can (and should) discredit you for doing that. But let me throw some examples to make it as interesting as possible.

changing to ½ sliders is out of the question since ½ circles play better and fit the pacing better. The intention is for this section to feel slightly higher in intensity than the kiai before it, and for the climax at 01:36:193 (1) – to feel slightly more intense. 163 is also not the fastest bpm, and so while single-tapping inherently increases the intensity, I don't think the current spacing needs to be lowered significantly. Furthermore, if people are having trouble single-tapping 163bpm, then changing the spacing is not actually going to help them click faster (though the intensity argument is still valid). I could very well see scaling by .95x this whole section could work, but I think it plays nice enough as is that I'll wait for more mods.

Big box of pics







1 and 4 are on top of each other

You can easily get creative with 1/2 sliders only.

Words of Encouragement ???

I definitely did see solid consistency throughout the mapset despite all these points i mentioned above rip, and your rhythm is quite solid as well. So if you work on your placement a bit, this should be quite a pleasing mapset to play!

N E V E R G I V E U P

Well now you know why I didn't mod all diffs

gl answering all these but most importantly, have fun. i highly doubt whether you will have fun answering all these
Thanks again for the mod. You're doing great work.
SkinnyJommy
HI! you posted for NM in my queue, but im not sure if i can mod this honestly... because with the previous mod above ^ you pretty much shot down every perfect suggestion that can be modded about this map (im talking about the Insane btw). I think you are at that stage of mapping where you cant really see or hear what is wrong with your maps yet, but technically they look fine and follow all guidelines so they must be rankable... but if that was the case, why are you getting insanely long mod posts? Put two and two together, there must be something that you are missing but you are trying to justify it with your own knowledge which is clearly flawed. As it definitely looks like you studied music in the past or are currently studying it idk, you obviously know what you are talking about when it comes to pitches and things of that sort, and i see you are trying to replicate that into a map, but thats what it is, a MAP, not some piece of sheet music. You are being way to technical with this map and there is no way this will get ranked because every suggestion possible has been made but you don't follow it, so you either have to:

1. Try to clearly understand what us modders are talking about, and put your own knowledge aside

2. Continue mapping the way you want, but it has no way of getting ranked at its current state

I'm not trying to bash you or anything, but it's honestly just one of those situations where a map is bad, but you can't really explain why it's bad... because everything is bad. Every modder has come across that map a few times and we come off as douchebags or whatever because we just say its bad without giving feedback. You just have to keep on mapping, and maybe even try modding yourself if you don't already. Just so you can see what other people do in similar type situations as you. I went through that stage too... when I thought my maps were good and rankable but I just couldn't see why people were telling me 'it could be improved' and things of that sort. You just have to take time and learn it for yourself because mapping is not something that can be taught. You can't teach someone where to place notes or what sounds to follow, they have to get a feel for it themselves and improve themselves overtime, so I think you just need more time with improving! Also I would put that pride of yours away and try some of the suggestions out, even if you don't agree with them, implement them into the map and see what others think, they are suggestions for a reason, to improve your map! Never to downgrade it in anyway (unless its a really bad suggestion hue).

But yea I guess that's it, keep on mapping dude! You'll get their eventually, it just takes time and patience and cooperation!

Good luck! :D
Electoz
Hi, from my modding queue~ my mod here is very late, I'm sry for that because I've been inactive recently. So my mod will be a bit rusty.

[Easy]

  1. 00:26:148 (3) - 00:29:093 (3) - 00:29:093 (3) - The head doesn't match anything imo. Gives off a weird rhythm when playing. Same applies to a few more that I didn't spam out.
[Normal]

  1. Some spacing errors. > 00:12:345 (2,3) - 00:39:952 (4,5) - 01:31:670 (1,2,3,4,5) .
  2. 01:01:854 (8) - This is very confusing because that whistle. Maybe try changing 01:01:486 (7) to a reverse slider? Or you can even change 01:01:854 (8) into a 1/2 slider.
  3. 01:21:915 (5,6) - Almost touch the life bar, maybe move them down a bit?
  4. 01:30:934 (7) - I would change this into a 1/2 slider and then at the circle here 01:31:302 instead. So the strong beat here 01:31:302 would be clickable.
[Hard]

  1. 00:04:062 (3,4) - Hm? Why the spacing here just suddenly went up? It should have the same spacing as before imo.
  2. 00:41:608 (1,2,3) - Not sure if it's just me, but I think 00:42:161 (2,3) looks more symmetrical than 00:41:608 (1,2) .
  3. 00:43:817 (2) - Okay, in normal you ended a slider here 00:44:369 . How about making these sliders end at the same point in both diffs?
  4. 01:24:492 (1,4,2) - They're not completely stacked.
  5. 01:28:725 (1,2,3,4) - That overlap looks weird imo, I would make 2 overlaps or don't overlap them at all in this pattern/combo.
Yeah, that's probably it.
Good luck~
guineaQ

SkinnyJommy wrote:

HI! you posted for NM in my queue, but im not sure if i can mod this honestly... because with the previous mod above ^ you pretty much shot down every perfect suggestion that can be modded about this map (im talking about the Insane btw). I think you are at that stage of mapping where you cant really see or hear what is wrong with your maps yet, but technically they look fine and follow all guidelines so they must be rankable... but if that was the case, why are you getting insanely long mod posts? Put two and two together, there must be something that you are missing but you are trying to justify it with your own knowledge which is clearly flawed. As it definitely looks like you studied music in the past or are currently studying it idk, you obviously know what you are talking about when it comes to pitches and things of that sort, and i see you are trying to replicate that into a map, but thats what it is, a MAP, not some piece of sheet music. You are being way to technical with this map and there is no way this will get ranked because every suggestion possible has been made but you don't follow it, so you either have to:

1. Try to clearly understand what us modders are talking about, and put your own knowledge aside

2. Continue mapping the way you want, but it has no way of getting ranked at its current state

I'm not trying to bash you or anything, but it's honestly just one of those situations where a map is bad, but you can't really explain why it's bad... because everything is bad. Every modder has come across that map a few times and we come off as douchebags or whatever because we just say its bad without giving feedback. You just have to keep on mapping, and maybe even try modding yourself if you don't already. Just so you can see what other people do in similar type situations as you. I went through that stage too... when I thought my maps were good and rankable but I just couldn't see why people were telling me 'it could be improved' and things of that sort. You just have to take time and learn it for yourself because mapping is not something that can be taught. You can't teach someone where to place notes or what sounds to follow, they have to get a feel for it themselves and improve themselves overtime, so I think you just need more time with improving! Also I would put that pride of yours away and try some of the suggestions out, even if you don't agree with them, implement them into the map and see what others think, they are suggestions for a reason, to improve your map! Never to downgrade it in anyway (unless its a really bad suggestion hue).

But yea I guess that's it, keep on mapping dude! You'll get their eventually, it just takes time and patience and cooperation!

Good luck! :D
This guy nailed the rhythm part of the music in the map pretty well, which is, if not, the most objective part of a map. And placement method/spacing is relatively more subjective part of the mapping unlike rhythm where it is you DO it this way or you DONT, you have more flexibility with how you place things, and this is where I think this guy needs help on. The mod I made was EXTREMELY subjective and I pretty much did the "enforce my own style onto the mapper" thing, and you could see in the mod that I barely touched on the rhythm/or anything related to timeline, it was mostly all about the placement. I knew he will reject majority of the suggestion. And I mentioned on the top of the mod that I am PERFECTLY fine with that. Even if he rejected my mods, if he learnt something new at the end of the day or gained new set of ideas to work with, that's all it matters, and that's the reason why we mod.

So please, for the future modders who might come here, don't be afraid to mod because all of your suggestions might be rejected.

p.s also don't be intimidated by the length of my mod pls, I could probably pull this kind of length off with a lot of pending maps and even some of the qualified maps if I care enough. And anyone can do it really if they want to. we are all just lazy
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