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Iris Freyja(CV:Hidaka Rina), Mononobe Mitsuki(CV:Numakura Ma

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Topic Starter
_handholding
[Normal]
  • 00:06:886 (1,2,3,4,1,2,3,1) - This is a bit long as a chain of 1/2s :/ Maybe try to convert 00:07:372 (2) - into 2 circles They are 1/1s and I think theyre fine. Plus changing the slider into 2 circles makes even trickier to play

    00:20:508 - 00:38:994 - This part looks like an Easy. Add some 1/2 note Couldnt find a good spot to add anything on the 1/2 spots. Its the slowest part of the song tempo wise so I think the low note density is justified

    00:39:318 (2,3) - Stack them as for 00:41:589 (2,3) - done

    01:22:129 (1,2,3,4,5,6,7) - Another long chain of 1/2 :/ same comment I guess
Hmmm... generally speaking the spacing is a bit too high, while the note density is a bit too low.
See if you can do something about that on your own

[Easy]
  • 00:59:751 (2) - I'd remove this to follow more vocals kept because reasons
Not bad. I'd just try to clean up some patterns which still seem a bit random here and there

Ok, that's all from me I guess.
Good luck~[/quote]

I cant really reply to the Insane for word since I did a bit of remapping/ I did however take on board a lot of your suggestions. Ty for hte mod :)
Topic Starter
_handholding

DavidEd wrote:

M4M Request
General
Found a better quality video for you http://puu.sh/lo51U/870de88af7.flv
Timing doesnt seem right. Change offset to 387.
I think you can add ''ending'' to tags too since searching for ''ed'' doesnt give the same result.
Light Insane
disable widescreen support
you should use more hitsounds. they make the playing experience more fun!
kiai ends weird. this spot makes more sense 01:16:940 or at the end of the map
theres a lot of spacing issues (like this) in this difficulty that you need to fix, make sure to have distance snap enabled (especually on this jump part 01:03:967 )
00:37:859 - dont think you should keep this spinner tbh
00:14:670 - this is hard to read, even for me. do something like this? and this
01:12:562 (2,3,4,5,6) - this

your mapping style's got potential, just avoid overlaps, bad flows, and test your own map alot.

needs fine polishing[/box]
Final Words
Mapset has potential, do alot of fine polishing and test your maps ALOT.
Id recommend getting more mods before attempting to rank
Hope I could help. Good luck!
Cant reply to your mod normally since I have done a lot of remapping but I have taken on board a lot of your suggestions. Heck your mod was the reason for my remap :)
Ty for the mod
Asfand
mod
23:57 Hi Im Nathan: hey, what you said in #modreqs
23:57 *Hi Im Nathan is listening to [http://osu.ppy.sh/b/642461 Iris Freyja(CV:Hidaka Rina), Mononobe Mitsuki(CV:Numakura Manami) - Ray of Bullet]
23:57 Hi Im Nathan: I'll just casually leave this here
23:57 Hi Im Nathan: notice me plox
23:57 Asfand: noticed
23:57 *Asfand is playing [https://osu.ppy.sh/b/642461 Iris Freyja(CV:Hidaka Rina), Mononobe Mitsuki(CV:Numakura Manami) - Ray of Bullet [Light Insane]]
23:57 Hi Im Nathan: ty
23:58 Hi Im Nathan: its jsut the light insane I want looking over
23:58 Asfand: mod is over iirc though
23:58 Asfand: if thats cool
23:59 Hi Im Nathan: thats cool
23:59 Asfand: its better than last time I modded it
00:00 Hi Im Nathan: you modded it before? :o i hadnt remebered
00:00 Asfand: 00:02:387 -
00:00 Asfand: 00:02:345 (5) -
00:00 Asfand: this
00:00 Asfand: how about having it over slider head 6
00:00 Asfand: instead of sliderend 4
00:01 Asfand: will emphasis it a lot better
00:01 Asfand: 00:02:670 (6) - and emphasis 6 better also
00:01 Asfand: no movement into like movement
00:01 Asfand: infinite acceleration
00:01 Asfand: 00:04:940 (5,1) -
00:01 Asfand: it would make it consistent with this
00:01 Hi Im Nathan: emphasis (6) change SV?
00:01 Asfand: 00:02:670 (6,1) - this is fine as 2 isnt as strong as 6
00:02 Hi Im Nathan: or change shape?
00:02 Asfand: nop
00:02 Asfand: just move 5
00:02 Hi Im Nathan: ok
00:02 Asfand: http://puu.sh/lv8Q0/fc8ca63a6e.txt
00:02 Asfand: http://puu.sh/lv8QE/a8c387b1b1.txt
00:02 Asfand: iefjudiopgfj
00:02 Asfand: http://puu.sh/lv8Rt/4d5e5ad998.jpg
00:03 Asfand: 00:06:237 (2,3,4,5) - like how you kept these haha 00:07:372 (2,3,4,5) -
00:03 Hi Im Nathan: yh ive moved it
00:04 Hi Im Nathan: you think I should jsut change them to mini jumps?
00:04 Hi Im Nathan: and randomize the direction more?
00:04 Asfand: nah its fine
00:04 Asfand: just cool to see that they stayed the same after 6 months
00:04 Asfand: 00:24:399 (3,5) - blanket fix
00:05 Asfand: 00:22:940 (2,3,4,5) - I would fix this square also
00:05 Asfand: 00:25:535 (4) - I dont like this slider
00:05 Asfand: you skip too much of the rythm
00:05 Asfand: not sure what you are following in these combos
00:06 Asfand: there is a sharp sound that you should probably map too
00:06 Asfand: the one that is the most audiable
00:06 Asfand: 00:43:859 (3,4,5) - blanket fix
00:07 Hi Im Nathan: alright, ill just map the drum beat there then
00:07 Asfand: 00:54:399 (4,5,1) - fix triangle shape here keep the DS even
00:08 Hi Im Nathan: kk
00:08 Asfand: 01:19:535 (1,2,3,4) - even DS
00:08 Asfand: 01:20:183 (4,1) - blanket fix
00:08 Asfand: improved a lot though
00:08 Asfand: quite impressed
qwr
Light Insane
Some parts lack structure. Gleip's insane is a model
00:09:481 (1,2,3,4,1,2,3) - a little random
00:22:616 (1,2,3) - strange flow
00:40:616 (1,2,3) - make evenly spaced or change angle 00:43:210 (1,2,3) -
00:44:345 (5) - sounds too long
00:56:832 (3,4) - move closer
00:57:967 (1,2,3,4) - rotate CW
01:03:967 (1,2,3,4,5,6,7,8,1,2,3,4,5) - clean up structure

hard
00:30:724 (2) - move left
00:15:318 (3) - rotate CW
Vespirit
Hey, m4m mod, sry this took a while :D

[ Easy]


  1. 00:48:075 (3) - move to x:444 y:199 for better flow imo
  2. 00:48:075 (3) - move the end of this to around x:347 y:23 to make it flow better
  3. 00:54:237 (2) - this really doesn't look good because it kinda goes moves up even though the player would be going down from the previous circle, change to something that looks nicer
  4. 00:54:237 (2) - slightly off screen, move it so the whole circle is on screen
  5. 01:03:967 (1) - move the anchor point to near the slider tick, looks nicer
  6. 01:14:994 (2) - maybe curve this?
[ Normal]


  1. 00:10:129 (3) - off screen a bit
  2. 00:10:778 (4) - ^
  3. 00:55:535 (5) - ^
  4. 01:12:399 (2) - ^
  5. 00:12:075 (1,2) - do something different other than the reverse slider here, it gets a bit repetitive
  6. 01:07:859 (4) - maybe make the same shape as 01:07:210 (3)?
  7. 01:23:913 (6) - just a suggestion here, maybe make this slider the same length as 01:23:264 (4), and then put where the end of the slider once was another circle? sounds better imo.
[ NerovA's Hard]


nothing I can find actually. very good diff :P

[ Light Insane]


  1. 00:00:724 (1,2,3) - decrease volume here? sounds too heavy. also consider making it soft
  2. 00:18:318 (7) - take out this circle, nothing there in the song that I can hear
[ Gleip's Insane]


  1. 00:49:697 (7) - move to x:325 y:94 for better flow

That's all I got :P, good luck with the mapset!
Topic Starter
_handholding
[quote="HydroCannon13"]Hey, m4m mod, sry this took a while :D

[ Easy]


  1. 00:48:075 (3) - move to x:444 y:199 for better flow imo done
  2. 00:48:075 (3) - move the end of this to around x:347 y:23 to make it flow better wrong note?
  3. 00:54:237 (2) - this really doesn't look good because it kinda goes moves up even though the player would be going down from the previous circle, change to something that looks nicer i think its fine
  4. 00:54:237 (2) - slightly off screen, move it so the whole circle is on screen its on screen in play mode
  5. 01:03:967 (1) - move the anchor point to near the slider tick, looks nicer done, ty
  6. 01:14:994 (2) - maybe curve this? sure
[ Normal]


  1. 00:10:129 (3) - off screen a bit on screen in play mode
  2. 00:10:778 (4) - ^ ^
  3. 00:55:535 (5) - ^ ^
  4. 01:12:399 (2) - ^ ^
  5. 00:12:075 (1,2) - do something different other than the reverse slider here, it gets a bit repetitive ill consider it
  6. 01:07:859 (4) - maybe make the same shape as 01:07:210 (3) sure?
  7. 01:23:913 (6) - just a suggestion here, maybe make this slider the same length as 01:23:264 (4), and then put where the end of the slider once was another circle? sounds better imo. ill keep it the way it is
ty for the mod


[ Light Insane]


  1. 00:00:724 (1,2,3) - decrease volume here? sounds too heavy. also consider making it soft decreased a bit
  2. 00:18:318 (7) - take out this circle, nothing there in the song that I can hear kept
Nerova Riuz GX

qwr wrote:

hard
00:30:724 (2) - move left
00:15:318 (3) - rotate CW
no
Nekomata
general
-10 to offset pls

insane
00:29:508 - you can add a circle here for a nice triple matching the drums.
00:24:967 - here too
00:25:535 (4,5) - i think you may want to swap the timeline position of these
00:41:751 (5,1) - this rhythm makes more sense since you are following vocals
00:44:345 (4,1) - ^
00:43:210 (1) - random single nc?
00:46:129 (2,3) - also a better rhythm
01:20:345 - why does this differ from the similar part at 01:17:751 (4) - ? either remove the circle or have both circles for consistency. i found myself tapping on nothing when playing through here.
kiai - i was a bit disappointed that there were no 1/4 triples on 00:55:859 (4,1) - 01:01:048 (7,1) - 01:11:427 (6,1) -

this diff can be more fun and interesting if you map more 1/4 drums

hard
sv actually feels a bit too fast on this song for a Hard. i highly suggest lowering the overall sv to 1.2, even if you have to remap each slider.
on another note, the sv is the same as insane lol

00:33:318 (2,4) - it would be nice if the slider body distance can be similar to the next sliders

about the usage of 1.5x SV timing point: i really think it's way too fast. just do increments of 0.1x.

01:02:345 (4,1) - because of how you spaced things before, i would be thinking (1) is 1 beat away and not 1/2 beat. if we're talking consistency it's that i always miss this slider lol

01:14:345 (1,2,3) - inconsistent spacing

sometimes you choose to follow weak rhythms, and this can be confusing
the spacing inconsistencies instantly turn this diff into a hard read map

normal
00:25:697 (2,3) - what are thoooooose (spacing)
00:08:508 (1,2) - yes, but 00:14:670 (1,2) - no (or even the other way around). i discourage stacking circles on normals but if you're gonna do it, every stack better be the same.

easy
yes
Topic Starter
_handholding

Nekomata wrote:

general
-10 to offset pls

normal
00:25:697 (2,3) - what are thoooooose (spacing) fixed
00:08:508 (1,2) - yes, but 00:14:670 (1,2) - no (or even the other way around). i discourage stacking circles on normals but if you're gonna do it, every stack better be the same. Left for now since everyone else told me to stack them, lol. Will change them back if a BN or so says otherwise

easy yes
yes


Thnx for the mod. I'll change the offset too :)
Monstrata
[Easy]

  1. 00:13:372 (1,2,1,2,3) - This is much too simple imo. You can fill in those 2/1 gaps with circles. 00:13:697 - 00:14:345 - etc.. Or make those circles 1/1 sliders instead. You can hear clear drum beats on 00:15:643 - 00:16:940 -
  2. 00:25:048 (1,2) - I really dislike these sliders tbh xPP. Way too simple and skips through way too much of the music. If you absolutely won't fix these tho... then find me ingame, i'll show you how to make loop sliders, because, being honest here, those loop sliders look kinda bad xP the dot in the center isn't tear-shaped which is what you want in a loop.
  3. 00:31:535 (3,4) - Make this more complex. Maybe 2/1 slider and then a circle on 00:32:508 - ?
  4. 00:40:616 (1,2,3) - This rhythm just feels really weird, and 2 doesn't land on anything noticeable. it's confusing. Try this rhythm, and try applying it to other patterns because at least this one snaps to strong points in the music at all sliderhead/sliderends
  5. 00:52:291 (3,1,2,3) - Too simple for me D:. This is the Kiai after all, 1/1 rhythm please.
  6. 01:08:508 (5,1,2,3) - Too simple too D: for 01:08:508 (5,1,2,3) - >>>
  7. 01:08:508 (5) - I would shorten this to 1/1 slider and begin something on the downbeat.
[Normal]

  1. 00:07:372 (2,3,4) - Doesn't play well xPP. I would just stay 3 on 4. 00:08:021 (4,1,2) - This plays really well for me, so mirror that and you're good to go.
  2. 00:18:724 - You could have a 1/2 repeat slider beginning here and ending on 00:19:048 - . (take out the circle). Fits the drums really well
  3. 00:19:372 (5) - xPP It's almost never a good idea to map a slider-end to a downbeat. I would reduce this slider, and have an object start on the downbeat. It's really important rhythmically.
  4. 00:37:697 (1) - Kinda oversimplifying but ehh, i guess this is still okay. Not the best quality tho and i would encourage you to make this more interesting and diverse.
  5. 00:46:778 (3) - I would take out the repeat and make 00:47:427 - a circle instead. It plays better for me anyways because the repeat doesn't really fit imo xP 00:47:427 - Feels like belongs with the circles not a slider lol.
  6. 00:53:589 (1,2) - Visually could flow better if you did
  7. 01:14:670 (2,3) - I'd stack them instead tbh xP and have 01:14:832 (3,4) - spaced. having both spaced is kinda difficult lol.
  8. 01:24:562 (7) - v
[Nerova]

  1. 00:05:264 (3,1,2) - This spacing D:
  2. 00:15:156 (2,3) - Jump is good, but flowbreak is really sharp, tone it down a bit? Either lower jump, or don't make the angle so sharp.
  3. 00:24:886 (7,1,2) - What's with the spacing change xP. Also 00:25:048 (1,2) - Ctrl_G rhythm is better imo.
  4. 00:26:508 (6) - Too simple honestly D:::
  5. 00:29:102 (6) - Same, and this slider is way too lazy lol.
  6. 00:33:318 (2,3,4,1,1) - I actually like this a lot haha. Even tho its really pushing it in terms of something you see on a Hard.
  7. 00:40:129 (4) - I would NC this for clarity.
  8. 01:25:048 (2,1,2,3,4,5,6) - I would just Ctrl+G this whole rhythm and have all the sliders start on white ticks cuz thats just more natural to me :P
Topic Starter
_handholding

monstrata wrote:

[Easy]

  1. 00:13:372 (1,2,1,2,3) - This is much too simple imo. You can fill in those 2/1 gaps with circles. 00:13:697 - 00:14:345 - etc.. Or make those circles 1/1 sliders instead. You can hear clear drum beats on 00:15:643 - 00:16:940 - done
  2. 00:25:048 (1,2) - I really dislike these sliders tbh xPP. Way too simple and skips through way too much of the music. If you absolutely won't fix these tho... then find me ingame, i'll show you how to make loop sliders, because, being honest here, those loop sliders look kinda bad xP the dot in the center isn't tear-shaped which is what you want in a loop. changed
  3. 00:31:535 (3,4) - Make this more complex. Maybe 2/1 slider and then a circle on 00:32:508 - ? done
  4. 00:40:616 (1,2,3) - This rhythm just feels really weird, and 2 doesn't land on anything noticeable. it's confusing. Try this rhythm, and try applying it to other patterns because at least this one snaps to strong points in the music at all sliderhead/sliderends Unchanged adding that slider would just sound weird and it does map a specific beat
  5. 00:52:291 (3,1,2,3) - Too simple for me D:. This is the Kiai after all, 1/1 rhythm please. added notes
  6. 01:08:508 (5,1,2,3) - Too simple too D: for 01:08:508 (5,1,2,3) - >>> ^
  7. 01:08:508 (5) - I would shorten this to 1/1 slider and begin something on the downbeat. done
[Normal]

  1. 00:07:372 (2,3,4) - Doesn't play well xPP. I would just stay 3 on 4. 00:08:021 (4,1,2) - This plays really well for me, so mirror that and you're good to go. it plays good imo
  2. 00:18:724 - You could have a 1/2 repeat slider beginning here and ending on 00:19:048 - . (take out the circle). Fits the drums really well added
  3. 00:19:372 (5) - xPP It's almost never a good idea to map a slider-end to a downbeat. I would reduce this slider, and have an object start on the downbeat. It's really important rhythmically. I mapped the while section to the guitar and it does play ok to m imo. The only thing I could have change was make it into a circle and have a pause which would be extremely boring
  4. 00:37:697 (1) - Kinda oversimplifying but ehh, i guess this is still okay. Not the best quality tho and i would encourage you to make this more interesting and diverse. it goes around the note which is good imo PLus I dont wanna use over complicated slider art sine this already lookks visually appealing imo
  5. 00:46:778 (3) - I would take out the repeat and make 00:47:427 - a circle instead. It plays better for me anyways because the repeat doesn't really fit imo xP 00:47:427 - Feels like belongs with the circles not a slider lol. didnt like it, but meh, changed
  6. 00:53:589 (1,2) - Visually could flow better if you did done
  7. 01:14:670 (2,3) - I'd stack them instead tbh xP and have 01:14:832 (3,4) - spaced. having both spaced is kinda difficult lol. done
  8. 01:24:562 (7) - v done
thnx for the mod
Mikii
M4M Request

[General]
  1. Offset needs to be shifted by 3-4 however this probably isn't too much of an issue and it maybe just me. However you might want to check with someone else too
  2. Your hitsound volumes are a bit low, try to increase them to match the song
Normal

  1. 00:10:778 (4,5,1,2) - Using these repeated sliders don't make sense to me, I think using 1/2 slider instead is fine
  2. 00:20:183 (1) - I think this note is too important to not miss out
  3. 00:48:237 (1) - Finish hitsound in spinner? You can apply this to the spinner at the end too
  4. 00:59:913 (4) - Slider should start on this tick where I have pointed out and end on where it was before
  5. 01:10:291 (3) - The vocals start here so i recommend you start the slider here

NerovA's Hard

  1. 00:02:345 (1,2) - This jump does not feel intuitive as it has the same gap as 00:02:670 (1,2) - .Same here 00:04:940 (2) -
  2. 00:25:048 (1,2,3,4) - Spacing issue, why is this part so compact
  3. 00:44:345 (5) - Slight slider overlap, just move this down a bit
  4. 01:01:859 (2) - This is just me but this style of stacking makes it really hard to read for, well. 'hard' diff. Its probably due to spacing since it works better at 01:17:427 (2)
  5. 01:25:048 (2) - These work better as white ticks sliders since the drums are on the white ticks

Insane

  1. 00:11:264 (3) - I know its visually appealing but i feel that between 2 and 3, there should be a jump of some sort
  2. 00:16:940 (6) - This has no need to be so close
  3. 00:23:102 (3,4,5) - Spread this section, you have plenty on the left
  4. 00:32:183 (3) - Sliders way too close
  5. 01:03:967 (4) - Consider nerfing this pattern haha, it's so much harder than the rest of the map, maybe just put a slider somewhere like 01:04:291 (6) - and 01:04:940 (3) -

Easy and Normal diffs were great but please be careful of the spacing in hard and insane. Most of what I said in normal can be applied to easy if possible.

Good luck!
Topic Starter
_handholding

Mikii wrote:

M4M Request

[General]
  1. Offset needs to be shifted by 3-4 however this probably isn't too much of an issue and it maybe just me. However you might want to check with someone else too
  2. Your hitsound volumes are a bit low, try to increase them to match the song
Normal

  1. 00:10:778 (4,5,1,2) - Using these repeated sliders don't make sense to me, I think using 1/2 slider instead is fine will remap this part
  2. 00:20:183 (1) - I think this note is too important to not miss out i think its k
  3. 00:48:237 (1) - Finish hitsound in spinner? You can apply this to the spinner at the end too no change as I want just the clap
  4. 00:59:913 (4) - Slider should start on this tick where I have pointed out and end on where it was before no idea what you are trying to tell me
  5. 01:10:291 (3) - The vocals start here so i recommend you start the slider here no change so its consitent with the other pattern in the chorus

Insane

  1. 00:11:264 (3) - I know its visually appealing but i feel that between 2 and 3, there should be a jump of some sort no change
  2. 00:16:940 (6) - This has no need to be so close i hoensly thought it was fine but I moved it 2 squares to be on equal DS, lel
  3. 00:23:102 (3,4,5) - Spread this section, you have plenty on the left done
  4. 00:32:183 (3) - Sliders way too close moved apart a tiny bit
  5. 01:03:967 (4) - Consider nerfing this pattern haha, it's so much harder than the rest of the map, maybe just put a slider somewhere like 01:04:291 (6) - and 01:04:940 (3) - no change, the whole point of this part is to be hard

Easy and Normal diffs were great but please be careful of the spacing in hard and insane. Most of what I said in normal can be applied to easy if possible.

Good luck!
thnx for the mod
Topic Starter
_handholding
I've been given permission to make any small changes to Gleip's Insane, so I will now reply to the mods as well
Mikii
Sorry the timestamps are all messed up when clicked on, just look at the times instead if they don't match
Nerova Riuz GX

Nekomata wrote:

hard
sv actually feels a bit too fast on this song for a Hard. i highly suggest lowering the overall sv to 1.2, even if you have to remap each slider.
on another note, the sv is the same as insane lol

00:33:318 (2,4) - it would be nice if the slider body distance can be similar to the next sliders lol

about the usage of 1.5x SV timing point: i really think it's way too fast. just do increments of 0.1x.

01:02:345 (4,1) - because of how you spaced things before, i would be thinking (1) is 1 beat away and not 1/2 beat. if we're talking consistency it's that i always miss this slider lol wut no

01:14:345 (1,2,3) - inconsistent spacing not inconsistent

sometimes you choose to follow weak rhythms, and this can be confusing
the spacing inconsistencies instantly turn this diff into a hard read map

monstrata wrote:

[Nerova]

  1. 00:05:264 (3,1,2) - This spacing D: oh shit
  2. 00:15:156 (2,3) - Jump is good, but flowbreak is really sharp, tone it down a bit? Either lower jump, or don't make the angle so sharp. fixed i guess
  3. 00:24:886 (7,1,2) - What's with the spacing change xP. Also 00:25:048 (1,2) - Ctrl_G rhythm is better imo. yep that spacing change is intended but i switched those slider and circle
  4. 00:26:508 (6) - Too simple honestly D::: simple is gud
  5. 00:29:102 (6) - Same, and this slider is way too lazy lol. circle slider is gud
  6. 00:33:318 (2,3,4,1,1) - I actually like this a lot haha. Even tho its really pushing it in terms of something you see on a Hard. lmao wut are you serious
  7. 00:40:129 (4) - I would NC this for clarity. added
  8. 01:25:048 (2,1,2,3,4,5,6) - I would just Ctrl+G this whole rhythm and have all the sliders start on white ticks cuz thats just more natural to me :P everyone said that so i should better change that

Mikii wrote:

[notice]
NerovA's Hard

  1. 00:02:345 (1,2) - This jump does not feel intuitive as it has the same gap as 00:02:670 (1,2) - .Same here 00:04:940 (2) - read approach circles pls
  2. 00:25:048 (1,2,3,4) - Spacing issue, why is this part so compact guitars are cool
  3. 00:44:345 (5) - Slight slider overlap, just move this down a bit oh ok whatever
  4. 01:01:859 (2) - This is just me but this style of stacking makes it really hard to read for, well. 'hard' diff. Its probably due to spacing since it works better at 01:17:427 (2) idk is that better now
  5. 01:25:048 (2) - These work better as white ticks sliders since the drums are on the white ticks same tbh
osu please tell me the reason why i didn't get email notifications from the posts

subscribe posts suk balls

http://puu.sh/lL4kb/95375f8b91.rar
Topic Starter
_handholding
Updated both GDs
Electoz
nazi mods inc

[General]

  1. Widescreen Support
  2. In Easy and Normal this part's hitsounds should be improved, from 00:19:859 to 00:35:102 . Too calm imo.
[Easy]

  1. 00:53:589 (1) - life bar
[Normal]

  1. 00:18:724 (4) - life bar
  2. 01:21:156 (4) - now I'm worryied that my gds have life bar problems
[Hard]

  1. 00:35:264 (1) - Too fast imo, I mean, no one would know it will be this fast.
  2. 00:41:670 - How about making a triplet here?
  3. 01:01:048 (2,1) - The flow here not completely smooth imo.
Don't expect a quality mod on 100+SP map
Topic Starter
_handholding

Electoz wrote:

nazi mods inc

[General]

  1. Widescreen Support
  2. In Easy and Normal this part's hitsounds should be improved, from 00:19:859 to 00:35:102 . Too calm imo.
[Easy]

  1. 00:53:589 (1) - life bar
[Normal]

  1. 00:18:724 (4) - life bar
  2. 01:21:156 (4) - now I'm worryied that my gds have life bar problems
Don't expect a quality mod on 100+SP map
All fixed, Thnx for the mod nazi
Deppyforce
pro tip : don't shoot 4536412 stars next time

[Easy]
00:09:481 - should start spinner here, so it fits with vocal

00:37:697 (4) - should change to spinner

01:15:967 (4) - flip upside down

[Normal]
00:26:345 (3,4) - http://osu.ppy.sh/ss/4088984

00:28:940 (3,4) - ^

00:39:318 (2,3) - just stack on 00:37:372 (5)

01:20:508 (3) - ctrl+h

[Hard]
00:33:967 (4,1,1) - dude i think these sv increase is too hard and too fast for this diff

00:40:129 (1) - ^

imo the goddamn kiai sv is too fast aswell

01:01:372 (1,2,3,4) - these stack can be too hard for a hard diff

[Insane]
heres insane mod
i like the patterns and stuff but there are some odd spacings here
like 00:04:778 (2) - this thing have clap on both head and tail of slider, on insane diff something like this should be 2 circles. and you emphasized this with clap so the jump should be bigger than that

this part 00:07:535 (3,4,5) - and this 00:08:021 (1,2,3) - should have same ds

00:17:751 (3,4,5) - this stack should be put further to the right cuz it rekting readability right now

i think thats only main problem here

ok glglglglgl :3
Topic Starter
_handholding

Deppyforce wrote:

pro tip : don't shoot 4536412 stars next time

[Easy]
00:09:481 - should start spinner here, so it fits with vocal nah

00:37:697 (4) - should change to spinner I was going to but after putting the spinner it felt empty so I kept it as it is

01:15:967 (4) - flip upside down I really didnt like this idea sorry

[Normal]
00:26:345 (3,4) - http://osu.ppy.sh/ss/4088984 sort of a good idea, but I would have had to remap the section sinces its a certain pattern and well... Im too lazy for that, I might add it in the future

00:28:940 (3,4) - ^ ^

00:39:318 (2,3) - just stack on 00:37:372 (5) done

01:20:508 (3) - ctrl+h did like the shape of it


[Insane]
heres insane mod
i like the patterns and stuff but there are some odd spacings here
like 00:04:778 (2) - this thing have clap on both head and tail of slider, on insane diff something like this should be 2 circles. and you emphasized this with clap so the jump should be bigger than that no change beause reasons

this part 00:07:535 (3,4,5) - and this 00:08:021 (1,2,3) - should have same ds sort of fixed

00:17:751 (3,4,5) - this stack should be put further to the right cuz it rekting readability right now done

i think thats only main problem here

ok glglglglgl :3
Ty for the mod :)

DeppyForce wrote:

[Hard]
00:33:967 (4,1,1) - dude i think these sv increase is too hard and too fast for this diff

00:40:129 (1) - ^

imo the goddamn kiai sv is too fast aswell

01:01:372 (1,2,3,4) - these stack can be too hard for a hard diff

Electoz wrote:

  1. 00:35:264 (1) - Too fast imo, I mean, no one would know it will be this fast.
  2. 00:41:670 - How about making a triplet here?
  3. 01:01:048 (2,1) - The flow here not completely smooth imo.
Yh I can see nerova saying no to all of these hahaha
Iceskulls
m4m as requested

looks like I modded this long time ago so NO KDS

[gleip]
  1. 00:07:859 (5,1) - kinda weird to play here , why the spacing is decreased on the cymbal ? I think spacing here should be bigger for better emphasis for cymbal , try move (5) to around x68 y232 , I guess lol
  2. 00:08:508 (2,3) - can have more spacing for cymbal emphasis imo
  3. 00:09:805 (2,3) - lol not sure what you emphasis here but I think make spacing here lower than 00:09:967 (3,4) - make things play a bit better , try move (3) to around x376 y168 ?
  4. 00:18:237 (6,1) - somehow weird to play imo , bigger spacing for cymbal would be somehow feel better imo https://gyazo.com/8d6f1d41e5d320d5f83f261eaca9ad66
  5. 00:21:156 - wh feel weird without hitsound, try normal sample set here ? do it for the next similiar ones too
  6. 00:23:102 (3,4) - not sure what you emphasis again xDD , but would feel better when this spacing is lower than 00:23:264 (4,5) -
  7. 00:36:075 (3) - place this at x172 y196 instead ? that would make flow a bit better imo
  8. 00:46:129 (2) - feel weird when you map emphasized beat for sliderend here , you can try this rhythm https://gyazo.com/5253be9e61340c0e1a46eae8418180d0
  9. 00:52:779 (4,5) - would play nice if this get more spacing imo
  10. 01:05:102 (4,1) - why suddenly low spacing on emphasized beat here lol , try move (1) to around x480 y228 ?
  11. 01:05:751 (4,1) - ^ same (1) is emphasized beat so bigger spacing would make thing play a lot better
  12. 01:08:994 (6,1) - ^^^'

    double check spacing consistency is a good idea here
[NerovA]
  1. 00:15:156 (2,3) - flow seems a bit weird here imo lol make it flow like something like this 00:09:967 (2,3) - is good so try to move (3) to around x288 y160 ?
  2. 00:25:048 (1,2) - and onward , wh why base spacing just get decreased from 1.4x to 1.1x here would be better to make spacing consistent
  3. 00:40:129 (1) - somehow I feel like the speed of this slider might be too fast for hard player to play
  4. 00:51:643 (3,4) - 1.4x spacing ? so it make spacing more consistent here
  5. 01:03:967 (1,2,3,4) - wh why spacing decreased from 1.4x or 1.2x (idc about 1.4x to 1.2x since it sound fine like that ) to 1.0x , song get stressed here tho so maybe using lower spacing might kinda sound weird
  6. 01:06:562 (1,2,3,4) - now base spacing is 1.3x XDDDDDDDDDDD , well I would prefer to use like only 1-2 base spacing so it make thing play a bit more consistent here
  7. 01:25:047 (1) - why nc ?
  8. 01:26:993 (1) - same

    double check spacing consistency is also a good idea here
[normal]
  1. 00:20:183 - and onward , wh wheres hitsound lol ?
  2. 00:32:670 (6) - can move up a bit for better flow imo , try move to around x252 y324 , fix spacing tho if you move it
  3. 00:59:264 (3,4) - try this rhythm instead sound better imo https://gyazo.com/947d287d374d39e90a3d0a5360a597e2
  4. 01:11:751 (1,2,3) - inconsistent spacing , use 1.2x spacing here
[easy]
  1. 00:20:508 - and onward , same as normal , wheres hitsound lol ?
I feel like hard diff can be harder a bit for better spread with insane tho

good luck :)
Topic Starter
_handholding

CelsiusLK wrote:

m4m as requested

[normal]
  1. 00:20:183 - and onward , wh wheres hitsound lol ? there are claps in the entire section.... what else can I say
  2. 00:32:670 (6) - can move up a bit for better flow imo , try move to around x252 y324 , fix spacing tho if you move it k
  3. 00:59:264 (3,4) - try this rhythm instead sound better imo It doesnt really play better in terms of flow and it misses out a clickable beat on 00:59:751 so I wouldnt be able to get the clap hitsound (not that it matters lol since these hitsounds apperently cant be heard by you) https://gyazo.com/947d287d374d39e90a3d0a5360a597e2
  4. 01:11:751 (1,2,3) - inconsistent spacing , use 1.2x spacing here gee thx for noticing that 0.03 spacing error
[easy]
  1. 00:20:508 - and onward , same as normal , wheres hitsound lol ? I'll increase the hitsound volume to 2500% so you can hear it
I feel like hard diff can be harder a bit for better spread with insane tho

good luck :)
shurito1sao
Hey m4m

Easy

00:39:643 - you could put here an reverse slider 1/1 something like http://osu.ppy.sh/ss/4121260


00:37:697 (4) - this slider isn't even. http://osu.ppy.sh/ss/4121281 and try to make it into 2 sliders cause its kinda hard for beginners(new player)
to hold aim for a long slider.

01:23:264 (3) - same ^

Normal

oke.... 00:06:886 (1,2,3,4,1,2,3,1) - thats just to hard for the player to play at an normal diff.

00:11:913 (6,3) - that overlapse :o

01:01:372 (1,4) - ^

01:02:994 (3,4,5) - a little jump in an NORMAL? maybe this -> http://osu.ppy.sh/ss/4121332

Nerova's Hard

00:08:021 - Remove nc
00:08:508 (2) - add NC

remove nc 00:19:048 -

00:32:670 - remove nc
00:32:508 - add nc

A bout the Diffiiculty settings. https://osu.ppy.sh/wiki/Hard
and about the difficulty settings Hp drain must be 6+

and the SV its a bit to fast for the hard cause the Bpm is already 185 and thats already fast enough. 1,20 is good.


00:44:183 (4,5) - doesnt feels good. the flow.

01:06:075 (6) - use circles it doesnt goes well with the flow u made with the circles it self so make it http://osu.ppy.sh/ss/4121403


try to add some hitsounds affects would be more interesting for the players.


Gleip's insane


00:35:913 - i hear a sound here put an circle cause with that empty red line the flow breaks. something like this http://osu.ppy.sh/ss/4121452 ?

00:36:886 - same ^

you could make an little stream out of this -> 00:48:724 (4,5,6,7) -

00:49:697 - this could become an slider. something like http://osu.ppy.sh/ss/4121475



that was my mod hope you'll map gets ranked as fast as possible ;)

good luck
Topic Starter
_handholding

shurito1sao wrote:

Hey m4m

Easy

00:39:643 - you could put here an reverse slider 1/1 something like http://osu.ppy.sh/ss/4121260 I decided to turn this into a spinner


00:37:697 (4) - this slider isn't even. http://osu.ppy.sh/ss/4121281 and try to make it into 2 sliders cause its kinda hard for beginners(new player) ^
to hold aim for a long slider.

01:23:264 (3) - same ^

Normal

oke.... 00:06:886 (1,2,3,4,1,2,3,1) - thats just to hard for the player to play at an normal diff. I think its fine as it is for now

00:11:913 (6,3) - that overlapse :o The slider dissapears just before the note so I think its ok

01:01:372 (1,4) - ^ ^

01:02:994 (3,4,5) - a little jump in an NORMAL? maybe this -> http://osu.ppy.sh/ss/4121332 your pattern looks really good but I think I still want to have 3 circles for the time being. I have definitely considered this idea however


that was my mod hope you'll map gets ranked as fast as possible ;)

good luck
ty for the mod, have a star :)
Iceskulls
i s2g I don't see any clap there zzzzzzzz

now there is a clap
ok ok ok okooko
Starset
M4M here

[Easy]
-00:03:643 (1) - remove NC and add NC here 00:04:291 (3) -
-00:17:264 (4) - NC
-00:31:535 (3,4) - flow forced here try to make 3 less curved
-00:37:697 - id put a circle here and then the spinner
-00:41:913 (2) - this circle is off i think why not 1/2 slider here 00:41:751 -
-00:44:345 - ^
-00:59:751 (2) - off screen xD

[Normal]
-00:05:264 (2,2) - find a way to stack them maybe make 00:07:372 (2) - going straight
-00:15:318 (2,3) - i dont hear anything on 1/2 in the song
-00:25:048 (1) - that corner might be unreadable for newbies try to make it less curved
-00:40:616 (1) - off screen again x)
-00:55:535 (5) - ^ (is it just me or...) well i clearly have it off:
-01:12:399 (2) - this one also

[Hard]
-00:30:237 (1) - stack tail?
-00:35:427 - big white tick shouldnt be ignored
-00:40:129 (1) - x) are such things even allowed in hard diffs i think it will clearly get the poor player to get confused
-00:51:967 (4,8) - this is clearly calling for stack
-00:57:481 (5,6) - ehhh this isnt looking gud since u didnt blanket em
-01:13:535 (6,7) - use DS here

[Insane]
-00:02:670 (3,4) - blanket :(
-00:04:291 (1,2) - ^
-00:11:427 - u clearly missed a note here
-00:15:318 (3,4) - copy and paste and then ctrl+h ctrl+j
-00:36:075 (3) - rotate by 20 degrees
-00:38:183 (2,3,4,5,6) - very simple and boring pattern jump id say
-00:44:345 - id put a slider here and here 00:44:670 - for vocal emphasis
-00:46:129 - circle here and then slider here 00:46:291 -
-00:49:697 (7) - NC
-00:52:291 (1,2,3,4) - id say bad flow since 00:51:967 (5) - is pointed in a diffrent direction than 1 and also clearly this note 00:52:616 (3) - is way stronger than 00:52:454 (2) - so u need to make the spacing between 3 and 2 bigger than 1 and 2
-01:07:048 (2,3,4,5,6) - very bad jump pattern
-01:20:508 (5) - i find it really messy why not like this:

gud luck 0/
Topic Starter
_handholding

HB24 wrote:

M4M here

[Easy]
-00:03:643 (1) - remove NC and add NC here 00:04:291 (3) - done
-00:17:264 (4) - NC done
-00:31:535 (3,4) - flow forced here try to make 3 less curved fixed
-00:37:697 - id put a circle here and then the spinner nah, and I cba writing a long sentence as to why
-00:41:913 (2) - this circle is off i think why not 1/2 slider here 00:41:751 - its mapped to a different instrument
-00:44:345 - ^ ^
-00:59:751 (2) - off screen xD on screen in play mode

[Normal]
-00:05:264 (2,2) - find a way to stack them maybe make 00:07:372 (2) - going straight I dont think its necessary since its so far away on the timline, also I didnt make them straight since there are 2 straight sliders in the pattern later on
-00:15:318 (2,3) - i dont hear anything on 1/2 in the song removed
-00:25:048 (1) - that corner might be unreadable for newbies try to make it less curved i think the slight corner shouldn't make that much of a difference
-00:40:616 (1) - off screen again x) F5
-00:55:535 (5) - ^ (is it just me or...) well i clearly have it off:
-01:12:399 (2) - this one also

[Insane]
-00:02:670 (3,4) - blanket :( fixed
-00:04:291 (1,2) - ^ fixed
-00:11:427 - u clearly missed a note here no change
-00:15:318 (3,4) - copy and paste and then ctrl+h ctrl+j done
-00:36:075 (3) - rotate by 20 degrees done
-00:38:183 (2,3,4,5,6) - very simple and boring pattern jump id say its fine to say its the quiet part of the verse
-00:44:345 - id put a slider here and here 00:44:670 - for vocal emphasis no change because reasons
-00:46:129 - circle here and then slider here 00:46:291 -
-00:49:697 (7) - NC done
-00:52:291 (1,2,3,4) - id say bad flow since 00:51:967 (5) - is pointed in a diffrent direction than 1 and also clearly this note 00:52:616 (3) - is way stronger than 00:52:454 (2) - so u need to make the spacing between 3 and 2 bigger than 1 and 2 chnaged the position of (1) and (3)
-01:07:048 (2,3,4,5,6) - very bad jump pattern slighty altered the postiion of (2) and (6)
-01:20:508 (5) - i find it really messy why not like this: I made another change

gud luck 0/
Doormat
Hey hey M4M ticket thing from my queue

[General]
  1. I don’t know if it’s just me but it feels like your timing is pretty off. Try adjusting it by -25ms. i.e. red uninherited timing point should be around 375. All the timing points I mentioned below are assuming you have not adjusted the timing yet
  2. What’s with the low video quality; if you want I could try and get a better quality video for you
[Easy]
  1. 00:06:886 (2) – Since this is the new phrase, I suggest starting the new combo here instead of at 00:06:237 (1)
  2. 00:32:832 (1) – You placed a drum sampleset on this entire slider why? It’s inconsistent with all your other difficulties
  3. 00:41:913 (2) – In my opinion, making this a 1/1 slider and then moving it to 00:41:751 fits the rhythm more nicely since those beats are stronger than the downbeat where it’s currently placed
  4. 00:44:508 (2) – Yeah same thing here; the red tick at 00:44:345 is a stronger beat than the downbeat, so I recommend moving this there and extending it into a 5/2 slider so it still ends on the white tick
  5. 01:19:535 (2) – NC here instead of at 01:18:886 (1) because new phrase yadayadayada
  6. 01:22:129 (2) – ^
[Normal]
  1. 00:01:697 (2) – No NC here like in all the other difficulties?
  2. 00:08:508 (1) – This NC feels unnecessary to me but it’s your call
  3. 00:25:048 (1) – This is a really weird shape in my opinion; it would probably be better if the curve wasn’t so sharp, e.g. make the turn less sharp
  4. Yeah that’s it for Normal lol
[Gleip’s Insane]
  1. Why the change in slider tick rates? I think you should keep it consistent with the lower difficulties, e.g. lower it to one because you’re not really making use of any custom hitsounds or anything to that effect
  2. 00:11:264 (3) – You skipped a pretty strong beat on the white tick by using a slider here; I’d divide this up
  3. 00:18:399 (1) – Blanket fix orzzz
  4. 00:25:697 (5) – I assume you’re following the piano part here because that’s what it sounds like, but then you ignored the piano beat on 00:25:859; I’d divide up this 1/1 slider
  5. 00:29:508 – Potential triple you can use by adding a circle here
  6. 00:35:183 (6) – I don’t hear a beat on this blue tick, therefore I think you’re overmapping this part by wanting to include a stream; it would probably work better as a five-note burst and then a triple
  7. 00:35:751 (2) – Make this into a 1/2 slider so that the guitar note on 00:35:913 isn’t skipped or something
  8. 00:40:454 and 00:40:535 – You can place circles here for a potential triple; stack with 00:40:616 (1) if you do
  9. 00:55:454 – Add circle here for potential triple?
  10. 01:18:562 (1) – I’d move this a little bit farther away from 01:17:913 (5) because the distance is very similar to the distance between 01:17:751 (4,5) and therefore may cause people to hit the (1) earlier
[]

kk hope this helps. best of luck ;)
Topic Starter
_handholding

Doormat wrote:

Hey hey M4M ticket thing from my queue

[General]
  1. I don’t know if it’s just me but it feels like your timing is pretty off. Try adjusting it by -25ms. i.e. red uninherited timing point should be around 375. All the timing points I mentioned below are assuming you have not adjusted the timing yet I'll get someone to double check (triple check) my timing
  2. What’s with the low video quality; if you want I could try and get a better quality video for you I stole this video from an already ranked set xD
[Easy]
  1. 00:06:886 (2) – Since this is the new phrase, I suggest starting the new combo here instead of at 00:06:237 (1) done
  2. 00:32:832 (1) – You placed a drum sampleset on this entire slider why? It’s inconsistent with all your other difficulties lol this is completely accidental, how on earth did you spot that? :O
  3. 00:41:913 (2) – In my opinion, making this a 1/1 slider and then moving it to 00:41:751 fits the rhythm more nicely since those beats are stronger than the downbeat where it’s currently placed
  4. 00:44:508 (2) – Yeah same thing here; the red tick at 00:44:345 is a stronger beat than the downbeat, so I recommend moving this there and extending it into a 5/2 slider so it still ends on the white tick hmm I will definately consider this but if I do decided to use it I would use the rhythm in the first box twice. I like the current rhythm I've used atm tho
  5. 01:19:535 (2) – NC here instead of at 01:18:886 (1) because new phrase yadayadayada added
  6. 01:22:129 (2) – ^
^
[Normal]
  1. 00:01:697 (2) – No NC here like in all the other difficulties? added NC
  2. 00:08:508 (1) – This NC feels unnecessary to me but it’s your call deleted to be consistent with the pattern at the end of the song
  3. 00:25:048 (1) – This is a really weird shape in my opinion; it would probably be better if the curve wasn’t so sharp, e.g. make the turn less sharp Im going to keep this for now, the reason, I like the look of the pattern. Strange but yh
  4. Yeah that’s it for Normal lol

kk hope this helps. best of luck ;)
Thnx for the mod it definitely help me iron out the map and made it one step closer to perfection :)
Kathex
Well, M4M, but this looking perfect
[Easy]
00:51:967 (2) - move x412 y168
[Normal]
Change AR to 6?
LoL, how it still unranked? Where the BN's?
Have luck finding one.... :)
Topic Starter
_handholding

Kathex wrote:

Well, M4M, but this looking perfect
[Easy]
00:51:967 (2) - move x412 y168 sure
[Normal]
Change AR to 6? done
LoL, how it still unranked? Where the BN's?
Have luck finding one.... :)

thnx for the mod
Nathan
deleted some unused hitsounds fixed tags changed diff settings blah
Electoz
NATHAN BUBBLE HYPE
Mikii
Nathan bubbled Nathan's map?

Trippy
newyams99
Hi from request~

What is this SP :o

Muzukashii

Capital letters (D and K) are hits with finishers.

Important Note:You need an Oni difficulty if you want to get this ranked with a Taiko spread. Don't wanna waste all those kds x.x

Disable Widescreen Support in the Design tab of the Song Setup.

HP may be lowered to 5. Just a personal preference.

Slider Velocity should be at 1.4x for any Muzukashii difficulty, unless in extreme circumstances like <240/>120 BPM songs.

I think you could raise the Audio Volume of every inherited point by 10%.

00:02:021 (5) - Either delete this hit, or move it to 00:02:345 or move it to 00:02:508, your choice. There is no instrumental sound here. I'd personally just delete it for difficulty curve purposes because as mentioned before, you're going to need an Oni if you want this ranked.

00:03:156 (8) - Delete this hit. There is no instrumental sound here either.

00:04:291 (11) - Add a finisher on this hit. You have it on 00:01:697 (4), which sounds pretty close to this hit.

00:04:616 (12) - Same as 00:02:021 (5), there is no sound here. Either delete, move to 00:04:940 or 00:05:102. Again, I'd personally delete it.

00:06:724 (19,20) - Change to d K. It will match the vocal pitch better.

00:07:210 (21) - Change to d to match the vocal pitch.

00:08:021 (25) - You need a finisher on this hit if you're going to have it on 00:09:481 (1). Do the same at 00:08:670 (28).

00:09:805 (2) - Change to k to match the instrumental clap sound (or whatever that is, drums?)

00:10:616 (5,6,7,8,9,10) - Here, a rhythm like this is possible: https://osu.ppy.sh/ss/4153676
I matched it to the instrumental melody. The current rhythm has the pair 1/2s that match to the instrumental melody but then changes into a different pattern (hits 7-10) then back to the instrumental melody, which isn't the nicest transition ever.

00:12:399 (12) - Move to 00:12:237 and change to d. Will match the instrumental rhythm better.

00:13:859 (19) - Move to 00:13:535 and change to d. This would match the instrumental melody better.

00:14:589 (23) - Delete this. The triplet is out of place. In Muzukashiis you don't usually add triplets if there's no sound that allows for it.

00:14:670 (24) - Change to K if you accept the previous suggestion.

00:14:994 (25,26,27,28,29,30) - How about something like this? It'll match the melody better.
https://osu.ppy.sh/ss/4153699

00:15:967 (30,31,32,33,34,35,36) - Perhaps something like this? https://osu.ppy.sh/ss/4153703
These previous two were kind of just matched to the instrumental melody.

00:17:994 (39) - Move this hit to 00:17:832 and change to d. Then change 00:17:913 (38) to d for a better fitting triplet than 00:17:913 (38,39,40).

00:18:399 (43) - Add a finisher on this hit.

00:19:859 - Try making this section up to 00:25:048 a bit simpler, similar how you made only 1/1 beats in this section in the Normal difficulty because it is the quietest and calmest part of the song.
This is a very zoomed out screenshot of what I thought of: https://osu.ppy.sh/ss/4153739
The section highlighted is the section at hand. A couple of ways that you could make rhythms easier here, demonstrated by the screenshot in a Muzukashii would be using frequent 1/1 spacing and using only odd numbered 1/2 patterns. Also note how the end of the highlighted section is slightly harder to mark the transition into a harder/new section, but that's my own style. Of course, try making your own rhythm but make sure it's a bit easier than the rhythms in the previous and later sections.

00:26:994 (31,32) - You could add 1/2 hits between these two hits, like so: https://osu.ppy.sh/ss/4153756
Main problem here currently is that your flow is interrupted by a 2/1 gap. If you're not going to accept, I'd suggest you at least put a hit at 00:27:318. Also hit 34 in this screenshot may be a d if you'd like that better.

00:29:427 - You could add a k here and at 00:29:508 to create a difficulty spike for the transition in the next section since there are fitting instrumentals. Again, this is my own personal style so don't do this if you don't like it.

00:30:075 - Add a hit here if you want, only if you've DENIED the previous suggestion. The rhythm would be too complex for a non-kiai section if you combine these two rhythms.

00:30:237 - Just gonna leave a personal note here saying that I'm not too fond of the way you've mapped this small portion up to 00:32:670. Firstly, 00:30:561 (43,44,45,46,47,48,49,50) is mixing vocal and instrumental which isn't preferred in a Muzukashii difficulty in quieter sections (starting from 00:35:427 would be a louder section). It's understandable to do have a tendency to do this because Standard mapping does this frequently, as far as I've seen. The second problem is that from the mixed matching, you focus on the instrumentals starting from 00:31:859 (49) and it sounds nice from here because the instrumentals and the vocals match the hits. This is great, but The position of your 1/1 gap changes from white ticks to red ones disrupting the flow and creating an unexpected change in 'feeling of play,' if you get what I mean.
Another zoomed out image on what I'd do: https://osu.ppy.sh/ss/4153815
Again, be creative. Don't just copy my suggestion if you have something better to you in mind. Also, I had a change in the position of the 1/1 gap at 00:32:832 in the screenshot, but that is like a mini-transition in the section, so it feels more playable and less repetitive.

00:35:102 (64) - You can change this to d to contrast with the finisher in the next hit.

00:36:399 (69) - Add a finisher on this hit, and delete 00:36:562 (70). There is a nice emphasis on this hit that should be vocalized, but you must delete the next hit to make it stand out. Moving 00:36:237 (68) somewhere like 00:36:724 may be a preferable choice to emphasize this further and to fill in the missing instrumental sound at 00:36:724.

00:37:697 (74) - ^ Delete 00:37:859 (75) too. Adding a k here would sound good too if you want to.

00:42:399 (7,8) - Ctrl + G matches vocals better.

00:43:210 (10) - Change to D to match 00:40:616 (1) and change 00:43:535 (11) to k to match 00:40:940 (2).

00:44:994 (16,17) - Ctrl + G to match vocals here too.

00:45:643 (19,20,21,22,23,24,25,26,27) - This isn't a good idea mainly because it is a huge difficulty spike compared to the rest of the song. A better rhythm may be something like this: https://osu.ppy.sh/ss/4153847
If you decide to follow this MAKE SURE TO ADD FINISHERS ON THE HIGHLIGHTED ks. This is important to emphasize the cymbal sound and vocals, which is another problem with the current rhythm.

00:47:102 - You can add a hit here if you feel it necessary.

00:48:075 (27) - You can add a finisher on this hit to mark the end of the vocals before the kiai and to bring out the cymbal sound.

00:50:670 (2) - This hit isn't a problem, but it's rare to see hits matched to vocals where there is absolutely no instrumentals. You could remove this hit if you want to.

00:52:129 (7) - Move to 00:51:481? I think this hit is more fitting there. I think I can hear a clearer sound there than here.

00:53:913 (16) - Change to d. The pitch of the vocals is lower than the next hit.

00:56:021 (26) - Bring this hit to 00:55:372 and add a d at 00:55:454 to create a triplet to match the rhythm you had at 00:53:427 (13,14,15).

00:56:183 (27) - Change this to D if you accepted the previous suggestion. If not, just add a finisher.

00:56:832 (29) - Change to k because the pitch of the vocals is the same as the previous hit.

00:57:481 (32) - Change to k to match vocals? If you accepted this, you should move 00:57:967 (34) to 00:58:291 to isolate the vocal rhythm on 00:57:805 (33).

00:58:616 (37,38,39) - I personally think ddd sounds better. Idk. Also allows you to keep consistency with the first triplet in the kiai.

00:59:102 (40,41) - Ctrl + G to match the pitch of the vocals better.

01:05:751 - You could add a d here for the highest point in the song. Again, your choice if you think this is too difficult.

01:07:697 (76) - Same as 00:52:129 (7). Move to 01:07:048?

01:10:778 (91,92,93,94) - Make a rhythm that matches whatever you have between 00:55:210 and 00:56:183. If you don't do this, at least put a finisher on 01:11:751 (94). You should keep consistency here.

01:14:670 (106,107) - Ctrl + G would match the vocal pitch better.

01:15:156 (108,109) - Change to d d if you accepted the above.

01:15:967 - I personally think in all the difficulties you should extend your kiai time until the end at 01:27:156. I don't think the song's excitement level is too different from the previous section and it will create a more abrupt feeling at the end, which is effective in this scenario.

01:16:129 - I don't think you should omit this sound here. It's very noticeable. That's up to you on what do tho because there's not many good rhythms to make if you include this sound :/

01:17:264 (115) - Delete this hit and 01:17:589 (117). I personally think exposing the vocals here would sound very nice for emphasis and an overall feeling of the nearing end of the song.

01:18:399 (119) - This hit is unnecessary imo, but you can keep it if you want.

01:19:859 (124) - Delete for the same reason as 01:17:264 (115).

01:21:805 (129,130,131) - A rhythm like this would be better imo: https://osu.ppy.sh/ss/4153919
IMPORTANT: If you do this, put a finisher on both hit 129 and 130 (the highlighted ones) to emphasize their respective cymbal sounds.

01:23:264 (135) - You need a finisher on this hit, like the beginning. Same at 01:23:913 (138) and 01:24:562 (141).

01:24:237 (139) - It is possible to make a kkk triplet starting from here for better instrumental matching and variety. Very optional, however.

Ok, I think that's all the main stuff. Sorry if this got really lengthy. Good luck on rank :D PM if you need a Taiko GD for the Oni (try your best tho :)).
Topic Starter
_handholding

newyams99 wrote:

Hi from request~

What is this SP :o

Muzukashii

Capital letters (D and K) are hits with finishers.

Important Note:You need an Oni difficulty if you want to get this ranked with a Taiko spread. Don't wanna waste all those kds x.x Going to add a futstuu and ONI

Disable Widescreen Support in the Design tab of the Song Setup.

HP may be lowered to 5. Just a personal preference. I think 6 is more appropriate, hey what do I know tho

Slider Velocity should be at 1.4x for any Muzukashii difficulty, unless in extreme circumstances like <240/>120 BPM songs. done

I think you could raise the Audio Volume of every inherited point by 10%. ok

00:02:021 (5) - Either delete this hit, or move it to 00:02:345 or move it to 00:02:508, your choice. There is no instrumental sound here. I'd personally just delete it for difficulty curve purposes because as mentioned before, you're going to need an Oni if you want this ranked. deleted

00:03:156 (8) - Delete this hit. There is no instrumental sound here either. deleted

00:04:291 (11) - Add a finisher on this hit. You have it on 00:01:697 (4), which sounds pretty close to this hit. addded

00:04:616 (12) - Same as 00:02:021 (5), there is no sound here. Either delete, move to 00:04:940 or 00:05:102. Again, I'd personally delete it. same as the other pattern

00:06:724 (19,20) - Change to d K. It will match the vocal pitch better. done

00:07:210 (21) - Change to d to match the vocal pitch. done

00:08:021 (25) - You need a finisher on this hit if you're going to have it on 00:09:481 (1). Do the same at 00:08:670 (28). added

00:09:805 (2) - Change to k to match the instrumental clap sound (or whatever that is, drums?) done

00:10:616 (5,6,7,8,9,10) - Here, a rhythm like this is possible: https://osu.ppy.sh/ss/4153676 used your rhythm :)
I matched it to the instrumental melody. The current rhythm has the pair 1/2s that match to the instrumental melody but then changes into a different pattern (hits 7-10) then back to the instrumental melody, which isn't the nicest transition ever.

00:12:399 (12) - Move to 00:12:237 and change to d. Will match the instrumental rhythm better. decided against this to keep the k on the on the clap sound

00:13:859 (19) - Move to 00:13:535 and change to d. This would match the instrumental melody better.

00:14:589 (23) - Delete this. The triplet is out of place. In Muzukashiis you don't usually add triplets if there's no sound that allows for it. deleted

00:14:670 (24) - Change to K if you accept the previous suggestion. done

00:14:994 (25,26,27,28,29,30) - How about something like this? It'll match the melody better. used
https://osu.ppy.sh/ss/4153699

00:15:967 (30,31,32,33,34,35,36) - Perhaps something like this? https://osu.ppy.sh/ss/4153703 changed using my own idea
These previous two were kind of just matched to the instrumental melody.

00:17:994 (39) - Move this hit to 00:17:832 and change to d. Then change 00:17:913 (38) to d for a better fitting triplet than 00:17:913 (38,39,40). done

00:18:399 (43) - Add a finisher on this hit. added

00:19:859 - Try making this section up to 00:25:048 a bit simpler, similar how you made only 1/1 beats in this section in the Normal difficulty because it is the quietest and calmest part of the song.
This is a very zoomed out screenshot of what I thought of: https://osu.ppy.sh/ss/4153739
The section highlighted is the section at hand. A couple of ways that you could make rhythms easier here, demonstrated by the screenshot in a Muzukashii would be using frequent 1/1 spacing and using only odd numbered 1/2 patterns. Also note how the end of the highlighted section is slightly harder to mark the transition into a harder/new section, but that's my own style. Of course, try making your own rhythm but make sure it's a bit easier than the rhythms in the previous and later sections.

00:26:994 (31,32) - You could add 1/2 hits between these two hits, like so: https://osu.ppy.sh/ss/4153756
Main problem here currently is that your flow is interrupted by a 2/1 gap. If you're not going to accept, I'd suggest you at least put a hit at 00:27:318. Also hit 34 in this screenshot may be a d if you'd like that better.

00:29:427 - You could add a k here and at 00:29:508 to create a difficulty spike for the transition in the next section since there are fitting instrumentals. Again, this is my own personal style so don't do this if you don't like it.

00:30:075 - Add a hit here if you want, only if you've DENIED the previous suggestion. The rhythm would be too complex for a non-kiai section if you combine these two rhythms.

00:30:237 - Just gonna leave a personal note here saying that I'm not too fond of the way you've mapped this small portion up to 00:32:670. Firstly, 00:30:561 (43,44,45,46,47,48,49,50) is mixing vocal and instrumental which isn't preferred in a Muzukashii difficulty in quieter sections (starting from 00:35:427 would be a louder section). It's understandable to do have a tendency to do this because Standard mapping does this frequently, as far as I've seen. The second problem is that from the mixed matching, you focus on the instrumentals starting from 00:31:859 (49) and it sounds nice from here because the instrumentals and the vocals match the hits. This is great, but The position of your 1/1 gap changes from white ticks to red ones disrupting the flow and creating an unexpected change in 'feeling of play,' if you get what I mean.
Another zoomed out image on what I'd do: https://osu.ppy.sh/ss/4153815
Again, be creative. Don't just copy my suggestion if you have something better to you in mind. Also, I had a change in the position of the 1/1 gap at 00:32:832 in the screenshot, but that is like a mini-transition in the section, so it feels more playable and less repetitive.

00:35:102 (64) - You can change this to d to contrast with the finisher in the next hit. changed

00:36:399 (69) - Add a finisher on this hit, and delete 00:36:562 (70). There is a nice emphasis on this hit that should be vocalized, but you must delete the next hit to make it stand out. Moving 00:36:237 (68) somewhere like 00:36:724 may be a preferable choice to emphasize this further and to fill in the missing instrumental sound at 00:36:724. I did the first part but I altered the position of one note

00:37:697 (74) - ^ Delete 00:37:859 (75) too. Adding a k here would sound good too if you want to. same as the previous pattern

00:42:399 (7,8) - Ctrl + G matches vocals better. done

00:43:210 (10) - Change to D to match 00:40:616 (1) and change 00:43:535 (11) to k to match 00:40:940 (2). done

00:44:994 (16,17) - Ctrl + G to match vocals here too. done

00:45:643 (19,20,21,22,23,24,25,26,27) - This isn't a good idea mainly because it is a huge difficulty spike compared to the rest of the song. A better rhythm may be something like this: https://osu.ppy.sh/ss/4153847
If you decide to follow this MAKE SURE TO ADD FINISHERS ON THE HIGHLIGHTED ks. This is important to emphasize the cymbal sound and vocals, which is another problem with the current rhythm. Used, I was thinking of using this idea in the first place but my brain went yolo and thought triplets would be better xD

00:47:102 - You can add a hit here if you feel it necessary. [/color]

00:48:075 (27) - You can add a finisher on this hit to mark the end of the vocals before the kiai and to bring out the cymbal sound. [/color]

00:50:670 (2) - This hit isn't a problem, but it's rare to see hits matched to vocals where there is absolutely no instrumentals. You could remove this hit if you want to. I kept this in as my own little signature to the diff :)

00:52:129 (7) - Move to 00:51:481? I think this hit is more fitting there. I think I can hear a clearer sound there than here.couldnt agree more
00:53:913 (16) - Change to d. The pitch of the vocals is lower than the next hit. [/color]

00:56:021 (26) - Bring this hit to 00:55:372 and add a d at 00:55:454 to create a triplet to match the rhythm you had at 00:53:427 (13,14,15). I actually like it the way it is now as I cant really here a sound at the point you suggested

00:56:183 (27) - Change this to D if you accepted the previous suggestion. If not, just add a finisher. done

00:56:832 (29) - Change to k because the pitch of the vocals is the same as the previous hit. sure

00:57:481 (32) - Change to k to match vocals? If you accepted this, you should move 00:57:967 (34) to 00:58:291 to isolate the vocal rhythm on 00:57:805 (33). You are a genius

00:58:616 (37,38,39) - I personally think ddd sounds better. Idk. Also allows you to keep consistency with the first triplet in the kiai. changed to ddd

00:59:102 (40,41) - Ctrl + G to match the pitch of the vocals better. I made them both ks instead

01:05:751 - You could add a d here for the highest point in the song. Again, your choice if you think this is too difficult. nice idea

01:07:697 (76) - Same as 00:52:129 (7). Move to 01:07:048? done

01:10:778 (91,92,93,94) - Make a rhythm that matches whatever you have between 00:55:210 and 00:56:183. If you don't do this, at least put a finisher on 01:11:751 (94). You should keep consistency here. I made a slight change I do think there is a small difference in climax so i made the ending a bit different

01:14:670 (106,107) - Ctrl + G would match the vocal pitch better. changed both to ks

01:15:156 (108,109) - Change to d d if you accepted the above. done

01:15:967 - I personally think in all the difficulties you should extend your kiai time until the end at 01:27:156. I don't think the song's excitement level is too different from the previous section and it will create a more abrupt feeling at the end, which is effective in this scenario. I agree that the chagne in kiai times would be more fitting for a taiko diff but not so much for the std diffs so I wont change it, well at least for now. Maybe I'm over thinking. I'll give it some thought and several tests with my std diffs to see if the change in kiai time suits them and if so I'll change it.

01:16:129 - I don't think you should omit this sound here. It's very noticeable. That's up to you on what do tho because there's not many good rhythms to make if you include this sound :/ added a d

01:17:264 (115) - Delete this hit and 01:17:589 (117). I personally think exposing the vocals here would sound very nice for emphasis and an overall feeling of the nearing end of the song. deleted

01:18:399 (119) - This hit is unnecessary imo, but you can keep it if you want. kept

01:19:859 (124) - Delete for the same reason as 01:17:264 (115). deleted

01:21:805 (129,130,131) - A rhythm like this would be better imo: https://osu.ppy.sh/ss/4153919
IMPORTANT: If you do this, put a finisher on both hit 129 and 130 (the highlighted ones) to emphasize their respective cymbal sounds. I felt the note at 01:21:967 (130) - was importan so I kept if but changed the overall pattern to kkddk as used at the beginning of the song

01:23:264 (135) - You need a finisher on this hit, like the beginning. Same at 01:23:913 (138) and 01:24:562 (141). added

01:24:237 (139) - It is possible to make a kkk triplet starting from here for better instrumental matching and variety. Very optional, however. sure why not

Ok, I think that's all the main stuff. Sorry if this got really lengthy. Good luck on rank :D PM if you need a Taiko GD for the Oni (try your best tho :)).
Thanks for the mod. I haven't changed the 2 verses yet as am going to use what I have as a reference for my other diffs but it is still a wip and I will change them. I'll give your gd invitation some thought ;)
Aldwych
105 stars? m'kay

m4m via PM

[General]

No need to Oni uless you want taiko to be your main set.

I found that your hitsounds are way too low, in both 100% i can't hear the dons and the kats. D:
Disable Widescreen support.

01:11:731 : Imo this kind of notes can have a finisher.

[Futsuu]

OD -1, It is too high for the easiest diff imo.
HP +1 if you want.

00:10:596 : I'm not a fan of 3/2 blank space, so you can add a k here (personnal opinion). Not a good idea after all since it's not consistent.
00:58:271 : I don't know why you went for a d here maybe it is legit, but not enough on a futsuu. There's nothing really noticable here.
01:04:271 : For the 2 next note, i suggest you to deleted them, you're on a quite big combo and these notes don't make sense for me compared to what you mapped on this diff tbh.
01:06:379 : It's up to you but you may delete this note aswell, it's just for making the next D more enjoyable to play and because there's a little overlapp too.
01:12:866 : Delete, same argues at 00:58:271.

I wasn't picky about d or k stuff, i find it was good overall, nothing really shocking imo.
Consistent pattern overall. Maybe a bit technical since there's lot of 3/2 stuff.

[Muzukashii]

00:10:596 : Swap this doublets, it will follow better the melody.
00:11:569 : Imo you went a bit too far on the doublets even if i like these patterns, i suggest you to move it 1/2 earliser and turn it to k. That follows better the music.
00:30:217++ : On this section you make something different from what you've done on the previous section. You went for 1 3 2 4 2 4 2 4 etc... and on this one you go for 1 3 3 2 4 1 4 4 etc... and imo it sounds weird and not consistent. Maybe you'll have to rework a bit here.

After is ok for me.

Where are both hard and insane diff? ?_?
Topic Starter
_handholding

Aldwych wrote:

105 stars? m'kay

m4m via PM

[General]

No need to Oni uless you want taiko to be your main set.

I found that your hitsounds are way too low, in both 100% i can't hear the dons and the kats. D:
Disable Widescreen support.

01:11:731 : Imo this kind of notes can have a finisher.

[Futsuu]

OD -1, It is too high for the easiest diff imo.
HP +1 if you want.

00:10:596 : I'm not a fan of 3/2 blank space, so you can add a k here (personnal opinion). Not a good idea after all since it's not consistent.
00:58:271 : I don't know why you went for a d here maybe it is legit, but not enough on a futsuu. There's nothing really noticable here.
01:04:271 : For the 2 next note, i suggest you to deleted them, you're on a quite big combo and these notes don't make sense for me compared to what you mapped on this diff tbh.
01:06:379 : It's up to you but you may delete this note aswell, it's just for making the next D more enjoyable to play and because there's a little overlapp too.
01:12:866 : Delete, same argues at 00:58:271.

I wasn't picky about d or k stuff, i find it was good overall, nothing really shocking imo.
Consistent pattern overall. Maybe a bit technical since there's lot of 3/2 stuff.

[Muzukashii]

00:10:596 : Swap this doublets, it will follow better the melody.
00:11:569 : Imo you went a bit too far on the doublets even if i like these patterns, i suggest you to move it 1/2 earliser and turn it to k. That follows better the music.
00:30:217++ : On this section you make something different from what you've done on the previous section. You went for 1 3 2 4 2 4 2 4 etc... and on this one you go for 1 3 3 2 4 1 4 4 etc... and imo it sounds weird and not consistent. Maybe you'll have to rework a bit here.

After is ok for me.

Where are both hard and insane diff? ?_?
Thank you very much for your mod :)

I will reply tomorrow about the stuff I've changed
Stjpa
M4M with ticket.
Remember that I just have basic knowledge of taiko.

[Kantan]

• Basically there's no difference at all between your Kantan and Futsuu. The SR of your Kantan is way to high, and this is probably caused by the often switches between d and k. As example here 01:03:947 (23,24,25,26,27,28,29,30,31) . Overall you should change a lot of patterns and make less variety between k and d.
Especially because a lot of sounds you mapped objects to have a very similar sound.


[Futsuu]

• 00:02:163 (5,6) - Honestly I would swap these two as the second sound is actually a bit deeper. Even though you would probably need to change 00:01:677 (4) - to D then. Not sure though
• 00:04:758 (11,12) - ^ - These changes would also be needed at the end then.
• 00:07:352 (17) - k? And then use 00:08:001 (18) - a d here.
• 00:10:109 (22,23) - Imo they should be one-coloured.
• 00:16:271 (38,39) - What's the reason for having them here but not in the previous pattern?
• 00:18:379 (43) - d? 00:39:298 (98,99) - Is actually the same, but for some reason a different pattern.
• 00:21:785 (54) - This sounds quite weird as the syllable actually begins on the red tick already.

And I'm honestly scared to say anything about Muzu because I feel how bad I am at taiko modding. D:


[Easy]

• You may want to check HS Volume in this diff and Normal, I think it's a bit strange when some non-kiai volumes are almost as loud or even louder than in Kiai.
• In general I don't like the fact that you didn't make this map a bit more repetetive to make it easier, but idk if it makes it completely unrankable or not.
• 00:08:001 (2) - Honestly this slider feels so wrong because there are some more words in it. I'd suggest to change it, but it's up to you. Also, I think the slider should be 1/2 shorter so the spinner can actually start where it's supposed to.
• 00:50:325 - Maybe a circle here?
• I don't want to offend anyone here (and also not the map), but why the actual fuck does this map get a bubble when we have problems like 00:53:569 (1) - this. This CLEARY touches the HP-Bar, and the excuse that you can disable it doesn't work, because newer players will definitely not do it because they don't know the feature there.
• 01:09:136 (1) - This is also quite critical, I'd suggest to change it.
• 01:10:758 (3,4) - The transition could be cleaner. At least curve the slider here.
• 01:13:028 (2) - Maybe move this and the following objects a bit down for better aesthetics?
• 01:16:920 (1) - This could be also very critical, but I can't see an HP bar in the editor, sadly.
• 01:23:244 (2) - Same as above with 1/2 thingy.
• 01:24:704 (1) - The end of the spinner feels way better at the downbeat.

[Normal]

• 00:01:677 (1,2) - Slidertail of (1) could actually show into the middle of (2). Dunno how to describe it actually.
• 00:02:650 (2,1) - Could be blanketed way better.
• 00:05:244 (2,3,1) - Weird transition.
• 00:07:352 (2) - Small suggestion: Place it where 00:05:244 (2) - starts. You gotta change 00:06:866 (1) - a bit then, I think.
• 00:15:298 (2,3) - So you decided to map this sound always with 1/1 sliders except here? There aren't even dominant sounds (so when playing you would't hear them at all) so I don't recommend this at all.
• 00:36:379 (3) - Delete this one and copy + paste + 180° flip 00:35:407 (1) .
• 00:40:596 (1) - Could be critical, but not sure.
• 01:24:704 (1) - Same as in Easy.
Topic Starter
_handholding

Stjpa wrote:

M4M with ticket.
Remember that I just have basic knowledge of taiko.

[Kantan]

• Basically there's no difference at all between your Kantan and Futsuu. The SR of your Kantan is way to high, and this is probably caused by the often switches between d and k. As example here 01:03:947 (23,24,25,26,27,28,29,30,31) . Overall you should change a lot of patterns and make less variety between k and d.
Especially because a lot of sounds you mapped objects to have a very similar sound.
Futstuu has almost 100 more objects than kantan, its not my fault the SR is jacked up. I havent mapped notes 1/2 space apart but fustuu has plenty. Maybe I could make my kantan easier but then I would have to remap the whole thing as the whole diff is consistent with itself and is made to be a step easier to futsuu. That part

[Futsuu]

• 00:02:163 (5,6) - Honestly I would swap these two as the second sound is actually a bit deeper. Even though you would probably need to change I want 4 and 5 to be different and having 4 to a D wouldnt sound right. Laso its the same pattern at the end of the song aswell00:01:677 (4) - to D then. Not sure though
• 00:04:758 (11,12) - ^ - These changes would also be needed at the end then.
• 00:07:352 (17) - k? And then use 00:08:001 (18) - a d here. sure
• 00:10:109 (22,23) - Imo they should be one-coloured. nah, I swapped them around instead
• 00:16:271 (38,39) - What's the reason for having them here but not in the previous pattern?
• 00:18:379 (43) - d? 00:39:298 (98,99) - Is actually the same, but for some reason a different pattern. How is it the same? and the reason for 98 and 99 being like that is because 99 needs to be the opposite of 100 and 100 needs to be a d
• 00:21:785 (54) - This sounds quite weird as the syllable actually begins on the red tick already.

And I'm honestly scared to say anything about Muzu because I feel how bad I am at taiko modding. D:


[Easy]

• You may want to check HS Volume in this diff and Normal, I think it's a bit strange when some non-kiai volumes are almost as loud or even louder than in Kiai.
• In general I don't like the fact that you didn't make this map a bit more repetetive to make it easier, but idk if it makes it completely unrankable or not. It is repetitive in the places where the rhythm is the same. I mean the whole song has different elements and instruments at different parts. It would be stupid to map the whole song in a consistent rhythm
• 00:08:001 (2) - Honestly this slider feels so wrong because there are some more words in it. I'd suggest to change it, but it's up to you. Also, I think the slider should be 1/2 shorter so the spinner can actually start where it's supposed to. its an easy diff and I mapped this whole section to the trumpet
• 00:50:325 - Maybe a circle here? That would make it unrankable
• I don't want to offend anyone here (and also not the map), but why the actual fuck does this map get a bubble when we have problems like 00:53:569 (1) - this. This CLEARY touches the HP-Bar, and the excuse that you can disable it doesn't work, because newer players will definitely not do it because they don't know the feature there. [box=[color=#FF0000:1337:1337]what?]
Does this touch? even if it did by what 1 pixel?
• 01:09:136 (1) - This is also quite critical, I'd suggest to change it. how do I make a slider critical?
• 01:10:758 (3,4) - The transition could be cleaner. At least curve the slider here. no
• 01:13:028 (2) - Maybe move this and the following objects a bit down for better aesthetics? k
• 01:16:920 (1) - This could be also very critical, but I can't see an HP bar in the editor, sadly.
https://osu.ppy.sh/ss/4249365
its not anywhere close to the hp bar, if you cant see the HP bar in editot then hit f5 to testplay it
• 01:23:244 (2) - Same as above with 1/2 thingy. Same as above with 1/2 thingy.
• 01:24:704 (1) - The end of the spinner feels way better at the downbeat. It sounds awful on the downbeat, there isnt a sound at all on the downbeat

[Normal]

• 00:01:677 (1,2) - Slidertail of (1) could actually show into the middle of (2). Dunno how to describe it actually.
• 00:02:650 (2,1) - Could be blanketed way better. ok
• 00:05:244 (2,3,1) - Weird transition. its fine. I dont see a suggestion for change
• 00:07:352 (2) - Small suggestion: Place it where 00:05:244 (2) - starts. You gotta change 00:06:866 (1) - a bit then, I think. I dont even know what youre trying to tell me
• 00:15:298 (2,3) - So you decided to map this sound always with 1/1 sliders except here? There aren't even dominant sounds (so when playing you would't hear them at all) so I don't recommend this at all. changed to a 1/1
• 00:36:379 (3) - Delete this one and copy + paste + 180° flip 00:35:407 (1) . [/color]
• 00:40:596 (1) - Could be critical, but not sure. ?????
• 01:24:704 (1) - Same as in Easy.Same as easyEven tho I said I didnt want a mod for my std diffs you did so anyways... anyways i replied to them.

thnx for the mod
Elfie
Hi, from my queue :)
Muzukashii
  1. 00:04:271 (11) - you may put finisher
  2. 00:05:731 - this gap can be filled with k (so map follows the beat better)
  3. 00:13:190 - here can be k because of higher guitar pitch
  4. 00:34:920 - 00:35:082 - consider putting ddk maybe (because the beat suggest that)
    and here maybe 00:29:407 - 00:29:569 , 00:45:623 - 00:45:785 - it's up to you anyway
  5. 00:38:650 (73) - this note sounds better in this place 00:38:488 (following the piano)
  6. 00:49:677 - k fits better to this tone

Futsuu
  1. 00:07:190 (16,17) - it sounds weird, like it was not rhytmic. delete 17 or move
  2. 01:06:055 - you may delete this (i think it doesn't fit here)
  3. 01:15:461 - finisher can be here


Kantan
i didn't notice any special issues
Topic Starter
_handholding

Elfie wrote:

Hi, from my queue :)
Muzukashii
  1. 00:04:271 (11) - you may put finisher done, I cant believe i missed this
  2. 00:05:731 - this gap can be filled with k (so map follows the beat better) sure
  3. 00:13:190 - here can be k because of higher guitar pitch decided against since the note after it is very distinguishable
  4. 00:34:920 - 00:35:082 - consider putting ddk maybe (because the beat suggest that)
    and here maybe 00:29:407 - 00:29:569 , 00:45:623 - 00:45:785 - it's up to you anyway I added it at 34:920 & 45:623
  5. 00:38:650 (73) - this note sounds better in this place 00:38:488 (following the piano) decided against it
  6. 00:49:677 - k fits better to this tone
I prefer if it was a D to be different from the note before, though I will consider changing it if more people mention it

Futsuu
  1. 00:07:190 (16,17) - it sounds weird, like it was not rhytmic. delete 17 or move kept, felt empty removing it and I didnt know where to move it to
  2. 01:06:055 - you may delete this (i think it doesn't fit here) deleted
  3. 01:15:461 - finisher can be here added finish


Kantan
i didn't notice any special issues
Thnx a lot for the mod :)
Maya Tendo
こんにちは~Modding Queueから~

[Kantan]
BPM185でこの譜面は難しいです。全体的にドラムに合わせているようですが、おかげで裏箔が多いので、休憩を増やしたほうが良いと思います。

・00:09:461 (13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33) -
ノーツラインが長いです。00:12:704 (19,20,21,22,23,24,25,26) - がkkddkkddと単調なので、真ん中あたりをdelete。

・00:40:596 (61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78) -
kiaiより難しくてバランスが悪いです。最低でもkiaiと同じ程度の密度にしてください。

・00:50:974 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) -
kiaiの最初にしては簡単すぎます。が、2/1が続いていて4/1の休憩も無いので強拍前で休憩を入れましょう。

・01:03:947 (22,23,24,25,26,27,28,29,30) -
Kantanでの6つ以上の1/1はこのBPMならランクドは難しいでしょう。Kantanでは音取りを重視せず叩きやすいリズムを作るべきなので真ん中deleteをお勧めします。

・01:26:974
Kantanで1/2はこのBPMで入れるとランクド難しいと思います。delete

全体的に難しいので簡単めにRemapすることをお勧めします。

但し、00:01:677 (1,2,3,4,5,6,7,8,9,10,11) - の配置は後ろのものも含めてGOODだと思います。

[Futsuu&Muzukashii]
Kantanがまずmapsetの基本なので
Appropriate Difficulties in Taiko
Mapping Taiko Difficulties
Taiko Modding Academy
を読むことをお勧めします。
Smallwu
HI~ Mod from my queue

General
Add tag "Ending"?

Muzukashii
00:08:974 (30) - change to k
00:19:839 (1) - change to D
00:36:055 (67) - change to d
01:26:974 (154,155) - Because here is the song's end, why you don't change to K K ?
Good luck~
Q____X
Hi :)

Kantan

SPOILER
it's okay
Futsuu

SPOILER
00:51:947 - Maybe d? it sounds better for me
00:57:136 - ^
01:07:515 - ^

Muzukashii

SPOILER
00:27:293 - Maybe k?
00:31:515 (48) - Delete

the rest is fine
Good job
:D
snz
Lol 3 Maps Higher On List :o
Topic Starter
_handholding

Mrriichi wrote:

こんにちは~Modding Queueから~

[Kantan]
BPM185でこの譜面は難しいです。全体的にドラムに合わせているようですが、おかげで裏箔が多いので、休憩を増やしたほうが良いと思います。

・00:09:461 (13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33) -
ノーツラインが長いです。00:12:704 (19,20,21,22,23,24,25,26) - がkkddkkddと単調なので、真ん中あたりをdelete。

・00:40:596 (61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78) -
kiaiより難しくてバランスが悪いです。最低でもkiaiと同じ程度の密度にしてください。

・00:50:974 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) -
kiaiの最初にしては簡単すぎます。が、2/1が続いていて4/1の休憩も無いので強拍前で休憩を入れましょう。

・01:03:947 (22,23,24,25,26,27,28,29,30) -
Kantanでの6つ以上の1/1はこのBPMならランクドは難しいでしょう。Kantanでは音取りを重視せず叩きやすいリズムを作るべきなので真ん中deleteをお勧めします。

・01:26:974
Kantanで1/2はこのBPMで入れるとランクド難しいと思います。delete

全体的に難しいので簡単めにRemapすることをお勧めします。

但し、00:01:677 (1,2,3,4,5,6,7,8,9,10,11) - の配置は後ろのものも含めてGOODだと思います。

[Futsuu&Muzukashii]
Kantanがまずmapsetの基本なので
Appropriate Difficulties in Taiko
Mapping Taiko Difficulties
Taiko Modding Academy
を読むことをお勧めします。
Deleted Kantan, still tho ty for the mod I saw a lot of my mistakes. I will read through the guides you gave me
Topic Starter
_handholding

Smallwu wrote:

HI~ Mod from my queue

General
Add tag "Ending"?

Muzukashii
00:08:974 (30) - change to k
00:19:839 (1) - change to D
00:36:055 (67) - change to d no change
01:26:974 (154,155) - Because here is the song's end, why you don't change to K K ?
Good luck~
Everything else fixed, ty for the mod :)
Deppyforce
just call bn with dat sp
Topic Starter
_handholding

Deppyforce wrote:

just call bn with dat sp
implying that its a simple task, lol

and Im planning on making another taiko diff, but I just need to find the motivation/inspiration to finish it
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