forum

Yuka Tsujiyoko - Over Shiver Mountain

posted
Total Posts
27
show more
_handholding
hi from my modding queue

[Chilly]

  • First you really need to use DS throughout your easy diff, you can read up about DS here ---> https://osu.ppy.sh/wiki/Distance_Snap#A ... e_Snapping
    If you have any questions about DS you can try asking me in game or use the in game channel #modhelp and Im sure someone will help you. Another thing, a lot of the stacking makes it very hard to read.
  1. 00:09:707 (3) - Delete this note, They are really close togther and it would play suit an easier diff better to have one note
  2. 00:11:638 (2,3) - Turn these notes into one slider, would be easier and play a lot better for a beginner
  3. 00:14:460 (3) - Delete
  4. 00:16:390 (2,3) - same as 00:11:638 (2,3)
    Since there are similar patterns like this later on I'll just let you pick up on them.
  5. 00:18:618 (1) - This slider would be very hard for a beginner, I recommend not to cover up the anchor points so you have a clear idea on where teh path of the slider goes.
  6. 00:20:994 (1) - same as above
  7. 00:24:856 (2) - I recommend you dont overlap like this, its not very pretty
  8. 00:25:747 (1) -
  9. 00:29:904 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - highly recommend adding sliders here. I would have theses all 1/1 sliders but thats just me
  10. 00:44:608 (7) - Delete this slider and just have 1 note at 00:44:756
  11. 00:50:399 (1,3) - dont stack thees sliders, its very hard to read
  12. 01:07:924 (5) - NC
You really need to use consistent DS for it to be rankable/readable, not using consistent DS prevents me from giving a proper mod too.
I also recommend changing your offset to 00:02:578 so every downbeat is on a white tick. It makes mapping much easier

[normal]

  • The downbeat here starts at 7:887 but your chilly diff starts at 00:07:925 . You end to keep the timing of the notes the same for each diff
  1. 00:18:580 (1) - The SV (slider velocity) is way too high here
I cant really mod this anymore until you fix your DS and timing.
You need to add the kiai time to your chilly diff, as it needs to be the same throughout all diffs; also there shouldnt be a break in a kiai timeFeel free to call me back when youve fixed the DS and timing and I'll come back and finish my mod
Topic Starter
DeltaLeeds
Thank you for the mod Nathan. :D

Ah, I suspected that the distance snap was of importance, but I ignored it. I thought it was just disturbing your mouse forcing it to be at the same distance, but after thinking about it it does fit easy maps a lot better. After seeing your map and the mods given to your map, I became very anxious of mine because I didn't use distance snaps and most my notes were stacking. I guess it's settled then, I'm going to use distance snap! Anyway do distance snaps apply to hard or insane? (I was actually going to make my absolute zero difficulty insane... :lol:

I'll fix the timing as well, and I never thought I should be more careful about the kiai, I thought they were all the same already. Well, I have to fix tons of stuff and this has been a very useful mod (From a pro unlike me :P). Anyway, I'll PM you when I'm done and give feedback on your mods after I finish the distance mapping. Thanks again. :D
_handholding
np :)
dont hesitate to pm me when your map is ready

DeltaLeeds wrote:

Anyway do distance snaps apply to hard or insane?
For a hard diff, yes but its very lenient. You are allowed jumps and youre also allowed to change the DS for entire sections such as slow or faster parts of a song. For an Insane you should still have a general ds for some patterns to make it as easy to read but for the most part you can map it without ds. You get the idea when you look into a lot of ranked maps and see how theyre mapped
OzzyOzrock
(no kudosu!) You may remove 'Paper Mario 64' from the title of the song since it's the source. Similarly, you can remove mario from the tags. Good luck with the map, you'll get the hang of things! I plan to map a large amount of the OST in taiko mode.
Topic Starter
DeltaLeeds

Nathan Kiss wrote:

np :)
dont hesitate to pm me when your map is ready

DeltaLeeds wrote:

Anyway do distance snaps apply to hard or insane?
For a hard diff, yes but its very lenient. You are allowed jumps and youre also allowed to change the DS for entire sections such as slow or faster parts of a song. For an Insane you should still have a general ds for some patterns to make it as easy to read but for the most part you can map it without ds. You get the idea when you look into a lot of ranked maps and see how theyre mapped
Alright I'll look into ranked maps. I've changed the Easy and Normal difficulty already, but I'm not certain about changing the hard one just yet, I'll look into some ranked insane maps first to get some ideas! ;)

OzzyOzrock wrote:

(no kudosu!) You may remove 'Paper Mario 64' from the title of the song since it's the source. Similarly, you can remove mario from the tags. Good luck with the map, you'll get the hang of things! I plan to map a large amount of the OST in taiko mode.
Ah, I did notice my title was weird but I just didn't know why. Now I do. :P
I'll remove the Paper Mario 64 from the title and Mario from tags. Thanks for the tips and support! :)
_handholding
re re re-mod

[Chilly
  1. 00:09:336 (2) - when putting hit sounds on sliders but them on the head or the tail only, dont put them on the entire slider body
  2. You started with a DS of 1.2 but then changed it throughtout the first section. It needs to be consistent throughout. 00:11:564 (2) This uses 0.8 and 00:10:227 (1) uses 1.35
  3. 00:12:603 (1) - I'd make this slider not as clumped up. Something like ---> https://osu.ppy.sh/ss/4325080
  4. 00:14:088 (2) - Reduce the angle of the curve
  5. 00:14:979 (1) - same as 00:12:603 (1) and try not to have it overlap underneath it too. It looks much more neater if it didnt
  6. 00:20:920 (1,2) - Dont overlap these it looks sort of sloppy
  7. 00:23:296 (1) - suggestion - one technique you can use here is called blanketing; Its where you wrap a slider around a note or slider end like a blanket ---> https://osu.ppy.sh/ss/4325114 Its a very common technique thats used a lot in easy diff as it makes maps look more neater and prettier
  8. 00:25:672 (1,2) - I would suggest blnaketing these 2 aswell.
  9. 00:28:049 (1,2,3,1) - Have these notes going in one direction only. By this I mean have them going from left to right or right to left not back and forth.
  10. 00:29:831 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - highly recommend changing some of these to sliders as having just circles defeats the purpose of a rhythm game. I would recommend using the same rhythm used at the beginning of the map. Even tho it is a repeat it wouldnt be boring to an easy player
  11. 00:39:336 (1,2,3,4,5,6) - dont have any of these overlap as its very hard to read even for me. Also the rhythm is very hard to follow I highly, highly recommend changing it to a much simpler one. how about this? https://osu.ppy.sh/ss/4325174 (just look at the timeline). sldier (1) starts at 00:39:336
  12. 00:46:465 (1) - I recommend using a similar pattern from the one above since this slider 00:48:990 (4) would be unrankable anyway
  13. 01:06:069 (2) - move this to the right https://osu.ppy.sh/ss/4325180 and extend to 01:06:663 and delete 01:06:663 (3). Having a 1/2 slider followed by a circle 1/2 note away is unrankable for an easy diff
Try to keep the DS of all the objects of 1.2 or as close as you can.

[freezing]
  1. 00:11:638 (2) - Having circles behind sliders looks sloppy and can be easily misread. this goes for 00:14:386 (3) aswell
  2. 00:11:935 (3) - bad flow. try this https://osu.ppy.sh/ss/4325200 . Also applies to 00:16:316 (2,3)
  3. 00:28:049 (1,2,3) - Have these unstacked
  4. 00:32:207 (1,2,3) - looks sloppy, here is an example of how to make it neater ---> https://osu.ppy.sh/ss/4325218
  5. 00:39:336 (1,2,3) - http://puu.sh/mtUk4/6dbb7970de.jpg use this pattern. Its much easier to read
  6. 00:44:980 (4) - have this hidden behind the other slider makes it very hard to read, I also wouldnt recommend sliders that have multiple repeats. I recommend having it like this http://puu.sh/mtUqj/adf0180ff5.jpg
  7. 00:50:029 - Add a circle here, Its a really strong beat
  8. 01:00:722 (1) - from this point the SV is too fast
  9. 01:10:227 (1) - for the last slider how about having it a circle ---> http://puu.sh/mtUx5/0217458997.jpg
Same comment as your chilly diff. Try and keep all the DS the same.

I dont think I can mod your other diff I'm afraid, at least not right now.

Anyways I hope this was helpful, gl!
Topic Starter
DeltaLeeds
Feedback on your mod:
[Chilly]
  1. 00:09:336 (2) - Got it, I'll fix all my other sliders with all those problems, just noticed that a slider with only one hit sound could be more useful for consistent taiko beats too.
  2. 00:12:603 (1) - Alright, I'll do that! Thanks for the image demonstration as well! ;)
  3. 00:14:088 (2) - Will do.
  4. 00:14:979 (1) - Done.
  5. 00:20:920 (1,2) - No more overlaps! :D
  6. 00:23:296 (1) - Thanks for the useful technique! Yes, it really does look a lot tidier and I'll blanket some more of the sliders. ;)
  7. 00:25:672 (1,2) - Blanketed!
  8. 00:28:049 (1,2,3,1) - Alright. :)
  9. 00:29:831 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Ok, changed the pattern, with the blanket technique too! xD
  10. 00:39:336 (1,2,3,4,5,6) - Alright done.
  11. 00:46:465 (1) - Changed... Hey, it does sound a lot better and is more fair for easy players! ^^
  12. 01:06:069 (2) - Changed too! My map's difficulty went down a lot so this map is now good for beginners! ;)
  13. To be frank, I never really understood what the prev: and next: was until I read more about it in the wiki, and saw 1.2 from you! Now I know it's the distance snapping multipliers! As a result, all objects are around DS 1.18 - 1.22 now. :)

[freezing]
  1. Fixed the timing!
  2. 00:11:638 (2) - Fixed and no more of those.
  3. 00:11:935 (3) - Thanks for the flow, I'll apply it. ;)
  4. 00:28:049 (1,2,3) - Done!
  5. 00:32:207 (1,2,3) - Alright.
  6. 00:39:336 (1,2,3) - Did something a bit different, should be a bit easier to read...
  7. 00:44:980 (4) - Fixed. :)
  8. 00:50:029 - Alright, will do! ;)
  9. 01:00:722 (1) - Fixed SV. It is now consistent the whole level! ;)
  10. 01:10:227 (1) - Nice idea for a finishing touch! :)
Again, thanks for the mod and time again Nathan! It has been extremely useful for me! :lol: :idea:
kizuflux
awww yeah paper marioooo 64

General
-move your offset to 779 so that your notes land in the white and red ticks. everything is landing on the yellow ticks rn. it doesn't really change anything though but do it.
-Combo color 2 and 3 are the same. change one of them.

Absolute Zero
The distance snap of this diff is all over the place. Sure, you can make jumps like 00:09:949 (3,4,1) since jumps are best placed on bass kicks in this kind of song, but the pattern you do in 00:08:761 (3,4,1) that you consistently repeat throughout the diff is kinda confusing. I suggest you remap the parts that have that kind of pattern.
00:27:771 (3,4,1) - fix distance snap. jump doesn't fit.
00:30:444 (2,3,4) - ^
00:31:038 (1,2,3) - ^
00:32:226 (1,2,3,4,5) - ^
00:35:493 (5,6,1,2,3) - ^
00:42:882 (1) - fix timing. it's a tad bit off
00:43:773 (4,5,6,1) - ^
01:06:273 (4,5) - ^, and this one's unsnapped.
01:08:204 (1,2,3,4,5) - this part's way harder than the rest of the map. either add complexity throughout the map or simplify this part.

I don't know how to mod easy/normal diffs so I'll skip on the other 2


Distance snap is VERY important when you're mapping. Maps without distance snap at all are uncomfortable, really confusing, and not fun to play. All diffs need some distance snap. For easy/normal, you need to have steady distance snap throughout the song. For hard, you can put little jumps to emphasize a certain part of the song, and you also gotta change the distance snap (slider velocity) multiplier in choruses, bridges, drops, slow parts of the song, etc.
Topic Starter
DeltaLeeds
Thanks for the mod dude! ;)

imn00bAtOsu wrote:

awww yeah paper marioooo 64
Awww yeah indeed! ;)

Now feedback to your mod:

imn00bAtOsu wrote:

General
-move your offset to 779 so that your notes land in the white and red ticks. everything is landing on the yellow ticks rn. it doesn't really change anything though but do it.
*Ahh yes! This was what I needed all along! Thanks man! :lol:

imn00bAtOsu wrote:

-Combo color 2 and 3 are the same. change one of them.
*Alright I'll change one of them (Or remove one

Absolute Zero
00:27:771 (3,4,1) - Fixed to 1.4
00:30:444 (2,3,4) - Fixed
00:31:038 (1,2,3) - Fixed
00:32:226 (1,2,3,4,5) - Fixed
00:35:493 (5,6,1,2,3) - Fixed
00:42:882 (1) - Right, it does, and fixed. ;)
00:43:773 (4,5,6,1) - Fixed
01:06:273 (4,5) - Fixed both issues.
01:08:204 (1,2,3,4,5) - I was trying to make this map as hard as possible but yeah I guess I'll just simplify this part instead.

imn00bAtOsu wrote:

Distance snap is VERY important when you're mapping. Maps without distance snap at all are uncomfortable, really confusing, and not fun to play. All diffs need some distance snap. For easy/normal, you need to have steady distance snap throughout the song. For hard, you can put little jumps to emphasize a certain part of the song, and you also gotta change the distance snap (slider velocity) multiplier in choruses, bridges, drops, slow parts of the song, etc.
Alright, I'll change some SVs in certain parts of the songs, and yeah I'll make the distance snaps more constant! Thanks again for the tips and mod man! I'll mod one of your maps sometime! ;)
Potato-chii
Hi, M4M from my queue~ Sorry for being late
First of all, I would recommend you not to use the grid snap. It prevents you from doing lots of slider shaping. Also, generally, people use white ticks and red ticks most of the time while the blue only to emphasise something in the music. 1/8 is also not recommended for newbies.

[Cool]
For easy diffs, it’d be more helpful for new players if you make the slider ends point to the next slider head. Also, make the next slider not go towards the previous slider. I’ll give you a few examples.

This one is good.


And this one is a no no.
And, did you change your DS multiplier throughout the map? I’m not very sure, but I guess maybe you should check.
00:09:409 (2) – I wouldn’t recommend you to use short notes for easy diffs. They’re hard to read for beginners.
00:10:299 (1) – Maybe stop it here 00:10:895
00:11:637 (2,1) – I’d recommend you to use at least 1 beat spacing for easy diffs. Maybe 1/2 is good for this map because it’s slow.
00:13:271 – Don’t miss this twinkly sound (lots of them throughout the map)
00:15:052 (1,2) – Try not to make this 00:16:389 (2) go up again where this 00:14:161 (2) was. It’s hard to read. If you decided to leave it the way it was, then maybe fix the blanket.
00:23:369 (1,2) – Fix blanket. And make this 00:24:854 (2) go down instead of up. It’s confusing.
00:29:904 (1) – This slider doesn’t look very good here.
00:29:904 (1,2,3) – This is very, very confusing! They are gonna hit 00:31:687 (3) first, instead of 00:31:389 (2).
00:37:033 (3,4,1) – Confusing. Don’t make them so squashed together.
00:45:349 (5,1) – Don’t overlap in easy diffs.
00:50:399 (1,2) - Fix blanket.
01:08:518 (2,3,1) – No going back and forth in easy diffs.

[Chilly]
You still need to use distance snap for normal diffs. Only use 1/2 spacing for normal diffs. 1/4 is still too small.
00:07:924 (1,2,3) – This type of thing is still too hard even for normal diffs.
00:12:677 (1,2,3) - ^
00:45:053 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,1,2,3,4,5,1,2,3,1) – very hard to read. Please don’t make notes so squished up together. The next part after the spinner is also very confusing.

[Freezing]
Maybe put more patterns into the map to make it more interesting. Patterns affect maps greatly.
Also lessen the circles and add more sliders.
The SV is too fast while the song is pretty slow.
Make the notes all go in a constant pace. It’s very hard to follow when you have to go slow in one combo, then fast in the other, like this 00:07:907 (1,2,3,4,1,2,3,4,1,2,3,4).

Sorry for not saying much. I’m still very new and I’m very sorry if this didn’t help. Well, best luck for your map!
Topic Starter
DeltaLeeds
Thanks for the mod! Here's some feedback for your mod. ;)
Red = There's a big chance I won't fix it.
Blue = Maybe I'll fix it
Green = I'll fix the problem.

Potato-chii wrote:

First of all, I would recommend you not to use the grid snap. It prevents you from doing lots of slider shaping.
Alright, I'll make more slider shapes, I always thought my sliders were too boring.
Also, generally, people use white ticks and red ticks most of the time while the blue only to emphasise something in the music. 1/8 is also not recommended for newbies.
Some of the beats fit with 1/8 and are quite easy to go with. I might change those beats if I got an alternative.

[Cool]
For easy diffs, it’d be more helpful for new players if you make the slider ends point to the next slider head. Also, make the next slider not go towards the previous slider. I’ll give you a few examples.

This one is good.


And this one is a no no.

Ok, I'll fix those types of sliders. I figured they were a bit strange too.


And, did you change your DS multiplier throughout the map? I’m not very sure, but I guess maybe you should check.
I don't think so.

00:09:409 (2) – I wouldn’t recommend you to use short notes for easy diffs. They’re hard to read for beginners.
Well making it a beat wouldn't really suit the rhythm in my opinion, as well as making it longer so I'll leave it as-is for now.
00:10:299 (1) – Maybe stop it here 00:10:895
Seems more suitable. Fixed.
00:11:637 (2,1) – I’d recommend you to use at least 1 beat spacing for easy diffs. Maybe 1/2 is good for this map because it’s slow.
Yeah, that's why making it 1 beat wouldn't really suit the rhythm. It's slow enough.
00:13:271 – Don’t miss this twinkly sound (lots of them throughout the map)
Yes, the whistle hit sound does wonders in this map. :lol:
00:15:052 (1,2) – Try not to make this 00:16:389 (2) go up again where this 00:14:161 (2) was. It’s hard to read. If you decided to leave it the way it was, then maybe fix the blanket.
Fixed.
00:23:369 (1,2) – Fix blanket. And make this 00:24:854 (2) go down instead of up. It’s confusing.
Fixed.
00:29:904 (1) – This slider doesn’t look very good here.
Changed the slider.
00:29:904 (1,2,3) – This is very, very confusing! They are gonna hit 00:31:687 (3) first, instead of 00:31:389 (2).
Changed the pattern altogether. :P
00:37:033 (3,4,1) – Confusing. Don’t make them so squashed together.
Fixed
00:45:349 (5,1) – Don’t overlap in easy diffs.
Fixed
00:50:399 (1,2) - Fix blanket.
Fixed
01:08:518 (2,3,1) – No going back and forth in easy diffs.
I've seen some beatmaps do this, so I'll leave it as-is right now.

[Chilly]
You still need to use distance snap for normal diffs. Only use 1/2 spacing for normal diffs. 1/4 is still too small.
I think i did use distance snap for the normal diff. And it won't be that suitable for some beats if I only use 1/2.
00:07:924 (1,2,3) – This type of thing is still too hard even for normal diffs.
Not really, but I'll make it easier.
00:12:677 (1,2,3) -
^
00:45:053 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,1,2,3,4,5,1,2,3,1) – very hard to read. Please don’t make notes so squished up together. The next part after the spinner is also very confusing.
It's not that hard to read but I kinda found out that it's as hard as a hard level. I'll definitely make the part before the slider a lot easier. :lol:
The pattern after the spinner is still quite easy imo though so I'll leave it as-is until someone else think it's too hard to read.


[Freezing]
Maybe put more patterns into the map to make it more interesting. Patterns affect maps greatly.
Also lessen the circles and add more sliders.
The SV is too fast while the song is pretty slow.
Make the notes all go in a constant pace. It’s very hard to follow when you have to go slow in one combo, then fast in the other, like this 00:07:907 (1,2,3,4,1,2,3,4,1,2,3,4).
Made the beats more constant, but the SV is still the same.
Thanks for mod and support, it actually helped a lot so don't worry. ^^
SuperMIC
queue!

Paper Mario 4ever :)

[General]

If your mapset is complete, you should move it to the Pending Beatmaps section in order for it to be ranked. You can do this in the window when you update your beatmap in osu!

Your combo colours 2 and 3 are very very similar; either delete one or make one of them a completely different colour.

I see that this is your first map, and so obviously there are going to be a few things to work out. I'd like to focus on the main problems existing right now rather than go super in depth. That way, you can polish your difficulties much quicker. :O

[Cool]

1. Sliders and Blanketing

00:07:924 (1) - It's interesting that you use 4 points to create curvy sliders; osu! has a slider program that automatically creates near-perfect curves when you only use 3 points. I see that you're learning more about blanketing, and using 3 point sliders is super helpful for this.


00:12:676 (1,2) - You can clean this up by making them both 3 point. A useful trick for making blanket sliders that are the same length like these is to make one, then just copy+paste it and use ctrl+j (flips vertically), ctrl+h (flips horizontally), and ctrl+g (reverses the start and finish of objects) accordingly.


00:18:617 (1) - I know you're trying to vary your slider shapes, but I don't recommend a shape like this. In almost all cases, it's highly recommended not to have a slider whose start and end overlap at all. You can have the same shape but just elongate it:


2. Intuitive Rhythm

From 00:44:756 to about 00:53:667 the rhythm of your objects generally becomes odd and hard to guess at. You want the rhythm to be intuitive and easy to get, especially in the lower difficulties. You mapped the first part of the kiai with good rhythm: The strong beats to click on are the white and red ticks that have the strongest beats from the bell melody. Recognize the strong and intuitive beats of the song and map accordingly.

[Chilly]

3. Aesthetics

So although this difficulty is mapped well to the rhythm, it looks cluttered and unpolished. I think a big contributor to this is that you tend to have used a lot of linear object spacing and patterns. Using blankets and curving your patterns so that they flow will fix this. Experiment with symmetry and curves!

00:39:409 (1,2,3) - For example, consider this pattern:


01:10:300 (1) - And again, this is a no-no. :O

[Freezing]

4. Distance Spacing

It is both intuitive rhythm and distance spacing that make a map readable, meaning that a user can play it without being suddenly caught off guard by objects with different times between them having equal spacing. Granted, there are many exceptions but learning when it's okay to use increased or decreased distance spacing than normal (you've probably heard of jumps and anti-jumps) comes with time. Generally, however, you always want to keep distance space constant. Also in general, jumps and anti-jumps should only be used if and only if the music warrants it.

00:16:373 (1,2,3) - Here, there is no reason to have the space between (1) and (2) be greater than the space between (2) and (3). It's not like there is anything to accentuate in the music.

00:36:571 (2,3,1) - Here, there is no reason to have the space between (2) and (3) be so small. The player will expect (3) to be earlier than it actually is.

Some other technical things:

00:42:882 (1) - You probably move this back 1/8 by accident. Just move it forward on the time line by a tick.
00:52:462 (1) - Again, this is not recommended!

[Absolute Zero]

I like the rhythms in this map but again it looks pretty cluttered. Keep the things I mentioned above in mind and it'll be great!

Some other technical things:

00:15:036 (1,2) - You should avoid overlapping objects like these because it doesn't look very good.
00:52:462 (1) - Not recommended

---

So just keep some of the things I mentioned above in mind and you'll be well on your way to ranking this map. It's really good for your very first.

-SMIC
Topic Starter
DeltaLeeds

SuperMICrophone wrote:

Paper Mario 4ever :)
Ahaha! Lol yeah! Paper Mario FTW! :lol:

SuperMICrophone wrote:

If your mapset is complete, you should move it to the Pending Beatmaps section in order for it to be ranked. You can do this in the window when you update your beatmap in osu!
Done! Thanks for telling me, I thought that because there's an unmodded difficulty it had to stay in help. xD

SuperMICrophone wrote:

[Cool]

1. Sliders and Blanketing

00:07:924 (1) - It's interesting that you use 4 points to create curvy sliders; osu! has a slider program that automatically creates near-perfect curves when you only use 3 points. I see that you're learning more about blanketing, and using 3 point sliders is super helpful for this.


I'll try to make my sliders 3 points, but can you tell me what the slider program is? Or you mean it's built-in in Osu?

00:12:676 (1,2) - You can clean this up by making them both 3 point. A useful trick for making blanket sliders that are the same length like these is to make one, then just copy+paste it and use ctrl+j (flips vertically), ctrl+h (flips horizontally), and ctrl+g (reverses the start and finish of objects) accordingly.


Ah, I used this shortcut in later difficulties, I was just a noob that time so I didn't use it! Thanks again, I'll fix those sliders. :D

00:18:617 (1) - I know you're trying to vary your slider shapes, but I don't recommend a shape like this. In almost all cases, it's highly recommended not to have a slider whose start and end overlap at all. You can have the same shape but just elongate it:


Okedoke, I fixed those sliders. :)

2. Intuitive Rhythm

From 00:44:756 to about 00:53:667 the rhythm of your objects generally becomes odd and hard to guess at. You want the rhythm to be intuitive and easy to get, especially in the lower difficulties. You mapped the first part of the kiai with good rhythm: The strong beats to click on are the white and red ticks that have the strongest beats from the bell melody. Recognize the strong and intuitive beats of the song and map accordingly.

Alright, changed the rhythm to make it easier.

[Chilly]

3. Aesthetics

So although this difficulty is mapped well to the rhythm, it looks cluttered and unpolished. I think a big contributor to this is that you tend to have used a lot of linear object spacing and patterns. Using blankets and curving your patterns so that they flow will fix this. Experiment with symmetry and curves!

00:39:409 (1,2,3) - For example, consider this pattern:


Done.

01:10:300 (1) - And again, this is a no-no. :O

Fixed, I kinda thought the circle was ugly... :P

[Freezing]

4. Distance Spacing

It is both intuitive rhythm and distance spacing that make a map readable, meaning that a user can play it without being suddenly caught off guard by objects with different times between them having equal spacing. Granted, there are many exceptions but learning when it's okay to use increased or decreased distance spacing than normal (you've probably heard of jumps and anti-jumps) comes with time. Generally, however, you always want to keep distance space constant. Also in general, jumps and anti-jumps should only be used if and only if the music warrants it.

00:16:373 (1,2,3) - Here, there is no reason to have the space between (1) and (2) be greater than the space between (2) and (3). It's not like there is anything to accentuate in the music.

Oh yeah, I deleted some notes that made the map too hard before, which is why the distance was so great. Fixed!

00:36:571 (2,3,1) - Here, there is no reason to have the space between (2) and (3) be so small. The player will expect (3) to be earlier than it actually is.

Fixed.

Some other technical things:

00:42:882 (1) - You probably move this back 1/8 by accident. Just move it forward on the time line by a tick.

Right-O, fixed.

00:52:462 (1) - Again, this is not recommended!

Fixed.

[Absolute Zero]

I like the rhythms in this map but again it looks pretty cluttered. Keep the things I mentioned above in mind and it'll be great!

Some other technical things:

00:15:036 (1,2) - You should avoid overlapping objects like these because it doesn't look very good.
Right-o, fixed.

00:52:462 (1) - Not recommended
Circles b-gone, fixed.
---

So just keep some of the things I mentioned above in mind and you'll be well on your way to ranking this map. It's really good for your very first.
Thanks! I'll keep those tips in mind. ;)

-SMIC
Thanks for the mod! :D
Electoz
m4m, sry but I'll gonna do a short mod so I'll give some general comments instead.

[Overall]

  1. Never put objects on blue ticks in easier difficulties, mostly we put objects on white ticks and sometimes on red tick because it's easier for beginners to follow the rhythm.
  2. In my opinion visually you just put everything you can think of into the map, like, you try to put many shapes of sliders in the song but that doesn't look good because different shapes of sliders should represent a different instruments/rhythm or whatever it need to be emphasized in the song. You can make some sliders into something symmetrical and some creative patterns. You have to think about overall visual appearance.
And here I'll throw you some useful links instead, make sure to read them.
Some technical words. > https://osu.ppy.sh/wiki/Glossary
Some general knowledge about mapping that you should know. > p/4763558/
Some rules and guidelines about mapping. > https://osu.ppy.sh/wiki/Ranking_Criteria
Guidelines for each difficulties. > https://osu.ppy.sh/wiki/Difficulty_appr ... y_elements
Mapping techniques, this is mostly for Hard and higher difficulties. > https://osu.ppy.sh/wiki/Mapping_Techniques
Okay that should be enough.

Sorry for a short mod, if you have any question then feel free to ask me in game. Good luck~
Lily Bread
from my queue.

[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.

https://osu.ppy.sh/wiki/Ranking_Criteria

(2)check AImod.
http://puu.sh/mOZHl/2d12783c04.png

[Easy]
try AR2 or AR3.

00:11:637 (2) - easy should not have 1/4, though its bpm is only 106. try this to use long slider to "overlap" 1/4 drum beat. we have to ignore some music in easy diff.

00:16:390 (2) - similar to above. i won't point out all of these.

[Normal]
00:37:033 (1,2) - what about making blanket to get a better shape?
how to blanket
【1】look at the approach circle of - 00:04:271 (3) - .
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140424079.png?575x525_130

【2】change 2's shape and position according to it.
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140456047.png?509x498_130
【3】then adjust DS.

do 3 steps above to improve all of your blanket.

try to use "wave" shape instead of "line" shape. for example,
01:02:059 (3,4,5,1) - try this.

[Hard]
try AR7.

00:16:373 (1,2) - this pattern is quite hard to read. try to take them away.

00:46:595 (1,2,3,4,1,2,3,4,1,2,3,4) - a lot of circle are very crowded. try to make them into some parts. like this.
and it's not recommended to use a lot of circles in one part. try to use some 1/4 sliders.

[Absolute Zero]
AR8?

gl.
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Maybe I'll fix it
Green = I'll fix the problem.

Electoz wrote:

m4m, sry but I'll gonna do a short mod so I'll give some general comments instead.

[Overall]

  1. Never put objects on blue ticks in easier difficulties, mostly we put objects on white ticks and sometimes on red tick because it's easier for beginners to follow the rhythm. Ok, moved the objects on blue ticks to white ticks.
  2. In my opinion visually you just put everything you can think of into the map, like, you try to put many shapes of sliders in the song but that doesn't look good because different shapes of sliders should represent a different instruments/rhythm or whatever it need to be emphasized in the song. You can make some sliders into something symmetrical and some creative patterns. You have to think about overall visual appearance. I guess I'll make some sliders more symmetrical, but sometimes it's difficult to do. ><

And here I'll throw you some useful links instead, make sure to read them.
Some technical words. > https://osu.ppy.sh/wiki/Glossary
Some general knowledge about mapping that you should know. > p/4763558/
Some rules and guidelines about mapping. > https://osu.ppy.sh/wiki/Ranking_Criteria
Guidelines for each difficulties. > https://osu.ppy.sh/wiki/Difficulty_appr ... y_elements
Mapping techniques, this is mostly for Hard and higher difficulties. > https://osu.ppy.sh/wiki/Mapping_Techniques
Okay that should be enough.
Ok, I'll read them. Thanks for the tips :D

Sorry for a short mod, if you have any question then feel free to ask me in game. Good luck~
Thanks for the mods and tips! :D
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Maybe I'll fix it
Green = I'll fix the problem.

Lily Bread wrote:

from my queue.

[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.
Actually the difficulty's names are based on how cold it is... Cool is warmer than chilly, and chilly is warmer than freezing, etc. Some ranked maps like this indicates difficulty by speed... Maybe I should try by stating its temperature??? (20°C, -30°C, -273.15°C, etc?) XD

https://osu.ppy.sh/wiki/Ranking_Criteria
(2)check AImod.
http://puu.sh/mOZHl/2d12783c04.png
All fixed.

[Easy]
try AR2 or AR3.
Ok, AR3 is good. :)
00:11:637 (2) - easy should not have 1/4, though its bpm is only 106. try this to use long slider to "overlap" 1/4 drum beat. we have to ignore some music in easy diff.
00:16:390 (2) - similar to above. i won't point out all of these.
Electoz told me to fix these, I fixed them. Thanks!

[Normal]
00:37:033 (1,2) - what about making blanket to get a better shape?
how to blanket
【1】look at the approach circle of - 00:04:271 (3) - .
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140424079.png?575x525_130

【2】change 2's shape and position according to it.
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140456047.png?509x498_130
【3】then adjust DS.

do 3 steps above to improve all of your blanket.
I didn't blanket those as it would be unsuitable, but I blanketed 00:39:484 - 00:45:424 instead. :)
try to use "wave" shape instead of "line" shape. for example,
01:02:059 (3,4,5,1) - try this.
Will do!

[Hard]
try AR7.
Got it!
00:16:373 (1,2) - this pattern is quite hard to read. try to take them away.
Will do.
00:46:595 (1,2,3,4,1,2,3,4,1,2,3,4) - a lot of circle are very crowded. try to make them into some parts. like this.
and it's not recommended to use a lot of circles in one part. try to use some 1/4 sliders.
Hm, you're right. I'll fix them. :)

[Absolute Zero]
AR8?
Okedoke!
gl.
Thanks for the very useful mod!
NucleaRaven
Hi from my queue o/

Random placeholder -- will mod this as soon as you have done mine :D
Deppyforce
m4m out of nowhere

[General]
offset 833
diff spread's increasing is not linear, if the normal is below 2 star, the easy diff should be under 1 star (not really big issue tho

also

Lily Bread wrote:

[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.
i agreed with this, the fact that the diff names stating temperatures is fine. but they're still a bit unclear imo. numbers should work better since thats way more clearer, and more reasonable (like some time hotter is worse than cooler etc.

[Easy]
00:09:446 (2,1,2) - u know the fact that beginners will follow sliderpath til the end, the motion here is pretty awkward cuz the b/f after smooth movement, consider make a smooth movement from 00:10:337 (1,2) - if you dont know what smooth movement means, its when you make the previous slider point to the next note. put (2) 's head at ~x270, y29 should work

00:12:713 (1,2) - 00:23:407 (1,2) - these pattern can be mirrored from 00:07:961 (1,2) , this way you can emphasize how same rhythms work

00:16:278 (2,1) - the fact that this overlap is only just barely overlapping circle edges make this looks really awkward, consider either overlap it more to about 25% of circles overlappin or not overlap it at all, would be cleaner

00:31:426 (2,3) - you dont use 1/2 rhythms in easy diff, except some 1.5*+ easy diffs. the fact that this diff's sr is actually only 1.18 make this looks like a random spike. like i mentioned before, the pattern could be mapped the same as before to emphasize how same rhythm works in a song, this song is prety much a loop anyway

00:28:122 (1,2,3) - mapped on nothing honestly, they should be on 1/4 ticks. since 1/4 is not ok in easy diff, you can skip these notes

00:50:102 - slider start here

[Normal]
tbh ppl at this skill lever will still follow sliderpaths, like ez diff. make smooth movements would make this flow a lot better

overall imo this map uses too much straight flows, which get boring fast and also this is 2016 not 2007 mappin, so use more diverse patterns wont hurt anybody

00:37:033 (1) - this slider is out of my 800x600 screen https://osu.ppy.sh/ss/4453485 ; this is unrankable

00:40:300 (2,4) - same thing about overlapping like in easy diff

00:47:428 (2,4) - the aesthetics and flow is really bad, dont overlap sliderheads in normal diff.

[Hard]
pls make the spacing more reasonable. e.g.
00:29:310 (3,1) - (1) is strong right here but you stacked it for no reason... you could make even a big jump out of this rhythm, for no reason.

00:11:637 (1,2,3) - the slider starts from 1/4 here, but you stacked it the way you stack these 00:07:924 (1,2,3,1,2,3,1,2,3) - which technically means these note are same rhythm, which is not fitting at all. you could make slider start somewhere else with 1.4x ds like the way you make jumps to the nc

00:16:390 (1,2) - this pattern should be in an insane diff, not a hard diff. the readablility of this pattern is too much for a ''hard diff players'' to read it. consider place (2) above the (1) slider instead

you modded 3 diffs, i modded 3 diffs, looks fair to me

good luckk
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

Deppyforce wrote:

m4m out of nowhere

[General]
offset 833
Sounds better, thanks!

diff spread's increasing is not linear, if the normal is below 2 star, the easy diff should be under 1 star (not really big issue tho
Haha yeah not that big of a deal, maybe I'll adjust normal's difficulty? But maybe not.
also

Lily Bread wrote:

[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.
i agreed with this, the fact that the diff names stating temperatures is fine. but they're still a bit unclear imo. numbers should work better since thats way more clearer, and more reasonable (like some time hotter is worse than cooler etc.)

Ok, I made them to some notable temperatures.
[Easy]
00:09:446 (2,1,2) - u know the fact that beginners will follow sliderpath til the end, the motion here is pretty awkward cuz the b/f after smooth movement, consider make a smooth movement from 00:10:337 (1,2) - if you dont know what smooth movement means, its when you make the previous slider point to the next note. put (2) 's head at ~x270, y29 should work
Ok, fixed

00:12:713 (1,2) - 00:23:407 (1,2) - these pattern can be mirrored from 00:07:961 (1,2) , this way you can emphasize how same rhythms work
Yeah, good idea.
00:16:278 (2,1) - the fact that this overlap is only just barely overlapping circle edges make this looks really awkward, consider either overlap it more to about 25% of circles overlappin or not overlap it at all, would be cleaner
Transformed the pattern completely.

00:31:426 (2,3) - you dont use 1/2 rhythms in easy diff, except some 1.5*+ easy diffs. the fact that this diff's sr is actually only 1.18 make this looks like a random spike. like i mentioned before, the pattern could be mapped the same as before to emphasize how same rhythm works in a song, this song is prety much a loop anyway
Will do.

00:28:122 (1,2,3) - mapped on nothing honestly, they should be on 1/4 ticks. since 1/4 is not ok in easy diff, you can skip these notes
I don't see any note there, or perhaps I changed something before. xD

00:50:102 - slider start here
Not that suitable, the hard beat starts at 00:50:399 so I think it will stay there.

[Normal]
tbh ppl at this skill lever will still follow sliderpaths, like ez diff. make smooth movements would make this flow a lot better

overall imo this map uses too much straight flows, which get boring fast and also this is 2016 not 2007 mappin, so use more diverse patterns wont hurt anybody

00:37:033 (1) - this slider is out of my 800x600 screen https://osu.ppy.sh/ss/4453485 ; this is unrankable
Ok, fixed.

00:40:300 (2,4) - same thing about overlapping like in easy diff
Fixed.

00:47:428 (2,4) - the aesthetics and flow is really bad, dont overlap sliderheads in normal diff.
Changed pattern.

[Hard]
pls make the spacing more reasonable. e.g.
00:29:310 (3,1) - (1) is strong right here but you stacked it for no reason... you could make even a big jump out of this rhythm, for no reason.
I didn't really understand that... Sorry :?

00:11:637 (1,2,3) - the slider starts from 1/4 here, but you stacked it the way you stack these 00:07:924 (1,2,3,1,2,3,1,2,3) - which technically means these note are same rhythm, which is not fitting at all. you could make slider start somewhere else with 1.4x ds like the way you make jumps to the nc
Changed pattern a bit.

00:16:390 (1,2) - this pattern should be in an insane diff, not a hard diff. the readablility of this pattern is too much for a ''hard diff players'' to read it. consider place (2) above the (1) slider instead
Ok.

you modded 3 diffs, i modded 3 diffs, looks fair to me

good luckk
Thanks for the mod! :D
NucleaRaven
Hi from my queue (again) :D

[0]
  1. 00:41:190 (2,3,4,1,2,1,2) - ok whats up with these? They are all 1/16th early -- maybe you should fix that xd
Everything else is perf

[-21.1]
  1. 00:25:783 (1) - i think this slider should start x:476 as oppose to 442. It just feels a little weird to move left from 4 and then back right and left again (if that makes sense) and starting the slider on the right of 4 would make it flow a little smoothly (however this makes next to no gameplay difference so up to you!)
  2. In the same section as in '0' diff you have notes that arent in their proper time.. im starting to think that maybe you have done this on purpose? If you have then why? If you have completely missed it then you should retime this section.
  3. 01:05:622 (1) - this should be a straight slider for consistency (01:07:999 (1) - this one is fine tho)
Thats all for this diff

[-89.2]
  1. 00:29:941 (1) - this should lead directly from 3 - having a small angle change here is bad i think (you may need to also adjust 2 as well then)
  2. Same problem with the timing.
  3. Also sliders like 01:00:870 (1) - are bad - well they are actually fine but the way you have done it is bad. You can achieve the same shape using only 3 points (start middle and end) rather than 5. This should be changed (if you have done this in other diffs then you will need to change them to!)
Nice diff!! I like the cs5

[-273.15]
  1. i think hp7 is better (up to you!)
  2. 00:16:872 (2,3,4,5,1) - as this is the hardest diff you can be a little less strict with your spacing consistency. Even tho consistent spacing is a good thing it can be boring. I would suggest increasing the spacing for this small section.
  3. 00:27:714 (3,4,5,1) - Same thing here.
  4. timing issue
THATS ALL!!!! nice map set and sorry about the mix up with the m4m shit XD
Remember to fix dat timiing!!
GL with this!!
Topic Starter
DeltaLeeds
Thanks for the mod, time for some feedback!
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

NucleaRaven wrote:

Hi from my queue (again) :D

[0]
  1. 00:41:190 (2,3,4,1,2,1,2) - ok whats up with these? They are all 1/16th early -- maybe you should fix that xd
    The kiai especially, right? Yeah I think I kept making new timing points and resnapped them wrong. All diffs fixed.
Everything else is perf

[-21.1]
  1. 00:25:783 (1) - i think this slider should start x:476 as oppose to 442. It just feels a little weird to move left from 4 and then back right and left again (if that makes sense) and starting the slider on the right of 4 would make it flow a little smoothly (however this makes next to no gameplay difference so up to you!)
    This would screw up the distance snaps, and yeah not really much of a difference, so I'll leave it as-is.
  2. In the same section as in '0' diff you have notes that arent in their proper time.. im starting to think that maybe you have done this on purpose? If you have then why? If you have completely missed it then you should retime this section.
    As I stated above, fixed.
  3. 01:05:622 (1) - this should be a straight slider for consistency (01:07:999 (1) - this one is fine tho)
    The rest of the sliders are curved, but well the 01:00:870 (1) one was straight so I fixed that instead. xD
Thats all for this diff

[-89.2]
  1. 00:29:941 (1) - this should lead directly from 3 - having a small angle change here is bad i think (you may need to also adjust 2 as well then)
    Yeah, you're right. Fixed.
  2. Same problem with the timing.
    As I stated above, fixed.
  3. Also sliders like 01:00:870 (1) - are bad - well they are actually fine but the way you have done it is bad. You can achieve the same shape using only 3 points (start middle and end) rather than 5. This should be changed (if you have done this in other diffs then you will need to change them to!)
    LOL! And I told you the exact same thing in my mod of your map! I should've seen the mirror first before telling yours! Thanks. ;)
Nice diff!! I like the cs5
Thanks! :)

[-273.15]
  1. i think hp7 is better (up to you!)
  2. 00:16:872 (2,3,4,5,1) - as this is the hardest diff you can be a little less strict with your spacing consistency. Even tho consistent spacing is a good thing it can be boring. I would suggest increasing the spacing for this small section.
    Yeah I realized that this could be quite boring, but I'm not sure on how to change it but I'll try. :D
  3. 00:27:714 (3,4,5,1) - Same thing here.
    ^
  4. timing issue
    Fixed.

THATS ALL!!!! nice map set and sorry about the mix up with the m4m shit XD

NucleaRaven wrote:

sorry about the mix up with the m4m shit XD
Don't apologize! It was my fault to begin with, so I'm the one that should be sorry. :?
Remember to fix dat timiing!!
Done!

GL with this!!
Again, thanks for the very helpful mod. :)
Wou_old_1
M4M from my queues

[General]

  1. Cobalah untuk mengubah size gambar menjadi 1366*768
  2. Anda menggunakan widescreen support padahal gak ada Storyboard
[0 C]

  1. 1 Keluhan dari AiMod
[-21.1 C]

  1. 00:29:347 (1,1) - Cobalah untuk menyelimutinya ( Blanket )
  2. 00:48:356 (3,4) - Mungkin menurut saya, timpaan seperti itu membuat sedikit terkejut.. karena anda menimpa slider 4 di buntutnya slider 3
  3. 01:00:871 (1,4) - Jangan membuat mereka terlihat seperti tumpang tindih
  4. 01:09:187 (3,1) - ^
  5. 01:06:217 (2,3,2,3) - Kepala slider yg terlihat terlalu dekat
[-89.2 C]

  1. Phew menggunakan 1/16
  2. Sepertinya anda membuatnya tidak menggunakan DS
  3. Sebenernya circle size nya ini tidak mendukung untuk diff Hard
  4. 00:07:961 (1,2,3,1,2,3,1,2,3) - DS yg terlihat kejauhan membuat sedikit susah, DS yg seperti ini akan baik jika seperti catatan disini 00:11:229 (3,1) -
  5. 00:39:446 (1,1,1,1) - Terlihat kacau apakan anda sengaja ?
  6. 00:44:644 (1) - Ganti hitsound dibuntut slider ini menjadi Whistle
  7. 00:49:545 - Tolong jangan dikosongin, karena tidak enak jika disini kosong
  8. 01:02:949 (5,2) - Cobalah untuk mem-blanket
  9. 01:03:246 (1,3,5) - Terlihat tidak enak dilihat saat bermain, cobalah untuk mengubah posisinya
Saya tidak bisa mod insane karena circle size nya -,-
jadi mohon maaf cukup sampai disini aja :)

GL ! Semoga berhasil !
Topic Starter
DeltaLeeds

Wou wrote:

M4M from my queues

[General]

  1. Cobalah untuk mengubah size gambar menjadi 1366*768 Saya pernah coba, dan agak bingung pas diubahin jd 1366*768 malah jadinya jelek ada border hitam. Nanti saya akalin lagi kalau bisa. :)
  2. Anda menggunakan widescreen support padahal gak ada Storyboard Ok nanti ga usah pake widescreen support. Thanks
[0 C]

  1. 1 Keluhan dari AiMod
    Sudah diperbaiki. :)
[-21.1 C]

  1. 00:29:347 (1,1) - Cobalah untuk menyelimutinya ( Blanket ) Boleh aja
  2. 00:48:356 (3,4) - Mungkin menurut saya, timpaan seperti itu membuat sedikit terkejut.. karena anda menimpa slider 4 di buntutnya slider 3
    Ok nanti aku coba akalin ya
  3. 01:00:871 (1,4) - Jangan membuat mereka terlihat seperti tumpang tindih
  4. 01:09:187 (3,1) - ^ Ok
  5. 01:06:217 (2,3,2,3) - Kepala slider yg terlihat terlalu dekat Ok ntar aku coba akalin.
[-89.2 C]

  1. Phew menggunakan 1/16 Haha sebenerny 1/4 ud cukup sih, aku pake 1/16 buat perbaiki timing waktu itu
  2. Sepertinya anda membuatnya tidak menggunakan DS Harusnya pake lho... Pas ditengah-tengah aj ganti
  3. Sebenernya circle size nya ini tidak mendukung untuk diff Hard Lagunya singkat sih, ada lagu singkat hard yang circle sizenya kaya semut malah di hard. XD
  4. 00:07:961 (1,2,3,1,2,3,1,2,3) - DS yg terlihat kejauhan membuat sedikit susah, DS yg seperti ini akan baik jika seperti catatan disini 00:11:229 (3,1) - DSnya sama aja sih tapi, jadi harusny gpp :)
  5. 00:39:446 (1,1,1,1) - Terlihat kacau apakan anda sengaja ? Iy bagian ini aku jg rasa terlalu aneh, ntar aku coba akalin.
  6. 00:44:644 (1) - Ganti hitsound dibuntut slider ini menjadi Whistle Sipp
  7. 00:49:545 - Tolong jangan dikosongin, karena tidak enak jika disini kosong Ok ntar aku tambahin
  8. 01:02:949 (5,2) - Cobalah untuk mem-blanket Ok
  9. 01:03:246 (1,3,5) - Terlihat tidak enak dilihat saat bermain, cobalah untuk mengubah posisinya Akan kuubah kalau ada keluhan dari orang lain. ;)
Saya tidak bisa mod insane karena circle size nya -,-
jadi mohon maaf cukup sampai disini aja :)
Santai aja hehe
GL ! Semoga berhasil !
Makasih modnya ya! :D
Lumin
M4M from queue

[Easy]
  1. 00:08:258 (1) - middle anchor to x:88 y:248 for perfect blanket
  2. 00:10:337 (1) - Middle anchor x:368 y:128 and last anchor x:348 y:92 for same reason
  3. 00:15:090 (1) - Middle anchor to x:376 y:140^
  4. 00:21:031 (1) - Make this slider symmetric from both sides
  5. 00:41:227 (2) - isn't fully symmetric
  6. 00:44:792 (4) - ^
  7. 00:50:435 (1) - these kind of sliders, do them This way
[Normal]
  1. Overall for all overlaps here, I'd avoid them by for example making spacing bigger so they wouldn't come and adding spacing a bit bigger is increasing difficulty only around 0.05-0.1 stars
  2. 00:07:961 (1,2) - Use copypaste here
  3. 00:11:229 (2) - It may break Distance snap a little but don't overlap like this
  4. 00:12:714 (1) - All this kind of sliders could be made prettier
  5. 00:18:654 (1,2) - Not good overlap, it's even different than between 00:20:139 (3,4) -
  6. 00:27:120 (3,4) - use same y-coordinate
  7. 00:43:010 (1,3) - Overlap
  8. 00:44:793 (3,1) - ^
  9. 01:06:217 (2,3) - too close
  10. 01:08:593 (2,3) - ^
[Hard]
  1. 00:11:674 (1) - I wouldn't put this here because player expects that note come at the same time as later notes comes so they click this too early
  2. 00:52:515 (1) - Unsymmetrical
  3. I don't really like overall this recycling thing here, and that thing where all sliders starts from middle. Few blankets could be done better but I'm too lazy to point them out :D
Good luck!
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

Lumin wrote:

M4M from queue

[Easy]
  1. 00:08:258 (1) - middle anchor to x:88 y:248 for perfect blanket Okedoke.
  2. 00:10:337 (1) - Middle anchor x:368 y:128 and last anchor x:348 y:92 for same reason Ok.
  3. 00:15:090 (1) - Middle anchor to x:376 y:140^ Ok.
  4. 00:21:031 (1) - Make this slider symmetric from both sides Will do.
  5. 00:41:227 (2) - isn't fully symmetricDone, but it sure was difficult to make symmetrical 5 point sliders... I wonder if there's an easy way to do it...
  6. 00:44:792 (4) - ^ Done
  7. 00:50:435 (1) - these kind of sliders, do them This way I prefer the old slider since it seems a bit smoother and more suitable for beginners.
[Normal]
  1. Overall for all overlaps here, I'd avoid them by for example making spacing bigger so they wouldn't come and adding spacing a bit bigger is increasing difficulty only around 0.05-0.1 stars Made the circle size a bit smaller instead.
  2. 00:07:961 (1,2) - Use copypaste here Right.
  3. 00:11:229 (2) - It may break Distance snap a little but don't overlap like this Circle size fixed this.
  4. 00:12:714 (1) - All this kind of sliders could be made prettier Not sure in what way, I'll consider on changing it.
  5. 00:18:654 (1,2) - Not good overlap, it's even different than between 00:20:139 (3,4) - Circle size fixed this.
  6. 00:27:120 (3,4) - use same y-coordinate Done.
  7. 00:43:010 (1,3) - Overlap Circle size fixed this.
  8. 00:44:793 (3,1) - ^ Fixed
  9. 01:06:217 (2,3) - too close Fixed
  10. 01:08:593 (2,3) - ^ Fixed
[Hard]
  1. 00:11:674 (1) - I wouldn't put this here because player expects that note come at the same time as later notes comes so they click this too early
    That's how the rhythm goes, so I don't think I'll change it.
  2. 00:52:515 (1) - Unsymmetrical Fixed
  3. I don't really like overall this recycling thing here, and that thing where all sliders starts from middle. Few blankets could be done better but I'm too lazy to point them out :D I find that style pretty unique. Well if others don't like it either, I'll think about it ;)
Good luck!
Thanks for the mod! :D
Please sign in to reply.

New reply