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ClariS - Kokoro no Inryoku

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RVMathew
This beatmap was submitted using in-game submission on 02 September 2016 at 18:26:29

Artist: ClariS
Title: Kokoro no Inryoku
Tags: 俺の妹がこんなに可愛いわけがない Ore no Imouto ga Konna ni Kawaii Wake ga nai oreimo irony single My Little Sister Can't Be This Cute Clara Alice
BPM: 130
Filesize: 12634kb
Play Time: 03:38
Difficulties Available:
  1. Advanced (2.88 stars, 437 notes)
  2. Attraction (3.56 stars, 629 notes)
  3. Easy (1.34 stars, 204 notes)
  4. Hard (3.13 stars, 579 notes)
  5. Normal (1.86 stars, 309 notes)
Download: ClariS - Kokoro no Inryoku
Information: Scores/Beatmap Listing
---------------
Ranked Beatmap #1


The 2nd song from the single 'Irony', and of all the ClariS songs, this is my favourite.
The beatmap has a custom skin, so please play the map at least once with the skin enabled.



Bubbles:
- 3x (Ayyri)
- 2x (Electoz)
Pops:
- 2x (Electoz)
- 2x (RVMathew)
Qualify:
- 1x (Ayyri), 04/09/2016

Difficulties:
Easy, Normal, Advanced, Hard, Attraction


All difficulties arranged and hitsounded by me.

The final difficulty uses some rhythm placements from Mecheman's former Guest Difficulty (With his permission). However, it is a very small part so he is not included in the tags


Removed difficulties
Mecheman Loves Meruru Now (Mecheman, hitsounded by RVMathew)
Removed Mod-34

Queries - Click the box to reveal information about why I have done certain things in the mapset.
1) Hitsounds with possible delay >5ms:
soft-hitfinish.wav
normal-hitfinish.wav

The Hitfinish is from the osu! default skin, therefore ignore the warning about the 5 ms delay.


2) Metadata: why is 俺の妹がこんなに可愛いわけがない not in the source but in the tags?


IamKwaN wrote:
hello! busy enjoying my holiday xD

Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS

Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean.

References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)
The song is loosely related to Oreimo but since it does not appear anywhere in the anime itself (only the single), this can be put in the tags and not the source itself. Since it is loosely related I still have the Oreimo backgrounds and skin.


3) Why does Hard have a lower star rating than 'Attraction', yet have CS5 instead of CS4? That does not make it a good spread?

You should think of 'Hard' and Attraction' as both Hard difficulties; these 2 difficulties were created because these difficulties are my interpretations of how a hard difficulty should be constructed.

- Hard is built around CS5, and very ordered using distance snap, and I use simple yet elegant patterns. I am trying to reintroduce CS5 to "newer players"; by that I mean both new players that have started the game and people who have played the game for a while but have not been exposed to a CS5 hard, especially of this length.
- In addition, the patterns are simpler because some of them would be way too overkill. For example, star patterns are already hard on CS4 in general, so putting it on CS5 would be way too hard in my opinion.

- 'Attraction' is a freehand difficulty with no distance snap, and to compensate for the larger distances, CS4 is used.
I cannot just up the CS to 5, because that would mean I would have to remap it, and shorten the distances between the notes so much that I would end up with another copy of a hard difficulty; it would be way too similar, so what is the point?


4) Why are the last 3 difficulties all AR7, why doesn't each successive difficulty have a higher AR than the last?

Approach rate 7 fits all of the difficulties; I have testplayed the difficulties, hundreds, perhaps even thousands of times. In recent iterations I nerfed the SV of the last 2 difficulties for the final part so it is less daunting to play. There is no rule that stipulates a higher AR for successive difficulties. In addition, if you just mention change AR based on star rating or for the sake of fulfilling a 'spread', if changing AR does not improve the gameplay by a large margin, then there is no need to change it.


5) Why is Kirino in the skin?
She is the best girl in my opinion. I am not saying that the other girls are bad; I just think that Kirino is the best of them all.


6) Why is stack leniency different among the difficulties.

For the last 2 difficulties, I wanted to have a lower stack leniency so I could have a easier time tucking notes underneath sliders, and generally having perfect stacks for cleanliness and to improve the aesthetics.


7) Why does the skin contain 300's? Wouldn't transparent 300's be better and play better since many people play with that and say that it helps with gameplay?
The reason why I have it in the skin is because I feel that the skin would not feel complete if it had invisible 300's, while the 100's, 50's and misses were skinned.

Skinning
Backgrounds
Easy: Saori Makishima
Normal: Ayase Aragaki
Advanced: Ruri Gokou (Kuroneko)
Hard: Kirino Kousaka Note: Dream117er touched up the background.
Attraction: Meruru

Hit Numbers
Hit numbers (Done by Me). Added on Mod-39
Hitbursts (Done by Me). Removed at Mod-5, Readded on Mod-6
Score numbers (Done by Me). Added Mod-30, Updated Mod-55

Images
Comboburst. Added on Mod-5, Updated on Mod-20
Section Pass (Done by Me). Added at Mod-5, updated Mod-39.
Section Fail (Done by Me). Finished Added at Mod-5, updated Mod-39.
hitcircle (Done by Me). Added Mod-30, updated Mod-38
Play Warning Arrow - Added Mod-32
Pause Overlay - Added Mod-32, Updated Mod-39
Fail Background - Added Mod-64. Note: I changed the background to a black and white theme; the original was a coloured background.
Followpoint - Added Mod-64. Note: This followpoint is from the default osu! Skin

Sounds
Combobreak (Done by Me). Added Mod-1

Modifications
Mod-1: Uploaded 16/11/2014
Moved to Pending from Works in Progress Section.
Changed mp3 bitrate from 320 kbps to 192 kbps.

Mod-2: Uploaded 08/12/2014

Made changes based on Rizen's suggestions

Mod-3: Uploaded 26/12/2014
Small Changes

Mod-4: Uploaded 02/01/2015
Made changes based on Gray Veyron's suggestions.
General Changes:
Changed Volume settings from 100% to 70%.
Set up a preview point at 00:18:849.
Changed Background resolution to 1366*768.
Changed the tags.

Mod-5: Uploaded 24/1/2015
Made changes based on Fryz3's suggestions.

Mod-6: Uploaded 13/2/2015
Added Difficulty: Mecheman's Hard
Reworked the hitnumbers. Now they are perfectly aligned.

Mod-7: Uploaded 9/3/2015
Partially applied SoGa's mod
Added hitsounding to the hard difficulty.
Tried a new mapping style
Changes to Mecheman's Hard:Reworked

Mod-8: Uploaded 24/3/2015
General changes: Added new hit sounds, so you have to redownload the whole map.
Changed offset to 4090 from 4080 thanks to Momochikun.
Changes to Hard: Rehitsounded, reworked the design, lowered the volume to 60% from 65% and used soft custom (SC:1 and SC:2) hitsounds.
Changes to Mecheman's Hard+: Renamed it to Mecheman's Hard+, added some more hitsounds (I added the clap sounds with Mecheman's permission).

Mod-9: Uploaded 24/3/2015
General Changes: Added whistle hitsounds.
Changes to Hard: Added few more hitsounds.
Changes to Mecheman's Hard+: Added and revamped existing hitsounds.

Mod-10: Uploaded 26/3/2015
General Changes: Made sure timing points are consistent throught whole set.
Changed preview time to 00:18:859 from 00:18:849
Changes to Easy: Reworked and finished. All hitsounds are added. Now it looks clean and has a nice flow to it.
Changes to Hard: Increased slider tick rate from 2 to 4. The side effects are that the taiko convert seems much more fun to play and the hitsounds sound a lot more consistent than before.

Mod-11: Uploaded 27/3/2015
Applied most of SoGa's Mod. Implemented Momochikun's tips into every map.
Changes to Easy: Refined some sliders as it did not fit in with the vocals.
Changes to Normal: Reworked and hitsounded. Increased distance snap to 1.5 and as a result, the star difficulty is really high for this diff.
Changes to Mecheman's Hard+: For the Normal Hitsounds sections, reduced volume from 60% to 50%. Sounds much better than before.

Mod-12: Uploaded 4/4/2015
Work in Progress. Not yet ready for ranking.
Changes to Easy: Made combo changes at every 8 beats.
Changes to Normal: Changed slider velocity from 1.00 to 1.30 and reduced distance snap. Reduced circle size to 3. Made combo changes at every 8 beats.

Mod-13: Uploaded 5/4/2015
Changes based on DahplA's suggestions.
Changes to Hard: For the final 20 seconds, reduced SV multiplier from 1.8 to 1.7, as the distances became too far and too fast for a hard difficulty.

General Changes:
New Colour Scheme.
Combo 1: R: 255 G: 70 B: 255
Combo 2: R: 255 G: 153 B: 35
Combo 3: R: 73 G: 131 B: 255
Combo 4: R: 85 G: 190 B: 0
Changes to Hard: Made new combo's every 8 beats. Made several changes based on DahplA's suggestions.

Mod-14: Uploaded 11/4/2015
Made changes based on Freesongs's Suggestions

General Changes:
Changed Combo 1 Colour from R:255, G:70 and B:255 to R:255, G:100 and R:255

Mod-15: Uploaded 11/4/2015
Updated Mecheman's Hard+, based on DahplA's suggestions.

Mod-16: Uploaded 26/4/2015
Changes based on Gamu's Suggestions

General Changes:
Changed Metadata: Source and Tags
Removed hitsounds: "soft-slidertick3.wav" and "normal-hitwhistle2.wav" as they were unused.
All difficulties: Extended final spinner so length is now from 3:30:859 to 3:38:243 (Previous mod: Spinner ended at 3:38:128). Added point so at 3:38:243 hitsound volume is 5%.

Changes to difficulty: Easy
Changes based on Gamu's suggestions.
Fixed Combo colour discrepancy: Combo 1 (light pink) is now R:255, G:100, B:255.

Changes to difficulty: Normal
Changes based on Gamu's suggestions.

Changes to difficulty: Hard
Changes based on Gamu's suggestions.
Fixed Sliders 7,8,9 at 3:25:320 so now they are symmetrical.

Changes to difficulty: Mecheman's Hard+
Changes based on Gamu's suggestions.
Added hitfinish sounds at 3:14:243, 3:14:590, 3:29:013 and 3:29:359.
Removed hitfinish sound at 3:30:397.

Mod-17: Uploaded 6/5/2015
Removed section-fail.wav
Changed section-fail.png: A more taunting image.
Changes to Difficulty: Normal
Fixed missing hitsound at 00:35:396 (Clap)

Mod-18: Uploaded 17/5/2015
Changes to Difficulty: Hard
Reworked the chorus rhythm at times: 01:06:166 - 01:08:474, 01:13:551 - 01:15:166, 02:05:243 - 02:07:551, 02:12:628 - 02:14:705 and 02:31:78 - 02:59:243. In addition, placement of notes was changed, so flow has been improved significantly. Thanks Mecheman for rhythm changes.
Placement of hitsound additions for the sliders between 01:25:320 - 01:26:243 and 01:27:166 - 01:28:090 were changed because in the previous iteration, the placement of the hitsound additions did not sound right.
Changed note (1) at 01:51:166 to a slider as it improves flow and removes a jump between the next combo
Combined notes (3) and (4) at 01:51:859 to a slider. Removes repetitiveness of hitting single notes.
Made a triplet at 01:52:320 as it sounds better. Added whistle hitsound additions to them.
Added a note at 02:31:090 for flow purposes.
Reworked 02:31:782 - 02:46:551 because it did not fit the vocals properly. Now it fits the beat as well as the vocals.
Added a note at 02:53:243 for flow purposes.
Extended slider at 02:57:166 so it ends at 02:57:628. I removed the note at 02:57:628.
Reworked hitsound additions from 03:08:705 - 03:12:166
Changed note 11 into a slider at 03:26:705.
Reworked 03:27:166 to 03:30:397.

Mod-19: Uploaded 10/6/2015
Changes to Difficulty: Hard
Reduced circle size from 5 to 4.5. This is to maintain consistency with the highest diff [Hard+], and currently, the hard difficulty is quite difficulty considering the bigger jumps near the end and some of the triplets being spaced.
Reworked 00:04:090 to 00:18:397 as it felt low quality, ie. It is not fun playing that section. Now it should sound a lot better.

Mod-20: Uploaded 13/6/2015
Skin: Resized comboburst to 400*600 pixels. Who does not like a bigger image of Kirino?

Changes to difficulty: Hard
Reduced distance snap to 1.0x and increased base slider velocity to 1.80
Full rework. Oh, did I forget to mention that I added a break after the first chorus?

Mod-21: Uploaded 21/6/2015
Changes to difficulty: Easy
Applied hanyuu_nanodesu's changes.
Did a rework.

Changes to difficulty: Normal
Applied hanyuu_nanodesu's changes.
Did a rework.

Mod-22: Uploaded 5/12/2015
New Difficulty Added: Hard-

Mod-23: Uploaded 20/12/2015
Changed 'Mecheman's Hard+' Difficulty Name to 'Mecheman Loves Meruru Now'
Reworked Hard Diff (85% Complete)

Mod-24: Uploaded 21/12/2015
Finished rework on Hard difficulty (hitsounds not done)

Mod-25: Uploaded 27/12/2015
New hitsound pattern. Applied to all difficulties.
Finished touching up all difficulties.

Mod-26: Uploaded 29/12/2015
Fixed Hard-: Silenced sliders (02:49:782 (1), 02:50:705 (3), 02:57:166 (5), 02:58:090 (3)) to emphasize vocals.

Mod-27: Uploaded 3/1/2016
Made changes based on [-AKiTOSHi-]'s changes to all difficulties.

Mod-28: Uploaded 10/1/2016
General: Reverted to only having one background for the whole mapset; reduces file size by a bit. Used a new background at 1366*768

Changes to difficulties: Easy, Normal, Hard-
Made changes based on Electoz's mod.
Fixed hitsounds for all difficulties.
Removed some unused files including hit50g and hit100g

Changes to difficulty: Hard
Removed the break time and added notes as a test.

Mod-29: Uploaded 11/1/2016
Changes to difficulties: Easy, Normal, Hard
Made changes based on Nathan Kiss's mod.

For the hard difficulty, removed objects after 01:17:936.

Mod-30: Uploaded 19/1/2016
- Changed background to a more interesting one
- Added skin elements: Score numbers, and hitcircle.
Changes to difficulty: Easy, Normal, Hard- and Hard
- Fixed Hard- based on Taeyang and Neil Leo's mod. Still applying them on Easy and Normal.
- Did some self modding on the hard difficulty: fixed some patterns, making it easier to look at and made some parts a little bit easier.

Mod-31: Uploaded 6/2/2016
- Reverted back to the old background. Using a new background of Meruru for Mecheman's difficulty
- Removed several assets as they were unused
Changes to difficulty: Easy, Normal, Hard- and Hard
- Reworked Easy and Normal. Fixed Combo colour discrepancy.
- Removed several notes on the Hard- and Hard difficulty. Remade final chorus on Hard difficulty as it did not look good.

Mod-32: Uploaded 13/2/2016
- Added new skin assets: pause-overlay, pause-back, pause-continue, pause-retry, play-warningarrow and play-skip.
Changes to difficulty: Easy, Normal, Hard- and Hard
Made changes based on Reditum and Blackweb's suggestions.
Reworked Normal by simplifying rhythms to ensure a smoother difficulty curve compared to before.

Mod-33: Uploaded 15/2/2016
Changes to difficulty: Normal, Hard-, Hard and Mecheman Likes Meruru Now.
Made changes on both Mokousmoke and Lumin's suggestions.
Also made some changes to Mecheman's difficulty in terms of new combo markers and hitsounding.

Mod-34: Uploaded 26/2/2016
Removed 'Hard' and 'Mecheman Loves Meruru Now' difficulties. The former was removed as I cannot change much without ruining the feel, and the latter is because of the GD's loss of motivation to map.
Renamed Hard- to Hard.
Removed all skinnning assets except for the comboburst. I want to try and improve the skin before reuploading it again.

Mod-35: Uploaded 4/3/2016
Added Hard back again, and added Hard+ (W.r.t Mecheman)
Reverted Hard back to Hard-

Mod-36: Uploaded 6/3/2016
Small updates to 'Hard+ (W.r.t Mecheman)' based on Rizen and Mecheman's feedback

Mod-37: Uploaded 7/3/2016
Small updates to 'Hard+ (W.r.t Mecheman)' Based on a selfmod.
Updated the background. Thanks DreaM117er for touching up the background.

Mod-38: Uploaded 25/3/2016
Made changes to all difficulties based on Shiirn and Tarrasky's suggestions
Readded several skin elements and added default hit numbers.
Added a healthbar image as a test.

Mod-39: Uploaded 26/3/2016
Updated section-pass, section-fail and pause-overlay images
Added hitlighting, approachcircle, hitcircle-overlay images.
Made sure that sliderborder is now 255,255,255

Mod-40: Uploaded 27/3/2016
Metadata:
- Finally removed Mecheman from tags.
Skinning:
- Added sliderfollowcircle and sliderball images as a test.
- Changed combo colours by making them darker to reduce the possibility of the colour being garish
Combo 1: R: 228, G: 73, B: 228
Combo 2: R: 227, G: 149, B: 62
Combo 3: R: 96, G: 140, B: 232
Combo 4: R: 87, G: 166, B: 23

Difficulties:
-Normal: Made changes based on Boruma's Mod
-Hard: Increased volume of 5% timing points to 25%
-Hard+ (W.r.t Mecheman): Increased volume of 5% timing points to 25%

Mod-41: Uploaded 28/3/2016
Skinning:
- Removed Healthbar and the Ki-images, as they did not go well with the skin.
- Removed Sliderfollow circle and related images; again did not go well.

Mod-42: Uploaded 3/4/2016
General:
- Added Mecheman back to tags.
Skinning:
- Fixed inconsistency in combo colours.

Mod-43: Uploaded 12/4/2016
Difficulties: Made changes based on Rizen's suggestions (Take care Rizen)

Mod-44: Uploaded 14/5/2016
Skinning:
- Made the hitcircle 30% transparent for easier gameplay.
Difficulties:
- Easy: Made changes based on Boobs' Suggestions
- Hard-: Did some refining
- Hard: Did some refining

Mod-45: Uploaded 21/5/2016
Skinning:
- Reintroduced different backgrounds again. This time there are 4 new backgrounds with different characters in each background.
Easy: Saori Makishima
Normal: Ayase Aragaki
Hard-: Ruri Gokou (Kuroneko)
Hard+ (W.r.t Mecheman): Meruru
- Put a black outline on the score-numbers set: Allows for easier visibility; currently with no outline, you cannot see the score or combo when part of the background is white.
- Made a small change on the section-pass image.

Difficulties:
Hard-:
-Remove unnecessary timing points
Hard:
- Reworked several sections so it looks better and feels nicer to play.
- Removed unnecessary timing points as it did not work.
Hard+ (W.r.t Mecheman):
- Made some changes based on PhantomHunt3r's suggestions.
- Reworked several sections so it looks better and feels nicer to play.
- Removed unnecessary timing points as it did not work.

Mod-46: Uploaded 22/5/2016
Difficulties:
Normal:
- Made changes based on kolgar's suggestions
Hard-:
- Made changes based on kolgar's suggestions
Hard:
- Made changes based on kolgar's suggestions
Hard+ (W.r.t Mecheman):
- Made changes based on kolgar's suggestions
- Reduced HP drain to 5 so it is much more friendly.

Mod-47: Uploaded 24/5/2016
General:
- Removed Widescreen Support on both 'Hard-' and 'Hard+ (W.r.t Mecheman)' difficulties.
Difficulties:
Hard+ (W.r.t Mecheman):
- Made changes based on Neoskylove's Suggestions.

Mod-48: Uploaded 28/5/2016
General:
- Changed/Added timing points (Changed the volume for these points to 75%) at 00:18:859, 00:33:628, 00:48:397, 01:03:166, 01:47:474, 02:02:243, 02:17:013, 02:24:397, 02:31:782, 03:01:320, 03:16:090 and 03:30:859. This was done for emphasizing the hitfinsh sound a lot more.
Note: This has not been done for the Hard+ difficulty as there are some other edits that have to be done.
Difficulties:
Easy:
- Made changes based on Tatsuyu's suggestions.
Normal:
- Made changes based on Tatsuyu's suggestions.
Hard:
- Made changes based on Rhythm Frienemy's suggestions.


Mod-49: Uploaded 28/5/2016
General:
- Changed offset from 4090 to 397 to prevent unrankable issues (notes/sliders) before the main offset.
- Fixed Kiai Snaps
- Fixed Note Snaps

Mod-50: Uploaded 28/5/2016
Difficulties:
Easy:
- Changed/Added timing points at: 01:17:936 and 02:46:550
Normal:
- Changed/Added timing points at: 01:17:936 and 02:46:550
Hard-:
- Changed/Added timing points at: 01:17:936 and 02:46:550
Hard+ (W.r.t Mecheman)
- Changed/Added timing points at: 01:17:936 and 02:46:550
- 02:41:473 to 02:42:166 and other instances after this point: Changed the rhythm from a 3/4 slider into 2x 1/2 sliders and a note with 1/4 spacing to diversify the rhythm.
- 02:57:166 Reworked the combo so the patterns look a lot better.

Mod-51: Uploaded 17/6/2016
General:
- Moved source to tags, as this is part of the irony single, but the song itself is not in the anime.
Skin:
- Made all score numbers 95% of the original size, so no more collisions and they look a lot better.
- Removed the 'section pass' and 'section fail' text off the respective images as they looked tacky.
Difficulties:
Hard+
- Changed name from Hard+ (W.r.t Mecheman) to Hard+
- Reworked with CS4, down from CS4.5.
- Made changes based on Monstrata's suggestions.

Mod-52: Uploaded 20/6/2016
Difficulties:
Hard+
- Made some fixes thanks to Victorica. Also did a selfmod and polished the map.
- Fixed hitsounds.

Mod-53: Uploaded 4/7/2016
Difficulties:
Hard:
- Restructured 02:42:397 - 02:44:012, and 02:49:781 - 02:51:397 to make the patterns look a lot better.
- From 03:23:473 onwards, remapped this part after lowering the slider velocity multiplier down to 1.2x. This makes the map a lot more friendly to play.

Mod-54: Uploaded 7/7/2016
Difficulties:
Hard:
- Removed the spinner at 02:59:473 and mapped the section. A spinner there would not be easy to recover from.
Hard+:
- Restructured 03:01:320 to 03:03:858, made it a bit more difficult and put a much nicer pattern.
- Restructured 03:23:935 to 03:28:550, made it a lot nicer than before, and improved flow while using difficult patterns as well.

Mod-55: Uploaded 7/7/2016
Skin:
- Fixed the score numbers; made them smaller so there are no collisions with the progress bar.
Difficulties:
Hard:
- Remapped 03:25:320 (1,2,3) as the same pattern was applied on the Hard+ difficulty.
Hard+:
- Remapped 03:16:089 - 03:30:858 with 1.1x slider velocity down from 1.4x, so it would be easier to play. Also Remapped 03:25:320 (1,2,3) as it threw people off.

Mod-56: Uploaded 19/7/2016
Difficulties:
Hard+:
- Based on Doormat's testplay, remapped 03:19:781 - 03:30:397. Improved aesthetics and made jumps a bit more difficult, yet still manageable.

Mod-57: Uploaded 01/08/2016
General:
- New colour scheme. Made the colours a little bit brighter and improved readability.
Combo1 : R:255, G:140, B:26
Combo2 : R:105, G:147, B:233
Combo3 : R:102, G:196, B:26
Combo4 : 232,98,232
SliderBorder : 255,255,255
SliderTrackOverride : 35,35,35

Difficulties:
Easy:
- Made changes based on Spork Lover's suggestions.
Normal:
- Made changes based on Spork Lover's suggestions.
Hard-:
- Made changes based on Spork Lover's suggestions.
- Changed 02:49:781 - 02:51:858 to fit with the music better.
Hard:
- Did a near full remap of the song. Considering that new players may not have had exposure to hard difficulties of this length with CS5, I tried making it more friendly in terms of patterns (removed the star patterns as they stuck out like a sore thumb) and slider velocities.
- 02:31:781 onwards, the slider velocity is at 1.1x instead of 1.2x and above. This will make it easier for players to handle.
- Raised OD from 5 to 7 for testing purposes.
Hard+:
- Made changes based on Spork Lover's suggestions.

Mod-58: Uploaded 02/08/2016
Difficulties:
Hard-:
- Fixed Spacing inconsistency at 03:14:013 (5,1)
Hard:
- Fixed missing hitsounds.

Mod-59: Uploaded 16/08/2016
Difficulties:
Hard+:
- Removed all triples from 03:16:089 and changed them to single 1/2 notes.
- Reduced AR from 8 to 7.

Mod-60: Uploaded 19/08/2016
General:
- Removed unused hitsounds and fixed the hitfinish sounds as they had some audio delay.
- Removed tags: 'Kousaka Kirino'
Difficulties:
Easy:
- Made changes based on Bara-'s suggestions.
Normal:
- Made changes based on Bara-'s suggestions.
Advanced:
- Made changes based on Bara-'s suggestions.
- Renamed to 'Advanced'.
Hard:
- Made changes based on Bara-'s suggestions.
- Removed the break time and mapped it.
Attraction:
- Made changes based on Bara-'s suggestions.
- Renamed to 'Attraction'. This is because the translated title is 'Attraction of the Heart'

Mod-61: Uploaded 25/08/2016
Difficulties:
Normal:
- Did a partial remap, so now most of the notes prioritize the rhythm instead of the vocals, so it is easier for newer players to follow.

Mod-62: Uploaded 28/08/2016
Difficulties:
Attraction:
-Raised Overall Difficulty from 6 to 7

Mod-63: Uploaded 30/08/2016
General:
- Added for a break for kiai at 02:46:089 and added another kiai at 02:46:550
Difficulties:
Easy:
- Made changes based on Ayyri's suggestions
Advanced:
- Made changes based on Ayyri's suggestions
Hard:
- Made changes based on Ayyri's suggestions
Attraction:
- Made changes based on Ayyri's suggestions

Mod-64: Uploaded 31/08/2016
General:
- Refixed the hitfinish sounds as there seemed to be an audio delay.
- Fixed unsnapped kiai times.
Skinning:
- Added followpoint.png
- Added fail-background.png
Easy:
- Made changes based on Electoz's suggestions
Hard:
- Made changes based on Electoz's suggestions

Mod-65: Uploaded 02/09/2016
General:
- Removed 'Mecheman' from Tags.
- Removed all timing points with 75% volume. It was too finnicky to manage.
- Changed sampleset for the final spinner from normal to soft.
Difficulties
Easy:
- Made changes based on Electoz's suggestions
Normal:
- Made changes based on Electoz's suggestions
Advanced:
- Made changes based on Electoz's suggestions
Hard:
- Made changes based on Electoz's suggestions
Attraction:
- Made changes based on Electoz's suggestions

Mod-66: Uploaded 03/09/2016
General
- Fixed the hitsounds
- Got the title text changed so it appears at 00:18:858

Qualified: 04/09/2016
Ranked: 15/09/2016

Thank you for your Help!
Mecheman - Suggestions and Former Guest Difficulty.

Ayyri - Mod + 3 Bubbles + Qualify
Electoz - 2 Mods + 2 Pops + 2 Bubbles
Okorin - Changing title text.
IamKwaN - Metadata Check.

Rizen - 2 Mods + Star.
Cerulean Veyron - Mod + Star.
Fryz3 - Mod.
SoGa - Mod.
DahplA - Mod.
Freesongs - Mod.
Gamu - Mod.
hanyuu_nanodesu - Mod + Testplay.
neonat - Mod.
dqs01733 - Mod.
Hendrix89 - Mod.
i hate pp - Mod.
Akitoshi - Mod.
Nathan Kiss - Mod + Testplay.
Taeyang - Mod.
Neil Leo - Mod + Star.
Happyrocket88 - Mod.
Reditum - Mod.
Blackweb - Mod.
Mokousmoke - Mod.
Lumin - Mod.
Shiirn - Mod + Testplay.
Tarrasky - Mod.
Boruma - Mod.
Boobs - Mod.
PhantomHunt3r - Mod.
kolgar - Mod.
Neoskylove - Mod.
Rhythm Frienemy - Mod.
Tatsuyu - Mod.
Monstrata - Mod.
Spork Lover - Mod.
Bara- - Mod.
P A N - Testplay.
Momoka - Testplay.
Doormat - Testplay.
Ikaros - Testplay.
Halfslashed - Testplay.
Net0- Testplay.
DreaM117er - Background Touch-up (Hard) and Skin Checks
TheOnlyLeon - Suggestions and 2nd offset change (397).
Battle - Suggestions.
Victorica - Suggestions.
Momochikun - 1st Offset change (4090), Suggestions.
-Teina- - Star.
-Nishiki- - Star.
Mijii - Star.
6th - 3 Stars.
Rizen
[Easy]
  1. Easy diffs are highly recommended to keep the distance spacing the same throughout the song. eg. 00:12:244 is very hard to read as the distance is the same but the rhythm is not
  2. Try and avoid overlapping the objects like at 02:05:436
  3. 02:31:744 - Pattern is kinda boring with the vocals. Consider using sliders at this part
  4. 02:32:551 - Move to 02:32:667
[Normal]
  1. 00:34:744 (1) - Remove NC
  2. 00:34:974 (1) - ^
  3. 00:45:821 (1) - distance spacing
  4. 00:49:974 (6) - doesn't fit the rhythm. Try this
  5. 01:42:128 (4) - Try avoid overlapping objects
  6. 01:58:513 (1) - Not enough time after spinner. Try end at 02:01:282
  7. 02:10:974 (3) - spacing (too close)
  8. Too many spinners at 02:15:128 onwards
  9. 03:08:667 (1,2,3,4) - don't overdo this pattern, gets boring
Topic Starter
RVMathew

[ Rizen ] wrote:

[Easy]
  1. Easy diffs are highly recommended to keep the distance spacing the same throughout the song. eg. 00:12:244 is very hard to read as the distance is the same but the rhythm is not
  2. Try and avoid overlapping the objects like at 02:05:436
  3. 02:31:744 - Pattern is kinda boring with the vocals. Consider using sliders at this part
  4. 02:32:551 - Move to 02:32:667
[Normal]
  1. 00:34:744 (1) - Remove NC
  2. 00:34:974 (1) - ^
  3. 00:45:821 (1) - distance spacing
  4. 00:49:974 (6) - doesn't fit the rhythm. Try this
  5. 01:42:128 (4) - Try avoid overlapping objects
  6. 01:58:513 (1) - Not enough time after spinner. Try end at 02:01:282
  7. 02:10:974 (3) - spacing (too close)
  8. Too many spinners at 02:15:128 onwards
  9. 03:08:667 (1,2,3,4) - don't overdo this pattern, gets boring

Made several changes to the beatmap and it has been updated to the latest version. All the beatmaps are redesigned.
Cerulean Veyron
Hello~ Direct mod!

[> General <]
  1. - The background is okay and good quality. You should resize the dimension to a rankable size (since it's 16:9) > 1366x768
  2. - Why this "Ore no Imouto ga Konna ni Kawaii Wake ga nai" is together on source and tags? remove on source and the tags will count them on.
  3. - The volume is too high and loud, you should decrease it to 70%, 60%, or 50%.
  4. - Timing Check: BPM is okay, but the offset is a bit early, try on 4,080.
  5. - Adjust a preview point somewhere on any part. My suggestion > 01:03:128 -
[> Normal <]
  1. - I don't think i can give you mods on this due to overmap or mapping level is too low, but i can help you with some major issues i pointed out.
  2. - I can see you mainly focus on vocals in most parts. I perfer to follow the beats more than the vocals.
  3. 00:09:359 (1) - I see that this wiggle slider is unrankable, or try to make it's borders visible by splitting the points off.
  4. 00:18:821 (1) - You shouldn't add more reverse arrows on a slider. This might bore players when they're playing your map.
  5. 00:40:974 (4) - You should add a note here, leaving some strong beats empty would feel awkward.
  6. 01:16:051 (4) - Same as 00:09:359 (1) -, but bigger than that.
  7. 01:43:974 (4,1) - It's not recommended if a spinner appears really quick. Since some players want to prepare for a spinner, you should bring it up early. Give a little space.
  8. 02:07:282 (5,2) - Try to avoid this kind of overlaps, keep the pattern visible and clear for players to notice.
  9. 03:28:974 (3) - This slider is sure looks straight, but i think it's too simple and somewhat overmapped. How about curving it? or remove the slider and map a few notes?
  10. - I haven't point out others because they have the same issues as the mods above. So try to find some in this diff.
[> Hard <]
  1. - Almost the same issues as the previous diff, but some issues here are different than the once i've told.
  2. 00:05:436 (4,5,6,7) - This is alike burai flow, which is unrankable. You might need to remap their position to avoid this.
  3. 00:41:897 (4,5) - This is quite confusing to players when a slider's arrow overlaps the circle. They might think there are no circles front of it and would get a miss. Try not to do this on other parts.
  4. 01:11:667 (1,2,3,4,5) - Pattern is fine, but overmapped. You'll need to listen to the song track instead of vocals or background musics.
  5. 01:19:282 (4,5,6,7) - Overlapping circles head and tail. The flow might not be clear to players.
  6. 02:46:051 (1,2) - The extended slider here doesn't make sense with the song track neither your own track. So shorten the slider to the red tick.
  7. - I've seen some patterns were okay, but i think it's not nessesary if the pattern got worse while playing on. So try to remap some parts nearby the ending. The starting is okay, but few of them needs a 'fix'.

I think that's all for me. You'll need to learn more of mapping and rhythm hearing. Or try to ask another modder to help you with this map than just me >_>
Well... Good Luck!
Topic Starter
RVMathew

Gray Veyron wrote:

Hello~ Direct mod!

[> General <]
  1. - The background is okay and good quality. You should resize the dimension to a rankable size (since it's 16:9) > 1366x768
  2. - Why this "Ore no Imouto ga Konna ni Kawaii Wake ga nai" is together on source and tags? remove on source and the tags will count them on. Fixed.
  3. - The volume is too high and loud, you should decrease it to 70%, 60%, or 50%.Fixed. Put hitsound volume to 70%
  4. - Timing Check: BPM is okay, but the offset is a bit early, try on 4,080.Fixed. Seems to have solved many problems with beat placement.
  5. - Adjust a preview point somewhere on any part. My suggestion > 01:03:128 Fixed. Put timing point at 00:18:849
[> Normal <]
  1. - I don't think i can give you mods on this due to overmap or mapping level is too low, but i can help you with some major issues i pointed out.
  2. - I can see you mainly focus on vocals in most parts. I perfer to follow the beats more than the vocals.
  3. 00:09:359 (1) - I see that this wiggle slider is unrankable, or try to make it's borders visible by splitting the points off.
  4. 00:18:821 (1) - You shouldn't add more reverse arrows on a slider. This might bore players when they're playing your map.
  5. 00:40:974 (4) - You should add a note here, leaving some strong beats empty would feel awkward.
  6. 01:16:051 (4) - Same as 00:09:359 (1) -, but bigger than that.
  7. 01:43:974 (4,1) - It's not recommended if a spinner appears really quick. Since some players want to prepare for a spinner, you should bring it up early. Give a little space.
  8. 02:07:282 (5,2) - Try to avoid this kind of overlaps, keep the pattern visible and clear for players to notice.
  9. 03:28:974 (3) - This slider is sure looks straight, but i think it's too simple and somewhat overmapped. How about curving it? or remove the slider and map a few notes?
  10. - I haven't point out others because they have the same issues as the mods above. So try to find some in this diff.

    Did a major beatmap redesign which involved all of the changes.
[> Hard <]
  1. - Almost the same issues as the previous diff, but some issues here are different than the once i've told.
  2. 00:05:436 (4,5,6,7) - This is alike burai flow, which is unrankable. You might need to remap their position to avoid this.
  3. 00:41:897 (4,5) - This is quite confusing to players when a slider's arrow overlaps the circle. They might think there are no circles front of it and would get a miss. Try not to do this on other parts.
  4. 01:11:667 (1,2,3,4,5) - Pattern is fine, but overmapped. You'll need to listen to the song track instead of vocals or background musics.
  5. 01:19:282 (4,5,6,7) - Overlapping circles head and tail. The flow might not be clear to players.
  6. 02:46:051 (1,2) - The extended slider here doesn't make sense with the song track neither your own track. So shorten the slider to the red tick.
  7. - I've seen some patterns were okay, but i think it's not nessesary if the pattern got worse while playing on. So try to remap some parts nearby the ending. The starting is okay, but few of them needs a 'fix'.

    Did a beatmap redesign which involved all of these changes. However 1 or 2 parts I had to use repeating sliders otherwise the patterns would feel repetitive.

I think that's all for me. You'll need to learn more of mapping and rhythm hearing. Or try to ask another modder to help you with this map than just me >_>
Well... Good Luck!
Thanks for your mod. Most of the things you mentioned were true although some bits I have kept from the previous iteration as the patterns would be repetitive.
Fryz3
Hi! modder came from: p/3643355/

General
  1. There are some things that are really bugging me.
    but, the most important one is your placing style.
    The most notes you placed or focused on the vocals. now, last modder said he prefered to follow the beat,
    but, and dont get me wrong, it is preffered by a lot of people to follow the beat.
    that is because circles place on the beat are easier to predict, while vocals needs to be learned.
    if someone hears the song for the first time, and the beats are placed on vocal lines, then he is going to have some trouble.
    especially playing higher difficulties.

    https://osu.ppy.sh/forum/viewtopic.php?f=56&t=58959
    t/86329
    t/37194

    I think if you read these post, especially the first one, it will help you understand what i'm trying to say
    and hope it will make you a better beatmapper.
sorry that i´ve got to end it like this, but I think it needs a lot of work.
I can´t help you, but I hope these post will guide you in the right way :)
Topic Starter
RVMathew

Fryz3 wrote:

Hi! modder came from: p/3643355/

General
  1. There are some things that are really bugging me.
    but, the most important one is your placing style.
    The most notes you placed or focused on the vocals. now, last modder said he prefered to follow the beat,
    but, and dont get me wrong, it is preffered by a lot of people to follow the beat.
    that is because circles place on the beat are easier to predict, while vocals needs to be learned.
    if someone hears the song for the first time, and the beats are placed on vocal lines, then he is going to have some trouble.
    especially playing higher difficulties.

    https://osu.ppy.sh/forum/viewtopic.php?f=56&t=58959
    t/86329
    t/37194

    I think if you read these post, especially the first one, it will help you understand what i'm trying to say
    and hope it will make you a better beatmapper.
sorry that i´ve got to end it like this, but I think it needs a lot of work.
I can´t help you, but I hope these post will guide you in the right way :)
Thanks for the links to the posts. I will check it out later.

Edit: Thanks for the reply to the message I sent to you: ucp.php?i=pm&mode=view&f=0&p=884801
Topic Starter
RVMathew
Changes from Fryz

1) when i was talking about placing notes wrong, i meant you focused on the vocals too much.
i'm not an expert of beatmaps, certainly not. but my experience is that following the beat is first priority, then vocals.
that's because, i've said it before, it is easier to predict the beat of the song in comparison with the vocals.
you don't have to only follow the beat, but it is most of the time recommended because of the reason i just gave you.
Fixed on all difficulties. I am sure that anyone who tries will find it much easier to hit the notes as it follows the beat instead of vocals.

2) the other things that were bothering me we're 2 things:

first one is how you make sliders. some sliders are just fine, you shouldnt change that.
but some have a really weird shape that i've never seen before. I don't recommend using weird sliders like that.
You don't want to make things too complicated when you are not highly experienced with mapping.
Simple has its own thing too y'know :p
(I can't show them to you, so you have to look them up at normal diff as example:)
00:09:387 (5) - , 00:29:925 (1) - , 00:46:310 (2) - (it could be preference, but I dont like halve-cirlce-shaped sliders)
,01:07:310 (2) - (this one is ok, but it is not perfect symmetric. In one of the post you can read how to make better sliders).
01:14:695 (2) - (this is a weird slider, i wouldnt recommend it).

I understand what you are trying to get at. However, my mapping style is about weird sliders. Therefore weird sliders are here to stay. : ;)

second thing is some random pauses, were you could easily fill up the music with notes.
these pauses are imo wrong: 00:53:926 (normal), 00:18:849 (easy), 02:17:003(easy), 00:53:695 (5) - (hard)>:(
this one is good: 01:17:926 (normal), 01:17:926(easy)
you might want to add a pause in hard, since it is encouraged to do so when you have a long map.
I understand what you are trying to get at, but for me I cannot see a good place to put the break without ruining the feel of the map. Therefore there are no breaks.

Changes I made to Pauses that you mentioned above:

00:53:926 (normal), Fixed with notes.
00:18:849 (easy), Fixed. Added notes here so it should sound better.
02:17:003(easy), Fixed. Also added notes there
00:53:695 (5) - (hard)>:( Changed and added two notes with a good pause. It sort of acts like a break.

this one is good: 01:17:926 (normal), 01:17:926(easy) Thanks :D [/color]
SoGa

General

  1. Why is this complete map has no hitsound ? Histound is also an important facts for this rhythm game tho , without the hitsound , the whole map sound boring .Consider to learn about how to put hitsound


Easyl

  1. AR3 or AR4 fit better there than AR2 tho
  2. i would use 1.0 for SV
  3. 00:04:080 i think the volume 50-60 is ok for the intro .
  4. 00:05:926 (3) - i prefer this
  5. 00:07:310 (4) - i would use this rhythm instead
  6. 00:09:156 (1) - Not really recommend to put a spinner here ,becuz after a spinner , u have to left 4 gaps of white ticks .look at the image
  7. 00:14:695 (1,1) - ^ same as above
  8. 00:22:080 Here is clear a sound there , add a note pls
  9. 00:23:926 ^ or maybe just turn this into a 1/1 slider 00:23:464 (5) -
  10. 00:22:541 (4) - NC
  11. 00:24:387 (6) - NC
  12. 00:28:080 (3) - NC
  13. 00:38:695- Add a note
  14. 00:39:156 (4) - NC here
  15. 00:42:849- Add a note
  16. 00:45:618 (1,1) - same as the top one mentioned
  17. 00:48:849 (2) - don't just use red point to draw a slider , it seems bad tho , draw it more smoothly something like this is ok
  18. 00:52:080 (4) - NC
  19. 00:53:926 consider to add a note here
  20. 00:54:387 (2) - For this one , is a little bit hard for newby to react tho , i would put something like this instead
  21. 00:59:464 (4,5) - ^
  22. 01:40:541 (2) - ^
  23. 00:55:772 (1) - turn this one into 2 1/1 slider fit better there
  24. 01:08:695 (3) - i would put this one following this 01:07:310 (2) - slider-tail . It is more clearly and ez to play
  25. 01:42:387 add a note here
  26. 01:44:695 ^
  27. 01:47:464 (1) - putting here is a little bit weird , i would put it to blanket if i cant , i will probably do this instead
  28. 02:02:233 (1,2) - This kind of Overlap is seems bad tho ..hope u can fix it
  29. 02:04:080 (2) - NC
  30. 02:26:695 (4) - change this in to a 1/1 slider instead ,02:24:387 (1,2,3,4,5) - this part for newb is too hard i think
  31. 03:03:156 (2,3,4) - two 1/1 slider fit better than 3 notes instead
  32. 03:10:541 (3,4) - ^
  33. 03:21:618 (4) - ^
  34. 03:25:310 (3) - i will do instead of current placement
  35. 03:27:156 (4) - ^



Normal

  1. Ar4 is ok
  2. SV 1.1 is ok ,the current one is a little bit fast maybe
  3. 00:04:772 (4,5) - how about move this 2 forward a tick? i mean 00:04:772 (4) - start at 00:05:003 -
  4. 00:07:310 (1,2,3,4) - maybe u can try this ? it is not overlap and more aesthetics
  5. 00:09:156 (5) - This slider start here 00:09:618 - not here 00:09:156 - and also recommend to change the current pattern , is not smooth tho
  6. 00:13:310 (6,7) - Blanket it em more beautiful pls
  7. 00:15:618 (2,3) - ^
  8. 00:31:772 (1,1) - This is the same as i mentioned as easy , but in normal ,after a spinner , u have to left one instead of four
  9. 00:59:464 (9) - NC
  10. 01:10:772 - delete this note
  11. 01:47:926 (1) - NC
  12. 01:54:156 Add a note here
  13. 01:58:080 Add a note here and start the spinner at 01:58:541 end here
  14. 02:18:387 (1) - delete the spinner and map it
  15. 02:22:079 (2) - This one is not fit the song lmao , change this instead
  16. 02:23:464 (5) - delete this one and add a note here if u change the above one 02:23:233
  17. 02:28:079 (5) - There is unnecessary to slow this one down and it supposed to end here 02:29:926
  18. 02:31:310 (7) - change it into 2 note
  19. 02:49:310 (5) - change to a note only
  20. 02:52:079 (1) - NC this one just for consistency that ur putting NC following 2 big whiteticks
  21. 02:57:156 (1) - 1/1 slider fit here better
  22. 03:08:002 (7) - u add a 1/2 slider here and why is here has nothing ?03:09:849 ,do the samething as 03:08:002 (7) - for consistency
  23. 03:11:695 ^
  24. 03:13:541 ^
  25. 03:15:156 a reverse slider here , and delete the following 2 notes
  26. 03:18:156 (8) - this one move to here 03:17:695 (6) - and delete , 03:17:696 (6,7) -


I will end my mod here , hope i help u ,if u still don't understand what i've said , feel free to catch me in-game , the rest hards im not going to mod em due to insufficient quality maybe , 其实是我懒,要摸4个full diff搞死我

;w; Good Luck :)
Topic Starter
RVMathew

SoGa wrote:

General

  1. Why is this complete map has no hitsound ? Histound is also an important facts for this rhythm game tho , without the hitsound , the whole map sound boring .Consider to learn about how to put hitsound
Fixed. Now it sounds really nice. Thanks for showing me the way sir, or madam.


Note: As I did rework a lot of stuff, I made changes but not fully according to what SoGa suggested.

Easyl

  1. AR3 or AR4 fit better there than AR2 tho Fixed. Changed to AR3
  2. i would use 1.0 for SVNo change. This is aimed at newer players so I would like to make it a nice and chilled.
  3. 00:04:080 i think the volume 50-60 is ok for the intro . Fixed. Changed to 60%
  4. 00:05:926 (3) - i prefer this
  5. 00:07:310 (4) - i would use this rhythm instead
  6. 00:09:156 (1) - Not really recommend to put a spinner here ,becuz after a spinner , u have to left 4 gaps of white ticks .look at the image
  7. 00:14:695 (1,1) - ^ same as above
  8. 00:22:080 Here is clear a sound there , add a note pls
  9. 00:23:926 ^ or maybe just turn this into a 1/1 slider 00:23:464 (5) -
  10. 00:22:541 (4) - NC Fixed
  11. 00:24:387 (6) - NC Fixed
  12. 00:28:080 (3) - NC Fixed
  13. 00:38:695- Add a note Fixed
  14. 00:39:156 (4) - NC here Fixed
  15. 00:42:849- Add a note Fixed
  16. 00:45:618 (1,1) - same as the top one mentioned
  17. 00:48:849 (2) - don't just use red point to draw a slider , it seems bad tho , draw it more smoothly something like this is ok Fixed. Learned my lesson, so I use a lot of blanket sliders. Looks much nicer thanks to you.
  18. 00:52:080 (4) - NC Fixed
  19. 00:53:926 consider to add a note here
  20. 00:54:387 (2) - For this one , is a little bit hard for newby to react tho , i would put something like this instead
  21. 00:59:464 (4,5) - ^
  22. 01:40:541 (2) - ^
  23. 00:55:772 (1) - turn this one into 2 1/1 slider fit better there
  24. 01:08:695 (3) - i would put this one following this 01:07:310 (2) - slider-tail . It is more clearly and ez to play
  25. 01:42:387 add a note here
  26. 01:44:695 ^
  27. 01:47:464 (1) - putting here is a little bit weird , i would put it to blanket if i cant , i will probably do this instead
  28. 02:02:233 (1,2) - This kind of Overlap is seems bad tho ..hope u can fix it
  29. 02:04:080 (2) - NC
  30. 02:26:695 (4) - change this in to a 1/1 slider instead ,02:24:387 (1,2,3,4,5) - this part for newb is too hard i think
  31. 03:03:156 (2,3,4) - two 1/1 slider fit better than 3 notes instead
  32. 03:10:541 (3,4) - ^
  33. 03:21:618 (4) - ^
  34. 03:25:310 (3) - i will do instead of current placement
  35. 03:27:156 (4) - ^

Note: As I did rework a lot of stuff, I made changes but not fully according to what SoGa suggested.

Normal

  1. Ar4 is ok
  2. SV 1.1 is ok ,the current one is a little bit fast maybe
  3. 00:04:772 (4,5) - how about move this 2 forward a tick? i mean 00:04:772 (4) - start at 00:05:003 -
  4. 00:07:310 (1,2,3,4) - maybe u can try this ? it is not overlap and more aesthetics
  5. 00:09:156 (5) - This slider start here 00:09:618 - not here 00:09:156 - and also recommend to change the current pattern , is not smooth tho
  6. 00:13:310 (6,7) - Blanket it em more beautiful pls
  7. 00:15:618 (2,3) - ^
  8. 00:31:772 (1,1) - This is the same as i mentioned as easy , but in normal ,after a spinner , u have to left one instead of four Fixed
  9. 00:59:464 (9) - NC
  10. 01:10:772 - delete this note
  11. 01:47:926 (1) - NC
  12. 01:54:156 Add a note here
  13. 01:58:080 Add a note here and start the spinner at 01:58:541 end here
  14. 02:18:387 (1) - delete the spinner and map it
  15. 02:22:079 (2) - This one is not fit the song lmao , change this instead
  16. 02:23:464 (5) - delete this one and add a note here if u change the above one 02:23:233
  17. 02:28:079 (5) - There is unnecessary to slow this one down and it supposed to end here 02:29:926
  18. 02:31:310 (7) - change it into 2 note
  19. 02:49:310 (5) - change to a note only
  20. 02:52:079 (1) - NC this one just for consistency that ur putting NC following 2 big whiteticks
  21. 02:57:156 (1) - 1/1 slider fit here better
  22. 03:08:002 (7) - u add a 1/2 slider here and why is here has nothing ?03:09:849 ,do the samething as 03:08:002 (7) - for consistency
  23. 03:11:695 ^
  24. 03:13:541 ^
  25. 03:15:156 a reverse slider here , and delete the following 2 notes
  26. 03:18:156 (8) - this one move to here 03:17:695 (6) - and delete , 03:17:696 (6,7) -

I will end my mod here , hope i help u ,if u still don't understand what i've said , feel free to catch me in-game , the rest hards im not going to mod em due to insufficient quality maybe , 其实是我懒,要摸4个full diff搞死我 Try it now. You will be surprised

;w; Good Luck :)
DahplA
Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. I'm pretty sure you still have default combo colours.
Mecheman's Hard+
  1. Circle Size 5 on a <4 star? I'd consider lowering this. (Same with Hard)
  2. 00:09:628 (11) - Maybe NC here because it follows a different rhythm
  3. 00:14:705 (1) - Why not stack this?
  4. 00:40:320 (12) - Shouldn't there be NC here?
  5. 00:40:551 (13) - Space this out more
  6. 00:48:859 (2,3) - Make these sliders the same (as in copy paste)
  7. 00:58:782 (1,2) - Maybe curve these out more
  8. 01:05:474 (2) - Straighten this out more
  9. 01:19:551 (5,6) - This may be too hard to read for that level of difficulty
  10. 02:05:128 (1) - Random NC
  11. 03:12:166 (1,1,1) - Remove NCs
  12. Just a quick note: The NCs need to be more consistent, but because I cannot tell where you want them, I can't suggest where to remove and where to place. I'd recommend just putting them 4 or 8 beats.
Hard
  1. 00:11:013 (1) - ^
  2. 00:12:397 (5) - This is placed too close to previous circle
  3. 00:22:090 (6) - Stack?
  4. 00:37:551 (1) - ^
  5. 00:39:859 (4) - Maybe have the sliderend stack on 00:39:397 (2) -
  6. 00:53:705 (1) - Stack
  7. 00:55:782 (1) - Blanket
  8. 00:56:936 (5) - ^
  9. 00:59:474 (1,2,3) - Doesn't fit the rhythm (There are several more spots this occurs)
  10. 01:03:166 (1) - Blanket
  11. 01:38:936 (5) - ^
  12. 02:05:474 (1) - ^
  13. 03:06:859 (1) - Stack
Topic Starter
RVMathew

DahplA wrote:

Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. I'm pretty sure you still have default combo colours. There is nothing wrong with default combo colours :P. However I will change it to something else.
Mecheman's Hard+
  1. Circle Size 5 on a <4 star? I'd consider lowering this. (Same with Hard) For the hard diff, as there is nothing crazy in terms of patterns, and the fact that it looks better with cs5 on, along with quite a low od to compensate for small cs, I would not change that. For Mecheman's hard+, I am thinking of getting it reduced to 4<x<5 Circle Size
  2. 00:09:628 (11) - Maybe NC here because it follows a different rhythm
  3. 00:14:705 (1) - Why not stack this?
  4. 00:40:320 (12) - Shouldn't there be NC here?
  5. 00:40:551 (13) - Space this out more
  6. 00:48:859 (2,3) - Make these sliders the same (as in copy paste)
  7. 00:58:782 (1,2) - Maybe curve these out more
  8. 01:05:474 (2) - Straighten this out more
  9. 01:19:551 (5,6) - This may be too hard to read for that level of difficulty
  10. 02:05:128 (1) - Random NC
  11. 03:12:166 (1,1,1) - Remove NCs
  12. Just a quick note: The NCs need to be more consistent, but because I cannot tell where you want them, I can't suggest where to remove and where to place. I'd recommend just putting them 4 or 8 beats. [b ]I am placing new combo's every 8 beats for every difficulty. [/b]
All of the above is up to Mecheman; he is reworking it now as I speak

Hard
  1. 00:11:013 (1) - ^ I am placing new combo's every 8 beats for every difficulty.
  2. 00:12:397 (5) - This is placed too close to previous circle Changed. Reverse the starting position and rotated it 40 degrees anticlockwise. Doing that not only fixed your suggestion, but it unexpectedly blankets the next note :D.
  3. 00:22:090 (6) - Stack? That one I will not change. The reason is that I placed note 6 to complete the diamond pattern, and that note is blanketed by the slider (3.)
  4. 00:37:551 (1) - ^ Will not change that because that is part of a triangle pattern with note 2 of the previous combo, slider end of slider 1 from the previous combo and slider 1 from this combo. It blankets the next note as well.
  5. 00:39:859 (4) - Maybe have the sliderend stack on 00:39:397 (2) - I did not even think about that (thanks for pointing it out :D). Fixed and looks better.
  6. 00:53:705 (1) - Stack Sadly, no stack as I placed that there for a pattern.
  7. 00:55:782 (1) - Blanket Done.
  8. 00:56:936 (5) - ^ I use that slider to blanket the next triplet, not the triplet 2,3,4.
  9. 00:59:474 (1,2,3) - Doesn't fit the rhythm (There are several more spots this occurs) This one is interesting, I do agree with the change shown in the image at that time, at 01:58:551 and 02:22:230. However, at the chorus, I do use the 1,2,3 pattern but it actually fits in this area. Moreover when I used it at the non vocal parts it does fit and adds a change to the pattern. Thanks for that though.
  10. 01:03:166 (1) - Blanket Fixed.
  11. 01:38:936 (5) - ^ This one makes a diamond pattern and already blankets notes 2 and 3. No change here. :|
  12. 02:05:474 (1) - ^ Fixed.
  13. 03:06:859 (1) - Stack No change because I like the current flow of it right now.
FreeSongs
Hihi^^ as you request!

Because I am pretty bad at modding easy diffs, the mod below is only my personal suggestion ;_;

[Easy]
00:06:397 (4) - 3/4 sliders like this are too hard for beginners imo. Try to avoid using those sliders in easy diffs.
00:17:013 (3,1) - how about making a blanket here? like this:
There are a lot of blankets that can be improved. For example, 00:18:859 (1,2) - 00:18:859 (1,3) - 00:26:243 (1,2,3) - , ...
A perfect and pretty blanket is like what you did here: 00:57:628 (3,4) -
I think thats pretty much all I want to say for easy ;_;

[Normal]
00:35:474 (6) - This is a little bit hard for beginners, and it is not recommended to have multiple reverese on a short slider.
01:48:628 (4) - 03:21:628 (6) - ^
01:03:166 (1,2,3) - Again, it is very rare to put circle at blue tick since its a little bit too difficult. I would do something like this
01:11:013 (2,3,4) - Same as above. consider to use sliders to make it easier to play as suggested above.

[Hard]
00:31:090 (5,6,7,8,9) - How about making the pattern symmetrical like this?
01:11:243 (3) - Consider to follow the vocal here 01:11:359 - like this
02:03:166 (4) - 02:10:320 (7) - ^
02:18:974 (10) - Shorten by 1/4 and remove clap at the slider end
03:08:243 (10) - This reverse slider is too difficult to read imo. I suggest to shorten it into single reverse slider and add circles at 03:08:705 - 03:08:936 -
03:29:013 (7) - ^

Hope this helps!
Good luck! :)
Topic Starter
RVMathew

FreeSongs wrote:

Hihi^^ as you request!

Because I am pretty bad at modding easy diffs, the mod below is only my personal suggestion ;_;

[Easy]
00:06:397 (4) - 3/4 sliders like this are too hard for beginners imo. Try to avoid using those sliders in easy diffs. I decided that only on very long sliders does it end on a blue tick, but at parts like these, I used 4/4 Sliders
00:17:013 (3,1) - how about making a blanket here? like this:
Fixed
There are a lot of blankets that can be improved. For example, 00:18:859 (1,2) - 00:18:859 (1,3) - 00:26:243 (1,2,3) - , ... Improved some of them but as I use distance snap, at times I cannot get a perfect blanket, so I tried doing as best as I could.
A perfect and pretty blanket is like what you did here: 00:57:628 (3,4) - Yay.
I think thats pretty much all I want to say for easy ;_;

[Normal]
00:35:474 (6) - This is a little bit hard for beginners, and it is not recommended to have multiple reverese on a short slider. Fixed
01:48:628 (4) - 03:21:628 (6) - ^ Fixed for the first one. However, for the second one, as there is a break between the end of the repeating slider and the next note, it should be fine. Therefore I did not change that.
01:03:166 (1,2,3) - Again, it is very rare to put circle at blue tick since its a little bit too difficult. I would do something like this
01:11:013 (2,3,4) - Same as above. consider to use sliders to make it easier to play as suggested above. Fixed. Other places I found out and I fixed them. Thanks for helping me for that.

[Hard]
00:31:090 (5,6,7,8,9) - How about making the pattern symmetrical like this?

Fixed. Thanks so much for pointing that out. I intended for it to be symmetrical. Must have been an oversight.
01:11:243 (3) - Consider to follow the vocal here 01:11:359 - like this
Fixed. It does sound better. At first I thought it will be much harder for the person playing it, but the low overall difficulty should compensate for that.
02:03:166 (4) - 02:10:320 (7) - ^
Fixed for 2:10:320, but the above suggestion did not work for 2:03:166, so I tried a different method which works just as well. :O. Moreover, there are other sections in which I managed to follow the beat to the vocals without raising difficulty by that much.
02:18:974 (10) - Shorten by 1/4 and remove clap at the slider end. Fixed
03:08:243 (10) - This reverse slider is too difficult to read imo. I suggest to shorten it into single reverse slider and add circles at 03:08:705 - 03:08:936 - Fixed. I added circles at 3:08:705 and 3:08:936, but not in between as it felt off if I did that.
03:29:013 (7) - ^ Fixed

Hope this helps!
Good luck! :)
Thanks.
Gamu
hello! sorry for the delay...

[ General]
  1. Works In Progress/Help ⇒ Pending Beatmaps
    Please move the forum
  2. Found unused .wav files: "soft-slidertick3.wav" and "normal-hitwhistle2.wav". You must delete them.
  3. Inconsistency in combo colours: Easy diff is different from other diffs, so you might want to unify this combo colors.
  4. Source: 俺の妹がこんなに可愛いわけがない。
    I'd like to recommend that you change to Japanese source. It is the correct.
  5. Tags: Clara Alice
    Add they name. ClariS is unit name.
  6. Disable the "Widescreen Support". It doesn't work in this mapset.

[ Easy]
  1. Difficulty setting is a little low. Please change to HP2 and OD2.
  2. 01:58:551 (1) - Add a soft-hitfinish!
  3. 02:39:166 (1) - Placement and looks is bad. Please try to create like this slider~
  4. 02:44:705 (3) - You can create a beautiful slider.
  5. 02:48:397 (3) - ^
  6. 03:17:936 (2) - spacing error. It should be 1.06~1.14x
  7. 03:38:233 (T) - this green line is unsnapped. snap to 03:38:243. Also I'd like to recommend that you change the volume to 5%.

[ Normal]
  1. Difficulty setting is a little low. Please change to OD4.
  2. 01:55:551 (3) - Arrow is hidden. Readability is important in normal diff, so please change the placement.
  3. 02:07:551 (4,5) - This rhythm is difficult to understand. Please try changing the slider (5) to circle (02:08:243)
  4. 02:37:090 (4,5) - ^
  5. 02:44:243 (2,3) - ^
  6. 02:51:859 (3,4) - ^
  7. 02:53:474 (1,2) - ^

[ Hard]
  1. Difficulty setting is a little high. Please change to HP5 and CS4.
  2. 01:09:859 (X) - Add a circle!
  3. 02:38:474 (X) - ^
  4. 03:01:320 (1,2,3,4,5,6,7,8) - It is so difficult to read the rhythm in hard level. Don't stacking!

[ Mecheman's Hard+]
  1. 01:03:166 (1) - Add a soft-hitfinish at the start point!
  2. 02:02:243 (1) - ^
  3. 02:29:936 (1) - Maybe this slider is not permitted. It is not possible to read the flow of the slider ball...

Sorry for short modding ;w;
Good luck!
Topic Starter
RVMathew

Gamu wrote:

hello! sorry for the delay... Do not worry about that

[ General]
  1. Works In Progress/Help ⇒ Pending Beatmaps When Uploaded I will move it.
    Please move the forum
  2. Found unused .wav files: "soft-slidertick3.wav" and "normal-hitwhistle2.wav". You must delete them. Fixed
  3. Inconsistency in combo colours: Easy diff is different from other diffs, so you might want to unify this combo colors. Fixed
  4. Source: 俺の妹がこんなに可愛いわけがない。
    I'd like to recommend that you change to Japanese source. It is the correct. Done
  5. Tags: Clara Alice Fixed
    Add they name. ClariS is unit name.
  6. Disable the "Widescreen Support". It doesn't work in this mapset. Fixed

[ Easy]
  1. Difficulty setting is a little low. Please change to HP2 and OD2. Fixed
  2. 01:58:551 (1) - Add a soft-hitfinish! Fixed
  3. 02:39:166 (1) - Placement and looks is bad. Please try to create like this slider~Fixed
  4. 02:44:705 (3) - You can create a beautiful slider. Fixed
  5. 02:48:397 (3) - ^ Fixed
  6. 03:17:936 (2) - spacing error. It should be 1.06~1.14x Fixed
  7. 03:38:233 (T) - this green line is unsnapped. snap to 03:38:243. Also I'd like to recommend that you change the volume to 5%. Fixed and I made the change to every difficulty for consistency. Sounds nicer.

[ Normal]
  1. Difficulty setting is a little low. Please change to OD4. Fixed
  2. 01:55:551 (3) - Arrow is hidden. Readability is important in normal diff, so please change the placement. Fixed. Redesigned that area and the beats after that to make it more clean.
  3. 02:07:551 (4,5) - This rhythm is difficult to understand. Please try changing the slider (5) to circle (02:08:243) Fixed
  4. 02:37:090 (4,5) - ^Fixed
  5. 02:44:243 (2,3) - ^Fixed
  6. 02:51:859 (3,4) - ^Fixed
  7. 02:53:474 (1,2) - ^Fixed

[ Hard]
  1. Difficulty setting is a little high. Please change to HP5 and CS4. Changed HP Drain to 5. CS will be at 5 for the time being, because when I put it to CS4, it does not feel right; it does not clean and it looks too compressed.
  2. 01:09:859 (X) - Add a circle! Fixed
  3. 02:38:474 (X) - ^ Fixed
  4. 03:01:320 (1,2,3,4,5,6,7,8) - It is so difficult to read the rhythm in hard level. Don't stacking!Fixed and only stacked notes 1 and 5.

[ Mecheman's Hard+]
  1. 01:03:166 (1) - Add a soft-hitfinish at the start point! Fixed on behalf of Mecheman
  2. 02:02:243 (1) - ^ Fixed on behalf of Mecheman
  3. 02:29:936 (1) - Maybe this slider is not permitted. It is not possible to read the flow of the slider ball...Fixed by Mecheman.

Sorry for short modding ;w; Either that means that you did not find anything wrong with the rest of the beatmaps, or there were a lot of problems and it would have been a pain to go through all of them. I hope it is the former lol.
Good luck! Thanks.
rhalp10

Sorry My Queue For STDHas Been Closed I Can't Handle That Mode Anymore .. :(
Topic Starter
RVMathew

rhalp10 wrote:


Sorry My Queue For STDHas Been Closed I Can't Handle That Mode Anymore .. :(
That is fine. Don't worry about it.
micchi_chi
Hey, I got bored xD
originally coming from your modding Q...
Maybe you can mod my map in return : https://osu.ppy.sh/s/322414

[General]
  1. I don't think you really need to add kiai here 03:16:090 maybe if you want, you just have to turn the kiai on and turn it off again after that so the stars would just pop up to avoid too much kiai.
  2. Maybe you better put the audio preview before the chorus like here 01:02:705 or here 02:01:782 but it's up to you

[Easy]
  1. There's a DS problem, maybe you can fix it.
  2. 00:09:166 (2,5) - Stack them? for neater look.
  3. 00:11:474 (1) - Actually, ending this slider on blue tick causing a polarity problem... I think it can't be helped since you are following the vocal, but maybe you can change it by following the background sound instead...
  4. 01:34:551 (2) - Adjust the shape more so the tick would fall on the pointy part...
  5. 02:11:936 (3) - Same polarity problem, maybe just end it on white tick just like what you did on the previous part, like this 01:05:474 (3) - or 01:12:859 (4) - will do just fine.
  6. 02:12:859 (1,4) - Stack the heads properly, again for neater looks.
  7. 02:55:782 (3) - Again, just end it on white tick
  8. Basically a good map, almost nothing to mod because you actually follow the rhythm well. But I think you must improve your blanket for neater looks, use approach circle as a guide. Most of your blankets, like this 00:20:243 (2,3) - or 00:27:628 (2,3) - or 03:21:628 (2,1) - and many more are imperfect, so you better fix them.

[Normal]
  1. Almost look like Hard in first glance o-o maybe this should be Normal+
  2. Still, a DS problem, fix it.
  3. 00:07:320 (1) - Why the lonesome combo? You don't change the SV right? don't need to NC right after.
  4. 00:11:474 (1,2) - Switch these two places. http://puu.sh/ilK73/7b29deb6eb.jpg Would follow the rhythm better.
  5. 00:29:936 (1) - Extend the spinner here 00:33:166 and add a clap hitsound maybe?
  6. 00:39:397 (5) - Move this to behind 00:40:090 (7) - so it looks like this http://puu.sh/ilKfR/c70daf142e.jpg it'll follow the vocal better.
  7. 00:44:936 (2,3) - Switch place again, follow the vocal. http://puu.sh/ilKiT/7cd32ebd1c.jpg
  8. 00:45:859 (4) - Move this behind 00:46:551 (6) - http://puu.sh/ilKlR/d8790dcb2e.jpg
  9. 01:44:936 (1) - Unnecessary spinner, kinda out of place, just map this part.
  10. 03:03:166 (5,6) - Delete (5), move (6) 1/2 tick forward and add a reverse, will fit better I think. http://puu.sh/ilKys/fd56340700.jpg
  11. 03:09:859 (5) - Add a reverse? there's a pretty big sound here 03:10:320
  12. Pretty good as well ^^, just need some improvement, again, in placing. Ah, and some note: I know it's better to start a slider on white tick, but if there's vocal that support, you can add slider at red tick to follow it; there are plenty in this song.

[Hard]
  1. Circle size from 3 (in Normal) to 4.5 is a pretty big jump in diff, why don't just use CS 4? It's not comfortable to play with too small CS as well.
  2. 00:06:859 Add a note here for better polarity? :3
  3. 00:20:936 (8,12) - Stack properly~
  4. 01:25:320 (1,2,3) - This don't seem to fit well at the part, just keep the notes on white and red tick for this instrumental part.
  5. No break? A break here is actually pretty good 02:17:013 You need some break to adjust position, especially for mouse player (like me x-x)
  6. Yeah, you're right, this is almost like old map, but better. I don't really like this kind of map so I can't really mod it; but that doesn't mean your map is bad, it's good, I have to say :D but you need to improve your placement, again ^^

I'll end my mod here, I think the other Hard is not my type as well xD
Good luck~ :3
Topic Starter
RVMathew

hanyuu_nanodesu wrote:

Hey, I got bored xD
originally coming from your modding Q...
Maybe you can mod my map in return : https://osu.ppy.sh/s/322414

[General]
  1. I don't think you really need to add kiai here 03:16:090 maybe if you want, you just have to turn the kiai on and turn it off again after that so the stars would just pop up to avoid too much kiai. I did quick bursts of kiai for that moment. Thanks for that.
  2. Maybe you better put the audio preview before the chorus like here 01:02:705 or here 02:01:782 but it's up to you. Changed to the former time.

[Easy]
  1. There's a DS problem, maybe you can fix it.
  2. 00:09:166 (2,5) - Stack them? for neater look. For easy difficulties, there is no stacking
  3. 00:11:474 (1) - Actually, ending this slider on blue tick causing a polarity problem... I think it can't be helped since you are following the vocal, but maybe you can change it by following the background sound instead... Fixed
  4. 01:34:551 (2) - Adjust the shape more so the tick would fall on the pointy part...
  5. 02:11:936 (3) - Same polarity problem, maybe just end it on white tick just like what you did on the previous part, like this 01:05:474 (3) - or 01:12:859 (4) - will do just fine. Fixed
  6. 02:12:859 (1,4) - Stack the heads properly, again for neater looks. For easy difficulties, there is no stacking
  7. 02:55:782 (3) - Again, just end it on white tick Fixed
  8. Basically a good map, almost nothing to mod because you actually follow the rhythm well. But I think you must improve your blanket for neater looks, use approach circle as a guide. Most of your blankets, like this 00:20:243 (2,3) - or 00:27:628 (2,3) - or 03:21:628 (2,1) - and many more are imperfect, so you better fix them. Fixed

[Normal]
  1. Almost look like Hard in first glance o-o maybe this should be Normal+ I do not know why this difficulty is rated so high.
  2. Still, a DS problem, fix it. Fixed
  3. 00:07:320 (1) - Why the lonesome combo? You don't change the SV right? don't need to NC right after. Oversight. Fixed
  4. 00:11:474 (1,2) - Switch these two places. http://puu.sh/ilK73/7b29deb6eb.jpg Would follow the rhythm better. Fixed
  5. 00:29:936 (1) - Extend the spinner here 00:33:166 and add a clap hitsound maybe? According to a previous modder [SoGa], he said that there should be at least a break of 2 beats for a spinner. Therefore there is no change.
  6. 00:39:397 (5) - Move this to behind 00:40:090 (7) - so it looks like this http://puu.sh/ilKfR/c70daf142e.jpg it'll follow the vocal better. Fixed
  7. 00:44:936 (2,3) - Switch place again, follow the vocal. http://puu.sh/ilKiT/7cd32ebd1c.jpg Fixed
  8. 00:45:859 (4) - Move this behind 00:46:551 (6) - http://puu.sh/ilKlR/d8790dcb2e.jpg Fixed
  9. 01:44:936 (1) - Unnecessary spinner, kinda out of place, just map this part.
  10. 03:03:166 (5,6) - Delete (5), move (6) 1/2 tick forward and add a reverse, will fit better I think. http://puu.sh/ilKys/fd56340700.jpg
  11. 03:09:859 (5) - Add a reverse? there's a pretty big sound here 03:10:320 Fixed that area. This area is probably the reason why my star difficulty is overrated.
  12. Pretty good as well ^^, just need some improvement, again, in placing. Ah, and some note: I know it's better to start a slider on white tick, but if there's vocal that support, you can add slider at red tick to follow it; there are plenty in this song.

[Hard]
  1. Circle size from 3 (in Normal) to 4.5 is a pretty big jump in diff, why don't just use CS 4? It's not comfortable to play with too small CS as well. I started with cs 5, because with cs4 it felt too cluttered and really easy. Cs 5 was too much of a hassle so I decided to settle on cs 4.5.
  2. 00:06:859 Add a note here for better polarity? :3 Does not fit
  3. 00:20:936 (8,12) - Stack properly~ Changed in remake. There is no stack there.
  4. 01:25:320 (1,2,3) - This don't seem to fit well at the part, just keep the notes on white and red tick for this instrumental part. Changed in remake.
  5. No break? A break here is actually pretty good 02:17:013 You need some break to adjust position, especially for mouse player (like me x-x) Did a break at 01:17:936. I did not put a break at 02:17:013 because this is mapped differently to the rest of the song, and I really wanted to map it.
  6. Yeah, you're right, this is almost like old map, but better. I don't really like this kind of map so I can't really mod it; but that doesn't mean your map is bad, it's good, I have to say :D but you need to improve your placement, again ^^ Fixed a lot of stuff.
    I did a full remake of hard, so most of the stuff you mentioned does not apply here :(.
I'll end my mod here, I think the other Hard is not my type as well xD
Good luck~ :3
micchi_chi
Hi, requested test play

Damn score

uhh, dat misses >.<

Asking me to testplay is like telling me to mod according to my taste, so this is what I think
  1. I don't like small circles (CS>4)
  2. I can see that sometimes the blankets are imperfect and there are some overlaps, it looks untidy
  3. I don't really like double triplets. Like this http://puu.sh/iqDwV/09cab373a9.jpg got a lot of 100 there.
  4. A slider like this 00:58:321 (8) - don't seem to fit the vocal. Use it for wiggle sound.
  5. 01:02:243 (7) - This slider sounds weird... A note here 01:01:090 followed by a spinner would be better...
  6. And I don't like this kind of rhythm 02:17:705 (5,6) - nothing wrong, just disliked it. Missed there.
  7. And damn that speed up at end >.< Missed a lot there xD
  8. 02:54:743 (5,6,7,8) - Combo breaker for me. The rhythm is kinda weird, four time stream, tricky for me. Plus the shape make it even harder.
That's all, no kudos.
Good luck
Topic Starter
RVMathew

hanyuu_nanodesu wrote:

Hi, requested test play

Damn score

uhh, dat misses >.<

Asking me to testplay is like telling me to mod according to my taste, so this is what I think
  1. I don't like small circles (CS>4) I like small circles. The return of CS4+ Hard difficulties are imminent.
  2. I can see that sometimes the blankets are imperfect and there are some overlaps, it looks untidy Fixing that at the moment.
  3. I don't really like double triplets. Like this http://puu.sh/iqDwV/09cab373a9.jpg got a lot of 100 there.
  4. A slider like this 00:58:321 (8) - don't seem to fit the vocal. Use it for wiggle sound. Extended the slider by 1 tick and it seems to be better than before.
  5. 01:02:243 (7) - This slider sounds weird... A note here 01:01:090 followed by a spinner would be better... Fixed and applied it at another location. Amazingly all my difficulties have the same amount of sliders now.
  6. And I don't like this kind of rhythm 02:17:705 (5,6) - nothing wrong, just disliked it. Missed there. Tried to employ variety between double notes and the slider.
  7. And damn that speed up at end >.< Missed a lot there xD I did that on purpose, since I like to speed up the slider velocity around 40% from the finish.
  8. 02:54:743 (5,6,7,8) - Combo breaker for me. The rhythm is kinda weird, four time stream, tricky for me. Plus the shape make it even harder. Changed Shape
That's all, no kudos. Thanks for testplay. It seems to me that the rework has worked.
Good luck
Topic Starter
RVMathew
Next Update: Mod-21

Should have all of the first 3 difficulties fixed. Will be work in progress.

Edit (3 Difficulties have been updated).
neonat
Easy

Starting should have some more hitsounds used
00:09:166 (7,8) - could blanket nicely
00:09:628 (8,9) - avoid this rhythm in Easy, end the slider at 00:10:090 for a more constant and basic rhythm
00:08:243 (6) - NC
00:22:551 (1) - weird shape, but at least make it more symmetrical?
00:52:551 (2,3) - the blanket isn't perfect, first section of 00:52:551 (2) before the first bend could be more horizontal like the other end
00:56:705 (2) - I don't recommend this, slider shape is scrunched up, slider body is hidden. Applies to other sliders like 00:44:705 (1) and 02:58:090 (1)
01:43:320 (5) - whistle on the slider start sounds out of place, not something you usually do to be honest
01:56:243 (3) - no clap?
02:09:628 (1) - would be better having the shape more even
02:52:090 (3) - whistle on the middle section on the repeat sounds off
02:55:320 (2) - having clap and whistle like this should either happen more consistently or not at all, because the basis for this isn't obvious and sounds random
03:01:320 (1) - a better shape other than this would be nice
03:16:090 (1) - a nicer curve would be better
03:19:782 (1,2) - could blanket better

implementation of whistles could be better, right angled sliders used here are odd because they are surrounded by curved ones most of the time.

Good Luck
dqs01733
m4m

[Easy]
  1. 00:06:397 (4) - copy paste next slider shape, doesnt really look that good with two sliders side by side with different shapes. would also blanket which looks cleaner.
    00:07:320 (5) - nc
  2. 00:11:474 (1) - I don't think it's any different from previous verse, I think you should map this instead
    00:14:705 (2,1) - swap nc to follow vocals, I think thats better because easy-normal generally map after vocals over percussion so might aswell nc accordingly. there are more like these but you can find them
  3. 00:26:243 (1,3) - these are curved a bit too much, the blanketing is weird because of it and i think it'd look better straightened out just a little little bit
  4. 00:39:628 (5) - fix like this http://puu.sh/iNMwk.jpg
  5. 00:46:090 (3) - also excessively curved, you should try to make the borders of the circle have equal distance to the sliderborders http://puu.sh/iNMyZ.jpg
  6. 00:56:705 (2) - might be hard to play for newer players, sliders that pushes the flow so much like this is generally only used in insane or higher
  7. 01:05:013 (2) - move up one box (4 pixels)
  8. 01:06:397 (4) - move this one up a bit looks better imo
  9. 01:14:705 (1) - unnecessary nc
  10. 01:56:243 (3) - clap
[Normal]
  1. 00:09:166 (3,4) - doesnt flow well from previous slider, try this 00:09:166 (3,4) -
  2. 00:11:474 (1,2,3,4,5,6) - this whole rhythm is too difficult compared to previously imo, you had mostly 1/1 and 3/4 before and now theres a lot of 1/2 which can be overwhelming, or map the beggining with this rhythm, as long as its consistent
    00:14:705 (7,1) - excessively curved
  3. 00:16:551 (2,3,4) - try placing like this, flows nicer and (2) isnt so close to previous slider http://puu.sh/iNNc3.jpg
  4. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  5. 00:24:628 (4,5,6) - ctrl+h flows better, but you need to adjust next objects a bit
  6. 00:34:782 (4) - center red anchor point and curve less looks better
  7. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  8. 01:08:705 (4) - curve less
  9. 01:12:397 (4) -
  10. 01:56:243 (4) - clap
  11. 02:57:166 (7,1) - swap nc
  12. 03:21:628 (6) - you should never have more than one repeat unless its 1/4 sliders in hards or higher, no one ever uses more than 1 for longer slider in modern maps, so players naturally move away from the slider after the first repeat and so they will break.
  13. 03:27:859 (4) - previous pattern doesnt flow well into this, you can just ctrl+h 03:27:859 (4,5,6,7,8,9,10) -
[Hard]
  1. 00:03:628 - I think you should map this whole section with a slower sv, and slightly smaller spacing, because right now its keeping the same momentum as 00:18:859 - even though is a lot calmer.
  2. 00:08:243 (2) - curve less
  3. 00:13:320 (6) - not very good blanket
  4. 00:14:705 (9) - copy paste 00:15:628 (2) - slider shape and ctrl+h+j
  5. 00:21:166 (9) - curve less
  6. 02:09:166 (10) - kinda confusing stacked under triplet, easier to read if you stack under previous slider
  7. 02:17:705 (5,6) - stack looks better and more comfortable to play, i dont think there should be movement like this on doubles. doubles are actually difficult enough to play because its harder to keep rhythm on them, and doubles are pretty new to people playing hard diffs, so make them moving only makes them more annoying. there are more like these that i think you should fix.
  8. 02:17:013 - same as first point, this section is a breakdown and should be slower
  9. 02:54:166 (2,4,5) - overlap, move up 02:54:628 (4,5) -
  10. 03:12:397 (1,2,3) - theres too much momentum in this pattern, notice how your cursor moves at pretty constant speed until you come to this where it has to speed up a lot without any change in music I think you should just follow the rhythm and melody.
  11. 03:19:782 (1) - stack sliderend on previous slider looks better
  12. 03:29:705 (10) - move this to x413 y122 and it flows better, move everything else down with it.
Solid mapset, you should think about not curving the sliders to much though, people did that a lot in older maps but modern maps dont curve as much unless there is implication in music. I only mentioned a few in the mod, you can try to spot more yourself. in hard diff for example, you shouldnt curve more like this00:19:782 (5) - . 00:21:166 (9) - this is ok sometimes in some patterns but not if you blanket something in it. also, I think you should double the nc's in hard, the combos are a bit too long imo, a lot of them go up to 16-17.

So, good luck :)
Topic Starter
RVMathew
Easy: Neonat's Changes applied first, then Kotonoha' s changes.

neonat wrote:

Easy

Starting should have some more hitsounds used
00:09:166 (7,8) - could blanket nicely Different rhythm pattern
00:09:628 (8,9) - avoid this rhythm in Easy, end the slider at 00:10:090 for a more constant and basic rhythm Done
00:08:243 (6) - NC Will be every 8 beats
00:22:551 (1) - weird shape, but at least make it more symmetrical? Changed to a different shape
00:52:551 (2,3) - the blanket isn't perfect, first section of 00:52:551 (2) before the first bend could be more horizontal like the other end Fixed the other end so it should be much better
00:56:705 (2) - I don't recommend this, slider shape is scrunched up, slider body is hidden. Applies to other sliders like 00:44:705 (1) and 02:58:090 (1)
01:43:320 (5) - whistle on the slider start sounds out of place, not something you usually do to be honest
01:56:243 (3) - no clap?
02:09:628 (1) - would be better having the shape more even
02:52:090 (3) - whistle on the middle section on the repeat sounds off
02:55:320 (2) - having clap and whistle like this should either happen more consistently or not at all, because the basis for this isn't obvious and sounds random
03:01:320 (1) - a better shape other than this would be nice Fixed
03:16:090 (1) - a nicer curve would be better Fixed
03:19:782 (1,2) - could blanket better Fixed

implementation of whistles could be better, right angled sliders used here are odd because they are surrounded by curved ones most of the time. Using a hitsound pattern from the hard diff so they are copied over. All points regarding hitsounds are nullified because of the aforementioned reason.
Good Luck

dqs01733 wrote:

m4m

[Easy]
  1. 00:06:397 (4) - copy paste next slider shape, doesnt really look that good with two sliders side by side with different shapes. would also blanket which looks cleaner. Changed
    00:07:320 (5) - nc
  2. 00:11:474 (1) - I don't think it's any different from previous verse, I think you should map this instead Fixed
    00:14:705 (2,1) - swap nc to follow vocals, I think thats better because easy-normal generally map after vocals over percussion so might aswell nc accordingly. there are more like these but you can find them
  3. 00:26:243 (1,3) - these are curved a bit too much, the blanketing is weird because of it and i think it'd look better straightened out just a little little bit
  4. 00:39:628 (5) - fix like this http://puu.sh/iNMwk.jpg Different Shape
  5. 00:46:090 (3) - also excessively curved, you should try to make the borders of the circle have equal distance to the sliderborders http://puu.sh/iNMyZ.jpg Fixed
  6. 00:56:705 (2) - might be hard to play for newer players, sliders that pushes the flow so much like this is generally only used in insane or higher Fixed
  7. 01:05:013 (2) - move up one box (4 pixels) Changed
  8. 01:06:397 (4) - move this one up a bit looks better imo Changed
  9. 01:14:705 (1) - unnecessary nc
  10. 01:56:243 (3) - clap
Normal based on Kotonoha's changes.
[Normal]
  1. 00:09:166 (3,4) - doesnt flow well from previous slider, try this 00:09:166 (3,4) - Changed Position
  2. 00:11:474 (1,2,3,4,5,6) - this whole rhythm is too difficult compared to previously imo, you had mostly 1/1 and 3/4 before and now theres a lot of 1/2 which can be overwhelming, or map the beggining with this rhythm, as long as its consistent Fixed.
    00:14:705 (7,1) - excessively curved Changed shape and the next slider after that.
  3. 00:16:551 (2,3,4) - try placing like this, flows nicer and (2) isnt so close to previous slider http://puu.sh/iNNc3.jpg
  4. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  5. 00:24:628 (4,5,6) - ctrl+h flows better, but you need to adjust next objects a bit
  6. 00:34:782 (4) - center red anchor point and curve less looks betterI assume here you are saying to make a repeating slider. I doubled the slider length and reduced the cureve.
  7. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal Blended note 6 and note 7 into 1 slider.
  8. 01:08:705 (4) - curve less Fixed
  9. 01:12:397 (4) - Fixed
  10. 01:56:243 (4) - clap Fixed
  11. 02:57:166 (7,1) - swap nc. Changed. I also replaced 4 notes for 2 sliders
  12. 03:21:628 (6) - you should never have more than one repeat unless its 1/4 sliders in hards or higher, no one ever uses more than 1 for longer slider in modern maps, so players naturally move away from the slider after the first repeat and so they will break. Separated into 2 sliders.
  13. 03:27:859 (4) - previous pattern doesn't flow well into this, you can just ctrl+h 03:27:859 (4,5,6,7,8,9,10) Fixed-
Note, I did a complete change in the placement of notes, since I decided to reduce the distance snap to 0.9x; notes are closer together. Moreover, I simplified some parts of the map but there are harder sections of the near the end of the map. Hence some of the note placements cannot be followed due to the massive overhaul.

Hard based on Kotonoha's Changes.
  1. 00:03:628 - I think you should map this whole section with a slower sv, and slightly smaller spacing, because right now its keeping the same momentum as 00:18:859 - even though is a lot calmer. Changed. Made sv at 0.9x instead of 1.0x
  2. 00:08:243 (2) - curve less Changed to angled slider. Sliderend stacks underneath the note for better aesthetics.
  3. 00:13:320 (6) - not very good blanket Fixed.
  4. 00:14:705 (9) - copy paste 00:15:628 (2) - slider shape and ctrl+h+j Sorted it out.
  5. 00:21:166 (9) - curve less I like curves yaaaar. Did not curve it less, but curving it more made it look better.
  6. 02:09:166 (10) - kinda confusing stacked under triplet, easier to read if you stack under previous slider Changed. made it flow instead.
  7. 02:17:705 (5,6) - stack looks better and more comfortable to play, i dont think there should be movement like this on doubles. doubles are actually difficult enough to play because its harder to keep rhythm on them, and doubles are pretty new to people playing hard diffs, so make them moving only makes them more annoying. there are more like these that i think you should fix. Changed them to sliders. Much easier to play
  8. 02:17:013 - same as first point, this section is a breakdown and should be slower Changed. See first point.
  9. 02:54:166 (2,4,5) - overlap, move up 02:54:628 (4,5) - Did a different pattern.
  10. 03:12:397 (1,2,3) - theres too much momentum in this pattern, notice how your cursor moves at pretty constant speed until you come to this where it has to speed up a lot without any change in music I think you should just follow the rhythm and melody. Sorted it out.
  11. 03:19:782 (1) - stack sliderend on previous slider looks better. Since I worked on previous changes, the whole look of the map changed so it is not possible to stack. I just made it flow.
  12. 03:29:705 (10) - move this to x413 y122 and it flows better, move everything else down with it. Fixed



My point with this map was to make it old style but combine it with higher note density and rhythm patterns which work. That is why I like curving the map more. Some sliders were curved less but some were curved more. ;)

Other changes to hard: Used different distance snap to reduce stacking instances by around 60-80%, making the map more enjoyable. New hitsound pattern which will be applied to all difficulties for consistency.
Hendrix89
Hi from your mod queue,

Easy:

00:07:320 (5) - NC
00:09:628 (8) - shorten the slider by a half note
02:02:243 (1) - change your slider to look more like this
02:59:474 (3) - change the slider to this
03:05:013 (1) - change the slider to this
get rid of the kiai times at 03:16:090 (1) - 03:19:782 (1) - 03: 23:474 (1) - 03:27:166 (1)

Normal

02:11:474 (5) - extend the slider by a quarter note
02:26:243 (3) - ^
get rid of the short kiai times at the end

Hard

00:20:705 (1) - NC
00:25:090 (10) - shorten the slider by a quarter note
00:26:936 (4) - ^
00:30:628 (4) - ^
00:31:551 (1) - NC
00:32:474 (11) - shorten the slider by a quarter note
00:32:820 (12) - add a single
00:38:936 (1) - NC
00:48:166 (13) - NC
00:48:397 (1) - delete NC
00:51:859 (1) - NC
00:52:090 (3) - delete NC
00:54:166 (1) - NC
00:56:820 (3) - delete note
00:58:321 (8) - shorten slider by a quarter note
01:03:166 (1) - ^
01:03:859 (3) - ^
01:05:474 (7) - ^
01:05:936 (8) - add a note
01:08:474 (1) - NC
01:08:705 (2,3,4) - change this section like this
01:11:243 (3,4,5,6,7) - change this section like this
01:13:551 (1) - NC
01:13:782 (2) - delete NC
01:34:782 (1) - NC
01:39:859 (1) - NC
01:40:090 (3) - delete NC
01:41:936 (1) - NC
02:09:166 (1) - NC
02:09:628 (1) - delete NC
02:11:243 (1) - NC
02:18:859 (1) - NC
02:37:666 (8) - delete slider
02:37:782 - add single
02:39:974 (3) - delete slider
02:40:090 - add single
02:44:705 (1) - NC
02:44:936 (2) - delete single
02:45:051 (3) - move the slider left a quarter note
02:45:282 - add a single
02:46:551 (7) - delete NC
02:46:782 (1) - NC
02:47:243 (2) - shorten the slider by a quarter note
02:54:628 (4) - delete note
02:54:743 (5) - move the slider left a note quarter note
03:03:166 (1) - NC
03:06:859 (1) - NC
03:10:551 (9) - NC
03:12:743 (2) - delete slider
03:12:859 - add a single
03:14:243 (8) - NC
03:15:628 (7,8) - delete notes
03:15:628 - add a half note slider
03:18:166 (7) - NC
03:20:474 (3) - shorten the slider by a quarter note
03:21:628 (7) - NC
03:22:782 (11,12) - delete these notes
03:22:782 - add a half note slider
03:24:166 (3) - shorten the by a quarter note
03:25:320 (8) - NC
03:25:666 (9) - delete note
03:25:782 - add a single
03:29:705 (10) - shorten by a quarter note

Change CS to 4, 4.5 doesn't fit the difficulty
Get rid of the kiai times at the end
The map doesn't have many patterns, everything is basically in a line. You should add some patterns like zig zags or stars or doubles or something.


Mecheman's Hard+

00:07:090 (1,2,3,4,1,2,3,4,5,6) - the notes feel really awkward here and they don't really follow the rhythm, change up this section
00:11:474 (1,2,3,4,5,6,7,8,9,10,11,12) - this section is over mapped, feels like there are too many notes
00:17:013 (8,9,10,11) - over mapped
00:25:090 (10) - turn the note into a half note slider
00:26:936 (4) - shorten by a quarter note
00:27:859 (7) - ^
00:30:628 (4) - ^
00:30:628 (4) - extend by a quarter note
00:35:936 (8) - delete the note
00:39:859 (4) - shorten by a quarter note
00:47:243 (5) - ^
00:53:705 (3) - delete that slider and make a new slider that is a full note long
00:54:397 (4) - add a single
00:58:782 (1) - shorten by a quarter note
00:59:474 (2) - ^
01:03:166 (1,2,3,1,2,3,1,2,3) - over mapped, cramming too many notes in, those sliders shouldn't end on a blue tick
01:08:013 - missing a note
01:08:705 (3) - shorten by a quarter note
01:10:551 (1,2,3,1,2,3,4) - over mapped, cramming too many notes in, those sliders shouldn't end on a blue tick
01:16:782 (4) - shorten by a quarter note
01:18:628 (3) - ^
01:22:320 (5) - ^
01:24:166 (10) - ^
01:25:320 (2) - ^
01:26:013 (4) - ^
01:30:859 (8) - ^
01:37:551 (1) - ^
01:41:013 (5) - ^
01:46:320 (6) - ^
01:49:090 (4) - ^
01:52:782 (7) - ^
01:56:474 (5) - delete slider and add a single
01:58:551 (1) - shorten by a quarter note
02:02:243 (1) - ^
02:02:936 (3) - ^
02:04:090 (7) - ^
02:04:782 (9) - delete slider and add a single
02:04:782 (9,1,2,3,4) - over mapped
02:09:628 (1,2,3,4,5,6,7,8,9) - over mapped
02:15:166 (1,2,3,4) - over mapped
02:24:397 (1,2,3,4,5,6) - add some more notes here
02:27:628 (10) - shorten by a quarter note
02:31:782 (4,5,6,7,8,9,10,11,1,2,3) - over mapped
02:37:320 (1,2,3) - over mapped
02:39:166 (1,2,3,4,5,6,7,8,9) - over mapped
02:44:705 (1) - shorten by a quarter note
02:46:551 (1,2,3,4,5,6,7,8,9,10) - over mapped
02:53:936 (1,2,3,4,5,6,7,8,9) - over mapped
03:21:628 (9) - shorten by a quarter note

Change CS to 4, 4.5 doesn't hit the difficulty
Change HP to 5, 7 is too hard

Overall the two Hard difficulties are over mapped and feel awkward to play. I don't like all of those sliders that end on the blue ticks, they feel really awkward and out of place. Even though there may be a beat on some of those blue ticks it feels much better when you end on a red or white tick.

Good luck with the map :D
Topic Starter
RVMathew

Hendrix89 wrote:

Hi from your mod queue,

Removed Kiai Times on the last parts of the map.

Easy:

00:07:320 (5) - NC
00:09:628 (8) - shorten the slider by a half note
02:02:243 (1) - change your slider to look more like this
02:59:474 (3) - change the slider to this Today's rules dictate that you cannot use multiple repeats in a slider. I actually like your idea though.
03:05:013 (1) - change the slider to this Same as above
get rid of the kiai times at 03:16:090 (1) - 03:19:782 (1) - 03: 23:474 (1) - 03:27:166 (1)


Normal

I did a full remap of this so most of the stuff you wrote does not apply. Sorry about that.
02:11:474 (5) - extend the slider by a quarter note
02:26:243 (3) - ^
get rid of the short kiai times at the end

Hard

00:20:705 (1) - NC
00:25:090 (10) - shorten the slider by a quarter note
00:26:936 (4) - ^
00:30:628 (4) - ^
00:31:551 (1) - NC
00:32:474 (11) - shorten the slider by a quarter note
00:32:820 (12) - add a single
00:38:936 (1) - NC
00:48:166 (13) - NC
00:48:397 (1) - delete NC
00:51:859 (1) - NC
00:52:090 (3) - delete NC
00:54:166 (1) - NC
00:56:820 (3) - delete note
00:58:321 (8) - shorten slider by a quarter note
01:03:166 (1) - ^
01:03:859 (3) - ^
01:05:474 (7) - ^
01:05:936 (8) - add a note
01:08:474 (1) - NC
01:08:705 (2,3,4) - change this section like this
01:11:243 (3,4,5,6,7) - change this section like this
01:13:551 (1) - NC
01:13:782 (2) - delete NC
01:34:782 (1) - NC
01:39:859 (1) - NC
01:40:090 (3) - delete NC
01:41:936 (1) - NC
02:09:166 (1) - NC
02:09:628 (1) - delete NC
02:11:243 (1) - NC
02:18:859 (1) - NC
02:37:666 (8) - delete slider
02:37:782 - add single
02:39:974 (3) - delete slider
02:40:090 - add single
02:44:705 (1) - NC
02:44:936 (2) - delete single
02:45:051 (3) - move the slider left a quarter note
02:45:282 - add a single
02:46:551 (7) - delete NC
02:46:782 (1) - NC
02:47:243 (2) - shorten the slider by a quarter note
02:54:628 (4) - delete note
02:54:743 (5) - move the slider left a note quarter note
03:03:166 (1) - NC
03:06:859 (1) - NC
03:10:551 (9) - NC
03:12:743 (2) - delete slider
03:12:859 - add a single
03:14:243 (8) - NC
03:15:628 (7,8) - delete notes
03:15:628 - add a half note slider
03:18:166 (7) - NC
03:20:474 (3) - shorten the slider by a quarter note
03:21:628 (7) - NC
03:22:782 (11,12) - delete these notes
03:22:782 - add a half note slider
03:24:166 (3) - shorten the by a quarter note
03:25:320 (8) - NC
03:25:666 (9) - delete note
03:25:782 - add a single
03:29:705 (10) - shorten by a quarter note

Change CS to 4, 4.5 doesn't fit the difficulty I like CS 4.5 so I will keep it.
Get rid of the kiai times at the end Removed
The map doesn't have many patterns, everything is basically in a line. You should add some patterns like zig zags or stars or doubles or something. I wanted the hard map to be a linear style. I did add zig zags though. I will perhaps add stars and stuff.




Overall the two Hard difficulties are over mapped and feel awkward to play . I don't like all of those sliders that end on the blue ticks, they feel really awkward and out of place. Even though there may be a beat on some of those blue ticks it feels much better when you end on a red or white tick.

Based on your hard mod I decided to make a Hard- Diff. It is much simpler than the current hard diff and involves a lot more patterns. I am making a few changes to the current hard diff so its more fun to play.

Good luck with the map :D
Topic Starter
RVMathew
Time for a fresh start, both for my beatmap and real life.

Updated everything to latest version including all difficulties. Will need to work on finishing the skin.
i hate pp
Hello

This anime is so shit


00:31:782 (9) - Start a new combo
00:36:166 (8,9,10) - Fix the triangle
00:39:628 (3,4) - Spacing between 3 and 4
00:53:705 (3) - Rotate this and fix the spacing


00:56:474 (1) - Too many points
00:57:397 (1) - ^
01:12:397 (6,7) - Fix the shape and spacing
01:17:936 (1,2,3) - Change the shape


01:20:936 (10) - Spacing
01:37:551 (1) - End on a white tick
01:46:320 (6) - ^
02:02:243 (1) - Tumor slider
02:04:551 (8) - ^
02:35:013 (2) - Reverse the slider beginning
03:28:090 (7) - ^
03:30:166 (14,15) - Change spacing
03:30:859 (1) - You don't need the spinner

Over all it seems fine, just needs some tuning on the spacing and find places where you can start a new combo so they dont go up to ~15 per. Look at your sliders and see how you can clean them up to look more natural
Other than that your map is fine.

:)
Akitoshi
w
Nazi, warning and suggestions.

[Easy]
  1. 00:53:936 (1) - nazi blanket things
  2. 01:45:166 (1,2) - you can move the 01:47:936 (2) - to avoid overlaps.
  3. 02:36:859 (1) - blanket
[Normal]
  1. 01:09:859 - missing clap note?
  2. 01:16:782 (2) - better pattern.
  3. 03:05:013 (1,2,3,4) - convert it to two 1/2 sliders, this may too extreme for normal which is more than 4 1/2 circles in a row with this diff (2 star below).
  4. 03:08:705 (1,2,3,4) - ^
  5. 03:10:551 (1,2,3,4) - ^ and so on...
  6. and maybe remove some spinners like 00:29:936 (1) - and 02:14:705 (1) - that can obviously map by 1/1 and 1/2 beats.
[Hard-]
  1. 00:09:397 (3,2) - nazi stack.
  2. 01:15:397 (1) - you can map this part ;w;
  3. 01:46:436 (1) - I can understand about following the vocals but there's stronk beat like 01:46:782 - and 01:47:013 - so ye consider to remove spinner
  4. 02:02:474 (2) - remove it or add note in 01:03:397 -
  5. 02:06:397 (3) - Slider's curve is out of the area.
  6. 02:11:013 (2) - nazi parallel
  7. 02:17:013 - you can add note here already since it's hardddd
[Hard]
  1. 00:29:705 (6,7,1) - unstack it from 00:29:474 (5) - since beat-gap is changing
  2. 03:14:936 (3,4,5,6,7) - polish the zig-zag
  3. 03:19:320 (7,1,2,3,4) - polish the star
[idk wat is dis but ye in highest diff]
  1. 00:10:320 (3,5) - you can avoid touching them.
  2. 01:00:397 (1) - remove this? previous finish sound was covered and it's hard to hit
  3. 01:16:782 (4) - not snapped in white tick
  4. 01:32:243 (12,2) - stack them may better.
  5. 01:47:243 (1) - convert it into two circles since 01:47:474 - as slider-end is weird
  6. 01:54:628 (1,2) - swap NC
  7. 02:17:013 - you can add circle here ;w;
I need more ClariS aaaaaaaaaaaa
Topic Starter
RVMathew

[-AKiTOSHi-] wrote:

w
Nazi, warning and suggestions.

[Easy]
  1. 00:53:936 (1) - nazi blanket things Fixed
  2. 01:45:166 (1,2) - you can move the 01:47:936 (2) - to avoid overlaps. Fixed. The new position is not supposed to blanket the previous slider
  3. 02:36:859 (1) - blanket Fixed
[Normal]
  1. 01:09:859 - missing clap note? There is nothing there since the prev. slider ends on vocal, I give a break so the player can start on vocals.
  2. 01:16:782 (2) - better pattern. A lot better. Thanks
  3. 03:05:013 (1,2,3,4) - convert it to two 1/2 sliders, this may too extreme for normal which is more than 4 1/2 circles in a row with this diff (2 star below).
  4. 03:08:705 (1,2,3,4) - ^
  5. 03:10:551 (1,2,3,4) - ^ and so on...
    The reason I won't change that is after the final chorus, the rhythm represents what you may expect in the next difficulty. This is preparation for that.
  6. and maybe remove some spinners like 00:29:936 (1) - and 02:14:705 (1) - that can obviously map by 1/1 and 1/2 beats. Every diff of mine has 7 spinners. Osu needs more spinners
[Hard-]
  1. 00:09:397 (3,2) - nazi stack.
  2. 01:15:397 (1) - you can map this part ;w; Did not do that, but I did map 01:17:936 to compensate. Also 444 hitobjects kek
  3. 01:46:436 (1) - I can understand about following the vocals but there's stronk beat like 01:46:782 - and 01:47:013 - so ye consider to remove spinner 7 spinners.
  4. 02:02:474 (2) - remove it or add note in 01:03:397 - I did not change that, because this is a progressive increase in the difficulty.
  5. 02:06:397 (3) - Slider's curve is out of the area. Damn. Well fixed that and changed successive pattern after that.
  6. 02:11:013 (2) - nazi parallel Fixed it
  7. 02:17:013 - you can add note here already since it's hardddd. Reason for not adding the note is because I wanted to start the break there and then I could drag the green thing to have an effect.
[Hard]
  1. 00:29:705 (6,7,1) - unstack it from 00:29:474 (5) - since beat-gap is changing Fixed.
  2. 03:14:936 (3,4,5,6,7) - polish the zig-zag Fixed
  3. 03:19:320 (7,1,2,3,4) - polish the star I used ctrl+shift+d as a guide so it should be perfect. Moved some notes a bit anyway.
I need more ClariS aaaaaaaaaaaa I like ClariS, not ClareN imo. ClariS were ying and yang but with ClareN there is no balance. In addition songs in the past had meaning and emotion.

Mecheman will not be able to update his diff for sometime. Oh and he usually never replies to mod posts here but he does fix them.
Electoz
Sry Mathew I was inactive recentlyyyyyyyyyyyyyyyyyyyyyyyyy

[General]

  1. Unused files.
    1. 332727.jpg
    2. chibi_kousaka_kirino_anime_ore_1920x1200_animemay.com.jpg
    3. hit100g.png
    4. hit50g.png
    5. kirino-anime-ore-no-imouto-1501106-1920x1200.jpg
    6. solidblack.png
    7. images.akamai.steamusercontent.com
  2. Unsnapped inherited points in Hard and Mecheman Loves Meruru Now.
    1. 01:15:171 - snap to 01:15:166
  3. The "Combo 2" in Easy didn't have exactly the same colour as the other diffs.
  4. You used different BGs. Try having the same size for all BGs. And the recommended size is either 1024*768 or 1366*768.
All of things above were last checked on 31 December (9:00 UTC) . I'm mentioning this just in case you already changed something after I checked all those things.

[Easy]

  1. 00:34:551 (1,2) - 00:39:628 (2,1) - 02:53:936 (1,2) .
  2. 02:58:782 (1) - I think the spinner should have started here 03:00:166 and ended here 02:58:782 (1) instead.
  3. The diff overall looks fine, but sometimes you just emphasized the patterns and blankets so much that it ruins the flow, not that's a big deal but it would be very nice if you can do sth about them. Like 00:26:243 (1,2,1) for example, in my opinion you're trying too much to make this a pattern, so this ruins the flows on 00:27:628 (2) . Also you can see that the flow here 00:25:320 (2,1) isn't perfect compared to 00:28:090 (1,2) . So my opinion is sometimes you just have to give up the pattern and focus on the flow for the sake of beginners, like what you did in Normal.
[Normal]

  1. 00:24:859 (3,4) - Stacked objects here would ruin the flow imo. Same applies to 00:27:859 (5,1) -
  2. 00:59:474 (1) - Change this into a 1/2 slider so it would fit the rhythm.
  3. 01:14:705 (2,3) - Weird flow imo.
  4. 03:12:397 (1,2,3,4) - LOL this will confuse beginners, try some easier patterns please.
  5. 03:16:551 (3,4) - These should be unstacked so they would emphasize the strong sound better. Same applies to 03:29:474 (3,4) .
[Hard-]

  1. 01:07:320 (2,3) - Weird flow. Mainly because you're trying for a symmetry on 01:06:397 (1,2) .
  2. 01:08:705 (1) - Try rotate this a bit(anti-clockwise) for a better flow.
  3. 01:59:473 (3,4,5,6) - LOL, feels weird because you mapped these 01:59:705 (4,5,6) on vocal but I'm not sure if 01:59:473 (3) matches anything. Similar case applies to 02:01:782 (1,2,1,2) . When you're trying to do a pattern, make sure that every objects in that pattern are emphasizing the same thing to avoid confusion.
  4. 02:24:628 (2,3) - Weird overlap lol, try spaced them more because it's almost stacked.
  5. 02:40:782 (4,1) - I would suggest something similar to this for a better flow.
  6. 02:56:243 (3) - I wouldn't recommend to end this on the blue tick because it can cause a confusion to players.
Well, I guess I will stop here because I'm not good with CS4.5 / 5 things. I will come back to mod higher diffs later tho.
Topic Starter
RVMathew

Electoz wrote:

Sry Mathew I was inactive recentlyyyyyyyyyyyyyyyyyyyyyyyyy

[General]

  1. Unused files.
    1. 332727.jpg
    2. chibi_kousaka_kirino_anime_ore_1920x1200_animemay.com.jpg
    3. hit100g.png
    4. hit50g.png
    5. kirino-anime-ore-no-imouto-1501106-1920x1200.jpg
    6. solidblack.png
    7. images.akamai.steamusercontent.com
  2. Unsnapped inherited points in Hard and Mecheman Loves Meruru Now.
    1. 01:15:171 - snap to 01:15:166
  3. The "Combo 2" in Easy didn't have exactly the same colour as the other diffs.
  4. You used different BGs. Try having the same size for all BGs. And the recommended size is either 1024*768 or 1366*768.
All of things above were last checked on 31 December (9:00 UTC) . I'm mentioning this just in case you already changed something after I checked all those things.

For now I am still thinking about BG choices, whether I go with one or many. Most likely my new upload will only have 1 background, because in case I do go for a storyboard it is much easier to design everything when you only consider 1 background.
[Easy]

  1. 00:34:551 (1,2) - 00:39:628 (2,1) - 02:53:936 (1,2) . Is this about distance snap?
  2. 02:58:782 (1) - I think the spinner should have started here 03:00:166 and ended here 02:58:782 (1) instead. I do not understand.

    The diff overall looks fine, but sometimes you just emphasized the patterns and blankets so much that it ruins the flow, not that's a big deal but it would be very nice if you can do sth about them. Like 00:26:243 (1,2,1) for example, in my opinion you're trying too much to make this a pattern, so this ruins the flows on 00:27:628 (2) . Also you can see that the flow here 00:25:320 (2,1) isn't perfect compared to 00:28:090 (1,2) . So my opinion is sometimes you just have to give up the pattern and focus on the flow for the sake of beginners, like what you did in Normal.
I do agree with the above part. Made it into a different pattern that should be a lot easier to read.

Also fixed missing hitsounds and did some touchups.

[Normal]

  1. 00:24:859 (3,4) - Stacked objects here would ruin the flow imo. Same applies to 00:27:859 (5,1) - Fixed, but at the same time the map looks nicer with stacks. I will leave some stacked notes and fix others.
  2. 00:59:474 (1) - Change this into a 1/2 slider so it would fit the rhythm. How did I not catch that? Thanks. It sounds better.
  3. 01:14:705 (2,3) - Weird flow imo. Fixed, rotated the previous slider because
  4. 03:12:397 (1,2,3,4) - LOL this will confuse beginners, try some easier patterns please. Easier Pattern
  5. 03:16:551 (3,4) - These should be unstacked so they would emphasize the strong sound better. Same applies to 03:29:474 (3,4) Done.
[Hard-]

  1. 01:07:320 (2,3) - Weird flow. Mainly because you're trying for a symmetry on 01:06:397 (1,2) . I understand your point. Even if the note is distance snapped, because there is a beat at 01:08:013 it would be much smoother to have a note at 01:08:013. I made 3 into a 1/2 slider because I want 444 objects.
  2. 01:08:705 (1) - Try rotate this a bit(anti-clockwise) for a better flow. Edited the shape so it flows better
  3. 01:59:473 (3,4,5,6) - LOL, feels weird because you mapped these 01:59:705 (4,5,6) on vocal but I'm not sure if 01:59:473 (3) matches anything. (3) is mapped to a beat and without 3 I do not have a star pattern. I know that may not hold well, so I have added hitfinishes to 4 5 and 6 to make the vocal bit more prominent.Similar case applies to 02:01:782 (1,2,1,2) . When you're trying to do a pattern, make sure that every objects in that pattern are emphasizing the same thing to avoid confusion. I do see where you are going with this. If I make 1 2 into a 1/2 slider I do lose the pattern and (444) hitobjects. However if someone else picks up on this then I will fix both points.
  4. 02:24:628 (2,3) - Weird overlap lol, try spaced them more because it's almost stacked. That is due to slow slider velocity and distance snap. And the vocal bit is at the blue tick, so you have to play it as a double.
  5. 02:40:782 (4,1) - I would suggest something similar to this for a better flow. Fixed
  6. 02:56:243 (3) - I wouldn't recommend to end this on the blue tick because it can cause a confusion to players. I did that same pattern throughout the song, so I assume players would be used to that.
Well, I guess I will stop here because I'm not good with CS4.5 / 5 things. I will come back to mod higher diffs later tho.
Thanks for the mod.
_handholding
You modded electoz's map which had a gd of mine so I will mod your map since we all know each other ;)

[easy]
  1. 00:12:859 (1) - I think this would play better as a 1/1 slider, for an easy diff anyways
  2. 00:47:013 (2,3,4,1,2) - I feel like 2 of these circles should be made into a slider, but thats just me
  3. 00:56:705 (2) - copy and paste this slider 00:55:782 (1) and rotate 180 degrees
  4. 02:12:859 (1) - would play better if you made into 2 1/1 sliders like you did here 01:13:782 (1,2) . If you choose not to do this then I recommend you change the shape since isnt the prettiest one imo
  5. 02:15:166 (1) - extend to 02:17:013 ?
  6. 03:21:628 (1) - ds
  7. 03:21:628 (1) - I recommend extending this to 03:22:320 and deleting 03:22:320 (2)

    you started using more complicated rhythms towards the end of the map, I think it would be better to stick with the rhythms youve used before since there isnt really a need to make it harder than it needs to be, I mean after all, it is an easy diff. A true beginner wont get bored of playing the same rhythm if thats all hes capable of.

[Normal]
  1. 00:11:013 (2,3) - have the 2 patterns shaped this way?
  2. 00:18:859 (1) - curve this slider a bit like you did for 00:12:282 (2)
  3. 00:23:936 (1,2,3,4) - this would flow better if you changed the positions slighty
  4. 01:42:397 (2) - tilt the slider this way maybe?
  5. 02:14:705 (1) - same as easy - extend to 02:17:013 ?
  6. 02:35:936 (2) - would look prettier if you moved it up a bit imo
  7. 02:55:320 (3) - I really think the overlap looks sloppy; rotate it this way (or somewhere similar)?
Thats all from me for now. I just finished watching the anime and visual novels to this song and I must say, Ayase is best girl!
GL going for ranked!
Topic Starter
RVMathew

Nathan Kiss wrote:

You modded electoz's map which had a gd of mine so I will mod your map since we all know each other ;) We have our own modding circle now :)

[easy]
  1. 00:12:859 (1) - I think this would play better as a 1/1 slider, for an easy diff anyways Fixed. It makes sense considering it is the beginning of the song as well.
  2. 00:47:013 (2,3,4,1,2) - I feel like 2 of these circles should be made into a slider, but thats just me I do understand that sliders would be good for an easy diff, but I will lose the pentagon.
  3. 00:56:705 (2) - copy and paste this slider 00:55:782 (1) and rotate 180 degrees. I copied the slider and flipped vertically already, so there will be no change here.
  4. 02:12:859 (1) - would play better if you made into 2 1/1 sliders like you did here 01:13:782 (1,2) . If you choose not to do this then I recommend you change the shape since isnt the prettiest one imo Did the former. 2 1/1 sliders are much better
  5. 02:15:166 (1) - extend to 02:17:013 ? I lose that green bar, but extending the spinner is much better as newer players will probably not spin that fast, and may fail if the spinner is too short.
  6. 03:21:628 (1) - ds How did I not catch that?
  7. 03:21:628 (1) - I recommend extending this to 03:22:320 and deleting 03:22:320 (2) See the below point. Will keep this in mind though.

    you started using more complicated rhythms towards the end of the map, I think it would be better to stick with the rhythms youve used before since there isnt really a need to make it harder than it needs to be, I mean after all, it is an easy diff. A true beginner wont get bored of playing the same rhythm if thats all hes capable of.

    My idea is that for the last part of each of my difficulties, I use a pattern that the person might expect in the the next difficulty. The 1/2 sliders you see at the end are what you are going to see in the normal difficulty; this prepares the person for the next difficulty. If someone else picks up on this I will just revert to an easier rhythm.


[Normal]
  1. 00:11:013 (2,3) - have the 2 patterns shaped this way?
    Looks a lot better
  2. 00:18:859 (1) - curve this slider a bit like you did for 00:12:282 (2) Did a small curve.
  3. 00:23:936 (1,2,3,4) - this would flow better if you changed the positions slighty
    I understand what you mean; the current one looks too cramped. Spaced that out a bit, while still having 0.9x distance snap.
  4. 01:42:397 (2) - tilt the slider this way maybe?
    Fixed
  5. 02:14:705 (1) - same as easy - extend to 02:17:013 ? Fixed
  6. 02:35:936 (2) - would look prettier if you moved it up a bit imo
    Fixed
  7. 02:55:320 (3) - I really think the overlap looks sloppy; rotate it this way (or somewhere similar)?
    Tilted it in a different way.


Thats all from me for now. I just finished watching the anime and visual novels to this song and I must say, Ayase is best girl! Mecheman also likes Ayase as well, though he rotates between Kanako (Meruru), Kirino and Ayase. I say Ayase is a close 2nd and Kirino is bae.

GL going for ranked! Thanks
Thank you for the mod. By the way, when posting images, I would recommend pasting the links; it is much easier to do and when you put the stuff in the box it goes crazy sometimes.
Taeyang
  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better
  7. this mapset why need 'hard-' diff? i think spread fine


  • Easy
  1. Use 2downbeat NC term
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better
  5. 02:26:243 (1) - red anchor move on tick
  6. 02:32:243 (2) - just make curve slide
  7. 02:36:859 (1,1) - avoid stack


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here
  2. and try drum mapping because your vocal rhythm something part so hard
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm
  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too


  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound
  5. 01:53:359 (3,6) - ^
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here
  7. 02:58:782 (1) - avoid 3reverse
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide
  9. 03:24:628 (5,2) - stack
Thanks mod my map
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
Topic Starter
RVMathew

Taeyang wrote:

  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better

    I used slider tick rate 2 before, but the reason why I used tick rate 4 was because as my hitsounding involves adding a clap every 2 ticks, and sometimes they land in the middle or just after the middle of a slider. That means I have to use the tick method for having a clap sound. The problem with that though is that with slider rates of 2 or less, is that there is no tick for me to make a clap sound on. This only happens in 4-5 instances, but I cannot accept that.

    If someone else has a complaint with this then I will fix it.

  7. this mapset why need 'hard-' diff? i think spread fine
A modder named Hendrix89 played my Hard and Mecheman's difficulty, and he/she said that the map felt quite overmapped. Rather than destroying the rhythm which I liked in my difficulty (this was 3-4 months ago), I decide to to make a Hard- (you guys will probably call this hard actually) difficulty which has fewer hitobjects, a slower slider velocity and much more player friendly. I also use rhythm patterns that you will find in the Hard difficulty, so people are prepared in advance for the much harder difficulty on hand.

  • Easy
  1. Use 2downbeat NC term Fixed
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better Removed blanket
  5. 02:26:243 (1) - red anchor move on tick Fixed
  6. 02:32:243 (2) - just make curve slide Fixed
  7. 02:36:859 (1,1) - avoid stack
Shortened the blanket slider so I will have to place the blanketed note elsewhere. This will fix the stacking problem.


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here Probably will make a change in DS for the whole map.
  2. and try drum mapping because your vocal rhythm something part so hard Here when vocals are more prominent it seems like a waste not to map them. However, I do map to the rhythm part as well.
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm Problem is that slider 4 links up with the next pattern, and so changing it to a circle will destroy the flow.
    - Case 1: I keep it - Improves flow and sounds nice, but is not consistent.
    - Case 2: I do not keep it - I lose some flow and when that is a strong beat, why waste it? However it is consistent.
    If I do a huge change in distance snap, then I may apply case 2

  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point Removed 43:782
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too Yes it looks really cramped.
So 0.9x distance snap will still be fine, but I need to fix up the patterns.

  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound You are right, although the triplet sounds nice.
  5. 01:53:359 (3,6) - ^ Applied.
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here Ok
  7. 02:58:782 (1) - avoid 3reverse Avoided
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide Sure.
  9. 03:24:628 (5,2) - stack I think I did that, probably the stacking thing is osu makes it look weird.
Thanks mod my map Well 2 maps when combined have a higher drain time than my map. However this is a small thing.
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
Thank you, but I do not like new maps. However, I do know that Normal needs a lot of fixing.
I map with a ruler, also known as the distance snap tool.

A nice chat with Taeyang
15:52 RVMathew: Hello Taeyang. How are you doing?
15:52 Taeyang: fine Thanks :)
15:53 RVMathew: do you do m4m's and stuff? By the way here is a small gift to you: p/4820131#p4820131
15:53 RVMathew: 4 more to go.
15:53 Taeyang: i only take M4M atm :3
15:54 Taeyang: oh
15:54 Taeyang: you already did it :D
15:54 Taeyang: ok i'll mod soon
15:54 RVMathew: well 4 more to go
15:55 RVMathew: buy my map is 3:30 *5 diffs, (well 4) so drain time is uneven
15:55 Taeyang: which map?
15:55 *RVMathew is listening to [http://osu.ppy.sh/b/506023 ClariS - Kokoro no Inryoku]
15:56 RVMathew: it has a custom skin, I was going to add more but my main computer died and it will only be operational tmmrw.
15:56 Taeyang: ok~! i'll mod soon!
15:56 RVMathew: You can ignore the final diff, as it has some pending mods
15:56 Taeyang: ok
15:56 RVMathew: Thanks. And i will mod another map to make the drain time fair
01:34 RVMathew: Hi again, thanks for modding my map. I do have a question though. What was the biggest thing you did not like about my map?
01:36 Taeyang: when i
01:36 Taeyang: t/359381
01:37 Taeyang: automod used,
01:37 Taeyang: find to easy your map problem
01:38 Taeyang: Easy: New combo
01:38 RVMathew: I mean that when you played it yourself, without any tool or such, was there something that you did not like or angered you?
01:38 Taeyang: http://puu.sh/mxZzm/0e2b1fa64c.jpg
01:39 Taeyang: here is NC point
01:39 Taeyang: hmm...
01:40 Taeyang: not Logical maps
01:40 Taeyang: i like this map
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/523532 Akiyama Uni - Odoru Mizushibuki]
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/433005 Halozy - Genryuu Kaiko]
01:40 Taeyang: that's really logical and fun
01:40 RVMathew: Ah. The reason may be is that I map with a ruler, also known as the distance snap tool.
01:41 RVMathew: In terms of rhythm it is logical, but then it may take away the fun.
01:42 Taeyang: come here
01:42 *Taeyang is editing [https://osu.ppy.sh/b/506316 ClariS - Kokoro no Inryoku [Normal]]
01:42 RVMathew: here
01:43 Taeyang: 00:09:628 (1) -
01:43 Taeyang: like this really fine
01:44 Taeyang: BUT!
01:44 Taeyang: 00:17:013 (1) - 00:09:628 (1) -
01:44 Taeyang: that's same music
01:44 Taeyang: but not consistency
01:46 RVMathew: Ah. So you feel that because it is not consistent, people will not be used to the rhythm and may break?
01:46 Taeyang: hmm...
01:46 Taeyang: maybe
01:46 Taeyang: but rhythm term and pattern also important
01:47 Taeyang: you know what is it consistency?
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/475440 GARNiDELiA - grilletto (TV Size Ver.)]
01:47 RVMathew: yeah.
01:47 Taeyang: see his map
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/611261 SawanoHiroyuki[nZk]:mizuki - &Z (TV size-English ver.-)]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/797131 SPYAIR - I'M A BELIEVER]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/374730 SPYAIR - Sakura Mitsutsuki]
01:47 Taeyang: his pattern really not fun :P
01:47 Taeyang: But rhythm and map really logicality
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/496830 StylipS - MIRACLE RUSH feat. Ogura Yui]
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/556634 Wakeshima Kanon - world's end, girl's rondo]
01:48 RVMathew: Oh ok.
01:48 RVMathew: Thanks. How do I save this chat?
01:49 Taeyang: ./savelog
01:49 Taeyang: if you need question about mapping
01:49 Taeyang: poke me ingame chat and send PM
01:50 Taeyang: when i not busy ,answer you
01:50 Taeyang: Good luck :) have fun mapping~!
01:51 RVMathew: Sure. Remember though that we have two very different mapping styles (I look at older style maps, but have the rhythm you find in todays maps).
01:51 RVMathew: Take care
Factorial
Hi, ordinary modding from my queue
[Overall]
  1. A silent sliderslide is better than a silent slidertick on this music, try this out... (if you adjusted slidertick to 1)
[Easy]
  1. 00:04:090 (1,2,1,2) - You should use less frequent new combos on this diff. I see on some parts that you use NC on every 4 white ticks. It should be on every 8 white ticks. Frequent NCs defeat the usage itself.
  2. 00:12:859 (1) - This is Ez and you shouldn't be using 1/2 sliders and makes it complex...
  3. On most part of the song, there is only 1/1 breaks and it is tiring for players who can't handle this. You should "leave plenty of recovery time."
  4. 02:58:782 (1) - Spinner too short on this part (and also the recovery time)
[Normal]
  1. 00:16:551 (3) - Delete note, there is no beat.
  2. 00:24:628 (2) - Delete note, because of the high piano note at 00:23:936 (1)
  3. 00:43:782 (2,3,4,1,2,3,4,1,2,3,4) - 1/2 notes are very spammy on this part. Adjust some to 1/1
  4. 01:53:936 (2,3,4) - Too hard imo. Make 01:54:166 (3,4) into a slider or something similar to that.
  5. 03:08:705 (1,2,3,4), etc - ^
[Hard-]
  1. The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
  2. 00:23:936 (1) - A slider point is out of the editing screen.
  3. 01:49:090 (1,2,3) - This slider needs to be blanketed
  4. 02:44:705 (1,2,3) - Stacked sliders this way are very confusing for some.
  5. 02:58:782 (1) - Two 1/2 sliders would be better on this part imo.
[Hard]
  1. Circle size should be 4.5 or 4 for the diffivulty spread (Mecheman Loves Meruru Now has CS of 4.5)
That's all I can mod for now. I recommend that you look for some BN-made or recently ranked beatmaps for you to have a guide on mapping. I did this on my 1st beatmap.
MLMN diff should have neat slider placements btw. Good luck on mapping!
Okoayu

Neil Leo wrote:

[Hard-]
The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
I wasn't even asked by Neil, but yeah I agree that there are more meaningful ways to label an easier hard
Average, Medium, Advanced, Intermediate are probably going to be all right.
Topic Starter
RVMathew

Okoratu wrote:

Neil Leo wrote:

[Hard-]
The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
I wasn't even asked by Neil, but yeah I agree that there are more meaningful ways to label an easier hard
Average, Medium, Advanced, Intermediate are probably going to be all right.
Actually, you guys may actually consider this as a hard (if you ignore my naming conventions). Somehow I like calling this a hard-, because it essentially is my hard difficulty with a lower slider velocity, and most notes are turned into sliders. That is why I call it a Hard-
Topic Starter
RVMathew

RVMathew wrote:

Taeyang wrote:

  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better

    I used slider tick rate 2 before, but the reason why I used tick rate 4 was because as my hitsounding involves adding a clap every 2 ticks, and sometimes they land in the middle or just after the middle of a slider. That means I have to use the tick method for having a clap sound. The problem with that though is that with slider rates of 2 or less, is that there is no tick for me to make a clap sound on. This only happens in 4-5 instances, but I cannot accept that.

    If someone else has a complaint with this then I will fix it.

  7. this mapset why need 'hard-' diff? i think spread fine
A modder named Hendrix89 played my Hard and Mecheman's difficulty, and he/she said that the map felt quite overmapped. Rather than destroying the rhythm which I liked in my difficulty (this was 3-4 months ago), I decide to to make a Hard- (you guys will probably call this hard actually) difficulty which has fewer hitobjects, a slower slider velocity and much more player friendly. I also use rhythm patterns that you will find in the Hard difficulty, so people are prepared in advance for the much harder difficulty on hand.

  • Easy
  1. Use 2downbeat NC term Fixed
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better
  5. 02:26:243 (1) - red anchor move on tick
  6. 02:32:243 (2) - just make curve slide
  7. 02:36:859 (1,1) - avoid stack


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here
  2. and try drum mapping because your vocal rhythm something part so hard
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm
  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too


  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound
  5. 01:53:359 (3,6) - ^
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here
  7. 02:58:782 (1) - avoid 3reverse
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide
  9. 03:24:628 (5,2) - stack
Thanks mod my map
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
I map with a ruler, also known as the distance snap tool.
Once my main computer is fixed I will apply these.


A nice chat with Taeyang
15:52 RVMathew: Hello Taeyang. How are you doing?
15:52 Taeyang: fine Thanks :)
15:53 RVMathew: do you do m4m's and stuff? By the way here is a small gift to you: p/4820131#p4820131
15:53 RVMathew: 4 more to go.
15:53 Taeyang: i only take M4M atm :3
15:54 Taeyang: oh
15:54 Taeyang: you already did it :D
15:54 Taeyang: ok i'll mod soon
15:54 RVMathew: well 4 more to go
15:55 RVMathew: buy my map is 3:30 *5 diffs, (well 4) so drain time is uneven
15:55 Taeyang: which map?
15:55 *RVMathew is listening to [http://osu.ppy.sh/b/506023 ClariS - Kokoro no Inryoku]
15:56 RVMathew: it has a custom skin, I was going to add more but my main computer died and it will only be operational tmmrw.
15:56 Taeyang: ok~! i'll mod soon!
15:56 RVMathew: You can ignore the final diff, as it has some pending mods
15:56 Taeyang: ok
15:56 RVMathew: Thanks. And i will mod another map to make the drain time fair
01:34 RVMathew: Hi again, thanks for modding my map. I do have a question though. What was the biggest thing you did not like about my map?
01:36 Taeyang: when i
01:36 Taeyang: t/359381
01:37 Taeyang: automod used,
01:37 Taeyang: find to easy your map problem
01:38 Taeyang: Easy: New combo
01:38 RVMathew: I mean that when you played it yourself, without any tool or such, was there something that you did not like or angered you?
01:38 Taeyang: http://puu.sh/mxZzm/0e2b1fa64c.jpg
01:39 Taeyang: here is NC point
01:39 Taeyang: hmm...
01:40 Taeyang: not Logical maps
01:40 Taeyang: i like this map
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/523532 Akiyama Uni - Odoru Mizushibuki]
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/433005 Halozy - Genryuu Kaiko]
01:40 Taeyang: that's really logical and fun
01:40 RVMathew: Ah. The reason may be is that I map with a ruler, also known as the distance snap tool.
01:41 RVMathew: In terms of rhythm it is logical, but then it may take away the fun.
01:42 Taeyang: come here
01:42 *Taeyang is editing [https://osu.ppy.sh/b/506316 ClariS - Kokoro no Inryoku [Normal]]
01:42 RVMathew: here
01:43 Taeyang: 00:09:628 (1) -
01:43 Taeyang: like this really fine
01:44 Taeyang: BUT!
01:44 Taeyang: 00:17:013 (1) - 00:09:628 (1) -
01:44 Taeyang: that's same music
01:44 Taeyang: but not consistency
01:46 RVMathew: Ah. So you feel that because it is not consistent, people will not be used to the rhythm and may break?
01:46 Taeyang: hmm...
01:46 Taeyang: maybe
01:46 Taeyang: but rhythm term and pattern also important
01:47 Taeyang: you know what is it consistency?
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/475440 GARNiDELiA - grilletto (TV Size Ver.)]
01:47 RVMathew: yeah.
01:47 Taeyang: see his map
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/611261 SawanoHiroyuki[nZk]:mizuki - &Z (TV size-English ver.-)]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/797131 SPYAIR - I'M A BELIEVER]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/374730 SPYAIR - Sakura Mitsutsuki]
01:47 Taeyang: his pattern really not fun :P
01:47 Taeyang: But rhythm and map really logicality
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/496830 StylipS - MIRACLE RUSH feat. Ogura Yui]
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/556634 Wakeshima Kanon - world's end, girl's rondo]
01:48 RVMathew: Oh ok.
01:48 RVMathew: Thanks. How do I save this chat?
01:49 Taeyang: ./savelog
01:49 Taeyang: if you need question about mapping
01:49 Taeyang: poke me ingame chat and send PM
01:50 Taeyang: when i not busy ,answer you
01:50 Taeyang: Good luck :) have fun mapping~!
01:51 RVMathew: Sure. Remember though that we have two very different mapping styles (I look at older style maps, but have the rhythm you find in todays maps).
01:51 RVMathew: Take care

Whoops. Double Post
Topic Starter
RVMathew

Neil Leo wrote:

Hi, ordinary modding from my queue
[Overall]
  1. A silent sliderslide is better than a silent slidertick on this music, try this out... (if you adjusted slidertick to 1) I actually like the slider slide. Anyways if I change slider tick, it will be to slidertick rate 2 (still fine) and then add sliderslide.
[Easy]
  1. 00:04:090 (1,2,1,2) - You should use less frequent new combos on this diff. I see on some parts that you use NC on every 4 white ticks. It should be on every 8 white ticks. Frequent NCs defeat the usage itself. Fixed in Taeyang's mod.
  2. 00:12:859 (1) - This is Ez and you shouldn't be using 1/2 sliders and makes it complex... That is a 1/1 slider I am using it currently. It does look short so I understand why someone may think it is 1/2 slider.
  3. On most part of the song, there is only 1/1 breaks and it is tiring for players who can't handle this. You should "leave plenty of recovery time." The settings should compensate for that, and if I tried doing 2/1 or 1/1 everything goes upside down.
  4. 02:58:782 (1) - Spinner too short on this part (and also the recovery time) Will map that bit.
[Normal]
  1. 00:16:551 (3) - Delete note, there is no beat. Fixed
  2. 00:24:628 (2) - Delete note, because of the high piano note at 00:23:936 (1) That ruins the rhythm. However, you mentioned about the piano note, which is a strong beat; I changed that area into 2 1/2 sliders, instead of a 1/2 slider with a repeat and a note. It sounds a lot better.
  3. 00:43:782 (2,3,4,1,2,3,4,1,2,3,4) - 1/2 notes are very spammy on this part. Adjust some to 1/1 Instead, changed the rhythm to 2x 1/2 sliders with 1 repeat and removed 2 notes.
  4. 01:53:936 (2,3,4) - Too hard imo. Make 01:54:166 (3,4) into a slider or something similar to that. Fixed.
  5. 03:08:705 (1,2,3,4), etc - ^ Prepares you for the next difficulty.
[Hard-]
  1. The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
  2. 00:23:936 (1) - A slider point is out of the editing screen. Removed the repeat so I could do a different pattern and avoid this problem.
  3. 01:49:090 (1,2,3) - This slider needs to be blanketed I did do that, but refined it more. It does introduce new problems though such as overlap, but some sacrifices have to be made.
  4. 02:44:705 (1,2,3) - Stacked sliders this way are very confusing for some. Will fix it.
  5. 02:58:782 (1) - Two 1/2 sliders would be better on this part imo. Fixed to 1 1/2 slider and 2x notes from Taeyang's mod.
[Hard]
  1. Circle size should be 4.5 or 4 for the diffivulty spread (Mecheman Loves Meruru Now has CS of 4.5)
    I will probably keep cs5; if I do 4, it will be cramped. I have tried 4.5 but not in this iteration before. I only kept 4.5 until Hendrix89's mod, in which I redid everything and used cs5 while reworking it.
That's all I can mod for now. I recommend that you look for some BN-made or recently ranked beatmaps for you to have a guide on mapping. I did this on my 1st beatmap.
MLMN diff should have neat slider placements btw. Good luck on mapping!
Thanks for modding.
_handholding
about the diff names, maybe rename Hard+ to 'Very Hard' or 'Light Insane'?
HappyRocket88
Hai from modreqs. I liked the song so here I am.

POSITIVE ASPECTS I can't deny how awesome the hitsounds fit with the song over all the difficulties, even in the easiest one. You did a great job there and seems you improved since the time you submitted the map. I love the first comboburst.png so bad so you should teach me to use transparent images like that on my maps. Keep working on it and never give up!
[General]
  1. SKINNING ELEMENTS: While skinning, try to use the whole elements which belong to the nature of each element. This means if you skinned hitcircle.png, then add all the elements that relates to it. Here's a list of them. Please, refer to this for further information.
    1. approachcircle.png
    2. hitcircleoverlay.png
    3. hitcircleselect.png
    4. followpoint.png
    5. lighting.png
    The same goes for section-fail.png there are few elements which must be added too:
    1. play-skip.png
    2. play-warningarrow.png
    There's a problem with naming your combobursts because comboburst-2.png isn't appearing anywhere. This is because your first comboburst doesn't refer to "one" so the second comboburst would never appear unless you rename it to:

    l comboburst.png must be renamed to :arrow: comboburst-1.png (In this way, comboburst-2 will appear naturally while playing.)
  2. BG FOLDER SIZE: It's not a bid deal but it would be better if you convert Stardust_Witch_Meruru.png into .jpg for reducing the overall weight of the set. Since you added some .png images, it would hurt no one if the file were .jpg instead of .png.
[Easy] No major issues find. This diff is really great.
  1. 00:47:013 (4,5,6,1,2) Over Easy difficulties, placing many circles together would get hard for beginners to click them properly because of the density of them. It would be better if you change some of them for 1/1 sliders which would fit awesomely in this part. :)
  2. 01:36:859 (2) Please, remove the whistle of the slider-head to let the clap sound stronger here, just as well as you did here 01:35:013 -
  3. 02:37:320 (4,5) Here I was waiting the double clap you used in the previous kiais which sound greatly here. Please, consider doing the same here too 02:44:705 (4,5) :(
[Hard-] First at all, this diff plays well but should be renamed to Advanced because of the overall patterning you manage.
  1. 00:06:743 (2) Add a note here for consistency with the following patterns.
  2. 00:36:628 (5) Ctrl + G here to develop a more readable flow. Consider doing the same here 01:48:628 (3)
  3. 02:10:090 (1) Remove NC here. It's not necessary.
  4. 03:08:474 (5,6,1) Oh please, don't do this kind of triplets on this diff because they would make more sense if you replace them for 1/4 sliders with one reverse. Consider doing the same here 03:23:243 (5,6,1) - 03:27:051 (4,1) -
[]
Overall not a bad map, but consider asking for more mods. There are still issues which could improve in all difficulties. Good luck!
Topic Starter
RVMathew

HappyRocket88 wrote:

Hai from modreqs. I liked the song so here I am.

POSITIVE ASPECTS I can't deny how awesome the hitsounds fit with the song over all the difficulties, even in the easiest one. You did a great job there and seems you improved since the time you submitted the map. I love the first comboburst.png so bad so you should teach me to use transparent images like that on my maps. Keep working on it and never give up! Thanks. I have renewed vigor for completing this map.
[General]
  1. SKINNING ELEMENTS: While skinning, try to use the whole elements which belong to the nature of each element. This means if you skinned hitcircle.png, then add all the elements that relates to it. Here's a list of them. Please, refer to this for further information.
    1. approachcircle.png
    2. hitcircleoverlay.png
    3. hitcircleselect.png
    4. followpoint.png
    5. lighting.png
    The same goes for section-fail.png there are few elements which must be added too:
    1. play-skip.png
    2. play-warningarrow.png

    I am currently thinking about what I want for my play warning arrows and stuff. I also want to do a complete skin so there is a lot more I have to do.

    There's a problem with naming your combobursts because comboburst-2.png isn't appearing anywhere. This is because your first comboburst doesn't refer to "one" so the second comboburst would never appear unless you rename it to:

    l comboburst.png must be renamed to :arrow: comboburst-1.png (In this way, comboburst-2 will appear naturally while playing.)Ah I see.
  2. BG FOLDER SIZE: It's not a bid deal but it would be better if you convert Stardust_Witch_Meruru.png into .jpg for reducing the overall weight of the set. Since you added some .png images, it would hurt no one if the file were .jpg instead of .png.
Changed. I manged to reduce the size from around 1.63mb to at least 468kb. That should help a lot with download.

[Easy] No major issues find. This diff is really great. Thank you.
  1. 00:47:013 (4,5,6,1,2) Over Easy difficulties, placing many circles together would get hard for beginners to click them properly because of the density of them. It would be better if you change some of them for 1/1 sliders which would fit awesomely in this part. :) Changed 2 notes to a 1/1 slider. Also managed to make it symmetrical with 00:47:474 (5) - so it looks a lot better.
  2. 01:36:859 (2) Please, remove the whistle of the slider-head to let the clap sound stronger here, just as well as you did here 01:35:013 - Fixed
  3. 02:37:320 (4,5) Here I was waiting the double clap you used in the previous kiais which sound greatly here. Please, consider doing the same here too 02:44:705 (4,5) :( Fixed. I agree that we should make use of the claps.
[Hard-] First at all, this diff plays well but should be renamed to Advanced because of the overall patterning you manage. Thank you. Regarding the name, this has been the subject of controversy, but the reason why I put Hard- is because this is the hard difficulty, just with most of the hit objects simplified.
  1. 00:06:743 (2) Add a note here for consistency with the following patterns. After asking Happyrocket for clarification, this is regarding a different note which I have added.
  2. 00:36:628 (5) Ctrl + G here to develop a more readable flow. Consider doing the same here 01:48:628 (3) I like the current one for now.
  3. 02:10:090 (1) Remove NC here. It's not necessary. Oversight. Fixed
  4. 03:08:474 (5,6,1) Oh please, don't do this kind of triplets on this diff because they would make more sense if you replace them for 1/4 sliders with one reverse. Consider doing the same here 03:23:243 (5,6,1) - 03:27:051 (4,1) Removed those triplets because it does not make sense to have it. Even if I did your 1/4 slider with repeat, it does not make the music sound any better.-
[]
Overall not a bad map, but consider asking for more mods. There are still issues which could improve in all difficulties. Good luck!
For my other difficulties such as hard, I will remove a lot of notes; I need to do a lot of shedding because some of the triplets do not make sense. In fact I went the wrong way with the triplets.

Thanks for the mod.
Shohei Ohtani
Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait

The diff with the long name:
Yeah I'm not sure how chill BN are gonna be with the long-ass diff name
00:10:551 (4,5,6,7) - you can adjust this so it's not like going back on itself and touching (3) lol
00:17:705 (10) - like in theory it's like "oh yeah this is cool" but in terms of actual readability it sucks.
00:18:397 (1,2,3,4,5) - since you have so much space to work in the map, you rarely wanna have overlaps like this.
00:28:320 (8) - it just looks odd to hvave this tbh lol
00:56:474 (1,2,1,2) - If you're going to have curved sliders facing each other, make them parallel
00:58:782 (1,2,3) - Would be better to follow the vocals
01:07:090 (3) - Silent hitsounds are no good
01:12:859 (7) - might as well blanket this
01:17:936 - you forgot to hitsound lmfao
02:06:628 (6,7,8,9) - why these jumps though. What makes them neccessary

Hard:
00:05:936 (1) - You're generally going to want your curve to be blanketing your next hitcircle/slidercircle
00:09:628 (1) - try not to have the sliderends overlap with the previous sliderbody

It's like very okay

Hard-:
You mean Advanced. this diff is called Advanced
01:02:705 (1,2,1) - You need more space in between the end of the spinner and the next note

Normal:
The big thing with this diff is that it's just really cramped because you're literally just slidertraining, which sucks. If I wanted to play a sliderfied version of the melody, I'd play Advanced. You should be making simplified rhythsm that relate to the songs, not using a bunch of sliders to emulate the melod.

Easy:
now the spread is really huge because like normal is constant 1/2 and this diff is like 1/1 and below, which is a huge difference.

It's like okay but yeah
Topic Starter
RVMathew

Reditum wrote:

Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait
I was quite busy during this time so I did not focus on my own mapset.
Blackweb
yo
btw this may not be helpful cuz im bad at modding maps that are already pretty good
Mecheman Loves Meruru Now
00:55:551 (6) - i would make the slider end overlap with 4 and 5
00:56:243 (8) - i would make overlap with the slider end of 2 in next combo
01:41:013 (5) - to 01:42:051 - fix undermapping and overmapping probs
01:50:474 (8) - overlap w/6 and 4 of next combo
03:06:166 (5) - overlap w/ 7
nice diff
Hard
00:21:397 (3) - move the middle tick more to the center and up a tad
00:50:013 (1) - move up a tad
03:08:474 (6) - make into a normal triplet like at 03:09:859 (5) -
fun diff, gj
Hard-
00:05:936 (1) - make like this
00:23:013 (2) - put on top of 5 from last combo
00:48:397 (1) - make like this
02:00:166 (6) - not needed imo
gr8 diff
Normal
00:53:705 (6) - make like this
01:11:013 (2) - tilt sliderend upwards a tad
01:38:936 (6) - move middle slidertick to the middle and down a tad
01:43:090 (7) - new combo
02:07:320 (3) - make it like: https://www.youtube.com/watch?v=d9oB-mybHr4 (sorry for bad quality my internet is garbage)
02:24:397 (1) - move sliderend up or down a tad
02:47:013 (2) - same here
movin on
Easy
00:31:840 - possible break time
01:53:936 (4) - move sliderend a tad to the right
02:55:782 (3) - move the slidertick more to the center
nice job
sorry it took a while
Topic Starter
RVMathew
CDFA pres. Reditum

Reditum wrote:

Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait

Hard:
00:05:936 (1) - You're generally going to want your curve to be blanketing your next hitcircle/slidercircle I would like some more feedback from other modders before I fix that.
00:09:628 (1) - try not to have the sliderends overlap with the previous sliderbody I would like some more feedback from other modders before I fix that.

It's like very okay Yeah. I know that I can make a lot more improvements in terms of patterns and such. There were times where I was motivated, such as up to the 1st break. During the middle to the end of the 2nd chorus, I was not that motivated, so the quality of that part went down a bit. The final part of the third chorus can be improved a lot.

Hard-:
You mean Advanced. this diff is called Advanced I actually took my hard and I thought, how could I simplify this map a lot. So the rhythm found in Hard and Hard- is around 85-90% similar, but I simplified a lot of parts in Hard-. That is why I called this Hard -

01:02:705 (1,2,1) - You need more space in between the end of the spinner and the next note Fixed it.

Normal:
The big thing with this diff is that it's just really cramped because you're literally just slidertraining, which sucks. If I wanted to play a sliderfied version of the melody, I'd play Advanced. You should be making simplified rhythsm that relate to the songs, not using a bunch of sliders to emulate the melod.
Yeah. I think around 10-20 iterations ago, I used 1.3x distance snap to ensure that the notes did not touch, but that spiked the difficulty a lot. I am going to have to do a lot of note shedding on this difficulty.


Easy:
now the spread is really huge because like normal is constant 1/2 and this diff is like 1/1 and below, which is a huge difference. I will keep the stuff on easy as a lot of people like it.

It's like okay but yeah I will ensure that this new one will look a lot better.
Blackweb

Blackweb wrote:

yo
btw this may not be helpful cuz im bad at modding maps that are already pretty good I do admit my map is nearly perfect in terms of rhythm and hitsounds, although note placement needs some work.

Hard
00:21:397 (3) - move the middle tick more to the center and up a tad
00:50:013 (1) - move up a tad Fixed, but I curved the slider differently to facilitate that. It flows a lot better that way.
03:08:474 (6) - make into a normal triplet like at 03:09:859 (5) - By stacking it, it looks quite boring and I lose some symmetry. I reduced the curve by a lot, so that should alleviate the problem.
fun diff, gj Thanks. However, I will also do some things such as removing as many stacks as I can. I had a chat with CDFA (now Reditum) about this.

Hard-
00:05:936 (1) - make like this Applied. Thanks for that as it looks quite a bit better than before.
00:23:013 (2) - put on top of 5 from last combo Thanks. It was quite hard to see.
00:48:397 (1) - make like this Applied, it looks better and I could get my 1.00x ds
02:00:166 (6) - not needed imo The thing is that there is a vocal bit there, and it is emphasized with the hitfinish on top. If you remove it you will understand why I did that.
gr8 diff Thanks.

Normal
00:53:705 (6) - make like this
It nearly looks the same, but I moved the middle anchor point a bit backwards for symmetry.
01:11:013 (2) - tilt sliderend upwards a tad Sure, it improved the flow a lot.
01:38:936 (6) - move middle slidertick to the middle and down a tad Yep. It made a much smoother curve.
01:43:090 (7) - new combo Since it does not start on a large white tick, I would not change it.
02:07:320 (3) - make it like: https://www.youtube.com/watch?v=d9oB-mybHr4 (sorry for bad quality my internet is garbage) Do not worry about your internet (COMCAST isn't it?), moving from that yeah your one looks a lot better, and the flow makes it a lot more enjoyable.
02:24:397 (1) - move sliderend up or down a tad I like the straight slider.
02:47:013 (2) - same here When I simplify the rhythm here, it should be fixed.
movin on

Easy
00:31:840 - possible break time Added. I do know that you need 4 ticks after a spinner before the next note, but adding a break is questionable. I added it for now because there is no harm in doing so.
01:53:936 (4) - move sliderend a tad to the right Ok. My previous slider was straight because it ensured symmetry, but I chose your idea, because then you have better flow into the next note.
02:55:782 (3) - move the slidertick more to the center Fixed. Does not do much though, but again no harm in doing so.
nice job
sorry it took a while It is fine.

Thank you both for modding


Aim: To try and update this within 5-7 hrs of posting this. I also have new skin assets I want to add as well.

Posted: 15:53 PST


Edit: Updated
MokouSmoke
from #modreqs
box to save space lol
[Meruru]
  1. In general, I don't understand your NC structure for this diff. I think it would be better to NC every downbeat since that's where to vocal phrases tend to start and finish anyways. It would also avoid those awkward 10+ combo numbers
  2. 00:06:397 (1,2,3) - you miss vocal here, but highlight it at 00:04:782 (1,2) - 00:14:013 (9,10) - suggestion for this part: http://puu.sh/n6CvT/fbb4c9025e.jpg
  3. 00:10:320 (3) - move to [237,326] so 00:09:628 (1,2,3) - and 00:10:320 (3,4,5) - visually have equal spacing
  4. 00:12:166 (3,4) - not sure if intentional, but you have a lot of flow drops in this diff which feel a little strange to play. I'll only list this one as an example though. http://puu.sh/n6COE/0d120f780a.jpg
  5. 00:12:166 (3,5,6) - make these equal spacing for cleaner looking map
  6. 00:17:013 (7,8,9) - better blankets pls and avoid overlaps t/208596
  7. 00:17:705 (9,10,1,2,3,4) - ^ the stream can blanket the slider
  8. 00:22:090 (12,13,14,15,1) - turn on your DS and fix this. your spacing is ranging from 0.67-0.88x
  9. 00:21:166 (10,11) - flow is not good. suggestion: http://puu.sh/n6Dq9/3f55c2bc72.jpg http://puu.sh/n6DrI/e9d8aabdcd.jpg
  10. 00:27:859 (7,8) - ctrl+g rhythm so you don't miss downbeat
  11. 00:29:705 (1,2,3) - so your previous 1/4 rhythm had DS of 0.7-0.9, so you should use that same DS here for consistency. 1.2x feels too high
  12. 00:32:013 (10,11,12,14) - autostack makes 10 and 14 overlap, so fix pls
  13. 00:34:320 (3,4,5) - sorry, I don't normally nazi about blankets but these are triggering me
  14. 00:41:013 (1,2,3) - ^
  15. 00:44:013 (1) - break this into two notes, 00:44:243 - is a strong beat with both drums and vocals, and you even emphasize it with a clap, so it should be made clickable
  16. 00:44:474 (2,3,4) - Usually 1/4 rhythms play better if they use a smaller DS compared to 1/2 rhythms
  17. 00:50:936 (7,8) - i would prefer 2 1/1 sliders here since you switch to mapping vocals at 00:50:474 (6) -
  18. 00:55:090 (4,5,6) - avoid overlap
  19. 00:56:474 (1) - 00:57:397 (1) - these just looks weird, why not make it symmetric with 00:56:936 (2) - instead?
  20. 00:59:474 (2) - end this slider at 00:59:936 - where the vocal is
  21. 01:00:397 (1) - delete this, I don't hear anything in the song here, especially when you're skipping out on other stronger beats
  22. 01:00:628 (2) - i would make this 2 notes so strong beat at 01:00:859 - has something clickable
  23. 01:01:090 (1) - uh, fix self-blanket pls http://puu.sh/n6EHy/2ee49fda97.jpg also, i would delete 01:02:474 (1) - and extend slider to 01:02:474 - so that first clickable object at 01:02:705 (2) - aligns with start of vocals
  24. 01:05:474 (2) - 01:06:397 (2) - 01:07:320 (4) - etc... the slider shapes where you use more than 3 points could be improved imo. right now they look a little weird
  25. 01:03:628 (2) - looks better if this blankets end of 01:03:166 (1) - imo
  26. 01:05:936 - prefer if you add a note to capture drums here even if you're following vocals. helps players keep a beat
  27. 01:07:090 (3) - i would delete this and use bigger spacing between 01:06:397 (2,4) - to emphasize vocals
  28. 01:08:013 (5,1) - rhythm suggestion: http://puu.sh/n6FaW/1e247f6457.jpg
  29. 01:13:205 - add note here to match vocal
  30. 01:13:551 (1,2,3) - these should really overlap to make 1/4 rhythms easier to play
  31. 01:14:474 (1,2,3) - ^ also, why the hell did you mute the sound here?
  32. 01:15:859 (1,2,3) - DS here
  33. 01:26:013 (4,5) - generally when you do patterns like this, it will look a lot cleaner if you only overlap the slider tails/heads and avoid overlap with the sliderbody itself http://puu.sh/n6FFA/c7a79792b3.jpg
  34. 01:42:859 (1,2,3,4,5,6,1) - use the same pattern as 01:35:936 (2,3,4,5,6) - currently, you miss a lot of strong vocals at 01:43:090 - 01:44:013 - 01:44:013 -
  35. 01:59:705 (4) - break into 2 notes
  36. 02:02:243 (1) - 02:04:551 (8) - I think there's a rule that says you can't manipulate SV by adding in a bunch of red control points, but I'm not sure lol
  37. 02:02:243 (1,3) - why not stack?
  38. 02:04:551 (8) - 02:11:936 (8) - break into 1/2 slider + 2 1/4 notes to follow music
  39. 02:05:243 (1) - use a note instead so start of vocals are emphasized
  40. 02:05:705 (3,4,5,6,7,8,9) - don't mute slider heads or notes. you'll never get this past a BN
ok, mod is already running a little long so I will stop here in order to take a look at other diffs. the rest of my comments would basically be me repeating myself anyways. In general, I think rhythms could be matched more closely with the song and the aesthetics could be improved.
[Hard- lol]
  1. I was wondering why this diff looked better and then I realized the meruru diff was a GD lol
  2. 00:06:743 (2) - its weird to have a 3/4 rhtyhm leading up to a blue tick note. I think it would be safer to use the same rhythm as 00:12:859 (1,2,3) - since it works better imo
  3. 00:09:166 - add note here to avoid awkward 3/2 gap and indicate end of previous held vocal
  4. 01:00:628 (4) - break this up into 1/2 slider + note or even 3 notes. I think 01:00:859 - and in particular 01:01:090 - could use more emphasis
  5. 01:40:551 (2,3) - stack kills the flow imo. unstack so it's similar to 01:32:936 (2,3) -
  6. 01:47:936 (1,2) - maybe unstack?
  7. 01:55:551 (3) - 01:56:705 (1) - 01:57:628 (4) - the flows here feel. a little strange. I would maybe curve these sliders the other way so the flow is more smooth
  8. 01:59:243 - you're missing a really strong beat here
  9. on the other hand 01:59:474 (3) - is such a weak beat that I feel it should be deleted. suggestion: http://puu.sh/n6HoX/382e207e8c.jpg and whatever pattern you use, I recommend you stack 01:59:243 (3,4) - if you choose to use suggestion
  10. 02:02:243 (1,2) - I think slider works better here
  11. 02:24:628 (2,3) - feels a little cramped, I think 1.1-1.2x spacing works better
  12. 02:38:474 (4) - break into two notes to capture vocal
  13. 02:49:782 (1,2,3) - 02:57:166 (4,1,2,3) - the mutes are unnecessary and mess with player hitsound feedback imo. especially 02:50:474 (2) - I think it's unrankable since there's no feedback for a clickable object
  14. 03:10:551 (1) - suggestion for flow: http://puu.sh/n6HQV/4c211e657c.jpg
  15. 03:14:474 (2,3) - why stack? i don't hear much of a difference from 03:12:397 (1,2,3) -
[Normal]
  1. 00:04:551 (2) - better blanket. also remake this slider since the 3-point slider algorithm got screwed up here
  2. 00:18:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - it's actually fine, but I would prefer if you varied the flow a little more in this section so players aren't constantly going in circles in one direction http://puu.sh/n6Iij/30b669a54a.jpg
  3. 00:36:628 (6) - maybe NC here instead since it's the start of new vocal phrase? if you change this, change all the other similar patterns as well
  4. 01:14:705 (2) - prefer if this was curved the other way to give more emphasis to the vocal here http://puu.sh/n6ItB/9a9e5f2fbe.jpg (I adjusted (1) slightly as well for better flow)
  5. 02:29:936 (3) - curve other way for better flow from (2)
  6. 02:31:782 (1,2) - starting on a blue tick is very dangerous for a normal diff, especially since you already established a pattern of following the white ticks in your first kiai section at 01:03:166 (1,2,3) -
[Hard]
Lol yeah, I'm skipping around
  1. insert comment about how modders don't like CS5 on hard diff but it's just the mapper's style and expression of the song
  2. 00:25:782 (4,1) - these kinds of flows arent very nice because it forces the player to curve away from the slider body to play the next note http://puu.sh/n6JDz/c037d7dc23.jpg I recommend something like this: http://puu.sh/n6JLV/a65639632c.jpg
  3. 01:03:628 (2,3) - use 1.0x DS?
  4. 02:18:859 (1,2) - this rhythm really caught me off-guard. I think ctrl+g follows song much better since 02:19:205 - is the strong beat, not 02:18:974 -
  5. 02:22:551 (1,2,3) - ^ ctrl+g
  6. 02:26:590 (2) - here the drum and vocal are captured correctly imo
  7. 02:54:397 (3,4,5) - I know you're just going for diversity, but you don't use this rhythm anywhere else (I think) and the pattern you have at 02:47:243 (3,4,5) - just plays better imo
  8. 03:25:782 - ^ here, the pattern doesn't work at all since you miss a strong beat at 03:25:782 - while mapping blue ticks which aren't even sounds in the music. Yes, the 1/2 rhythm is getting a little repetitive, but I think repetitive is still better than what you have now
Skipping easy since it's easy. Lower diffs look ok, but GD insane needs some more mods. Good luck!
Topic Starter
RVMathew
Note to all modders. Mecheman already has 6 pending mods for his difficulty, so skip modding his difficulty for now.
Topic Starter
RVMathew
MokouSmoke

MokouSmoke wrote:

from #modreqs


[Hard- lol]
  1. I was wondering why this diff looked better and then I realized the meruru diff was a GD lol :)
  2. 00:06:743 (2) - its weird to have a 3/4 rhtyhm leading up to a blue tick note. I think it would be safer to use the same rhythm as 00:12:859 (1,2,3) - since it works better imo I guess you are right. The reason I put that there was because it followed the vocals perfectly. However, if a person came from the easy or normal difficulty, they would miss this note.
  3. 00:09:166 - add note here to avoid awkward 3/2 gap and indicate end of previous held vocal Fixed it.
  4. 01:00:628 (4) - break this up into 1/2 slider + note or even 3 notes. I think 01:00:859 - and in particular 01:01:090 - could use more emphasis I will not change this part. The reason why I am doing this is because I have a really nice zig zag style pattern with the sliders, such that if I change it I will destory that. I addressed the part with hitfinishes, which I have already applied.
  5. 01:40:551 (2,3) - stack kills the flow imo. unstack so it's similar to 01:32:936 (2,3) - Fixed that.
  6. 01:47:936 (1,2) - maybe unstack? I changed the pattern so I could unstack 1 note. However changing the pattern improved flow a lot, so that is a huge plus.
  7. 01:55:551 (3) - 01:56:705 (1) - 01:57:628 (4) - the flows here feel. a little strange. I would maybe curve these sliders the other way so the flow is more smooth I tried a more flowing pattern, and I managed to sneak in some symmetry as well.
  8. 01:59:243 - you're missing a really strong beat here You are right, that should be a clickable note.
  9. on the other hand 01:59:474 (3) - is such a weak beat that I feel it should be deleted. suggestion: http://puu.sh/n6HoX/382e207e8c.jpg and whatever pattern you use, I recommend you stack 01:59:243 (3,4) - if you choose to use suggestion I removed the note as it is not as strong (I perhaps could have reduced the volume here, but it would stick out like a sore thumb. However, stacking is not a good idea, because it does not look nice at times. Here I just did a triangle pattern.
  10. 02:02:243 (1,2) - I think slider works better here I agree here.
  11. 02:24:628 (2,3) - feels a little cramped, I think 1.1-1.2x spacing works better Since the SV is slower, and it ends on a blue tick, this should be playable without any problems.
  12. 02:38:474 (4) - break into two notes to capture vocal You are right, fixed it.
  13. 02:49:782 (1,2,3) - 02:57:166 (4,1,2,3) - the mutes are unnecessary and mess with player hitsound feedback imo. especially 02:50:474 (2) - I think it's unrankable since there's no feedback for a clickable object The reason why I had these lines was because in the Hard difficulty, I muted the slider ends to emphasize the do-ki, do-ki vocals. I will remove it as it does not work here (different rhythm pattern).
  14. 03:10:551 (1) - suggestion for flow: http://puu.sh/n6HQV/4c211e657c.jpg To me, flow is when the sliderend flows directly to the next note. Looking at your one, it does not feel that way, so I will not change it.
  15. 03:14:474 (2,3) - why stack? i don't hear much of a difference from 03:12:397 (1,2,3) - Changed stack position.
[Normal]
  1. 00:04:551 (2) - better blanket. also remake this slider since the 3-point slider algorithm got screwed up here Distance snap ensures that will never happen. Therefore what I decided to do was make it more flowing. Blankets are sometimes poor choices in mapset design, which is why I only use them sparingly, unless that is the only way to help with flow.
  2. 00:18:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - it's actually fine, but I would prefer if you varied the flow a little more in this section so players aren't constantly going in circles in one direction http://puu.sh/n6Iij/30b669a54a.jpg I really like that image you made. In all seriousness, the circular flow means I use the outer edge of the playfield more. It may be boring after 10-20 seconds, but the thing is that there is a spinner, to which I proceed to vary the flow a lot more. I will consider it but for now I will not change it.
  3. 00:36:628 (6) - maybe NC here instead since it's the start of new vocal phrase? if you change this, change all the other similar patterns as well I use the downbeats (big white ticks as new combo markers, so I will not change it)
  4. 01:14:705 (2) - prefer if this was curved the other way to give more emphasis to the vocal here http://puu.sh/n6ItB/9a9e5f2fbe.jpg (I adjusted (1) slightly as well for better flow) The flow is a little worse but it does not affect playability by a lot. Fixed it since it does not do any harm.
  5. 02:29:936 (3) - curve other way for better flow from (2) Done, I think that was like that due to the patterns a few iterations ago.
  6. 02:31:782 (1,2) - starting on a blue tick is very dangerous for a normal diff, especially since you already established a pattern of following the white ticks in your first kiai section at 01:03:166 (1,2,3) - You are right, changing the rhythm would have increased diversity, but as you said starting on a blue tick when players would have been used to hitting the notes at the white/red ticks would be dangerous. Fixed it
[Hard]
Lol yeah, I'm skipping around
  1. insert comment about how modders don't like CS5 on hard diff but it's just the mapper's style and expression of the song Discussed it and you mentioned what you said as a joke. The thing is that when I remapped this, I used cs5, and unlike going from CS4 to CS5, the converse does not work, because when you do that you make objects more cramped. DS may remain the same, but then a lot more objects are obscure.
  2. 00:25:782 (4,1) - these kinds of flows arent very nice because it forces the player to curve away from the slider body to play the next note http://puu.sh/n6JDz/c037d7dc23.jpg I recommend something like this: http://puu.sh/n6JLV/a65639632c.jpg I will try your suggestion for now.
  3. 01:03:628 (2,3) - use 1.0x DS? You get a very interesting star pattern with what I have got right now. I will not change it for now.
  4. 02:18:859 (1,2) - this rhythm really caught me off-guard. I think ctrl+g follows song much better since 02:19:205 - is the strong beat, not 02:18:974 - I can do better than that. Why don't I just combine them to a 3/4 slider; it sounds a lot better, it does not catch people off guard, and I still have the 2 more important hitsound points. The ctrl+g method works but not as well as the 3/4 slider.
  5. 02:22:551 (1,2,3) - ^ ctrl+g Applied and it sounds better.
  6. 02:26:590 (2) - here the drum and vocal are captured correctly imo Thank you.
  7. 02:54:397 (3,4,5) - I know you're just going for diversity, but you don't use this rhythm anywhere else (I think) and the pattern you have at 02:47:243 (3,4,5) - just plays better imo I used that in the first chorus before, but I changed that. I think I forgot to do that in the last iteration. Thanks for pointing it out.
  8. 03:25:782 - ^ here, the pattern doesn't work at all since you miss a strong beat at 03:25:782 - while mapping blue ticks which aren't even sounds in the music. Yes, the 1/2 rhythm is getting a little repetitive, but I think repetitive is still better than what you have now I really like this pattern and it does fit, though I do agree not as well. I may change it in a later iteration, though the next modder seems to like this one.
Skipping easy since it's easy. Lower diffs look ok, but GD insane needs some more mods. Good luck!

Thank you.
Lumin
M4M from #modreqs!

[Hard]
  1. Very hard to mod (for obvious SP reasons), so this will most likely be a Suggestion or very, very fine adjustment mod
  2. You stick to Distance snap 1.0x pretty strictly
  3. All parts where are only coordinates or not any explanation why, are all for flow
  4. 00:31:666 (7) - I'd put this to x:160 y:324 for cleaniness
  5. 00:41:013 (1,2) - I'd put x:469 y:1 and 00:41:936 (4) - y:100
  6. 00:45:628 (4) - x:332 y:36
  7. 00:54:628 (5,6) - I'd NC one or other from these
  8. 00:55:782 (1) - Middle anchor x:164 y:200 and first anchor x:200 y:264 after adjusting this you can go to timing point 00:56:128 and you see that next circles approaching circle follows sliders line perfectly
  9. 01:09:859 (4) - x:92 y:308 and 01:10:090 (5) - x:40
  10. 01:12:397 (1) - Last anchor to x:328 y:336 then move 01:12:859 (2) - to x:240 y:336
  11. 01:36:397 (1) - better blanket if x:416 y:16
  12. Pure suggestion 03:02:243 (5,6,7,8) - rotate these as whole first 45 degrees then 90 degrees anticlockwise and I think you get what I'm after here (Ofc there will be a lot of fine adjustment but it plays more nicely atleast for me)
  13. 03:20:474 (4) - y:94 (being on same height as slider 7)
  14. 03:25:320 (1,2,3) - Nicely added own sounds to song, I didn't even notice that these whistles were your made before I deleted those and played again :D
[Mecheman Loves Meruru Now]
  1. 00:06:397 (1,2,3) - Use same distance between these notes
  2. 00:10:320 (3,5) - Overlap
  3. 00:12:166 (3) - x:389 y:136 for flow
  4. 00:14:013 (9) - No sound here, delete
  5. 00:17:013 (8,9,10) - Make these blanket each other better
  6. 00:18:397 (1,2,3,4,5) - Use same distance between notes
  7. 00:18:859 (5) - NC
  8. 00:20:243 (8,10) - stack 10 to sliderend
  9. 00:20:705 (9) - NC
  10. 00:24:397 (9) - ^
  11. About all New Combos, you have way too long combos, it's not usual to <4 star map to have like 15 long combo, it's stream songs thing. Do something to every combo going over 10
  12. 00:32:013 (10,11,12,14) - Overlap
  13. 00:56:474 (1) - Ugly
  14. 00:59:474 (2) - ^ and bad overlap with slider 1
  15. 01:01:090 (1) - don't make slider overlap itself
  16. 02:29:936 (1) - ^
  17. 01:09:859 (1,2,1) - Overlap
  18. 01:12:397 (6,7) - Proper blanket
  19. 01:23:013 (7,9) - ^
  20. 01:13:320 (8,4) - Easily avoidable overlap
  21. 01:14:705 (3,4) - ^
  22. 01:22:090 (4,6) - stack properly
  23. 01:49:782 (6,8) - ^
  24. 01:38:013 (2) - I'd delete this and make 1 last to red spike
  25. 02:01:551 (8,1,2,3) - Slight overlaps
  26. 02:03:859 (6,7,8) - ^
  27. 02:08:705 (3,4,5) - you can make better square
  28. 02:32:243 (5,6,7,8) - slight overlaps and there is pretty much later in this section
  29. 02:44:705 (1,2) - blanket properly
  30. 02:52:090 (9,10) - ^
  31. 02:46:551 (1,2) - overlap
  32. 03:05:013 (1) - x:100
  33. 03:05:474 (3,5) - stack
  34. 03:12:397 (3,6) - ^
  35. rest of the song with same problems
I would say that your map is ranked material, only that insane is blocking it to get rank
Hope this mod helps!
Topic Starter
RVMathew
Lumin

Lumin wrote:

M4M from #modreqs!

[Hard]
  1. Very hard to mod (for obvious SP reasons), so this will most likely be a Suggestion or very, very fine adjustment mod
  2. You stick to Distance snap 1.0x pretty strictly Funny enough, this is the only time I have not used 100% distance snap; this is only 90% distance snapped. I map with a ruler called distance snap, and 1.0x seems to work really fine.
  3. All parts where are only coordinates or not any explanation why, are all for flow
  4. 00:31:666 (7) - I'd put this to x:160 y:324 for cleaniness Yeah it looks a lot better.
  5. 00:41:013 (1,2) - I'd put x:469 y:1 and 00:41:936 (4) - y:100 Applied
  6. 00:45:628 (4) - x:332 y:36 Applied
  7. 00:54:628 (5,6) - I'd NC one or other from these As I follow the convention of starting a new combo on a downbeat, I will not apply a NC here.
  8. 00:55:782 (1) - Middle anchor x:164 y:200 and first anchor x:200 y:264 after adjusting this you can go to timing point 00:56:128 and you see that next circles approaching circle follows sliders line perfectly Ok I guess? Applied anyway.
  9. 01:09:859 (4) - x:92 y:308 and 01:10:090 (5) - x:40 Did some extra edits.
  10. 01:12:397 (1) - Last anchor to x:328 y:336 then move 01:12:859 (2) - to x:240 y:336 Applied
  11. 01:36:397 (1) - better blanket if x:416 y:16 Applied
  12. Pure suggestion 03:02:243 (5,6,7,8) - rotate these as whole first 45 degrees then 90 degrees anticlockwise and I think you get what I'm after here (Ofc there will be a lot of fine adjustment but it plays more nicely atleast for me) Diamond followed by a square. I see what you are trying to get at but it does not work for me as of now. I will think about it though.
  13. 03:20:474 (4) - y:94 (being on same height as slider 7) Applied.
  14. 03:25:320 (1,2,3) - Nicely added own sounds to song, I didn't even notice that these whistles were your made before I deleted those and played again :D Thank you. Sadly this may be removed as I may remove the blue ticks.


Hope this mod helps!
Thanks for the mod. And damn you are really really meticulous. I like you for that.

For Mecheman Loves Meruru Now: I did some changes to the combo system and fixed some hitsounding, but do not mod his map as he now has 7 pending mods for the same iteration.

Will upload later as it is late.

Edit: Updated

Edit 2: If I get permission to edit his difficulty some more, I may consider applying some of the mods for him. I do want to keep his difficulty because he can map freely whereas I mao with a ruler, so you have 2 different styles. However, he has lost some motivation to map. I hope I do not get to the point where I have to remove his difficulty: Rhythm wise it is pretty nice, but placements can be improved a lot.
Shiirn
Suggestions
Major suggestions
Unrankable issues
Not going to look over the skin for issues cuz i am not a BN and that is above my pay grade.
I mention this for every map that has bright combo colors like this, but: Adding a bit of saturation to your combo colors could help them not be so garish. Maybe with this map's theme, bright and colorful might be good. i dunno.

Easy
  1. Normally I wouldn't suggest this, but you should have this be only tick rate 1. As it is right now, tick 2 causes ticks to not be rendered because they are underneath the start of circles. This can be very confusing for a new player, as they are already visually tick 1 due to the first 1/2 not being rendered.
  2. 00:34:090 (2,3) - Try to make 3 symmetrical over the Y axis while improving the blanket.
  3. nevermind you use the ticks for hitsounds later... i mean i still think it's really awkward because you can't actually see the ticks during play but they're making sounds. I dunno what to really suggest here. Increasing slider velocity so that the ticks are visible would require totally remapping.
  4. 01:06:397 (1,2) - swap the new combos here
  5. 02:02:243 (1,2) - these sliders blanket eachother very poorly and aren't symmetrical. Might want to even these out a bit.
  6. 02:07:782 (4,5) - uneven spacing -> uneven blanket

Normal
  1. Solid difficulty, no real issues
  2. 02:59:013 (1) - this feels a bit short though, feel like it would be better with a long slider to be honest, with two circles at 03:00:628 -
  3. 03:29:705 (8,9,1) - Rotate this a bit so that you can distance snap 1 to the very center of the map? just a suggestion, this'd be kinda neat for an ending.

Hard-
  1. We call difficulties between normal and hard "Advanced" now, by the way.
  2. The sldiers in the start are just short enough that they do the "don't show the ticks" thing. Honestly, i feel like you're better off with 1.0x.
  3. 00:24:397 (1,2,3,4) - This plays awkwardly as you go backwards directly after hitting one only to stop moving entirely at 3. Swapping the position of 2 and 3 and putting 4 underneath 1 after ctrl+jing it allows the player to do a small circle over the triangle. This plays pretty neat, imo.
  4. 01:03:166 (1,2) - Swap new combos. It's more important to have the 3 notes be the same combo than to put it on the big white tick here, i feel. If you do that, remove new combo from 01:05:013 (1) - as it is unnecessary.
  5. 01:49:090 (1,2,3) - Try to blanket these with eachother's starts/ends.
  6. 02:03:628 (5,1) - blanket these better
  7. 03:08:243 (4,5,1,2,3,4) - clean up this pentagon
  8. see you do that "end on the very center of the map" thing here and it's cool

Hard
  1. Do not use tick rate 4.
  2. Do not use tick rate 4.
  3. Do not use tick rate 4.
  4. Do not use tick rate 4.
  5. Do not use tick rate 4.
  6. Do not use tick rate 4.
  7. Okay that aside, seriously tick rate 4 ruins this map as the music is not that dense and most of the time the ticks do not actually fall on any beats.
  8. I'm going to mod this with tick rate 2.
  9. 00:12:859 (4,1) - improve blanket
  10. 00:24:628 (2,3) - if you wanna use patterns like this you gotta blanket them properly
  11. 00:27:859 (6,1,2,3,4) - see you use this rotating triangle pattern here and its great
  12. 00:39:397 (2,3) - more blanket issues. I won't mention any more, just make sure you do them right when you use this pattern.
  13. 00:49:090 (2,3,4,5,1) - Clean up this pentagon a bit.
  14. 00:52:782 (3,4,5,6,1) - star patterns are all well and good but you start this one after pausing after the slider. this plays rather weirdly, you should start the star pattern from 4's position.
  15. 00:55:782 (1,2) - blanket these, etc etc
  16. Generally from here on out I'd just be mentioning cleaning things up and better blankets and stuff. Tick 4 is the major issue here, the map itself is decent, if not exactly jaw-dropping.
Topic Starter
RVMathew
New situation: After consent from Mecheman I will be removing his difficulty from the set. This is because he told me that he does not feel like mapping the song anymore.
Shocola
oh look another 2011 mapper :roll:
Topic Starter
RVMathew

[-Chocola-] wrote:

oh look another 2011 mapper :roll:
There is nothing wrong with 2011 maps.

Edit: Updated and removed a lot of skin assets, my hard and the GD.
Topic Starter
RVMathew
Currently I am burned out in terms of mapping. Maybe in a few days or a few weeks (final papers and exams in 3 weeks) I think I will be able to see my two removed diffs in a new light and fix them to make it mind blowing.
DreaM117er
Sorry for late, this is skin check:

[Skin]
  1. This is question I confuse: why BG file is squished??
  2. Add sliderboarder code in .osu file below "[colours]"
    [Colours]
    Combo1 : 85,190,0
    Combo2 : 255,100,255
    Combo3 : 255,153,35
    Combo4 : 73,131,255
    SliderBorder : 255,255,255
  3. No need "play-skip.png", coz all set don't have enough time to use this object. (You can use auto-play to run again.)
  4. You have to add "lighting", "hitcircleoverlay", "reversearrow".
    ---------------------
  5. This is my opinion for this skin:
    1. "pause-overlay" file is Anime screenshot, try to find other picture to relapce
    2. If you want, you can add "default number" to let this skin more pretty.

That's quick check. if you finished skin, you can call me or Chaoslitz :)
Tarrasky
sup
some helps request in my queue
  • Hard-
  1. 00:07:320 (1) - you can move this slider from x:78 y:205 and this 00:08:243 (2) - from x:328 y:296, you will not miss the symmetry and the distance between will be 1,00x
  2. 00:14:705 (1,2) - 00:22:090 (5,2) - nazi stack
  3. I recommend you add Whistle in here 00:41:474 -, look cool and you make emphasis in vocal c:
  4. 00:49:090 (2,3) - whistle in the first circle of both sliders, emphasis in vocal (same in 00:52:782 (3,5) - 00:56:474 (2,3) - )
  5. 01:36:628 (2,5) - nazi stack
  6. 01:44:936 (5,1) - this blanket can be improved, example https://osu.ppy.sh/ss/4689341
    lol the only highjump in all map 03:04:782 (5,1,2,3) -, not sure if is a good idea, but looks ok

    Hard

  7. 00:17:705 (3,5) - nazi stack
  8. 02:29:936 (1,1) - blanket maybe?

    Hard+ (W.r.t Mecheman)

  9. 00:21:628 (4) - I prefer you invert this slider (Ctrl + G), same in 00:25:782 (5) -
  10. 00:50:936 (3) - Ctrl + G maybe? looks better the transition
  11. 00:51:397 (4,3) - stack?
  12. 02:58:551 (1) - remove this NC and add in 02:59:474 (4) -
the map looks very well polished, i recommend you request bn/qats
gl
Topic Starter
RVMathew
DreaM117er

DreaM117er wrote:

Sorry for late, this is skin check:

[Skin]
  1. This is question I confuse: why BG file is squished?? I think I downloaded a different version with a different aspect ratio, and it had the watermark o it as well.
    [box=this is normal BG]
Thanks for touching it up. Add sliderboarder code in .osu file below "[colours]" Done
[Colours]
Combo1 : 85,190,0
Combo2 : 255,100,255
Combo3 : 255,153,35
Combo4 : 73,131,255
SliderBorder : 255,255,255
No need "play-skip.png", coz all set don't have enough time to use this object. (You can use auto-play to run again.) Problem is that ranking criteria forces you to have a full skin set, even if it not used in game. I will check up on that as soon as possible though.You have to add "lighting", "hitcircleoverlay", "reversearrow". Will be done later.
---------------------This is my opinion for this skin:
1. "pause-overlay" file is Anime screenshot, try to find other picture to relapce This is the best one I have so far but I will keep searching.
2. If you want, you can add "default number" to let this skin more pretty. Will add that soon.
Shiirn

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues
Not going to look over the skin for issues cuz i am not a BN and that is above my pay grade.
I mention this for every map that has bright combo colors like this, but: Adding a bit of saturation to your combo colors could help them not be so garish. Maybe with this map's theme, bright and colorful might be good. i dunno.

Easy
  1. Normally I wouldn't suggest this, but you should have this be only tick rate 1. As it is right now, tick 2 causes ticks to not be rendered because they are underneath the start of circles. This can be very confusing for a new player, as they are already visually tick 1 due to the first 1/2 not being rendered.
  2. 00:34:090 (2,3) - Try to make 3 symmetrical over the Y axis while improving the blanket. Improved it
  3. nevermind you use the ticks for hitsounds later... i mean i still think it's really awkward because you can't actually see the ticks during play but they're making sounds. I dunno what to really suggest here. Increasing slider velocity so that the ticks are visible would require totally remapping. Fair enough.
  4. 01:06:397 (1,2) - swap the new combos here Applied to other instances as well as this one
  5. 02:02:243 (1,2) - these sliders blanket eachother very poorly and aren't symmetrical. Might want to even these out a bit. Evened it out, using straight sliders only :D
  6. 02:07:782 (4,5) - uneven spacing -> uneven blanket Tiny fix, you have to look at it at an angle.

Normal
  1. Solid difficulty, no real issues Thanks
  2. 02:59:013 (1) - this feels a bit short though, feel like it would be better with a long slider to be honest, with two circles at 03:00:628 - This should bne fine for now, but I may change it if anyone else picks up on this.
  3. 03:29:705 (8,9,1) - Rotate this a bit so that you can distance snap 1 to the very center of the map? just a suggestion, this'd be kinda neat for an ending. Applied

Hard-
  1. We call difficulties between normal and hard "Advanced" now, by the way. I never got the memo. I am fine with explaining it again. Basically my hard-, is a hard, where I have kept around 70-80% of the rhythm and simplified the rest. Due to the different SV, the DS affects my placement etc.
  2. The sldiers in the start are just short enough that they do the "don't show the ticks" thing. Honestly, i feel like you're better off with 1.0x. The slower SV is used to reflect the calm intro.
  3. 00:24:397 (1,2,3,4) - This plays awkwardly as you go backwards directly after hitting one only to stop moving entirely at 3. Swapping the position of 2 and 3 and putting 4 underneath 1 after ctrl+jing it allows the player to do a small circle over the triangle. This plays pretty neat, imo. Fixed. However, I am concerned that a portion of slider 4 will be outside the playfield, although AI mod is not picking anything up.
  4. 01:03:166 (1,2) - Swap new combos. It's more important to have the 3 notes be the same combo than to put it on the big white tick here, i feel. If you do that, remove new combo from 01:05:013 (1) - as it is unnecessary. Fair enough.
  5. 01:49:090 (1,2,3) - Try to blanket these with eachother's starts/ends. Tried improving it to the best of my ability.
  6. 02:03:628 (5,1) - blanket these better DS limits me from doing that. I did edit the second slider a bit so it is a little bit more symmetrical.
  7. 03:08:243 (4,5,1,2,3,4) - clean up this pentagon I made it into a hexagon pattern. Much less hassle and I can blanket another note afterwards (although I do not like blankets myself as nerves are frayed trying to make them perfect).
  8. see you do that "end on the very center of the map" thing here and it's cool Thank you

Hard
  1. Do not use tick rate 4.
  2. Do not use tick rate 4.
  3. Do not use tick rate 4.
  4. Do not use tick rate 4.
  5. Do not use tick rate 4.
  6. Do not use tick rate 4.
  7. Okay that aside, seriously tick rate 4 ruins this map as the music is not that dense and most of the time the ticks do not actually fall on any beats. Changed it to 2
  8. I'm going to mod this with tick rate 2.
  9. 00:12:859 (4,1) - improve blanket
  10. 00:24:628 (2,3) - if you wanna use patterns like this you gotta blanket them properly The proper blanket can only be achieved if 2 was much longer. I have tried to get a good shape but I will not be able to achieve the perfect blanket.
  11. 00:27:859 (6,1,2,3,4) - see you use this rotating triangle pattern here and its great Applied it to the next triangle pattern.
  12. 00:39:397 (2,3) - more blanket issues. I won't mention any more, just make sure you do them right when you use this pattern. Fair enough
  13. 00:49:090 (2,3,4,5,1) - Clean up this pentagon a bit. I used the polygon circle tool so there should not be any problem. Perhaps the stack is causing the problem
  14. 00:52:782 (3,4,5,6,1) - star patterns are all well and good but you start this one after pausing after the slider. this plays rather weirdly, you should start the star pattern from 4's position. Will fix the position
  15. 00:55:782 (1,2) - blanket these, etc etc
  16. Generally from here on out I'd just be mentioning cleaning things up and better blankets and stuff. Tick 4 is the major issue here, the map itself is decent, if not exactly jaw-dropping. This time it should look a lot better as I am incorporating more patterns yet keeping 1.00x DS for at least 90-95% of the map.

Tarrasky

Tarrasky wrote:

sup
some helps request in my queue
  • Hard-
  1. 00:07:320 (1) - you can move this slider from x:78 y:205 and this 00:08:243 (2) - from x:328 y:296, you will not miss the symmetry and the distance between will be 1,00x Applied. I like the way you think
  2. 00:14:705 (1,2) - 00:22:090 (5,2) - nazi stack The editor does that. I decided to do a manual stack.
  3. I recommend you add Whistle in here 00:41:474 -, look cool and you make emphasis in vocal c: Added it to other instances as well
  4. 00:49:090 (2,3) - whistle in the first circle of both sliders, emphasis in vocal (same in 00:52:782 (3,5) - 00:56:474 (2,3) - )
  5. 01:36:628 (2,5) - nazi stack Should be fine; I manually stacked it.
  6. 01:44:936 (5,1) - this blanket can be improved, example https://osu.ppy.sh/ss/4689341Sure
    lol the only highjump in all map 03:04:782 (5,1,2,3) -, not sure if is a good idea, but looks ok A little difficulty spike just to wake people up. However it should be fine.

    Hard

  7. 00:17:705 (3,5) - nazi stack Fixed
  8. 02:29:936 (1,1) - blanket maybe? Sure, but DS is now 1.16x ;S

    Hard+ (W.r.t Mecheman)

  9. 00:21:628 (4) - I prefer you invert this slider (Ctrl + G), same in 00:25:782 (5) - Sure
  10. 00:50:936 (3) - Ctrl + G maybe? looks better the transition Done
  11. 00:51:397 (4,3) - stack? I inverted it, see above point.
  12. 02:58:551 (1) - remove this NC and add in 02:59:474 (4) - Fixed. Was not intentional; thanks for reminding me.
the map looks very well polished, i recommend you request bn/qats Thanks but only when skin is done will I call them.
gl


Thanks for the mods and skin check.

Status as of now: Updated with some new skin elements. The skin is still WIP
Boruma
I'm still new myself, but I would like to try to help your map.

Easy
00:59:474 (1) - Extend spinner to next white tick. Typically for an easy, all notes, sliders, and spinners are set on white ticks from start to finish. The end of the spinner is set on a red tick.
01:58:551 (1) - Extend spinner to next white tick.

Normal
00:48:859 (2,3,4) - Get rid of one hit circle to make this a double rather than a triple tap required. Typically for beatmaps below 2 stars, you don't find any triple tap patterns.
00:52:551 (2,3,4) - Get rid of one hit circle here to make this a double rather than a triple tap required.
00:56:474 (3) - Get rid of the 3rd hit circle and make this a jump rather than a stack. It plays nicer that way.
01:00:859 (4,5) - Remove the 4th hit circle and move the 5th slider back one half tick to where the 4th hit circle was. Then extend the slider one half tick forward.
01:08:474 (4) - Remove the hitcircle here.
01:15:859 (4) - Remove the hit circle here.
01:40:320 (2) - Remove the hit circle here.
01:44:936 (1) - Extend the spinner to 1:46:551. It allows for more score deviation given longer spinner time. Plus, the vocals allow for it.
02:37:090 (4) - Remove the hit circle here and spread out notes.
02:44:474 (4) - Remove the hit circle here and spread out the notes.
02:51:859 (4) - Remove the hit circle here and spread out the notes.
Topic Starter
RVMathew

Boruma wrote:

I'm still new myself, but I would like to try to help your map.

Easy
00:59:474 (1) - Extend spinner to next white tick. Typically for an easy, all notes, sliders, and spinners are set on white ticks from start to finish. The end of the spinner is set on a red tick.
01:58:551 (1) - Extend spinner to next white tick.
For these two above points, I would end the spinner on the red tick. I do agree that most of the time, spinners should end on a white tick when players are accustomed to hitting notes on the white ticks.

However, for the above spinners, the red tick is a vocal bit, and with a finish sound to complement the vocal bit, it would make sense to end the spinner on that. Ending on a white tick like you suggested works, but not as well as ending it on a red tick for this instance only.

Normal
00:48:859 (2,3,4) - Get rid of one hit circle to make this a double rather than a triple tap required. Typically for beatmaps below 2 stars, you don't find any triple tap patterns. I see. The point with this difficulty is for the beginning to be an extension of Easy, but near the end, the Beatmap transitions to a hard difficulty, which is why I utilize the triple tap.

00:52:551 (2,3,4) - Get rid of one hit circle here to make this a double rather than a triple tap required. Removed.
00:56:474 (3) - Get rid of the 3rd hit circle and make this a jump rather than a stack. It plays nicer that way. Removed and made a square pattern at the same time.
01:00:859 (4,5) - Remove the 4th hit circle and move the 5th slider back one half tick to where the 4th hit circle was. Then extend the slider one half tick forward. Applied
01:08:474 (4) - Remove the hit circle here. Applied
01:15:859 (4) - Remove the hit circle here. Applied
01:40:320 (2) - Remove the hit circle here. Applied
01:44:936 (1) - Extend the spinner to 1:46:551. It allows for more score deviation given longer spinner time. Plus, the vocals allow for it. Applied it
02:37:090 (4) - Remove the hit circle here and spread out notes. This part, I want to apply the triple tap, as it prepares the player for the next difficulty.
02:44:474 (4) - Remove the hit circle here and spread out the notes. Same as above
02:51:859 (4) - Remove the hit circle here and spread out the notes.Same as above
Thanks for the mod. Will update by tonight at the latest, hopefully with one or two more skin assets.

Edit: Updated (Mod-40)
DreaM117er
Don't give me KD

Very well for skin, but you should check combo color:


Good luck :)
Rizen
round twooooooooooo

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat.
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo,
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._.
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better
  3. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised
  2. 00:55:320 (9) - 1/2 slider?
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) -
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) -
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) -
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) -
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion)
I said quick mod, but this took two hours (rip study time)

\:D/
Topic Starter
RVMathew

Rizen wrote:

round twooooooooooo More than 1 and a half years sine you saw this map.

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image Applied
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image
From Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change

Sounds better.

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo,
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._.
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better
  3. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised
  2. 00:55:320 (9) - 1/2 slider?
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) -
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) -
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) -
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) -
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion)
I said quick mod, but this took two hours (rip study time)

\:D/
Still making changes; the post will be updated
Topic Starter
RVMathew
Double Post. This post is the updated one. .........................



RVMathew wrote:

Rizen wrote:

round twooooooooooo More than 1 and a half years sine you saw this map.

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image Applied
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image
From Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change

Sounds better.

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit I like to keep the void
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo, Applied.
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable With the last iteration the modder said that by having to tap 3 times in a row it may be harder for newer players, so I moved that slider back. Made a change by using a 1/2 slider to go to the current slider.
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain The 1st part of the map is an extension of easy but then for the 2nd part, I introduce some harder patterns.
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/ Mapped that part. :D
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._. Applied it
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider For this part, the difficulty turns to a normal to a hard diff, so I have the 3 notes for a difficulty increase.
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
    What if I kill 2 birds with one stone? For point 2, I changed it to a 3/4 repeat slider, and because of distance snap, I am obligated to move note 2 and note 3. This is what I came up with: https://osu.ppy.sh/ss/4899465. The advantage is that I remove those stacks, and I do get symmetry between 1 and 4.

  3. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better It does sound a lot better when you ctrl+g it. I think I did that current pattern for the sake of symmetry. Changed.
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all I see. I had a star pattern during the middle of the diff but was removed in previous iterations. The star should be fine but I will change to an alternative design.
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like Thanks. Inspired by a point Shiirn Made for an earlier portion of my Hard- diff.
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised Applied.
  2. 00:55:320 (9) - 1/2 slider? Applied
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) - Done
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) - Applied. Will also think of some new patterns
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks Changed.
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) Applied-
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) - Tried a different position after changing the position of slider 4
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here Sure. Again this was me just doing freehand.
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool Freehand stuff. Fixed
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern Tried a different pattern but it may end up having the same problem
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion) Keep for now till I get better Ideas
I said quick mod, but this took two hours (rip study time)

\:D/
Still making changes; the post will be updated
MikasaSerket
Hey there! I recently got back so I will start working on the mod~
Topic Starter
RVMathew
Updated: Mod-43



In the next update (Mod-44): I am planning to add extra skin images, which includes hitcircle.png, background and combobursts for other characters as separate download links. The reason is that I know that some of you may not like Kirino and probably like the other characters such as Ayase, Ruri (Kuroneko), Meruru etc. Therefore it would be nice if you could have a hitcircle of your favourite character.

In addition you can also sneak it into the folder without having to update the beatmap, which is nice.

More information will be added later if necessary.
Arusamour
Easy (1.34 stars, 195 notes)
  1. 00:11:474 (1) - Fix this slider, mismatched.
  2. 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1)
  3. 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~
  4. 00:46:090 (3) - Slider end is placed on a looooooooooooooong white tick, and you know what that means. Change to
  5. 00:55:782 (1,2) - Would look better being just standard curve sliders, not digging the LOW SLIDER VELOCITY RED ANChORS.
  6. 01:05:474 (3) - Don't like this because 01:06:397 (1,2) is rightly emphasized by sliders, but having a slider on 01:06:397 (1,2) cancels that. Do this instead:
  7. 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
  8. 01:32:705 (1) - Fix to a nicer shape
  9. 01:34:551 (2) - two white anchor???
  10. 01:45:166 (3) - it's misplaced...again. place this long slider to 01:45:628 (next long white tick)

    The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm so i'd suggest messing around with easy/normal maps. BTW, you should change the skin, i think it's awful to play with


Your NM request from p/5040843/ is done
Topic Starter
RVMathew

Boobs wrote:

Easy (1.34 stars, 195 notes)
  1. 00:11:474 (1) - Fix this slider, mismatched. Fixed: Refined it
  2. 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1)
    Nice catch, fixed it
  3. 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~ Thank you
  4. 00:46:090 (3) - Slider end is placed on a looooooooooooooong white tick, and you know what that means. Change to
    Swapped it around. Will change in other places that have the same problem.
  5. 00:55:782 (1,2) - Would look better being just standard curve sliders, not digging the LOW SLIDER VELOCITY RED ANChORS. Changed it, but it does not make that much of a huge difference imo.
  6. 01:05:474 (3) - Don't like this because 01:06:397 (1,2) is rightly emphasized by sliders, but having a slider on 01:06:397 (1,2) cancels that. Do this instead:
    Applied. Will apply to other parts that have the same problem as well. The reason why I did that is that my way follows the vocals more.

  7. 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
  8. 01:32:705 (1) - Fix to a nicer shape It looks nice already but I tried refining it a bit more
  9. 01:34:551 (2) - two white anchor??? Not really grounds for dq isn't it? Fixed it but 2 white anchors would not affect it that much.
  10. 01:45:166 (3) - it's misplaced...again. place this long slider to 01:45:628 (next long white tick) Changed it

    The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm so i'd suggest messing around with easy/normal maps. BTW, you should change the skin, i think it's awful to play with



Your NM request from p/5040843/ is done
Thanks for the mod.


Edit:
Extra Conversation between me and boobs
22:08 RVMathew: Hi there. I am wondering if you could spare some time so I can clarify some things in the mod you wrote?
22:08 Boobs: yea sure
22:09 RVMathew: One thing you said at the end was to change the skin 'it's awful to play with', can you elaborate on that?
22:09 RVMathew: was it certain images that made it worse?
22:10 Boobs: having the same hitcircle as the endcircle
22:10 Boobs: the hitcircle is some-what already detailed
22:11 RVMathew: ok?
22:11 RVMathew: endcircle?
22:11 Boobs: if you have it on the slider end, it's harder to tell the difference between hitcircle and endcircle
22:11 Boobs: the end of the circle
22:11 Boobs: like https://imgur-archive.ppy.sh/H8YtXUI.png
22:12 Boobs: the end circle and hitcircle are close to eachother
22:12 RVMathew: the thing is that for me I do not have the invisible sliderends
22:12 Boobs: what about for people who do
22:12 RVMathew: so I assume that if I have to improve I must find a way to make the image transparent?
22:13 Boobs: make the end circle easier to read
22:13 Boobs: more transparent
22:13 Boobs: or make it different from the hitcircle
22:13 RVMathew: I see
22:13 RVMathew: I will try and look at that
22:14 Boobs: when the notes are clumped or stacked, it's harder to read
22:14 RVMathew: oh
22:14 Boobs: it's not deal breaker but it takes little more thinking
22:14 Boobs: it's harder for newer players
22:14 Boobs: hitcircle and endcircle are identical
22:14 Boobs: so you might struggle with which one to hit when their clumped
22:15 Boobs: hope you understand it better
22:15 RVMathew: I was always under the impression that by default, the hitcircle and endcircle were by default the same; the invisible slider ends were done as like a skin mod
22:15 Boobs: worded it better
22:15 RVMathew: I see.
22:16 Boobs: pretty sure you can change it so there is no sliderendcircle.png
22:16 RVMathew: I will check that out
22:16 Boobs: but i dont know if that's unrankable
22:16 Boobs: yea
22:16 RVMathew: https://osu.ppy.sh/ss/4940961 do you usually play with transparent hitcircles like this?
22:16 Boobs: i dont really play the game
22:16 Boobs: i use default skin
22:16 RVMathew: oh
22:17 Boobs: i dont know how it looks like on different skins
22:17 Boobs: hold up
22:17 Boobs: the skin's hitcircle/hitcircleoverlay should override all skins
22:18 Boobs: so that shouldnt be a problem
22:18 RVMathew: I play with a modified default skin with opaque hitcircles like this: https://osu.ppy.sh/ss/4940973 so to me it is pretty much the same.
22:18 Boobs: oh
22:19 RVMathew: 'The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm' nice sentence btw
22:20 Boobs: xdddddddddddDDDD
22:20 RVMathew: implying that I have so sense of rhythm so why bother mapping in the first place?
22:20 RVMathew: how succint was I?
22:21 Boobs: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
22:21 Boobs: i mean
22:22 Boobs: just telling you to focus on placing notes in the write place
22:23 RVMathew: Fair enough, but be careful when using sentences like that, because it can be interpreted wrongly.
22:23 RVMathew: Thank you for the clarifications and stuff. Have a nice day.
22:23 Boobs: ook


RVMathew wrote:

Updated: Mod-43



In the next update (Mod-44): I am planning to add extra skin images, which includes hitcircle.png, background and combobursts for other characters as separate download links. The reason is that I know that some of you may not like Kirino and probably like the other characters such as Ayase, Ruri (Kuroneko), Meruru etc. Therefore it would be nice if you could have a hitcircle of your favourite character.

In addition you can also sneak it into the folder without having to update the beatmap, which is nice.

More information will be added later if necessary.
I will have to push the new hitcircles and stuff back for now :S
Battle
Had small discussion on rhythms and stuff
2016-05-12 22:00 RVMathew: battle may I ask for some help regarding my claris by kokoro map?
2016-05-12 22:00 Battle: sure i guess
2016-05-12 22:00 RVMathew: http://puu.sh/oQ1bl/9b6f1b9b44.osu I had a guy do a gd before he left, and I was wondering if there are some good rhythm patterns in his map that I can use
2016-05-12 22:01 RVMathew: currently the final diff for ranking feels the same as my hard in terms of rhythm
2016-05-12 22:01 Battle: uh
2016-05-12 22:01 Battle: can you np actual map
2016-05-12 22:01 RVMathew: ACTION is listening to [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku]
2016-05-12 22:01 RVMathew: and he did give me permission to use elements from his diff if he wanted to
2016-05-12 22:03 Battle: I actually really disagree with the diff in general lmao
2016-05-12 22:03 RVMathew: in terms of rhythm or that placement of the notes?
2016-05-12 22:03 RVMathew: nvm I think you answered it already
2016-05-12 22:04 Battle: note placements and rhythm is kinda meh in terms of those repeat sliders that happen sporadically
2016-05-12 22:04 RVMathew: I see
2016-05-12 22:05 Battle: Since the map is pretty low bpm
2016-05-12 22:05 Battle: I would suggest focusing on aesthetics and rhythm placements
2016-05-12 22:06 RVMathew: so in general I cannot use anything from his map since there is not much to work on
2016-05-12 22:06 RVMathew: the last diff for ranking is different from the others in terms of me going freehand with my placements
2016-05-12 22:06 RVMathew: compared to my usual ds shenanigans
2016-05-12 22:06 Battle: his extended sliders are decent
2016-05-12 22:07 Battle: rhythm-wise not placement wise
2016-05-12 22:07 RVMathew: I see, which parts exactly (chorus?)
2016-05-12 22:07 Battle: yea
2016-05-12 22:08 Battle: the song itself is pretty dense w/ 1/4 in chorus
2016-05-12 22:08 Battle: you can use that to add structured variety of 1/4
2016-05-12 22:08 RVMathew: can you give me an example
2016-05-12 22:09 Battle: okay well say something like
2016-05-12 22:09 Battle: 02:05:474 (2,3) -
2016-05-12 22:09 Battle: but instead of overmapping go like
2016-05-12 22:09 Battle: http://puu.sh/oQ3qP/387eec6700.jpg
2016-05-12 22:10 Battle: stuff like that
2016-05-12 22:10 RVMathew: ah
2016-05-12 22:10 Battle: there are softer beats that can be mapped as 1/4
2016-05-12 22:10 Battle: but just make sure you didn't do what he did and misplace 1/4
2016-05-12 22:11 RVMathew: yeah I understand. Just wanted to know to make my final diff very different. Thanks for your help and yeah if you want kds for it upload it to the thread etc.
2016-05-12 22:11 Battle: mk l8r
Topic Starter
RVMathew
Beatmap is Updated

- When applying Mikasaserket's mod, I will also apply the suggestions made by Battle to try and bring more life into my final diff.
- The new hitcircles will be pushed back until further notice. For now I have made a change to the current hitcircle; I made the image 30% transparent to make it easier for players while still having the image of Kirino quite visible.
PhantomHunt3r
i dont know how much help this would be but here is my end of the m4m
Hard+
00:54:166 (2,3,4) - this is my personal opinion but when playing this, it just felt off, (try putting the triples into a repeat slider?) same with 00:54:859 (6,7,8) 00:56:474 (2,3,4,5) - i think this is my sleep depravation getting to me but i think note 5 is not straght like 2 and 3 are
01:50:474 (4,5) - try mirroring this on 01:51:628 (2,3,4)
overall i noticed a lot of triples, this is my personal opinion so you dont have to do it but try replacing them with some repeat sliders

Hard
i felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Topic Starter
RVMathew

PhantomHunt3r wrote:

i dont know how much help this would be but here is my end of the m4m
Hard+
00:54:166 (2,3,4) - this is my personal opinion but when playing this, it just felt off, (try putting the triples into a repeat slider?) same with 00:54:859 (6,7,8)
00:56:474 (2,3,4,5) - i think this is my sleep depravation getting to me but i think note 5 is not straght like 2 and 3 are Fixed by spacing out the notes a bit more.
01:50:474 (4,5) - try mirroring this on 01:51:628 (2,3,4) Tried getting the positions of the notes the same
overall i noticed a lot of triples, this is my personal opinion so you dont have to do it but try replacing them with some repeat sliders This map is partially overmapped in a sense since I start following the back bits more.

Hard
i felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Thanks for the check. I have decided to scrap the idea of different hitcircles as it is a pain to find good images for the hitcircles. I tried making that up by having a different background with a different character for each difficulty.

Updated: Mod-45. :)
synf
Hi, this is a m4m:

Easy
Nothing wrong found by me.


Normal
AR=5? I think that is a bit too much for a 1.84* map.
00:12:859 (3,4) - Is there a reason for this not to be in a straight line?
03:29:013 (5,6,7) - I think you should change these three circles to be a 1/2 slider and a circle or 1/2 slider elongated into a 1/1 slider


Hard-
01:01:205 (1,1) - Between these two in a 1/2 time length is a missed beat
02:15:166 (1,1) - :/ When you dont use 1/4 time spacing in your map, you should not put it in here. You keep doing it throughout the map, I would change it if I were you.
02:24:628 (2,3) - I think this ruins this diff a bit, whilst your map is beíng 1/2 time spaced. I don't think that the vocal expression there is that much of a importance. And if it is, then try this: http://osu.ppy.sh/ss/5205057
02:52:090 (1,2,3) - What to write to this pattern. XC for anybody new trying this out, this pattern is too hard to play to fit into this difficulty imo.
02:56:551 (2) - This one seems a little bit off. I tried fixing it myself, and the closest I got was snapping it to a 1/3 beat :/.


Hard
CS=5; Players who can play maps at that star rate can't snap this cs, please change it!
I am sorry, but this difficulty makes me tired of this map, not because it is bad, just because I dislike most patterns. This means I did not check this difficulty properly :(


Hard+ (W.r.t Mecheman)
HP=6, CS=4.5; This is something you expect first at an Insane difficulty. I think you should lower the HP a bit at least.
This difficulty looks weird to me. The 1/2 circle parts are mostly linear, but the slider parts are super sharp, I think this is not a good idea, but leave it, if you want to.
02:25:090 (3,4) - Nice addition to the map, I think you should have more doublets as circle-only in this diff :)


General

This mapset has no major mistakes inside.
I would recommend changing something in the song setup. (Mentioned before)
Kiai destroys my eyes so I am sorry if I left something behind :)
Topic Starter
RVMathew

kolgar wrote:

Hi, this is a m4m:

Easy
Nothing wrong found by me. Thank you.


Normal
AR=5? I think that is a bit too much for a 1.84* map. Don't let the SR fool you; AR5 is the optimal choice for this. Putting AR4 would be way too slow and decimal AR's would make little to no difference
00:12:859 (3,4) - Is there a reason for this not to be in a straight line? It looks nice. I changed it though so it is a bit curved.
03:29:013 (5,6,7) - I think you should change these three circles to be a 1/2 slider and a circle or 1/2 slider elongated into a 1/1 slider Changed to the former


Hard-
01:01:205 (1,1) - Between these two in a 1/2 time length is a missed beat Before I had a note there, but because people said that it was hard to recover after a spinner and then hit a note perfectly with 1/2 time length, I removed that. I would also say that new players (who are getting ready to play hard difficulties) would encounter a problem if I added a note 1/2 after the spinner.
02:15:166 (1,1) - :/ When you dont use 1/4 time spacing in your map, you should not put it in here. You keep doing it throughout the map, I would change it if I were you. I will keep it for now and see what others think.
02:24:628 (2,3) - I think this ruins this diff a bit, whilst your map is beíng 1/2 time spaced. I don't think that the vocal expression there is that much of a importance. And if it is, then try this: http://osu.ppy.sh/ss/5205057 I would ignore a good chunk of the vocal bit if I change it, so I will keep this.
02:52:090 (1,2,3) - What to write to this pattern. XC for anybody new trying this out, this pattern is too hard to play to fit into this difficulty imo. I will try and find a way to make them go into each other.
02:56:551 (2) - This one seems a little bit off. I tried fixing it myself, and the closest I got was snapping it to a 1/3 beat :/ The 1/4 position is the best I can get to. If I do 1/3, then it will be unexpected as there would be no way to tell I suddenly use 1/3 for that bit. I will keep it for now..


Hard
CS=5; Players who can play maps at that star rate can't snap this cs, please change it! Cannot change it as this will destroy the purpose of the difficulty, and cs4 would mean a complete remap.
I am sorry, but this difficulty makes me tired of this map, not because it is bad, just because I dislike most patterns. This means I did not check this difficulty properly :(

I understand. This map was built around cs5 as a long time ago maps used this as a standard. It is made a bit more difficult since I apply newer placement techniques with old style difficulty settings, which makes this map a bit more challenging than usual.


Hard+ (W.r.t Mecheman)
HP=6, CS=4.5; This is something you expect first at an Insane difficulty. I think you should lower the HP a bit at least. Will reduce the HP drain to 5. CS 4.5 is a compromise because with cs 4 everything overlaps and does not look nice.
This difficulty looks weird to me. The 1/2 circle parts are mostly linear, but the slider parts are super sharp, I think this is not a good idea, but leave it, if you want to. This was intended to be a freehand map and for the most part it is. I choose some linear patterns because it looks nice.
02:25:090 (3,4) - Nice addition to the map, I think you should have more doublets as circle-only in this diff :) Will change that and make it better.


General

This mapset has no major mistakes inside.
I would recommend changing something in the song setup. (Mentioned before)
Kiai destroys my eyes so I am sorry if I left something behind :)
Thanks for the mod.
Updated: Mod-46
Affirmation
m4m??

[General]
You don't use SB. You can turn off widescreen support.
about diff name. I think hard- >Advanced or light hard
Hard+ >Hyper.
[Hard+]
00:06:397 (2) - how about this?
00:21:628 (4,5,1) - It is hard to read rhythm, because it has similar distance.
00:29:013 (5,6,7) - how about make triangle
00:52:320 (2,3) - 00:52:782 (4,5) - 00:53:243 (6,7) - why their distance are different?
01:12:859 (2,3) - this will be difficult. make a reverse.
01:53:705 (5,6,7,8) - ctrl G will better for rhythm.
02:15:282 (1) - don't make spinner. It has rhythm.
02:57:628 (2,4) - this overlap looks bad... don't make this overlap.

Good luck~
Rhythm Frienemy
Yo! As per your idea here's the chatlog of the in-game mod

http://puu.sh/p0KuL/4118364b55.txt

do what you will with it, and good luck with the map ^.^
Topic Starter
RVMathew
[quote="Neoskylove"]m4m??

[General]
You don't use SB. You can turn off widescreen support.
about diff name. I think hard- >Advanced or light hard
Hard+ >Hyper. The naming system will not be changed. Technically they are all hard difficulties (I could have either diff as the only hard difficulty and it will fit in perfectly.
[Hard+]
00:06:397 (2) - how about this? Sounds nice
00:21:628 (4,5,1) - It is hard to read rhythm, because it has similar distance. Shifted that part more to the left
00:29:013 (5,6,7) - how about make triangle This part was created by this: https://osu.ppy.sh/ss/5224205 So there will be no change as that will ruin the previous pattern.

I used the triangle idea on other parts of the map and it made that part a whole lot better.



00:52:320 (2,3) - 00:52:782 (4,5) - 00:53:243 (6,7) - why their distance are different? Changed it
01:12:859 (2,3) - this will be difficult. make a reverse. I will see what I can do, but I do not think that currently the pattern is difficult.
01:53:705 (5,6,7,8) - ctrl G will better for rhythm.
02:15:282 (1) - don't make spinner. It has rhythm. Removed that part
02:57:628 (2,4) - this overlap looks bad... don't make this overlap. Will find a better position.

Thanks for the mod.

Updated: Mod-47

Rhythm Frienemy's Mod will be applied and will be seen in the next update (Mod-48)
Bursthammy
hi

Easy:

00:04:090 (1,2) - Blanket could look a little better, like so: http://puu.sh/p4FJc/10344b9c3f.jpg
00:52:551 (2) - This slider might work a little better if it had a third red angle so the end of the slider would blanket a little better inside 00:53:936 (3) -
01:53:936 (5) - Consider bringing this over to the left to make 01:53:013 (3,4,5) - Into a triangle formation, like so: http://puu.sh/p4G6c/deba5012a4.jpg

Normal:

02:24:397 (1) - Should probably be the same slider shape as 02:26:243 (3) - Just for aesthetic value

No problems with other diffs

sry for super small mod ;w;

GL
Topic Starter
RVMathew

Rhythm Frienemy wrote:

Yo! As per your idea here's the chatlog of the in-game mod

http://puu.sh/p0KuL/4118364b55.txt

do what you will with it, and good luck with the map ^.^

Tatsuyu wrote:

hi

Easy:

00:04:090 (1,2) - Blanket could look a little better, like so: http://puu.sh/p4FJc/10344b9c3f.jpg Fixed.
00:52:551 (2) - This slider might work a little better if it had a third red angle so the end of the slider would blanket a little better inside 00:53:936 (3) - The slider shape will be ruined
01:53:936 (5) - Consider bringing this over to the left to make 01:53:013 (3,4,5) - Into a triangle formation, like so: http://puu.sh/p4G6c/deba5012a4.jpg Fixed the pattern.

Normal:

02:24:397 (1) - Should probably be the same slider shape as 02:26:243 (3) - Just for aesthetic value Sorted it out

No problems with other diffs

sry for super small mod ;w; Every little bit helps

GL


Rhythm Frienemy's Mod

I may paraphrase some of things that the modder said in order to make it easier to understand the changes I have made.

1) 00:03:628 - 00:04:320: 4 notes 1/2 apart. Note 3 had a weak beat compared to the others so it did not fit well. Since 2 notes were behind the red tick, there may have been some problems in terms of hitting it correctly, but due to the way note 3 was added, the whole 4 notes did not go well.
Solution: Fixed by making a 1/2 slider before the timing point, and then adding a 3/4 slider so it looks like this: https://osu.ppy.sh/ss/5246855

2) 00:10:320 (2,3) - Reverse the notes. Fixed. Previously the notes since slider 2 ended on a strong beat. This was the only way I could have the blanket pattern. The notes are now reversed.

3) 00:27:859 (6,1,2,3) - Seems better do have a back and forth pattern Did not change that because with the triangle pattern you get the best movement

4) 00:44:705 (1) - weak vocals so why a circle? This was actually a strong beat, cleared this in the irc.

5) 01:13:551 (3) - is my ears lying or i dont hear a beat here? Weak beat but it is there. Reason I did that was because it would be awkward if the beat was not there.

6) 01:12:859 (2) - why stop at 1/4 tick? To follow the vocals. However during irc, we found that the vocals ended on a 1/8th division and would be awkward for the player to hit and move into the next note. Vocals for the chorus end at the most awkward spot.

7) the pitch of this is lower 01:15:628 (5) - than 01:15:859 (6) - Due to the changes of pitch, you should make not 6 closer to 01:16:090 (1). This applies to any other parts with the same rhythm pattern. At first I thought it was a good idea, but revisiting it, it did not look nice in terms of aesthetics and the pitch does not justify reducing the distance by a noticeable amount. Therefore this part will not be changed.

8) strengthen 01:17:936 (1) - Emphasize this beat. To emphasize the beat, I increased the volume of the beat only (75% volume compared to 60%). Will be applied to other instances as well.
Applied at:
i) 00:18:859
ii) 00:33:628
iii) 00:48:397
iv) 01:03:166
v) 01:47:474
vi) 02:02:243
vii) 02:17:013 - Readded a hitfinish.
viii) 02:24:397
ix) 02:31:782
x) 03:01:320 - Readded a hitfinish.
xi) 03:16:090
xii) 03:30:859

Will be added to everything but the hard+ diff for this update. I will implement the change in the hard+ for the update after this.

9) 01:46:436 (1) - why spinner lol Helps with the ds issue. I did not add a spinner at 00:47:243 (3) and mapped this bit, so I should map 01:46:436 (1) as well. Fixed

10) 02:55:320 (7,1,2) - throws me off quite a bit: Weak bit so the jumps are not justified and it is a bit hard to read. This was the only way for me to create a challenge for the player.

Thanks for the mods. Will update this in a few hours.

Edit: Updated (Mod-48)
Topic Starter
RVMathew
I did 2 more updates since I tried polishing up my hard+ difficulty and I also noticed that some of the timing points were not added.

Latest version: Mod-50
Topic Starter
RVMathew
I asked IamKwan for a metadata check and this is her/his reply:

IamKwaN wrote:

hello! busy enjoying my holiday xD That is nice. Hope you are having fun

Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS

Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean. I understand

References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)

Good luck!
Moved the source into the tags. I put it there in the first place, because it was from the single irony, which was related to Oreimo. I may also put the tags 'attraction of the heart' because according to this the translated title of Kokoro no Inryoku seems to be 'Attraction of the Heart'
Monstrata
Hard+

00:13:320 (1,2,3,1) - Spacing isn't intuitive from 3>1
00:49:090 (2,3,4,5,1) - Can you make this curve pattern nicer? 4>5>1 almost looks linear xP
00:56:936 (4,5,1) - No jump from 5>1?
00:57:858 (2,3) - I'm not getting the jump xP.
01:12:859 (2,3,1) - Yea rhythm here doesnt play intuitively either. maybe add a circle on 01:13:320 -
01:28:551 (4,5,1) - What's with the spacing here. It just looks bad to me when you go from 1.35 to 1.20.
01:30:628 (6,7,1) - Same, Spacing etc..
01:32:936 (2,3,4,5) - the overlap from 2>3 is already annoying imo... but when you add in doubles after the slider it just makes the pattern too much imo. Can you do something simpler?
01:39:628 (5,6,1,2) - This spacing just looks unpolished xP it's really uneven.
01:41:013 (4,5,1) - Same here, 4>5 and 5>1 look noticeably different in spacing, but its too small of a change to signify a jump or anything, so it just ends up looking unpolished.
01:47:474 (1,2,3) - Confusing spacing. Same visual spacing, but one is 1/1 and the other is 1/2.
02:11:936 (3,4,1) - Spacing again.

[]

Okay just from this one diff, it looks like you really need to work on spacing, good luck.
Topic Starter
RVMathew

Monstrata wrote:

Hard+


I will rework this, but I will be applying what you have said into my rework, so all is not lost.

00:13:320 (1,2,3,1) - Spacing isn't intuitive from 3>1 Fixed.
00:49:090 (2,3,4,5,1) - Can you make this curve pattern nicer? 4>5>1 almost looks linear xP As it should be. Will refine it while keeping the linear curve
00:56:936 (4,5,1) - No jump from 5>1? Will change distance is necessary
00:57:858 (2,3) - I'm not getting the jump xP. The product of rotation and reflection along the axes. Will Fix it
01:12:859 (2,3,1) - Yea rhythm here doesnt play intuitively either. maybe add a circle on 01:13:320 - Changed rhythm pattern entirely
01:28:551 (4,5,1) - What's with the spacing here. It just looks bad to me when you go from 1.35 to 1.20. Fixed
01:30:628 (6,7,1) - Same, Spacing etc.. Changed
01:32:936 (2,3,4,5) - the overlap from 2>3 is already annoying imo... but when you add in doubles after the slider it just makes the pattern too much imo. Can you do something simpler?l2p son. Fixed
01:39:628 (5,6,1,2) - This spacing just looks unpolished xP it's really uneven. Tried an interesting path. 4-6 are 3 notes tucked underneath the sliderheads to improve neatness.
01:41:013 (4,5,1) - Same here, 4>5 and 5>1 look noticeably different in spacing, but its too small of a change to signify a jump or anything, so it just ends up looking unpolished.Sorted it out.
01:47:474 (1,2,3) - Confusing spacing. Same visual spacing, but one is 1/1 and the other is 1/2. Sorted it out
02:11:936 (3,4,1) - Spacing again. Sorted

[]

Okay just from this one diff, it looks like you really need to work on spacing, good luck. And you only check the diff which is radically different from all the other difficulties (All other difficulties are distance snapped)
New Rework

1) Will be done using CS4 instead of 4.5,
2) Larger distances between notes to make it a bit more difficult.
3) Much nicer patterns. It will look a lot better than before :D


Edit: Updated (Mod-51)
Topic Starter
RVMathew
Updated: Mod-53

In this updated the main issue I sorted out was the ending for the Hard difficulty. With such a high slider velocity in a very short amount of time, that would trip a lot of players up and cause them to fail. Reduced the slider velocity for that part down to 1.2x

Next planned update: Mod-54
1) I am considering the idea to rehitsound the part between the 2nd chorus and final chorus, after adding a new hitsound. Edit: Tried and does not work.
2) Fixing the skin: It seems that the score numbers are still colliding with the map progress indicator, so that does not look nice. Will reduce the image size by 5-10% again. Edit: Even reducing the image by 15% did not make a lot of difference, so I will keep it as it is.
3) Perhaps a custom difficulty name for the last difficulty; Anxient suggested Affection, but I will see if I can come up with something on my own. Edit: Will again delay this.

Edit: A few people have said that after playing the hard- diff, they said that the final diffs may be redundant. If BN's share the same sentiment, I may remove the diffs.

Edit 2: Some people said they liked the Hard+ diff and felt that there was some difference. Some suggested increasing the SR by a bit so I have tried some stuff.

Edit 3: Updated (Mod-54)
Topic Starter
RVMathew
Got a testplay from Shiirn and from that I will be making a few changes to the Hard+ difficulty, and a change to the Hard difficulty.

Shiirn and Mathew's Chat log
12:07 RVMathew: hiya Shiirn
12:07 Shiirn: sup
12:07 RVMathew: not much. how are you doing?
12:08 Shiirn: p. good. i'm sitting up if you want me to play the map
12:08 Shiirn: lele
12:08 *RVMathew is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Hard+]]
12:08 RVMathew: hard+ is the new one. Was done way after your mod
12:13 *Shiirn is listening to [https://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku]
12:18 Shiirn: 03:25:320 (1,2,3) - threw me off really hard
12:18 Shiirn: get rid of the 1.4x and 1.5x at the end
12:18 RVMathew: Sure
12:18 Shiirn: other than that
12:18 Shiirn: solid map
12:18 Shiirn: didnt notice anything that mention-worthy
12:18 RVMathew: since you said that part threw you off, I also should get rid of that in the hard diff as well
12:18 RVMathew: since I applied it there
12:18 Shiirn: yeah
12:19 RVMathew: so to summarize the the ending felt way too fast and would trip up too many people

1) Will lower the SV to 1.1 or 1.2x at the end for the hard difficulty. That should be a lot easier for many.
2) Will change 03:25:320 (1,2,3) as it is a curveball. Will apply this change to the Hard difficulty as I used the same rhythm pattern there as well.

Edit: Updated (Mod-55)
Spork Lover
Yo, M4M for ya after that great mod you gave me ^^

Color coding
Unrankable if unchanged
Normal Suggestion
Strong Suggestion
Other

General


So, I was told to give info about what skin I use; and I use the WWW 1.6.1 skin, which is colorless and transparent. If the skin is on in your beatmap, the sliders look like this: https://osu.ppy.sh/ss/5656375 It fits decently with the hitcircles, but I'd still consider a custom sliderslide and tick for your beatmap, where the slider has a dimmed color, and is somewhat transparent imo :) I hope any of this info helped somehow lol :3

Easy

There's some, erm, clear underboob in this background, and I don't feel that it'll be considered an "All ages" image
00:41:013 (1,2,3) - Consider reworking the first part (00:33:628 (1,2,3,4,5) - )so it's consistent with this one.
01:15:628 (1) - It's more common to start a spinner a bit later on an easy diff, consider moving it, so it start on 01:16:089? (Ending point is fine)

I feel that there's a small lack of consistency when it comes to the rhythm during the different verses, it feels like you mapped rhythm how you felt was good for that time without taking the previous verse into account. (Stuff like 01:32:705 (1,2,3,1) - relative to 00:33:628 (1,2,3,4,5) - , which should be rhythmically related, or at least have the same audible beats, have long sliders in places where there are 3 single taps in the other part. I'd advice highly to try to change these things around a bit for this :3

01:38:243 (4,5) - There should be a slider between the two notes here, since there's the "double clap" thing from the hitsounds :)
02:04:089 (1) - I'd remove this NC, you havn't done an NC per measure up untill now as far as I recall ;o

Consistency thing applies to chorus too, long slider in the first one, reverses in the second. (And some other rhythm stuff)

03:29:936 (4,5) - Hi missing double clap :3

Very simple and straight forward easy, but lacks consistency in a some spots, that would overall give the map a better vibe (I really like the hitsounding!)

Normal

I won't mention the consistency stuff here in detail, but it's basically the same concept. If it applies for the next diffs to an extent where it's important to address, I'll just write Consistency at the start of the post.

00:53:705 (4) - Delete this and make a new circular slider with only 1 anchor point instead of 3, it becomes more circular that way and honestly looks a lot better too, right now the curve looks kinda flat.
01:09:628 (5,6) - Double clap?
01:46:320 (5,6,7,1,2,3,4,5,6,7,8) - This looks like a peak in the map, but isn't in the song, imo there are too many notes here.
02:15:166 (1) - There's a spinner here, but not in the first chorus, consider making this consistent for both.
02:59:013 (1) - Spinner seems really short, I'd consider just removing this spinner all together and do a few more patterns.

Hard-

Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)

02:05:474 (1) - This isn't symmetrical, which you've been following for the past diffs as well as this one so far :3
02:24:397 (1,2,3) - I don't like how this looks, you should place 3 a bit to the side of the slider + give the slider a blanket with 1.
03:16:782 (4,3) - Why doesn't the long slider have a 1/4 reverse involved?

Hard


I've seen this mentioned a few times, but I'll just throw it out as well; CS5 on a hard = not the best idea, most people in the insane-extra range still have trouble with that stuff lol, but when you're a hard player, you can't adjust well enough to high CS to play it accurately, so I'll just leave a few suggestions for this one >//<

00:05:936 (1,2) - Some blanket stuff here that doesn't look completely up to par.
00:09:628 (1,2,3) - Transition's a little meh to me, I'd consider curving 3 downwards instead like so: https://osu.ppy.sh/ss/5656552
00:23:013 (2,3) - If you do an increase in spacing, consider doing a long slider to add a small break to the player, so he can readjust to the patterns.
00:32:474 (3,5) - I feel that this overlap is pretty unhealthy, considering it's just a back'n'forth jump and not an aesthetic overlap.
00:33:628 (1,2) - Blanket issue.
00:56:474 (2,3,4,5) - These jumps are way too excessive considering this isn't a peak.

--- Afterwards it's basically the same types of issues that occur (Excessive jumps and blankets mainly), so I won't go more into that on this diff.

^ Generally there are some spacing issues where you could add long slider to emphasize the jump more, and then there are some blanket issues, and this is prominent during most of the diff, so look into that ^^


Hard+



00:15:627 (1) - Remove NC, it's inconsistent with 00:08:243 (2) -
00:32:474 (3,5) - Same kind of overlap as on Hard, feels weird imo
00:40:551 (4,5) - Should be a slider, since 4 needs to be emphasized better
01:23:474 (1,2,3,4,5) - Holy this linear flow from 2-4 doe is understarred, also 01:24:397 (4,5) - nazi blanket lol
01:32:474 (6) - I'd move 6 to around x:322 y:36 to avoid the overlap.
01:41:705 (1,2,3) - The 2 feels like a fill-in, and should be adjusted a bit, so it flows in better to 3.
01:47:935 (2,3,4,5,6,1,2,3,4) - This is probably my favorite pattern so far, gj on this.
02:11:935 (3,4,5) - Make them the same horizontal distance from each other, aka move 5 more to the left.
02:26:243 (1,2) - Doesn't sound too good, maybe two 1/2 sliders that are 1/4 apart? (Aka start on 02:26:243 - 02:26:589 - like the other two sliders, but end later?)
02:34:089 (2,3,4) - The perfect overlaps are inconsistent with the previous choruses.
02:42:166 (4) - Horizontal distance thing again :3
02:44:705 (1,2,3,4,5) - Nice pattern, I like
03:00:628 (4,5,6,1) - This transition is way too hard to angle for a hard player imo, not to say that the squares afterwards are pretty damn hard too (And imo excessive, considering you do a "typical" pattern at 03:03:859 (4,5,6) -
03:05:474 (3,4,5) - Weird spacing, should be lower from 3 and below.
03:09:974 (5) - Move this to 03:10:435 - on the timeline and relocate everything in that section a bit (A triple doesn't really fit the music too well there)
03:22:089 (1,2,3,4,5,6) - This is right use of emphasis, you're doing at the end of a pattern, which feels a lot better.
03:30:166 (6,1) - 1 feels pretty cramped with 6, maybe move it to make a triangle with 03:29:473 (3,6) - ? (I know you want it in the middle, but it doesn't look nice aesthetically that 6 is up in 1's face :^)


Final thoughts:
There are some consistency issues that I feel need to be touched upon before this can be pushed further into the ranking process, but the old style type of map is pretty dope, and fits nicely for this song, also, the hitsounds are really cool, and there's some nice ideas with the skin etc as well ^^ Good luck on this mapset, godspeed :3
Topic Starter
RVMathew

Spork Lover wrote:

Yo, M4M for ya after that great mod you gave me ^^

Color coding
Unrankable if unchanged
Normal Suggestion
Strong Suggestion
Other

General


So, I was told to give info about what skin I use; and I use the WWW 1.6.1 skin, which is colorless and transparent. If the skin is on in your beatmap, the sliders look like this: https://osu.ppy.sh/ss/5656375 It fits decently with the hitcircles, but I'd still consider a custom sliderslide and tick for your beatmap, where the slider has a dimmed color, and is somewhat transparent imo :) I hope any of this info helped somehow lol :3
I decided to go with RGB: 30,30,30 for the slidertrack, but the slidertick will stay the same. This will make it easier for people to distinguish between the hitcircles and the slidertrack. In addition, it will be easier for people who use invisible sliderends to read the notes now. I have also brightened up the colours again because the translucent hitcircle changes the overall combo colour.

Easy

There's some, erm, clear underboob in this background, and I don't feel that it'll be considered an "All ages" image Breasts are visible, so I found a more suitable background as an alternative. Thanks for notifying.
00:41:013 (1,2,3) - Consider reworking the first part (00:33:628 (1,2,3,4,5) - )so it's consistent with this one.
01:15:628 (1) - It's more common to start a spinner a bit later on an easy diff, consider moving it, so it start on 01:16:089? (Ending point is fine) Changed it, and added a note in its place.

I feel that there's a small lack of consistency when it comes to the rhythm during the different verses, it feels like you mapped rhythm how you felt was good for that time without taking the previous verse into account. (Stuff like 01:32:705 (1,2,3,1) - relative to 00:33:628 (1,2,3,4,5) - , which should be rhythmically related, or at least have the same audible beats, have long sliders in places where there are 3 single taps in the other part. I'd advice highly to try to change these things around a bit for this :3 My idea with this set is that as you go along, the difficulty gets a bit harder, which prepares players for the next difficulty. This will explain a lot of the consistency issues you have pointed out.

01:38:243 (4,5) - There should be a slider between the two notes here, since there's the "double clap" thing from the hitsounds :) I understand what you are trying to get at, but then the problem is that I will be introducing 1/2 spacing on the timeline herein which case that would throw a lot of easy players off. I will keep it for now.
02:04:089 (1) - I'd remove this NC, you havn't done an NC per measure up untill now as far as I recall ;o Oversight on my part. Fixed
Consistency thing applies to chorus too, long slider in the first one, reverses in the second. (And some other rhythm stuff)

03:29:936 (4,5) - Hi missing double clap :3 Fixed

Very simple and straight forward easy, but lacks consistency in a some spots, that would overall give the map a better vibe (I really like the hitsounding!)

Normal

I won't mention the consistency stuff here in detail, but it's basically the same concept. If it applies for the next diffs to an extent where it's important to address, I'll just write Consistency at the start of the post.

00:53:705 (4) - Delete this and make a new circular slider with only 1 anchor point instead of 3, it becomes more circular that way and honestly looks a lot better too, right now the curve looks kinda flat. Changed
01:09:628 (5,6) - Double clap? Fixed, although I had to change some of the patterns to still make it friendly.
01:46:320 (5,6,7,1,2,3,4,5,6,7,8) - This looks like a peak in the map, but isn't in the song, imo there are too many notes here. Converted 6 and 7 into a 1/2 slider but left the rest as is. I think it should be fine.
02:15:166 (1) - There's a spinner here, but not in the first chorus, consider making this consistent for both. I changed the pattern from the first chorus to a spinner. The reason being that other than consistency for this difficulty, in the Hard- difficulty, there is a spinner present just before the end of the first chorus.
02:59:013 (1) - Spinner seems really short, I'd consider just removing this spinner all together and do a few more patterns. Changed that as well.

Hard-

Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)
This one changes rhythm patterns in the last chorus, similar to the patterns that you may see on hard. But I will be reworking the last 2 parts of the final chorus where the vocalists say 'doki.....doki because right now it does not feel nice to hear.'
02:05:474 (1) - This isn't symmetrical, which you've been following for the past diffs as well as this one so far :3 Aesthetic things. I changed it so it will be fine.
02:24:397 (1,2,3) - I don't like how this looks, you should place 3 a bit to the side of the slider + give the slider a blanket with 1. Added. There is no way my little blanket cannot be this cute. Hehe
03:16:782 (4,3) - Why doesn't the long slider have a 1/4 reverse involved? Changed that to a 1/2 slider.


Hard


I've seen this mentioned a few times, but I'll just throw it out as well; CS5 on a hard = not the best idea, most people in the insane-extra range still have trouble with that stuff lol, but when you're a hard player, you can't adjust well enough to high CS to play it accurately, so I'll just leave a few suggestions for this one >//<
When I started playing, I did get a lot of old maps from my friends with CS5's in them and I also found old maps via previous OWC map pools etc. So I was used to CS5 Maps at an early stage. I know that if a new player joined today and played hard difficulties, more than 99% of the time they will find a hard diff which uses CS4, so to them CS5 will be something very new. I will not change the CS setting at all, but I will tone parts down so it will not be as daunting.

00:05:936 (1,2) - Some blanket stuff here that doesn't look completely up to par. Fixed
00:09:628 (1,2,3) - Transition's a little meh to me, I'd consider curving 3 downwards instead like so: https://osu.ppy.sh/ss/5656552 Remapped
00:23:013 (2,3) - If you do an increase in spacing, consider doing a long slider to add a small break to the player, so he can readjust to the patterns. Remapped
00:32:474 (3,5) - I feel that this overlap is pretty unhealthy, considering it's just a back'n'forth jump and not an aesthetic overlap. Remapped
00:33:628 (1,2) - Blanket issue.Remapped
00:56:474 (2,3,4,5) - These jumps are way too excessive considering this isn't a peak. Remapped

--- Afterwards it's basically the same types of issues that occur (Excessive jumps and blankets mainly), so I won't go more into that on this diff.

^ Generally there are some spacing issues where you could add long slider to emphasize the jump more, and then there are some blanket issues, and this is prominent during most of the diff, so look into that ^^

I am doing some remapping because currently it will be daunting for new players to play. I have done a lot of nerfs right now, especially the chorus which now has a 1.1x SV, and the final sections which also are now 1.1x SV. This will make it a lot more friendly to players.

Moreover, in the remap, I have decided to incorporate more patterns which help with the natural movement. 1/2 sections will remain the same after the remap, but the rest will be fixed so it looks more beautiful.



Hard+


This is the hardest diff for me by far in terms of making it so I am really happy that you especially modded this difficulty.

00:15:627 (1) - Remove NC, it's inconsistent with 00:08:243 (2) - Oversight. Fixed
00:32:474 (3,5) - Same kind of overlap as on Hard, feels weird imo Changed it for this one
00:40:551 (4,5) - Should be a slider, since 4 needs to be emphasized better Sure
01:23:474 (1,2,3,4,5) - Holy this linear flow from 2-4 doe is understarred, also 01:24:397 (4,5) - nazi blanket lol
01:32:474 (6) - I'd move 6 to around x:322 y:36 to avoid the overlap. Made a trapezoidal pattern
01:41:705 (1,2,3) - The 2 feels like a fill-in, and should be adjusted a bit, so it flows in better to 3. Fixed the movement by changing the pattern
01:47:935 (2,3,4,5,6,1,2,3,4) - This is probably my favorite pattern so far, gj on this. Thank you.
02:11:935 (3,4,5) - Make them the same horizontal distance from each other, aka move 5 more to the left. Rotated 4 as well for better aesthetics.
02:26:243 (1,2) - Doesn't sound too good, maybe two 1/2 sliders that are 1/4 apart? (Aka start on 02:26:243 - 02:26:589 - like the other two sliders, but end later?) This part is fine so I will not change it.
02:34:089 (2,3,4) - The perfect overlaps are inconsistent with the previous choruses. Fixed
02:42:166 (4) - Horizontal distance thing again :3 Changed
02:44:705 (1,2,3,4,5) - Nice pattern, I like Thank you Doro.
03:00:628 (4,5,6,1) - This transition is way too hard to angle for a hard player imo, not to say that the squares afterwards are pretty damn hard too (And imo excessive, considering you do a "typical" pattern at 03:03:859 (4,5,6) - I will try and rework the section and also change the typical pattern a bit.
03:05:474 (3,4,5) - Weird spacing, should be lower from 3 and below. Redid so I get the trapezium pattern.
03:09:974 (5) - Move this to 03:10:435 - on the timeline and relocate everything in that section a bit (A triple doesn't really fit the music too well there) Changed that. Will also apply that on the hard difficulty
03:22:089 (1,2,3,4,5,6) - This is right use of emphasis, you're doing at the end of a pattern, which feels a lot better. Thank you.
03:30:166 (6,1) - 1 feels pretty cramped with 6, maybe move it to make a triangle with 03:29:473 (3,6) - ? (I know you want it in the middle, but it doesn't look nice aesthetically that 6 is up in 1's face :^) I decided to move it from the middle so it forms a line like https://osu.ppy.sh/ss/5674162


Final thoughts:
There are some consistency issues that I feel need to be touched upon before this can be pushed further into the ranking process, but the old style type of map is pretty dope, and fits nicely for this song, also, the hitsounds are really cool, and there's some nice ideas with the skin etc as well ^^ Good luck on this mapset, godspeed :3


I have to say that this mod is one of the best mod posts I have seen in a long time and I really appreciate the time you had spent on it.
Topic Starter
RVMathew
Double Post. Was done intentionally.

Thanks for the mod Spork Lover


Updated: Mod-57


Edit: Reminder to put Ikaros into the thank you box.
Edit 2: Added Ikaros' name into the box.
Mijii
I tried to found issues on the last diff, but I didn't found any, cuz I'm new at modding.

The map looks pretty cool. On this map I only can help you with a star xD.
Topic Starter
RVMathew

Mijii wrote:

I tried to found issues on the last diff, but I didn't found any, cuz I'm new at modding.

The map looks pretty cool. On this map I only can help you with a star xD.
Fair enough. Thanks for checking it though, and giving a star.
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