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GlassSkinned - The Flawless Wings of Yatagarasu [Osu|Taiko]

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Total Posts
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Topic Starter
_DT3
This beatmap was submitted using in-game submission on Sunday, March 26, 2017 at 4:38:06 PM

Artist: GlassSkinned
Title: The Flawless Wings of Yatagarasu
Source: 東方地霊殿 ~ Subterranean Animism
Tags: Utsuho Reiuji Theme 東方 Touhou Project Nuclear Fusion Remix Newgrounds
BPM: 170
Filesize: 5073kb
Play Time: 00:00
Difficulties Available:
  1. Aki's Easy (0 stars, 1 notes)
  2. Hard (2.74 stars, 132 notes)
  3. Normal (0 stars, 1 notes)
  4. Ono's Oni (4.39 stars, 1091 notes)
  5. Ryo's Lunatic (5 stars, 839 notes)
  6. CookieBite's Insane (3.91 stars, 168 notes)
Download: GlassSkinned - The Flawless Wings of Yatagarasu
Information: Scores/Beatmap Listing
---------------
MASSIVE REWORK IN PROGRESS!

If you would like the most recent version of the old set, here's the link: https://puu.sh/uX5mp/a20fb766c2.osz

Easy: Akitoshi
Normal: Me
Hard: Me
Insane: CookieBite
Lunatic: RyoKazuka

Muzukashii: Possibly found someone
Oni: OnosakiHito
Sylvette
Never use black combo colors.
Topic Starter
_DT3

Cirno-baka9 wrote:

Never use black combo colors.
It kinda fits to the background though... :?
Battle
Black combo color is pretty bad because there's a lot of people who play with 100% dim
Topic Starter
_DT3
True, I could try adding in a easier visible easier visible outline... Maybe that works
OnosakiHito
I really have to find you another - authentic - BG. lol
Topic Starter
_DT3
But it would fit though: Yatagarasu is a myhical RAVEN. Also, will it be Utsuho Reiuji?
OnosakiHito
It must be Utsuho Reiuji, since it is her theme.
Topic Starter
_DT3
Ok, then a new background is fine :) . Has Okoratu spoken to you yet? He said he'd be gathering people for the Taiko part of this map.
Sylvette
Asaiga's Easy is both bad and unrankable.

Easy maps must have the same distance snap throughout the entire song.

Sliders must not look like trash.

Where the hitcircles, sliders, and slider ends are located must make logical sense.

Either delete this difficulty and let someone else map it, or have Asaiga remap it.
Topic Starter
_DT3
Ok, I'll message him about that
Sylvette
Okay, good. I don't want the map to be disqualified because of a rushed difficulty. :)
Asaiga

Cirno-baka9 wrote:

Asaiga's Easy is both bad and unrankable.

Easy maps must have the same distance snap throughout the entire song.

Sliders must not look like trash.

Where the hitcircles, sliders, and slider ends are located must make logical sense.

Either delete this difficulty and let someone else map it, or have Asaiga remap it.

I should play more easy. Yeh, I will remap.
Consider this was a scratch.
Topic Starter
_DT3
Ok, that's good. Message me when you're done!
Topic Starter
_DT3
The BG is now Utsuho Reiuji. I hope this makes you happy Ono xD.
Sylvette
One unrankable difficulty after another...

Normal maps (Standard) need the same exact distance snap throughout the entire map. The only exception to this that during kiai time, you are allowed to change distance snap from whatever your current one is to a new one. After kiai, you have to change the new one back to the current one, and if there is another instance of kiai, you have to change it back to the same one the first kiai used.

Since there is no kiai, you are forced to use the same distance snap throughout the entire difficulty.
Topic Starter
_DT3
Are you talking about my Standard diff? I thought I used the same distance snap through out the whole current difficulty... Could you tell me where there is different DS there? (I am serious and nit trying to question you, I want to know where the DS is not fitting). Also, I noticed you didn't really add timing sections (for the volume, Kiai Time). Should I add THOSE in?
Sylvette

TurtleStuffs wrote:

Are you talking about my Standard diff? I thought I used the same distance snap through out the whole current difficulty... Could you tell me where there is different DS there? (I am serious and nit trying to question you, I want to know where the DS is not fitting).
00:11:294 (1) - This is off by a little bit, it needs to be exactly on it.
00:14:117 (1) - Obviously too big of a jump.

TurtleStuffs wrote:

Also, I noticed you didn't really add timing sections (for the volume, Kiai Time). Should I add THOSE in?
Add Kiai Time to every difficulty.
Change volume on every difficulty to 85%.
Topic Starter
_DT3
Ok, I'll be sure to do that. In case you're wondering about the kudosu, it REALLY helps me with the map. It helps me a lot with mapping too.
Sylvette
More stars for you ;3;/
Topic Starter
_DT3
Ok, didn't see that coming... (Seriously). Thanks for that! You really earn it though :D
Topic Starter
_DT3
Edit: I am currently waiting on all GDs. I don't need anymore GDs unless somebody drops out (or gets kicked). Once I finish my collab, there will be a mass update with all current GDs.

Edit 2: I can accept mods for the Kantan and Ultra Easy diff.
Underforest
tbh I don't think this map can be ranked with a lot of difficulties
Topic Starter
_DT3
Well, some diffs might get removed, so it won't be that many diffs
Sylvette

Underforest wrote:

tbh I don't think this map can be ranked with a lot of difficulties
...yes it can...
Asaiga's Easy needs remap...again.
numbermaniac
[Invective’s Kantan]

(Note that some of these numbers may be a bit off because I made my changes as I suggested them. The timestamp will point to the correct time though.)

You start off with too many reds. Change a couple of the notes to blues; maybe 00:08:470 (3), 00:12:705 (7) and 00:15:529 (10).

00:33:882 (29,30,31,32,33,34,35) - This is too long for Kantan. I’d say remove 32 and change 34 to a red.
00:44:470 (7) - Delete, otherwise it’s too long. Also gives a short break after the 1/1s.
00:50:117 (14) - Again maybe remove this.

The section from 01:20:470 (59) seems to go on for like 50 notes with no break.
01:25:411 (68) - You probably don’t need this.
01:27:882 (71,72,73,74) - Preferably go for a slightly easier pattern like ddkk or kkdd.
01:30:352 (76) - You could remove this.
01:36:705 (87) - Again this can be removed. As I said before I’m kinda just trying to give players a short break every now and then.
01:42:352 (95) - ^
01:47:999 (102) - ^
01:59:646 (121,122) - I’d change these to red to add a bit of variety; lots of blue here.
02:10:587 (141) - Consider deleting this for a short break.
02:21:882 (161) - Maybe remove this.

I’m concerned that after 02:23:999 (163) this turns into more of a Futsuu with lots of 1/1 spacings.

02:49:058 (211) - Remove this. Sounds better in my opinion.
03:14:470 (249) - Again I don’t think this is necessary.

Good luck :)
Fuel

numbermaniac wrote:

[Invective’s Kantan]

(Note that some of these numbers may be a bit off because I made my changes as I suggested them. The timestamp will point to the correct time though.)

You start off with too many reds. Change a couple of the notes to blues; maybe 00:08:470 (3), 00:12:705 (7) and 00:15:529 (10). the sound is building up anyway, i'd prefer to start off with just reds and lead into the multicolor patterns when the percussion stuff starts

00:33:882 (29,30,31,32,33,34,35) - This is too long for Kantan. I’d say remove 32 and change 34 to a red. removed 32 and instead edited some of the 2/1 3-note patterns to maintain the buildup, i wanted to finish the section on k k k given the drumroll
00:44:470 (7) - Delete, otherwise it’s too long. Also gives a short break after the 1/1s. done
00:50:117 (14) - Again maybe remove this. done

simplified kiai slightly, giving more 4/1 breaks

The section from 01:20:470 (59) seems to go on for like 50 notes with no break.
01:25:411 (68) - You probably don’t need this. done
01:27:882 (71,72,73,74) - Preferably go for a slightly easier pattern like ddkk or kkdd. removed note at 01:28:588 instead, i believe that'll keep the 1/1 usage low enough for this part
01:30:352 (76) - You could remove this. given im following the sound of the melody here, i deleted 01:31:058 instead as that's just a repeated note and i'd rather keep a note on where the pitch changes
01:36:705 (87) - Again this can be removed. As I said before I’m kinda just trying to give players a short break every now and then. done as per the previous point for consistency
01:42:352 (95) - ^ done
01:47:999 (102) - ^ done
01:59:646 (121,122) - I’d change these to red to add a bit of variety; lots of blue here. in that section i intended for the blues to be used on the percussion sounds, this only occurs for about 12 seconds in any case
02:10:587 (141) - Consider deleting this for a short break. done
02:21:882 (161) - Maybe remove this. done

I’m concerned that after 02:23:999 (163) this turns into more of a Futsuu with lots of 1/1 spacings. agreed, i've edited it to tone the 1/1 down. ended up with more 3/1 rather than 4/1 spacing as a result of how i mapped it but i believe those breaks should be adequate

02:49:058 (211) - Remove this. Sounds better in my opinion. left it based on how i redid the latter half
03:14:470 (249) - Again I don’t think this is necessary. done

Good luck :)
Thanks a lot for the mod :D

updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 40941
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5647,16941,28235,40941,52235,63529,74823,86117,97411,108705,119999,131293,142587,153882,165176,176470,187764,199058
DistanceSpacing: 0.8
BeatDivisor: 1
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:The Flawless Wings of Yatagarasu
TitleUnicode:The Flawless Wings of Yatagarasu
Artist:GlassSkinned
ArtistUnicode:GlassSkinned
Creator:TurtleStuffs
Version:Invective's Kantan
Source:東方Project
Tags:Utsuho Reiuji Theme Touhou Subterannean Animism Nuclear Fusion Remix Newgrounds
BeatmapID:959616
BeatmapSetID:443089

[Difficulty]
HPDrainRate:7
CircleSize:2
OverallDifficulty:3
ApproachRate:0
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Utsuho_Reiuji-Yatagarasu.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,352.940370370371,4,1,1,80,1,0
0,-100,4,1,1,80,0,0
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Asaiga

Cirno-baka9 wrote:

Asaiga's Easy needs remap...again.

Great, how should I do this.
Topic Starter
_DT3
Well, look at his Ultra Easy. For example the slider shapes look more clean and the DS is smaller
numbermaniac

TurtleStuffs wrote:

Well, look at his Ultra Easy. For example the slider shapes look more clean and the DS is smaller
That low DS makes it really hard to read though. Especially some sections with the repeat sliders, they need to be a bit further apart because it's almost impossible to judge all the approach circles properly.
Aloda
Hi!

General
If you're looking to get this ranked, you'll need at least two Taiko diffs, not just the one. Also, a few of your standard diffs have no Kiai sections. Do something about that.

Invective's Kantan
00:35:999 (32) - I disagree with numbermaniac about this. It feels very strange to have a gap here, and since it's 2/1 spacing it's absolutely fine even for a Kantan. Add a d.

Consider moving 02:24:352 (144) - 02:27:176 (148) - 02:29:999 (152) - and 02:32:823 (156) - forward one beat. I assume you've spaced them like this so that this section isn't all 2/1 spaced, but I think these notes are very awkward where they are and it's a lot more intuitive to play with them moved.

02:59:293 - 03:19:058 - This seems to be one of the calmer sections of the song to me, so it doesn't make sense to have it as Kiai. If you need a second Kiai section, I think 02:33:882 - 02:45:176 - fits a lot better

Good luck with your mapset! :D
Fuel

Aloda wrote:

Hi!

General
If you're looking to get this ranked, you'll need at least two Taiko diffs, not just the one. Also, a few of your standard diffs have no Kiai sections. Do something about that. other mappers are taking the other diffs they just havent been uploaded yet

Invective's Kantan
00:35:999 (32) - I disagree with numbermaniac about this. It feels very strange to have a gap here, and since it's 2/1 spacing it's absolutely fine even for a Kantan. Add a d. yeah i did like having the notes mapped to the beeps anyway

Consider moving 02:24:352 (144) - 02:27:176 (148) - 02:29:999 (152) - and 02:32:823 (156) - forward one beat. I assume you've spaced them like this so that this section isn't all 2/1 spaced, but I think these notes are very awkward where they are and it's a lot more intuitive to play with them moved. agreed, changed

02:59:293 - 03:19:058 - This seems to be one of the calmer sections of the song to me, so it doesn't make sense to have it as Kiai. If you need a second Kiai section, I think 02:33:882 - 02:45:176 - fits a lot better i do agree that 02:33:882 - 02:45:176 is good for kiai but i chose this section because of the short bit with the drumroll leading into it. it sorta feels like the climax in a way. i'l wait for another opinion for now but i'll keep it in mind for sure since both the section you mentioned and the section before that from 02:22:587 were places i originally considered adding kiai to.

Good luck with your mapset! :D
Thanks a lot for the mod :D

updated
osu file format v14

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Title:The Flawless Wings of Yatagarasu
TitleUnicode:The Flawless Wings of Yatagarasu
Artist:GlassSkinned
ArtistUnicode:GlassSkinned
Creator:TurtleStuffs
Version:Invective's Kantan
Source:東方Project
Tags:Utsuho Reiuji Theme Touhou Subterannean Animism Nuclear Fusion Remix Newgrounds
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edit: forgot to add updated diff smh
Sylvette

numbermaniac wrote:

TurtleStuffs wrote:

Well, look at his Ultra Easy. For example the slider shapes look more clean and the DS is smaller
That low DS makes it really hard to read though. Especially some sections with the repeat sliders, they need to be a bit further apart because it's almost impossible to judge all the approach circles properly.
Yay hard reading :DDDD

I'll fix this when I stop being a lazy piece of shit...maybe
polunochnik
Hellow! NM

Cirno-baka9's Ultra Easy
Most of the problems are here.
01:11:999 (3, 4) - for beginners, this part will be difficult
01:48:705 - 01:53:999 - same thing here. Too many objects covering each other
02:08:558 - spinner should appear after the previous objects disappear
02:37:940 - this slider is to short for easy mod + too many objects covering each other
02:43:587 - this slider is to short for easy mod

Ryo's Lunatic
01:07:588 - some thing wrong with distance between buttons here
just my opinion: 01:08:470 - that's crazy :o . Never seen some thing like that before.

Ayyri's Insane
02:03:882 - I do not like some kind of a trap like this.

hydrosilver's Normal
Too large combos in my opinion. Ten in most cases enough.


There is still much to be done. Good luck with that!
Asaiga
wait, what about mine ; ^ ;
Topic Starter
_DT3
Oops, guess he missed yours, sorry, thought you were in there ;3;
Electoz
Hi, saw this on beatmap projects subforum and decided to give this a quick skim, everything I wrote down here is my honest opinion so if you don't like it then please remind that it's just an opinion.
Anyways

[Cirno-baka9's Ultra Easy]

  1. Tbh I doubt this diff is really needed since this set already has Easy.
  2. DS must be increased to the point that objects aren't overlapped, well you know beginners can't really handle overlaps in gameplay.
  3. 01:12:882 (4) - 2 or more repeats on a reverse slider is confusing, in easier diffs of course, if you're going to make a reverse slider then make it repeat only 1 time and that's it.
  4. Making downbeat (aka big white tick) clickable will make players follow the music better, downbeats like 00:45:176 - 01:13:411 - 02:36:705 should be clickable.
  5. 02:37:940 (1) - No, we don't have 1/4 stuff in Easy, especially Ultra Easy. Stuff like 02:46:411 (1,2,3,1,2,3) is kinda hard for Easy as well, consider sth more simple pls.
[Asaiga's Easy]

  1. 01:11:999 (3,4) - DS error, I guess that's not important right now compared to other issues but I guess I'll just mention this anyways.
  2. 01:37:058 (3,4) - You shouldn't do stacks in Easy.
  3. Something like 00:31:764 (3,4,5,1,2,3,4) shouldn't be in Easy/Normal, stuff like this will force player to aim for circles and making them clicking objects consecutively, that's why most ranked maps have a larger number of sliders compared to circles(in easier diffs) cuz sliders are easier and more friendly to players.
  4. Like, the most important issue in this diff is it barely has any flow at all, well you can see the box below of how flows should be.
[hydrosilver's Normal]

  1. 00:59:293 (2,3,4,5) - 01:06:352 (5,6) - Clearly too complicated for Normal, I'm referring to the way you stacked these things, there are a few more of this that I didn't mention.
  2. Your way of putting a new combo is pretty much random, it's quite common nowadays to put a new combo on every 1 or 2 downbeats.
As I said earlier, it's just a quick skim, the suggestions I highlighted in blue means they apply to all diffs I modded here, if you have any question or sth you can ask me in game
Anyways that box below is useful, hope it helps and good luck~

Some tips I found useful

MokouSmoke wrote:

Rhythm:
  1. Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
  2. If you're following the drums/vocal/instrument in your song, don't just suddenly switch to mapping a different part of the song unless you have a strong reason to. Otherwise, you will confuse new players.
Flow:
  1. Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.
Spacing:
  1. Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above.
  2. For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music
Aesthetics:
  1. People like pretty maps, so make your maps pretty!
  2. Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).
  3. Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
    1. ctrl+c/v -> copy/paste
    2. ctrl+g -> reverse selection
    3. ctrl+h/j -> flip horizontally/vertically
    4. ctrl+shift+d -> create polygon
Topic Starter
_DT3
Electoz's Mod

Electoz wrote:

Hi, saw this on beatmap projects subforum and decided to give this a quick skim, everything I wrote down here is my honest opinion so if you don't like it then please remind that it's just an opinion.
Anyways

[Cirno-baka9's Ultra Easy]

  1. Tbh I doubt this diff is really needed since this set already has Easy.
  2. DS must be increased to the point that objects aren't overlapped, well you know beginners can't really handle overlaps in gameplay.
  3. 01:12:882 (4) - 2 or more repeats on a reverse slider is confusing, in easier diffs of course, if you're going to make a reverse slider then make it repeat only 1 time and that's it.
  4. Making downbeat (aka big white tick) clickable will make players follow the music better, downbeats like 00:45:176 - 01:13:411 - 02:36:705 should be clickable.
  5. 02:37:940 (1) - No, we don't have 1/4 stuff in Easy, especially Ultra Easy. Stuff like 02:46:411 (1,2,3,1,2,3) is kinda hard for Easy as well, consider sth more simple pls.
[Asaiga's Easy]

  1. 01:11:999 (3,4) - DS error, I guess that's not important right now compared to other issues but I guess I'll just mention this anyways.
  2. 01:37:058 (3,4) - You shouldn't do stacks in Easy.
  3. Something like 00:31:764 (3,4,5,1,2,3,4) shouldn't be in Easy/Normal, stuff like this will force player to aim for circles and making them clicking objects consecutively, that's why most ranked maps have a larger number of sliders compared to circles(in easier diffs) cuz sliders are easier and more friendly to players.
  4. Like, the most important issue in this diff is it barely has any flow at all, well you can see the box below of how flows should be.
[hydrosilver's Normal]

  1. 00:59:293 (2,3,4,5) - 01:06:352 (5,6) - Clearly too complicated for Normal, I'm referring to the way you stacked these things, there are a few more of this that I didn't mention.
  2. Your way of putting a new combo is pretty much random, it's quite common nowadays to put a new combo on every 1 or 2 downbeats.
As I said earlier, it's just a quick skim, the suggestions I highlighted in blue means they apply to all diffs I modded here, if you have any question or sth you can ask me in game
Anyways that box below is useful, hope it helps and good luck~

[box=Some tips I found useful]

MokouSmoke wrote:

Rhythm:
  1. Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
  2. If you're following the drums/vocal/instrument in your song, don't just suddenly switch to mapping a different part of the song unless you have a strong reason to. Otherwise, you will confuse new players.
Flow:
  1. Especially for lower diffs, you want to use nice flow. Maps that have nice flow feel smooth to play and reduce the number of jerky movements that a player has to make in between notes. Good flow allows players to also predict where the next note will be based on the shape/direction of the previous sliders/note. Some nice guides to flow can be found here and here.
Spacing:
  1. Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above.
  2. For harder diffs, spacing is a key component in dictating how intense certain notes feel. In general, notes that land on strong beats (remember downbeats?) should have a larger spacing from the previous note so that it feels more emphasized and matches with intensity of the music
Aesthetics:
  1. People like pretty maps, so make your maps pretty!
  2. Blankets and how to improve them: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. I have found the simplest way is to look at the approach circle of the object you're blanketing and check to see if it lines up perfectly with the inner border of the slider you're using to blanket. Be careful when you're using blankets though, as sometimes a good blanket can lead to bad flow (see above).
  3. Patterns and symmetry: pretty self-explanatory. Humans are drawn to patterns and symmetry, so try incorporating these into your map! A few good shortcuts to know when you're trying to improve your visuals:
    1. ctrl+c/v -> copy/paste
    2. ctrl+g -> reverse selection
    3. ctrl+h/j -> flip horizontally/vertically
    4. ctrl+shift+d -> create polygon
Thanks for modding it Electoz! I hope you can also mod my standard when it's done :)
Sylvette
Green is fixed.
Orange is unsure.
Red is not changed.
Blue is confusion.

polunochnik wrote:

Cirno-baka9's Ultra Easy
Most of the problems are here.
01:11:999 (3, 4) - for beginners, this part will be difficult Nerfed.
01:48:705 - 01:53:999 - same thing here. Too many objects covering each other I'm not sure about this one, if someone else mentions it, I will change.
02:08:558 - spinner should appear after the previous objects disappear Why?
02:37:940 - this slider is to short for easy mod Changed + too many objects covering each other Unsure
02:43:587 - this slider is to short for easy mod Changed

Electoz wrote:

[Cirno-baka9's Ultra Easy]
  1. Tbh I doubt this diff is really needed since this set already has Easy. It's made for the people who are worse than beginners, basically. :)
  2. DS must be increased to the point that objects aren't overlapped, well you know beginners can't really handle overlaps in gameplay. I will fix this, but later.
  3. 01:12:882 (4) - 2 or more repeats on a reverse slider is confusing, in easier diffs of course, if you're going to make a reverse slider then make it repeat only 1 time and that's it. Already changed this in the previous mod.
  4. Making downbeat (aka big white tick) clickable will make players follow the music better, downbeats like 00:45:176 - I will think about this one. 01:13:411 - No 02:36:705 - No should be clickable.
  5. 02:37:940 (1) - No, we don't have 1/4 stuff in Easy, especially Ultra Easy. Already fixed in earlier mod. Stuff like 02:46:411 (1,2,3,1,2,3) is kinda hard for Easy as well, consider sth more simple pls. Will think about this one.
Updated, w/o distance snap changes (also new combo colors because I could not stand the old ones).
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 40941
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 97411,108705,199058,210352
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:The Flawless Wings of Yatagarasu
TitleUnicode:The Flawless Wings of Yatagarasu
Artist:GlassSkinned
ArtistUnicode:GlassSkinned
Creator:TurtleStuffs
Version:Cirno-baka9's Ultra Easy
Source:東方Project
Tags:Utsuho Reiuji Theme Touhou Subterannean Animism Nuclear Fusion Remix Newgrounds
BeatmapID:952760
BeatmapSetID:443089

[Difficulty]
HPDrainRate:1
CircleSize:2
OverallDifficulty:1
ApproachRate:1
SliderMultiplier:0.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Utsuho_Reiuji-Yatagarasu.jpg",0,0
//Break Periods
2,97611,107025
2,199257,208672
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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0,-100,4,2,1,100,0,0


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Combo2 : 128,64,64
Combo3 : 128,0,0
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Anyone else who mods my difficulty, do not mention the distance snap. I am in the process of changing it.
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