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Sayuri - Mikazuki

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Total Posts
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Topic Starter
hehe
This beatmap was submitted using in-game submission on Sunday, May 27, 2018 at 11:00:50 PM

Artist: Sayuri
Title: Mikazuki
Source: 乱歩奇譚 Game of Laplace
Tags: ミカヅキの航海 さゆり mikazuki no koukai crescent moon voyage j-pop rampo kitan full version anime size ending appleeaterx toybot fanzhen0019
BPM: 126
Filesize: 7614kb
Play Time: 04:13
Difficulties Available:
  1. apple's Hard (2.84 stars, 495 notes)
  2. fanzhen's Insane (4.12 stars, 971 notes)
  3. Master (4.6 stars, 767 notes)
  4. Normal (1.63 stars, 306 notes)
  5. toybot's Insane (3.45 stars, 681 notes)
Download: Sayuri - Mikazuki
Information: Scores/Beatmap Listing
---------------






Meg
how about to change to OD9.5
Sing

Meg wrote:

how about to change to OD9.5
DeletedUser_4329079
This map is wonderful
Dailycare
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa finally

Btw I'm worried about the gap between Hard and Insane.

[Master]
*01:42:732 (1,2) - The instruments became stronger compared to the front kiai part (especailly the drum sound), it is kinda awkward to skip 01:43:208 - . I wish you could make a sound in 01:43:208 - . Like ctrl+G'ing 01:43:089 (2,3) - ?
*00:04:637 (1,2,1,2) - 03:59:874 (1,2,3,1,2,3) - I wish they were the same. Actually I don't know the difference between them.

[fanzhen's Insane]
*00:39:756 - Any reason for skipping this sound?
*03:39:994 (4) - Isn't it on 03:39:875 - ?
*04:06:371 (3) - It's minor but move it to x:384 plz

[apple's Hard]
*00:44:637 - Did you intend the SV?? I personally prefer this one but you used 0.95 in the other part.
Frey
From in-game request

  • Normal
  1. 01:47:494 (1) - blanket could be improved
  2. 04:03:684 (1) - unify the spacing? well the bpm is changed, it's up to you

    apple's hard
  3. 00:24:875 - the voice is quite obvious, maybe add a circle here?
  4. 01:39:518 - ummm indeed I think it's a very obvious drum... maybe, don't miss it?
  5. 02:16:542 (2,6) - unify the spacing? the place you started the jump is kinda weird

    fanzhen's insane
  6. 00:33:685 (3,4) - 00:34:638 (3,4) - 00:37:494 (3,4) - lol

    Crescent
  7. 02:24:875 (1) - I think it could be extended to 3/4

sorry for late mod, well, good luck guys.
NeilPerry
owo

Master:

00:22:256 - is normal sampleset missed for this? same sound as 00:23:923 -
01:07:494 (1,2,3,4) - just suggestion to add soft whistles on it. will create more sense on jump

Godzhen0019:

00:52:137 (6,1,2,3,1,2,3,1,2) - that kind of stuff can be a bit confusing for players. what about to change nc structure to make this more readable(just example https://puu.sh/yZUuw/5566369e7e.jpg)
01:53:447 (2,1) - make spacing a bit different from 1\4 kind of doubles 01:52:137 (5,6) -
02:57:375 (3,1,2,3,1) - as i told about nc structure previously
03:27:494 (1,2,3,1,2,3,1,2,3,1) - again xd

god diff

Toybot:

00:56:780 (3,4,5) - make ds more even?

Didnt find any issuses in apple's hard and normal diff.

Dont gimme kds if no1 sugg will be accepted xd
Yoges
[filler diff]
  1. 00:38:447 (6,1) - Bullied blanket :(
  2. 00:16:066 (1,2) - Make the tail of the (1) more co linear with the first segment of the (2) to look nicer?
  3. 01:47:018 (6,1) - Copy pasted bullied blanket :((

[appleeaterx]
  1. 00:51:304 (2,3) - https://puu.sh/z0JlZ/5c31543d80.png This rhythm instead to avoid ignoring some of the 1/4 drums?
  2. 03:13:208 (3,1) - Bullied blanket :(

[fanzhen]
  1. 00:15:113 (5,6) - You've snapped these to 1/8 but they're actually not quantized cause it's just the guitarist strumming a chord. The first string that's strum will be quantized but the rest wont. There's actually 3 strings being strum in the chord as well not 2. And they're closer to being quantized to 1/12 than to 1/8, just slowdown the playback and listen. Either don't map all the string strums or switch to 1/12.

[im hide]
  1. You're probably not going to apply most of this cause... it's subjective and why would you when you can get this ranked pretty easy... but I hope it gives you something to at least think about.
  2. 00:31:304 (1,2,3,4,1,2,3,4) - Expression is lost with this gimmick. Pitch vs time for this would look like a triangle with pitch increasing for the first combo and decreasing for the 2nd. I typically like to express pitch with mouse/pen hand speed so for this pattern I think it'd be more appropriate if, for the 2nd combo you bring all the hit objects closer to their center, make their heads be on the inside, and make the rotation go clockwise (opposite rotation for juuust a little more exageration).
  3. 00:34:161 (1,2,3,4) - I really don't like all these. The sounds feel like 2 distinct pairs because of the pitch changes in the vocals but you're treating them as one quad. https://puu.sh/z0KFe/48710dbef2.png Seperating them on the play field as pairs feels more appropriate.
  4. 00:37:018 (1,1,1) - Maybe instead of dropping the sliders down with each consecutive one push them up to lessen the distance between the objects to better express the decreasing intensity?
  5. 00:52:256 (1,2,3,1,2,3) - Similar issue for these as the pitch stuff from the other point but for this it's intensity. 00:51:542 (1) - Like if we start from here, the intensity stays constant for the stream, 00:52:256 (1) - increases for this syllable in the vocals, stays constant, increases again for this 00:52:970 (3) - stays constant until finally decreasing again 00:53:923 (3) - for this. https://puu.sh/z0Lnp/56f784be64.png sorta like that. Different spacing levels paired with SV would be nice here. Normally this level of attention to detail is reserved for "wub" genres when it comes to mapping cause those songs just force you to into it because of their complexity. Trying to do that for the entire sections of non-"wub" songs would kill a few brain cells but doing it just for those stand out 2 second bits in sections can make a huge difference. I don't know if you've heard of "Sakuga" it's a term used to describe a quality philosophy when it comes to animation, it's used in quite a lot of anime. It's essentially about doing just enough while still being amazing. That's kind of what I'm trying to get at. "Sakuga" mapping
Rumia-
from in game request , most of these are just idea on base how i would map it so feel free to use it whenever it is useful!

[Master]
00:05:351 (2,1) - maybe you could swap the position of this in the timeline? fits the lyrics more
00:06:542 (1,2) - i would make it like this http://puu.sh/z6dK8.jpg , leaving a 1/2 gap there would highlight the vocal as its the strongest element for this part of the song
00:18:447 (3,4) - maybe move it to somewhere else? feel a bit too passive stacking 4 circles here
01:08:208 (4) - maybe 172|52 looks nicer
01:13:922 (2,1) - same as 00:05:351 (2,1) -
01:16:304 (3,4) - hmm i dun get the purpose of the 1/4s here?would just put the slider on the red tick , sounds a bit off imo
01:43:089 (2) - er this finish sound disturbed me a little , in the previous chorus it was on white tick so it doesnt sound weird as much
02:54:161 (4) - also this finish on the reverse
02:57:018 (1) - maybe this part nc like this? http://puu.sh/z6e0i.jpg
03:42:137 (2,3) - distance a bit off compare to 03:41:660 (4,1) - and 03:42:613 (4,1) -
03:46:303 (2) - maybe if u dun mind doing some long slow slider would be nice

[fanzhen]
00:24:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - hmmmmm this feels wayy to passive compare to the other pattern exist , maybe you could highlight the strong guitar sound like 00:24:637 (3,7) - to change direction or something like that
03:39:994 (4) - misplaced? i thought this supposed to be on white tick

[toybot]
00:34:637 (3) - add finish here? sounds good to me o_o
00:49:875 (3) - might as well this
02:21:780 (1) - remove finish on the tail
03:02:256 (6) - also finish
03:44:398 - maybe add a circle here? the pause there kinda feel weird for me

[apple]
00:34:637 (4) - add finish
00:49:875 (4) - ^
01:47:018 (2) - clap
02:16:542 (2) - additional soft
02:23:208 (4) - ^ and add finish
03:02:256 (4) - finish
03:17:018 (3) - additional soft
Topic Starter
hehe

Frey wrote:

From in-game request

  • Normal
  1. 01:47:494 (1) - blanket could be improved ok
  2. 04:03:684 (1) - unify the spacing? well the bpm is changed, it's up to you ok

    Crescent
  3. 02:24:875 (1) - I think it could be extended to 3/4 don't like it, 1/2 makes it calm

sorry for late mod, well, good luck guys.

Rumia- wrote:

from in game request , most of these are just idea on base how i would map it so feel free to use it whenever it is useful!

[Master]
00:05:351 (2,1) - maybe you could swap the position of this in the timeline? fits the lyrics more not following lyrics
00:06:542 (1,2) - i would make it like this http://puu.sh/z6dK8.jpg , leaving a 1/2 gap there would highlight the vocal as its the strongest element for this part of the song not following lyric
00:18:447 (3,4) - maybe move it to somewhere else? feel a bit too passive stacking 4 circles here the sound is passive here, no lyric
01:08:208 (4) - maybe 172|52 looks nicer nope
01:13:922 (2,1) - same as 00:05:351 (2,1) - same
01:16:304 (3,4) - hmm i dun get the purpose of the 1/4s here?would just put the slider on the red tick , sounds a bit off imo there's such a loud sound on blue lol
01:43:089 (2) - er this finish sound disturbed me a little , in the previous chorus it was on white tick so it doesnt sound weird as much lyric mapping
02:54:161 (4) - also this finish on the reverse ^
02:57:018 (1) - maybe this part nc like this? http://puu.sh/z6e0i.jpg hhelps reading now
03:42:137 (2,3) - distance a bit off compare to 03:41:660 (4,1) - and 03:42:613 (4,1) - refer to 03:41:184 (2,3) -
03:46:303 (2) - maybe if u dun mind doing some long slow slider would be nice prefer extended break

Yoges wrote:

[filler diff]
  1. 00:38:447 (6,1) - Bullied blanket :( hmm
  2. 00:16:066 (1,2) - Make the tail of the (1) more co linear with the first segment of the (2) to look nicer? ok
  3. 01:47:018 (6,1) - Copy pasted bullied blanket :(( ok

[im hide]
  1. You're probably not going to apply most of this cause... it's subjective and why would you when you can get this ranked pretty easy... but I hope it gives you something to at least think about.
  2. 00:31:304 (1,2,3,4,1,2,3,4) - Expression is lost with this gimmick. Pitch vs time for this would look like a triangle with pitch increasing for the first combo and decreasing for the 2nd. I typically like to express pitch with mouse/pen hand speed so for this pattern I think it'd be more appropriate if, for the 2nd combo you bring all the hit objects closer to their center, make their heads be on the inside, and make the rotation go clockwise (opposite rotation for juuust a little more exageration). different intepretations but the fact that its similar spacing is already a form of 'drop' in intensity
  3. 00:34:161 (1,2,3,4) - I really don't like all these. The sounds feel like 2 distinct pairs because of the pitch changes in the vocals but you're treating them as one quad. https://puu.sh/z0KFe/48710dbef2.png Seperating them on the play field as pairs feels more appropriate. the big picture is dropping all form of movement to give contrast to the sliders
  4. 00:37:018 (1,1,1) - Maybe instead of dropping the sliders down with each consecutive one push them up to lessen the distance between the objects to better express the decreasing intensity? yes
  5. 00:52:256 (1,2,3,1,2,3) - Similar issue for these as the pitch stuff from the other point but for this it's intensity. 00:51:542 (1) - Like if we start from here, the intensity stays constant for the stream, 00:52:256 (1) - increases for this syllable in the vocals, stays constant, increases again for this 00:52:970 (3) - stays constant until finally decreasing again 00:53:923 (3) - for this. https://puu.sh/z0Lnp/56f784be64.png sorta like that. Different spacing levels paired with SV would be nice here. Normally this level of attention to detail is reserved for "wub" genres when it comes to mapping cause those songs just force you to into it because of their complexity. Trying to do that for the entire sections of non-"wub" songs would kill a few brain cells but doing it just for those stand out 2 second bits in sections can make a huge difference. I don't know if you've heard of "Sakuga" it's a term used to describe a quality philosophy when it comes to animation, it's used in quite a lot of anime. It's essentially about doing just enough while still being amazing. That's kind of what I'm trying to get at. "Sakuga" mapping i can see where you're coming from but i don't wanna overcomplciate things

NeilPerry wrote:

owo

Master:

00:22:256 - is normal sampleset missed for this? same sound as 00:23:923 - dont think so
01:07:494 (1,2,3,4) - just suggestion to add soft whistles on it. will create more sense on jump ok
Mint
00:24:875 - the voice is quite obvious, maybe add a circle here? // calm part too dense
01:39:518 - ummm indeed I think it's a very obvious drum... maybe, don't miss it? // 5 note stream too hard for hard ):

not mention all fixed in some way or another
thanks!!
fanzhen0019

Morinaga wrote:

[fanzhen's Insane]
*00:39:756 - Any reason for skipping this sound? for vocal
*03:39:994 (4) - Isn't it on 03:39:875 - ? yes
*04:06:371 (3) - It's minor but move it to x:384 plz k

NeilPerry wrote:

Godzhen0019:

00:52:137 (6,1,2,3,1,2,3,1,2) - that kind of stuff can be a bit confusing for players. what about to change nc structure to make this more readable(just example https://puu.sh/yZUuw/5566369e7e.jpg) ok
01:53:447 (2,1) - make spacing a bit different from 1\4 kind of doubles 01:52:137 (5,6) - k
02:57:375 (3,1,2,3,1) - as i told about nc structure previously k
03:27:494 (1,2,3,1,2,3,1,2,3,1) - again xd k

god diff

Yoges wrote:

[notice][fanzhen][list][*]00:15:113 (5,6) - You've snapped these to 1/8 but they're actually not quantized cause it's just the guitarist strumming a chord. The first string that's strum will be quantized but the rest wont. There's actually 3 strings being strum in the chord as well not 2. And they're closer to being quantized to 1/12 than to 1/8, just slowdown the playback and listen. Either don't map all the string strums or switch to 1/12. ok

Rumia- wrote:

[fanzhen]
00:24:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - hmmmmm this feels wayy to passive compare to the other pattern exist , maybe you could highlight the strong guitar sound like 00:24:637 (3,7) - to change direction or something like that mainly focused on drum so i think i won't change this
03:39:994 (4) - misplaced? i thought this supposed to be on white tick fixed
Thanks!
Trynna
add your GDers on tags pls

normal
  1. see my first point on apple's i think it applies here too
  2. 00:52:732 - 00:53:685 - 00:54:637 - 00:55:589 - as other diffs covered the blue tick for vocals those happened to stay with no hs and it resulted on something too quiet for the drums on this part, maybe adding some normal samples would help a lot. 02:00:827 - same
  3. 01:49:399 - 03:06:541 - 03:08:446 - finish
apple
  1. your calm sections could have a better usage of whistles imo as in the current state everything sounds super quiet, like 00:00:828 (1,2,3,1,2,3) - you only placed it on the last note, now compare with 00:08:447 (1,2,3,1,2,3) - where you used those on every upbeat to fit the instrumentals (except 00:11:780 (3) - idk why), seems a lot beter. This could help giving some feedback on calm parts i guess. Applies to 01:09:399 - and 03:56:065 - (mainly the multi timed part) aswell
  2. 01:07:494 (1,2,3,4) - hm the sounds here are different from 01:06:542 (4,5) - that you also let without any hs, maybe try adding some whistles as handsome did on last diff
  3. 01:29:161 (2) - drum finish missing i guess. Also finish on 01:34:161 - as you were doing on every downbeat
  4. 01:49:399 - 03:06:541 - 03:08:446 - finish
  5. 02:18:208 (2,3,4) - the rhythm choice here seems a mess as you followed the guitar on 02:18:208 (2) - and randomly stopped following it on 02:19:161 (3,4) -, and i just don't get why tbh
  6. 04:01:779 (1,1) - would be better to end on upbeat since: 04:02:256 - the guitar has more impact here than on 04:02:494 - and also there's a vocal there. 04:04:184 - same as 04:02:256 - and a different sound appeared so it would be nice to cover it

    ar gap between diffs is kinda broken as you have an ar5 normal then ar 7.3, 7.5 and 7.6 on hard insane and insane2 respectively. I'd suggest changing it to something closer to 5 like 6.5~7.
toybot
  1. as you ignored 00:02:494 - it seems like you tried to priortize the instrumentals but simplified it, so randomly switching to it on 00:05:112 (1) - seems odd, adding a circle on 00:02:494 - should be enough though.
  2. Also 00:06:303 (4) - seems like the vocals are delayed to 00:06:423 - so the rhythm feels kinda broken.
  3. 00:12:732 - 00:13:685 - the background is the same, the vocals are there too, so idk why you managed to make the rhythm less dense here.
  4. 01:21:304 (2,3) - that's kinda lame to leave the clap on 01:21:423 (3) -'s head as 01:21:304 (2) -'s pitch is actually higher, also it's just weird to have it on a blue tick, i'd swap it and add normal sample on 01:21:423 (3) -'s head instead
  5. 01:49:399 - 03:06:541 - 03:08:446 - finish
  6. 03:13:684 (10) - i know this is supposed to follow the vocals but i don't feel like it makes much sense as 03:12:256 (1,2,3,4,5,6,7,8,9) - is pretty much an instrumental pattern, changing to a vocal one without a real transition is quite bad as the player expects to follow it properly
  7. 04:04:434 (2) - unsnapped
fanzhen
  1. 00:15:113 (5,6) - i kinda disagree with the latest update where you changed it to 1/12, it's just painful to get judging by your od and the time you have to hit it properly, it's just beyond the difficulty you have to get denser parts on the rest of the difficulty, it would be better to just remove it and simplify stuff
  2. 00:42:495 (3) - there's actually just a super low drum on 00:42:375 -, keeping it on red tick makes it feel like you are following the vocals, i'd rather move it to 00:42:375 - so it could be consistent to what you've been following till now
  3. 01:07:851 - and 01:08:089 - are drum sounds that are worth being covered actually. seems like you changed the focus to the piano sounds as it's something new that appeared just here, but maybe you can do something to avoid ignoring the drums you were following on the whole section as there's no real transition to distinguish what's happening
  4. 01:09:399 - this sections lacks a lot of hitsounding, you should try adding some whistles and stuff to avoid such a long chain of notes without any hs. same goes to 02:25:589 - i suppose
  5. 01:23:685 (1,2,3,4) - this rhythm feels a bit unfitting as it's not focusing on any background sound or something, maybe trying some rhythm like this if you wanna follow drums properly or this if you wanna follow those weird noises
  6. 01:49:399 - 03:06:541 - 03:08:446 - finish missing finish as i stated on last diff
  7. 02:01:304 (3) - 02:01:661 (1) - 02:02:257 (5) - adding claps or something would be nice
  8. 03:06:541 (1,2,3,4,5) - your rhythm here changed a bit and you ended up ignoring 03:07:137 - that is one the beats you've been following before, looks like you tried to follow the vocals with the current arrangement, also applies to 03:09:041 - i guess
  9. 03:46:541 (9) - i think this circle isn't really necessary as the melody changes on this spot to become super quiet

    some volume changes would be cool as you only changed it on last kiai and that's pretty lame
top
  1. 00:04:637 (1,2,1,2) - hm i'm not sure if it's a cool idea to switch to vocals here without a proper transition or something, seems like the only time you did it, also 00:05:589 (1) - seems like trying to cover the instrumentals on the background but without the reverse which is kinda weird. 03:59:874 (1,2,3,1,2,3) - here is a similar section you followed the instrumentals properly
  2. 00:06:542 (1) - seems like missing whistles on reverses
  3. 01:02:613 - what about covering this sound? seems not so random and seems fitting enough, but it's up to you i guess
  4. 01:49:399 - missing finish, refer to 00:40:827 (1) -
  5. 02:08:923 (1) - this nc seems quite random as it makes the first circle not really related to 02:08:447 (2,3,4) - when it's just the same stream sound. actually, seems like moving it to 02:08:447 (2) - would be cool enough
  6. 02:11:304 (5) - i'd not ignore 02:11:423 - as you follow'd on 02:16:780 (1,2,3,4,5) -, but maybe there's a reason to do it that i don't get? if so please explain
  7. 03:06:541 (1) - 03:08:446 (1) - missing finish
  8. 03:30:351 (1,2) - what about ctrl g so it can have a real pause effect, the actual pattern seems like representing repetition while the pitch isn't really the same, but this is like super picky point so don't mind it you can ignore lol
also why do you have a silenced slider whistle, isn't it easier to just don't use it at all lol
call me back!
Mint

Trynna wrote:

apple
  1. your calm sections could have a better usage of whistles imo as in the current state everything sounds super quiet, like 00:00:828 (1,2,3,1,2,3) - you only placed it on the last note, now compare with 00:08:447 (1,2,3,1,2,3) - where you used those on every upbeat to fit the instrumentals (except 00:11:780 (3) - idk why), seems a lot beter. This could help giving some feedback on calm parts i guess. Applies to 01:09:399 - and 03:56:065 - (mainly the multi timed part) aswell
  2. 01:07:494 (1,2,3,4) - hm the sounds here are different from 01:06:542 (4,5) - that you also let without any hs, maybe try adding some whistles as handsome did on last diff
  3. 01:29:161 (2) - drum finish missing i guess. Also finish on 01:34:161 - as you were doing on every downbeat
  4. 01:49:399 - 03:06:541 - 03:08:446 - finish
  5. 02:18:208 (2,3,4) - the rhythm choice here seems a mess as you followed the guitar on 02:18:208 (2) - and randomly stopped following it on 02:19:161 (3,4) -, and i just don't get why tbh // the guitar is much more prominent in the slider of (2), not to mention they are all backed with a cymbal crash. if i want to keep following the guitar i would have to map the blue ticks here, resulting in either a small stream or some double type of pattern. that is more inappropriate imo. i feel this is the best compromise i can make between following the music while also still being appropriate enough for hard
  6. 04:01:779 (1,1) - would be better to end on upbeat since: 04:02:256 - the guitar has more impact here than on 04:02:494 - and also there's a vocal there. 04:04:184 - same as 04:02:256 - and a different sound appeared so it would be nice to cover it // personally the long sliders fit really well with the vocals plus the music that is (going to) decrease in tempo. mapping all sounds is for this part too dense and in later parts not as practical due to timing changes

    most of the things you mentioned are hitsound related, but since i did not hitsound the difficulty myself, i will leave it to handsome

    ar gap between diffs is kinda broken as you have an ar5 normal then ar 7.3, 7.5 and 7.6 on hard insane and insane2 respectively. I'd suggest changing it to something closer to 5 like 6.5~7. // good point. since there are still some relatively read-challenging patterns in this diff, i'll lower it to 7 if that is okay.
thanks!

@handsome, please look at the hitsound stuff thnx also pls change my diff to ar 7 thnx
toybot
fix from rumia and neilperry

Trynna wrote:

add your GDers on tags pls
toybot
  1. as you ignored 00:02:494 - it seems like you tried to priortize the instrumentals but simplified it, so randomly switching to it on 00:05:112 (1) - seems odd, adding a circle on 00:02:494 - should be enough though.
  2. Also 00:06:303 (4) - seems like the vocals are delayed to 00:06:423 - so the rhythm feels kinda broken.
  3. 00:12:732 - 00:13:685 - the background is the same, the vocals are there too, so idk why you managed to make the rhythm less dense here. // this is more of a transition kinda thing where it dips down then goes back to normal
  4. 01:21:304 (2,3) - that's kinda lame to leave the clap on 01:21:423 (3) -'s head as 01:21:304 (2) -'s pitch is actually higher, also it's just weird to have it on a blue tick, i'd swap it and add normal sample on 01:21:423 (3) -'s head instead
  5. 01:49:399 - 03:06:541 - 03:08:446 - finish
  6. 03:13:684 (10) - i know this is supposed to follow the vocals but i don't feel like it makes much sense as 03:12:256 (1,2,3,4,5,6,7,8,9) - is pretty much an instrumental pattern, changing to a vocal one without a real transition is quite bad as the player expects to follow it properly
  7. 04:04:434 (2) - unsnapped
call me back!
ty! https://0paste.com/21009.txt
fanzhen0019

Trynna wrote:

fanzhen
  1. 00:15:113 (5,6) - i kinda disagree with the latest update where you changed it to 1/12, it's just painful to get judging by your od and the time you have to hit it properly, it's just beyond the difficulty you have to get denser parts on the rest of the difficulty, it would be better to just remove it and simplify stuff i changed to 1/6
  2. 00:42:495 (3) - there's actually just a super low drum on 00:42:375 -, keeping it on red tick makes it feel like you are following the vocals, i'd rather move it to 00:42:375 - so it could be consistent to what you've been following till now ok
  3. 01:07:851 - and 01:08:089 - are drum sounds that are worth being covered actually. seems like you changed the focus to the piano sounds as it's something new that appeared just here, but maybe you can do something to avoid ignoring the drums you were following on the whole section as there's no real transition to distinguish what's happening added a circle
  4. 01:09:399 - this sections lacks a lot of hitsounding, you should try adding some whistles and stuff to avoid such a long chain of notes without any hs. same goes to 02:25:589 - i suppose done
  5. 01:23:685 (1,2,3,4) - this rhythm feels a bit unfitting as it's not focusing on any background sound or something, maybe trying some rhythm like this if you wanna follow drums properly or this if you wanna follow those weird noises 1
  6. 01:49:399 - 03:06:541 - 03:08:446 - finish missing finish as i stated on last diff k
  7. 02:01:304 (3) - 02:01:661 (1) - 02:02:257 (5) - adding claps or something would be nice k
  8. 03:06:541 (1,2,3,4,5) - your rhythm here changed a bit and you ended up ignoring 03:07:137 - that is one the beats you've been following before, looks like you tried to follow the vocals with the current arrangement, also applies to 03:09:041 - i guess k
  9. 03:46:541 (9) - i think this circle isn't really necessary as the melody changes on this spot to become super quiet deltd

    some volume changes would be cool as you only changed it on last kiai and that's pretty lame
Thanks!

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Title:Mikazuki
TitleUnicode:ミカヅキ
Artist:Sayuri
ArtistUnicode:さユり
Creator:handsome
Version:fanzhen's Insane
Source:乱歩奇譚 Game of Laplace
Tags:さゆり rampo kitan full version anime size ending
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Topic Starter
hehe

Trynna wrote:

add your GDers on tags pls

normal
  1. see my first point on apple's i think it applies here too ok
  2. 00:52:732 - 00:53:685 - 00:54:637 - 00:55:589 - as other diffs covered the blue tick for vocals those happened to stay with no hs and it resulted on something too quiet for the drums on this part, maybe adding some normal samples would help a lot. 02:00:827 - same ok
  3. 01:49:399 - 03:06:541 - 03:08:446 - finish ok
top
  1. 00:04:637 (1,2,1,2) - hm i'm not sure if it's a cool idea to switch to vocals here without a proper transition or something, seems like the only time you did it, also 00:05:589 (1) - seems like trying to cover the instrumentals on the background but without the reverse which is kinda weird. 03:59:874 (1,2,3,1,2,3) - here is a similar section you followed the instrumentals properly ok
  2. 00:06:542 (1) - seems like missing whistles on reverses ok
  3. 01:02:613 - what about covering this sound? seems not so random and seems fitting enough, but it's up to you i guess ok
  4. 01:49:399 - missing finish, refer to 00:40:827 (1) - ok
  5. 02:08:923 (1) - this nc seems quite random as it makes the first circle not really related to 02:08:447 (2,3,4) - when it's just the same stream sound. actually, seems like moving it to 02:08:447 (2) - would be cool enough i like it
  6. 02:11:304 (5) - i'd not ignore 02:11:423 - as you follow'd on 02:16:780 (1,2,3,4,5) -, but maybe there's a reason to do it that i don't get? if so please explain i dont wanna mix 2 drum sounds so no circles, i dont want 1/4 reverse because this section is mostly 1/6 reverse and i dont want 1/4 slider because 02:11:542 - has no vocal
  7. 03:06:541 (1) - 03:08:446 (1) - missing finish
  8. 03:30:351 (1,2) - what about ctrl g so it can have a real pause effect, the actual pattern seems like representing repetition while the pitch isn't really the same, but this is like super picky point so don't mind it you can ignore lol yeah i prefer repetition here
also why do you have a silenced slider whistle, isn't it easier to just don't use it at al im lazy and a lot of my objects have soft sliderwhistles loll lol
call me back!
Trynna
"i like it" seems objectively good

last
01:13:208 (1,2,1,2) - should be same as 00:04:637 (1,2,3,1,2,3) - aswell, i thought you would get it so i didn't mention before, my bad


apple
yo why is the ar still 7.3

call
Delis
he likes it
Trynna
yolo
anna apple

handsome wrote:

This beatmap was submitted using in-game submission on Tuesday, May 15, 2018 at 9:21:12 PM

Artist: Sayuri
Title: Mikazuki
Source: 乱歩奇譚 Game of Laplace
Tags: ミカヅキの航海 さゆり mikazuki no koukai crescent moon voyage j-pop rampo kitan full version anime size ending appleeaterx toybot fanzhen0019
BPM: 126
Filesize: 7614kb
Play Time: 04:13
Difficulties Available:
  1. apple's Hard (2.84 stars, 493 notes)
  2. fanzhen's Insane (4.12 stars, 971 notes)
  3. Master (4.6 stars, 767 notes)
  4. Normal (1.63 stars, 306 notes)
  5. toybot's Insane (3.45 stars, 681 notes)
Download: Sayuri - Mikazuki
Information: Scores/Beatmap Listing
---------------
Garden
apple:
01:58:923 (1,2) - 02:02:732 (1,2) - can probably turn one or two reversed sliders into clicking-active rhythms like you did to the first/last chorus
03:37:018 (1) - seems the slider is supposed to follow guitar but the sound is actually on the white tick i think?

toybot:
03:37:018 (1) - same thing as i mentioned above

fanzhen:
00:24:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - switching the pattern focus to drum kinda sacrifices other variations in song like vocal/guitar imo, i mean the rhythm itself already addresses the existence of drums quite well so probably change some movement here like you did to other places?
03:33:208 - would suggest you add hitsounds to some blue tick notes in the section to provide more decent feedback, since the diff is heavily note-rhythm based hitsounding should be quite important

Master:
00:46:066 - maybe whistle or sth to highlight the vocal
01:06:780 (1,2,3,1,2,3,4,1,2,3,4,5,6) - i guess you more or less miss some drum hitsounding here
01:43:447 (3) - add normal sample? for similar rhythm patterns you all use n for stronger feedback
^ above ones might apply to some diffs with same hitsounding
show more
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