I love this song! Rank this pls~
Hobbes2 wrote:
My end of the m4m from your queue ~
[General]
01:26:655 (1) - Why does the volume reduction for the spinner slow down at the end of it? It's kinda noticeable that it's not gradual for the last couple of volume reductions. fits the fading of the music better
[Easy]
00:50:474 (4,1) - I don't really like this dropoff. I think a position near x:280 y:116 (not exactly this, but this area) feels better to play. This would mean you'd have to adjust everything after it though, rip. it's fine movement and emphasizes the cymbal
01:12:726 (4) - maybe position this so the "v" part of the slider is exactly horizontal with 01:11:902 (3)? I suck at articulating lol tried
01:23:111 (4,1) - u prob dont have to fix this but its bugging me that these aren't exactly parallel :\ maybe make em both perfectly vertical? not supposed to be parallel, those are mirrored
01:26:737 (1) - not too big of a fan of spinners this close to the final hit circle in an ez, maybe move it to 01:26:902? snapepd to white tick
[Standard]
Wow this diff looks really good. No comments.
[Hard]
00:08:276 (2) - might be cool if this slider breaks the pattern and faces a different direction to emphasize the high pitched sound sure picth changes, but the musical pattern itself is repetitive so I'll keep gameplay the same way here
00:25:583 (4) - x:336 y:192 for better flow? Problem I have now is that it's closer to 3 than 1 but I don't think there's a reason for it be like that.
00:28:221 (4) - x:148 y:155 for a similar reason as above.
would break my jump on downbeat consistency for this part
00:31:023 (1,3) - this blanket would work better if the slider point circled in this picture was moved up a bit more. tried
01:23:441 (2) - Thing i mentioned above with making face a different direction to emphasize the high pitched sound.
Overall a fun difficulty, I liked it a lot.
[Insane]
00:08:276 (2) - At the risk of sounding like a broken record...yeah. Same thing I commented about this in the hard, and when this happens again later on in the map. s before
00:22:616 (3,1) - Might look better like this, so basically move 3 up a bit. kills consistent overlap spacing
01:01:682 (2) - Mostly me thinking out loud but this spacing reduction felt weird to play. I'm not sure how you'd fix it if you do choose to change it, though. similar to some other spacings + nice visuals
fun map!
Took a look at the other two diffs (unlimited and starlit sky) because I can't pass them, so I can't comment on stuff like spacing, but I can say that aesthetically I can't find any problems. Blankets and all that crap looked great.
Good luck! If you don't think my mod was helpful, It would be fine if you skipped a difficulty or two on my map.
the sliders are the main concept of the diff :d[alt][F4] wrote:
in insane I got so sad when I saw 00:11:408 (1) - because of all the other sliders before it
I didn't really look for BN for this yet, but I'll probably do soon!KuranteMelodii wrote:
Plz rank this so i don't need to rank my version :p
MugiwaraSekai wrote:
hi m4m from your queue!
[Hard][Insane]
- 00:32:177 (4,1) - I don't really think that it's necessary to make a 1/4 slider here. As they're nothing at 00:32:259, maybe make a triplet at 00:32:342 instead. but anyway I think it's still playable and fun to play. I just wanted to get noticed xd
I agree that the first repeat is overmapped, but it's not clickable and fits fine so I'll keep it- 00:20:474 (1) - Emphasize a little bit more here would be better imo. Since the song radically change from here. To show that this and last part are totally different. yes
- 00:26:902 (4,1) - What about consistency with 00:24:265 (4,5,1) - ? or maybe remove 00:24:512 (5) - I think it's better without. But the problem still the same, you should make it consistent. not needed, the drums might be similar, but it's not like the musically completely repeats, so having them a bit different is fine imo
- 00:53:523 - Why you didn't map this while you did it at 00:53:193 (5) - they've same sounds imo. mainly for lower difficulty and a jump is nice too lol
- 01:09:265 (1) - The change direction would emphasize it more and personally I think it would play better if you ctrl+g current break in flow gives fine emphasis and spacing/movement afterwards is nicer.
[Standard]
- 00:45:529 (5,1) - It seems that you missed something between. Since it's same part that 00:34:979 (5,1) - I highly recommend to not skip. Make a triplet maybe ? similar to unlimited
- 01:01:518 (1,2) - Try to space a bit like 01:12:067 (1,2) - for consistency. Cause it's too close maybe. If you want absolutely keep stack (2) on 01:00:693 (5) - 's tail you can simply move (1) further fixed 01:01:353 (7,1,2) - spacing, which also kinda fixed this
[Unlimited]
- 00:13:221 (4) - I don't really get it why you put this here. You can't simply add a circle at 00:13:056 and remove (4). Cause I think it could have some misleadings because of that. (simply my opinion)
and I see that you use this flow alot of times. So I think you have a reason to make that. But it would be simply more redable.
It is fine to read, spaced like all other 1/1 gaps. this works way better with the rhythm of the song (besides drums maybe) and it fits well- 00:26:737 (6) - Stack better ? Or it's voluntary ? it's a simple manual stack lol
- 01:19:814 (3) - Maybe you should copy/paste and ctrl+h 01:20:474 (4) - to make this more aesthetic ? changed the shape
[]
- 00:26:902 (5,1) - It seems like you skip something between both
- 01:13:056 (3,1) - ^ undermapping those to focus on other things is totally fine
Really sorry for this short mod. Overall it's really good. Have a star! Good luck!
KuranteMelodii wrote:
Ni ma de i rather have this version of Hoshitachi ranked instead, I really hate my version and it's so messy and terrible tbh I wanted to remap but i have no innovation orz
Ultra no sense modding incoming
[Unlimited]
- 00:32:507 (1) - Ctrl+g, put them to about x:386/y:306 , otherwise the cursor movement will be jigged, Don't forget to not let them touch other objects after you changed it, also, too close
How the cursor moved for the current pattern, notice the blue line means the movement didn't go smoothlythat might play "nicer" but I find the abrupt flow break much better fitting to the music/emphasis and lvoer the current look of it
Yeah i know it's meh, but at least it's clear enough- 00:39:594 (3) - You're ignoring the white tick, which have the drums to be in place, even it does follow the vocals perfectly, but ending up feeling that i have something missing there I get that, but the current pattern 00:38:935 (1,2,3,4) - is all mapped to vocals, so ignoring drum is okay. mappinf it here would feel rather weird with the others
- 00:56:572 (2,2) - x:400/y:129 , same problem for jigged motion, and not pretty much supporting this kind of flow separation, and adjust the pattern later on I had a weird feeling about this for some time, remade this pattern
- 01:07:122 (2,2) - ^, x:225/y:44 I actually think this one is fine cause the angle is sharper already
[Starlit Sky]
- 00:06:957 (3,2,2) - Soooo... you desired to use some kind of "slider" gimmick there, Maybe unstack it for a little bit so it can read easily, from what i could see is not pretty much people could know there's another slider there
Oh yeah, also adjust the position of 00:07:946 (1) - and 00:08:935 (4) - after you changed it
due to the sv changes the sliderends are already unstacked http://i.imgur.com/tZZHPZT.jpg I think thats enough and people read it just fine so far- 00:12:232 (3) - Since this part is mapped the vocals mostly, what i could see if you place a slider there to let 00:12:232 - Clickable, but the stronger vocals is at 00:12:397 - , so i think you making the stronger vocals unclickable feels meh for me, I know you also make the the slider end vocal unclickable at 00:14:045 (1) - and 00:15:199 (1) - , But they feel better unlike the one i pointed out, and both slider head and slider end were have the same strength of vocals (But 3/4 and a circle is better though)
Or use the same rhythm as 00:16:682 (1,2,3,4) -
go sth wrong then, whole part is mapped to the instrument mainly, only focusing vocalsd when there is no piano/guitar stuff :d- 00:19:979 (3,4) - The stack isn't supporting anything, in this case, the first vocal is sightly stronger than the second, so slider is better at there it follows my stack pattern. 00:19:979 (3,4) - is more like a held vocal, so having a stop here and a jump on the clap after feels nicer and consistent with my patterning for this part
- 00:20:968 (3) - Just my opinion though, you could move 00:20:309 (5) - and stack 00:20:968 (3) - since they're the same sound
yeah the sound is similar, but in a different context/music transitions, so this wouldnt really do anything except using less of the playfield- 00:23:111 (1) - I know that you're blanketing 00:23:441 (2) - , but i think placing like this will play more smoothly
- 00:39:594 (3) -Some problem i mentioned previous diffs ya
- 01:22:122 (3,2,2) - same thing i mentioned before
That's all
thanks!sahuang wrote:
M4M
Bold= Highly recommended
Red= Unrankable[General]
- HP setting is not reasonable imo. From Standard to Hard it jumps from 3.5 to 6 which is bit too much. And HP7.5 for 5.55 stars map is also bit overdone. lowered for hard-highest diff, lower diffs kept same since I think 2.5 and 3.5 are fine.
I'd suggest HP-0.5 for Hard, Insane, Unlimited, Starlit Sky, and HP=2 for Easy, HP=4 for Standard. That'd be better.- hmm...8 combo colours,okay. Some are quite confusing to recognise: there are 3 greyish and 2 reddish colours that are quite similar. Can you reduce them to only 4 colours? Makes no sense to use 8. colorhax thing, clarified in irc
[Easy]
- 01:18:660 (1) - move it left a bit (105|139 for example) for better flow. curved 01:17:836 (4) - a bit more towards it instead
[Standard]
- 00:04:649 (3,4) - rip ds lol
- 00:12:561 (3,4) - i would recommend change rhythm here so it can be consistent with 00:17:836 (3,4,5) - which seems to fit song better. they both follow different things (vocal mainly/guitar mainly), the transition is not hard to understand as the rhythm still is simple so it works fine for gameplay too. would keep for at least a little more variety
- 00:52:946 (6,7) - stack them.You always use stack(e.g. 00:44:045 (3,4) - ) but now you don't do it,pretty weird. idk why this is spaced, fixed
[Hard]
- 00:11:408 (1,2) - inconsistent with 00:14:045 (1,2) - 00:16:682 (1,2) - and 00:19:320 (1,2) - . You'd better stack slider end imo yes
- 00:12:561 (1,2) - the stack here is pretty hard to play, and in other similar parts you also tried to avoid stacks such as 00:18:166 (2,3) - 00:15:199 (1,2) - .So i think you can stack (2) to 00:13:221 (3) - I actually only wanted to stack red ticks after sliders, this one was a mistake, fixed
- 00:41:078 (3,4) - stack them cuz it's slider end and you always stack. a
- 00:56:078 (1,2,3) - play it and you should feel how weird the flow is.00:56:078 (1) - is going downwards but (2) is upward. 00:58:715 (1,2,3) - this is nice,follow this? I know it plays bad :d was mainly for visuals, but I found something that still looks fine and plays better now
- 01:11:243 (3) - it's so casual lol make the shape better a bit
Also, 00:21:133 (1) - cancel NC? kinda like the nc with the cymbal/finish and big jumps, it's similar to higher diffs[Insane]
- 00:02:671 (3,4,5) - the blunt angle here isn't a good choice imo I think it plays okay, but I angled it slightly more to make it a bit more comfortable I guess
- 00:14:540 (2,5) - stack check it with stacking enabled/ingame :d http://i.imgur.com/j8s8Nvy.jpg it's a manual stack cause autostack breaks this with how it stacks on sliderends
- 00:19:814 (2,5) - stack (5) with (2) to keep consistency with 00:14:540 (2,5) - 00:20:309 (5) - has a way stronger vocal + transition into new part/building up intensity, so I'd like to keep a noticeable difference between them, even if base rhythm is same
- 00:48:825 (3,4,5) - anti-flow plus blunt angle won't flow well here,so i suggest you adjust them a bit. I've tested this a few times now and it feels totally fine to me with how people will most likely play 00:48:825 (3) - o: Also fits well with how the diff overall has some unusual movement caused by the slider/movement theme outside of the kiai
- 00:58:715 (1) - #totally not a rlc copy
[Unlimited]
- 00:25:748 (2,1) - swap NC whole 00:24:594 (1,1,2,1,2,1,2) - is comboed based on pattern, changing this would look weird and it works well with vocals
- 00:40:254 (1,2) - ds is too big. This may be much better yes, one of those spots were I go visuals>gameplay lol. fixed
- 01:05:144 (1,2,3,4,1) - use same ds. 0.55x 0.9x 0.6x and 0.9x is not a good idea, it is supposed to be a normal stream. yeah
- 01:15:693 (1,2,3,4) - same map is a few months old, idk why I did those anymore, still wobbly but consistently spaced
- 01:17:177 (1,2,3) - dont agree with the spacing here.Obviously there's a downbeat 01:17:836 - which you want to emphasise,so 01:17:671 (2,3) - should have a bigger jump than 01:17:177 (1,2) - . changing this just changed between snare or synth emphasis and since right now 01:17:671 (2,5) - have the biggest spacing I think people will get the snare emphasis for this pattern fine. also 01:16:847 (3,1,2,3,4) - just looks too good lol
[Starlit Sky]
- What's wrong with the stack liniency here,imo make all diffs consistent is better. it's there so the 1/2s stack perfectly as some patterns are designed around that, the difficulty (as the highest one in the set) was meant to have a few slightly more "challenging" to read patterns and the 1/2 stacks fit really well with that imo
It's a great diff, nothing else to say.
Nice set, especially the hardest diff with low cs. It's really well.
Call me back.
2016-08-26 00:10 Lasse: lol
2016-08-26 00:13 Lasse: i think I'll rename unlimited to extra though, cause it's a bit like a custom name since nobody uses the diffnames from that game
2016-08-26 00:14 sahuang: hmm so you wanna go for default? standard=normal and unlimited=extra?
2016-08-26 00:14 Lasse: yea, it doesn't matter for me anyways lol
2016-08-26 00:14 sahuang: lol
2016-08-26 00:15 sahuang: standard sometimes can be misunderstood as easy so yeah
2016-08-26 00:15 sahuang: better use normal
2016-08-26 00:16 Lasse: renamed
2016-08-26 00:20 sahuang: ACTION is editing [https://osu.ppy.sh/b/979245 yuikonnu - Hoshitachi no Melody [Insane]]
2016-08-26 00:21 sahuang: 00:19:814 (2,3,4,5,1) - still for this part, if you decide to keep then maybe move 00:20:474 (1) - down a bit?cuz this slider isn't emphasised now with similar ds.
2016-08-26 00:22 sahuang: 00:20:309 (5,1) - make it at least 2.3x or sth can work better
2016-08-26 00:23 Lasse: that works
2016-08-26 00:23 sahuang: 00:20:968 (2,2) - and i just noticed the random overlap here,could you stack them or sth?
2016-08-26 00:24 sahuang: hard to start the stream if they are overlapped
2016-08-26 00:26 Lasse: oh https://imgur-archive.ppy.sh/d9xuH9e.jpg it's overlapped the same way the sliders overlap now and stream should be okay, you don't see the overlap for long wiht the ar
2016-08-26 00:27 sahuang: fine with it
2016-08-26 00:27 sahuang: i guess that's all,update and i will bub
2016-08-26 00:28 Lasse: nice, updated
Xinely wrote:
damn so fast. placeholderfrom m4m
General :
- how about end the spinner 01:34:485 - here? feel like it gets too long and current and is already barely audible
Easy :
- OD 2,5? OD 3 is a bit high for newbie i guess yeah, also works better cause n-h od gap is a bit big
- 00:05:309 - sampleset soft addition normal whistle? for consistency what you did in 00:02:671 - done on all diffs
- 00:09:924 (3) - i think it will be better with 2/1 slider here so just mapping the cymbals. honestly 00:10:254 - idk what is following for here synth is so loud 00:10:254 - 2/1 feels to undermapped to me
- 00:35:144 (1,2,3) - i think from here you can try http://puu.sh/qOUA2/8f2cbbf6dc.jpg. that sucks to skip 00:36:298 - qwq
- 00:38:441 (2,3,4) - same as above if you agree
whole part is more mapped to those specific drums, so no change here
- 00:47:836 (4) - this should be placed in 00:48:001 - due drum? that works better, yes
- 00:57:561 (1) - just flow taste, you can try 224,128 for diagonal flow i think having 00:56:078 (3,4,1,2) - circular and then the wave changing flow is nicer
- 01:08:111 (1) - remove finish and use hitsound 00:57:561 (1) - has for consistency done on all diffs
Normal :
- 00:05:309 (4,5) - if you follow the melody (i guess guitar) here. you can try 1/2 slider repeat and then 00:05:968 - circle here but wantr cymbal on 00:06:133 (1) - clickable and using a circle jhust before would make tapping too dense for this part
- 00:18:660 - i think you should keep map this. that is piano what you follow since begining from 00:11:408 - ;_; can't really get a rhythm that still fits other other things and doesnt feel too dense here ; /
- 00:43:386 (2,3) - try get them a bit closer.. its 1,15x spacing in stack gameplay done
- 01:01:847 (4) - 236,104 will give better flow for me.. dunno how to explain qwq i get what you mean, rotated slider a bit instead. should be a little nicer now
- 01:04:485 (4) - if possible avoid use mininum low ds here (0,95x) one fixed
- 01:20:474 (4,5) - same as 00:05:309 (4,5) - same
Hard :
- 00:04:649 (1) - touch hp bar, 00:03:990 (2,3,1) - click them all and move to 96,208 actually had to move 00:03:166 (4,5,1,2,3,1,2,3,4,5,6,1) - because of how I structured this lol
- 00:09:594 (1,2) - imo 1,8x spacing is too far here. i dont see reason to jump. if you want a bigger spacing than your normal spacing then you can try 12,100
moved 00:09:265 (4) - to make it 1.6x should be fine with leniency
- 00:46:682 (4,1) - the jump is a bit too big for me when music isnt kiai which that strong. try make them a bit closer like (4) at 8,164? reduced by 0.2
- 01:03:166 (2) - aaa i think if you put circle on leftside like 16,76. flow will be smoother makes transition into 01:03:166 (2,3) - weird. 01:02:836 (1,2) - matters less because you can abuse leniency on the slider a bit
- 01:04:485 (2,3) - just say for next your maps.. kind jumps like this.. flow is so harsh qwq : v
- confirmed copy pastaa after kiai for all diffs xd well, patterns on lower diff are kinda similar cause rhythm is similar and using mainly ds gives you not much other opportunities with this structure lol
Insane :
- 00:20:968 (2) - imo you can reduce the spacing like 64,144. a bit far too me like overemphasis the drum sound doesn't feel that much cause of leniency on the long sliders + 00:20:474 (1,2,1,2) - overlap pattern is sos cute : (
- 00:38:935 (1,2,3,4) - weird rhythms for meee.. altho you follow vocal. imo that isnt time to use 3/4 slider for 4 sliders. drum is main sound here 00:39:759 - and this skipped. something like feel empty w/o follow it i get your point, but vocals are so strong here, it's fine in gameplay and I generally focus more on focals
- 00:53:605 (1,2,1,2) - hope you can nerf the jump, you just did triplet on previous so make 1/2 ones are easier to keep balance reduced them so sr dropped by 0.04, should be enough imo. the 1/4 repeat before already gives a small break
- 01:05:226 (2) - 0,31x spacing is inconsistent here how does this even happen, fixed
- 01:26:572 (1) - suddenly curve the flow here feels weird. imo better keep it with straight flow. 248,160 curved less, though I want to keep some change here for cymabl/end of song
Extra :
- 00:38:935 (1,2,3,4) - same as Insane yeah
- 00:42:561 (1) - i think for keep the flow, ctrl+g works better changed shape of 00:42:561 (1) - instead because ctrlg makes 1/4 spacing too big
- 00:53:770 (2,2) - 192,288? you need to chill a bit after 1/4 jumps imo they play like circles anyways and that would kill buildup : /
- 01:10:336 (2) - 80,172 i guess for make the flow is same with 01:10:583 (1,2,3) - makes the movement from the slider into it really akward :c mirrored flow works fine imo
Highest diff one :
- OD 9 HP 7 seems like killing players for me especially with small circles xD originally I wanted hp8 :d
call me back
well he asked me to take it down for this so he can fix itLasse wrote:
00:22:287 - rip clap..