Hey there! I recently got back so I will start working on the mod~
Thanks for the mod.Boobs wrote:
Easy (1.34 stars, 195 notes)
- 00:11:474 (1) - Fix this slider, mismatched. Fixed: Refined it
- 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1) Nice catch, fixed it
- 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~ Thank you
- 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.
- 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.
- 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.
- 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
- 01:32:705 (1) - Fix to a nicer shape It looks nice already but I tried refining it a bit more
- 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.
- 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
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
I will have to push the new hitcircles and stuff back for now :SRVMathew 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.
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
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.PhantomHunt3r wrote:
i dont know how much help this would be but here is my end of the m4mHard+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.Hardi felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Thanks for the mod.kolgar wrote:
Hi, this is a m4m:EasyNothing wrong found by me. Thank you.NormalAR=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 formerHard-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..HardCS=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 diffWill 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
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
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'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!
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)
Spork Lover wrote:
Yo, M4M for ya after that great mod you gave me ^^Color codingUnrankable 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 imoI 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.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.
Easy
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 hitsoundsI 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!)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.
Normal
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.Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)
Hard-
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
Fair enough. Thanks for checking it though, and giving a star.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.
Thank you for modding it.Bara- wrote:
From M4MGeneral[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
Fixed
Unused hitsounds:
normal-hitwhistle2.wav RemovedEasy[Easy]
Set slidertickrate to 1. If you set it to 2, the 1/2 ticks will not display (for example on 00:06:397 (4,1,2). They are visible in editor, but not when playing!
00:39:628 (5) - This slidertick hitsounding here is really weird, and rather unexpected. People here a clap, right before the slider needs to be let go, so people might let go too early, causing them to miss the sliderend. And besides, 'the slidertick is blocked by the sliderend, so people might not know where it comes from
The problem is that by reducing slidertick rate to 1, the problem is that some of the slidertick hitsounds later on will not be audible.
00:47:474 (5) - ^^ 00:53:936 (3) - Etc. etc. etc. Same
01:03:166 (1) - Such a long slider feels rather awkward for the start of kiai. I think a 2/1 with a circle would be better I will change it, bye bye slider art.
01:32:705 (1) - Similar, it feels out of place (Applies to almost all 3/1 sliders)
02:02:243 (1,2,3,4,1,2,3) - Way too linear. Add some movement, now all movements are 90 degrees angles, which is quite harsh Done on purpose, just to give a change of pace from curves and whatnot. It is not difficult to play so I will not change it.
Decent diff, I dón't really like the 3/1, but ah wellNormal[Normal]
00:18:166 (5) - The lack of emphasis is quite high, try this rhythm Sure
00:37:551 (1,2,3,4) - The high amount of off-beat make this rather awkward. Please add some notes at the white ticks, so it feel more natural But then I will end up with a long chain of notes. I will see what I can do.
00:38:936 (3,4) - Oh and this looks rather bad. Try making it symmetrical or something like that It is fine
00:39:859 (4,5) - Refer to first suggestion Again I will see what I can do
00:47:243 (4,5) - ^^ (etc.) Same as above
01:43:090 (5,6,1,2) - Please use the same rhythm as 00:44:013 (7,1) - Ok
02:02:243 (1,3) - Feels way too long. The music is 1/1, you even hitsound it that way, yet you use 2/1 sliders. Please shorten them Sure
02:08:935 - Add a circle for the claps Sure
02:59:012 (3,4,5) - This is an absolute no-go, it's wayy too cluttered for a normal. People will likely hit the wrong circle first Changed to a stack
The amount of offbeat sliders is really high, which really make this diff feel weird to play...Hard- ------> Advanced from now on.[Hard-]
Please call this advanced. Hard- doesn't give much information I finally relented and now will rename it advanced, but I will rename it hard if I put custom diff names for the last 2 difficulties..
00:11:474 (1,2) - Rather weird polarity. Try to start the 3/4 slider 3/4 earlier and give it a repeat Focused on vocals, so it is fine.
00:22:090 (5,2) - Stack Stack leniency problem. Cannot do anything about it.
00:54:859 (4) - I don't hear any 1/4 here (they are audible at 00:54:166 (2) - but not at (4)) Changed that part so it follows 01:52:782 (1,2,3,4,5,6) - . Will also apply this to the rest of the difficulties after hard
01:43:090 (5,2) - ^^ Fixed
02:15:282 (1) - This ends at the snares, 01:16:205 (1) - This ends at the downbeat Changed so it ends at the downbeat
Quite a decent diff!! ......Hard[Hard]
Cs5? seriously? You can better change it to 4, or increase Hard+'s CS to 5.5 or higher. The fact that there is no spread in it makes this really weird. Note: I don't think CS5 is bad, I have used CS5 for some of my hards too (even 5.7 once) (and cs 6 for insane)
If I change it to cs4, requires a whole new remap and it will be the same as advanced in terms of aesthetics. In that case I would just delete this, and the whole point of this difficulty is that it is built around cs5. And simple movements are used because I am introducing people to a cs5 hard. By introducing people, I mean people who have not experienced a cs5 hard (they may have played cs5 difficulties, but not on a very recent map, especially when the length of the map is more than 3 minutes long.
If I increase cs of 'Attraction' to 5.5 or over, the difficulty will be ruined.
00:16:551 (3,4,1) - This reads rather weird. Why not a triangle? (4) to 177:239 for example The current placement is fine and leads on nicely to the next note.
00:33:628 (1,2) - Rip blanket Fixed it
00:54:974 (7) - I don't hear any 1/4 See advanced. Removed a lot of overmaps
01:01:205 (1,1) - Recovery time for Hard is around 1 beat. This is 1/2 Changed it
Overall a decent diff, 2 complaints
The polarity needs to be improved.Patterns such as 02:56:243 (3,4) - are really weird to play, since you skip the beat, and have a 3/4 gap (as opposed to the 1/1-1/2 gaps which are common). Reverse sliders, or patterns as 02:52:090 (1,2,3) - work much betterIt is still following the vocals and with distance snap it should not be a problem. I have tested this map hundreds and hundreds of times to make sure the rhythm is playable and does not trip anyone up.
The aesthetics need to be much better. Certain blankets were horrible, and having a 0.92x DS to fix it doesn't hurt. It'not an easy where spacing needs to be consistent.
The map is built around distance snap, and if I introduce a lot of patterns such as star patterns and what not, that would destroy a lot of players. Star patterns are already hard in cs4; with cs5 that will be really really hard.Hard+. -----> Attraction from now onGood luck!!![Hard+]
Rename to Light Insane please Custom name.
CS 5 or higher for a better spread please I will not do that, the reason is that the map is already difficult since the notes are placed freehand, and making it cs5 or higher will make it very very hard to aim, and hence ruin the difficulty.
You often use symmetry, which I really like, but be careful! for exmaple, look at 01:45:397 (1,2,4) -
If you want perfect symmetry, you need to Ctrl G 4, so all distances are the same (2.26 instead of 2.26-157)
00:52:320 (2,3,5,6) - It isn't perfectly symmetrical (nazi, I know) I have been thinking of doing a different pattern anyway.
01:15:166 (4,5) - Stacks like this don't really play that well. Please space them I will put 5 where 6 is and move 6 onto 1 as a stack.
01:36:858 (3,4) - ^^ (etc.) Same deal
03:16:782 (1) - Why is there an NC here, while there is not one at all the other times 03:02:012 (4) - 03:05:705 (4) - 03:09:397 (3) - 03:13:090 (3) - 03:20:474 (3) - 03:24:166 (3) - 03:27:859 (3) - Oversight
I actually really like this difficulty! It's really well made, and the usage of symmetry is absolutely brilliant. A few fixes on the circles which are stacked under the previous slider's tail and this diff is absolutely perfect (maybe a few polishing mods, but ah whatever) Interestingly I prefer the other difficulties over this because this was me placing notes freely whereas the hard diff especially is more structured, though you may disagree over that.
I decided to do a remap of this difficulty, with these objectives in mind:Net0 wrote:
IRCSPOILER2016-08-20 00:05 Net0: hey there o/
2016-08-20 00:05 RVMathew: Hi there
2016-08-20 00:05 Net0: did you watch me playing?
2016-08-20 00:05 RVMathew: how are you doing?
2016-08-20 00:05 RVMathew: yeah
2016-08-20 00:05 Net0: flow is nice
2016-08-20 00:06 Net0: liked it
2016-08-20 00:06 RVMathew: It did seem that you hit certain parts earlier than usual
2016-08-20 00:06 Net0: yeah AR problem
2016-08-20 00:06 RVMathew: I understand
2016-08-20 00:06 Net0: but there were a part when i draw
2016-08-20 00:06 Net0: a question mark
2016-08-20 00:06 Net0: that part felt weird
2016-08-20 00:06 Net0: but it's all playable
2016-08-20 00:06 RVMathew: I did not spectate you the whole game, but was it near the beginning part?
2016-08-20 00:06 Net0: and good
2016-08-20 00:06 RVMathew: Oh I see
2016-08-20 00:06 Net0: I might suggest one or two things?
2016-08-20 00:07 RVMathew: sure
2016-08-20 00:07 Net0: ok then
2016-08-20 00:08 Net0: https://osu.ppy.sh/ss/5888872
2016-08-20 00:08 Net0: 00:11:013 (5,1,2) -
2016-08-20 00:08 Net0: This slider placement
2016-08-20 00:08 Net0: is good
2016-08-20 00:08 RVMathew: I see
2016-08-20 00:08 Net0: considering you need to use DS
2016-08-20 00:09 Net0: I see why it could not be overlapped with some previous objets
2016-08-20 00:09 Net0: but the second one
2016-08-20 00:09 Net0: 00:11:936 (2) -
2016-08-20 00:09 Net0: could be moved a little bit
2016-08-20 00:09 RVMathew: I see.
2016-08-20 00:09 Net0: so that the sliderhead
2016-08-20 00:09 Net0: and sliderend
2016-08-20 00:10 Net0: makes a better structure
2016-08-20 00:10 Net0: with the previous ones
2016-08-20 00:10 Net0: this is my mappig style
2016-08-20 00:10 Net0: so feel free to ignore this
2016-08-20 00:10 RVMathew: Do you mind showing me an image of it
2016-08-20 00:10 Net0: 00:07:320 (1,2) -
2016-08-20 00:11 Net0: Move a little bit foward to see how the circles are working
2016-08-20 00:11 Net0: on this two sliders
2016-08-20 00:11 Net0: http://puu.sh/qHBrq.jpg
2016-08-20 00:11 Net0: The overlapping of them could be more equal
2016-08-20 00:11 Net0: but again
2016-08-20 00:12 Net0: this is just my non-sense way of doing stuff >.<
2016-08-20 00:12 Net0: 01:38:013 (4) -
2016-08-20 00:12 Net0: Vocals instead of the beat
2016-08-20 00:12 Net0: <3
2016-08-20 00:13 Net0: however some ppl will probably not agree with it, be prepared in the future
2016-08-20 00:13 RVMathew: True. I focus more on vocals
2016-08-20 00:13 RVMathew: but because I do that, I ignore some of the beats so that may mislead a lot of people
2016-08-20 00:13 Net0: 01:46:320 (6,7) -
2016-08-20 00:13 Net0: FOUND
2016-08-20 00:13 Net0: this is what made me confused
2016-08-20 00:14 Net0: usually you want sliders starting in downbeats (whiteticks)
2016-08-20 00:14 Net0: specially in this difficulties
2016-08-20 00:14 Net0: especially*
2016-08-20 00:14 Net0: MY ENGLISH OMG
2016-08-20 00:14 RVMathew: True. Unfortunately the vocals start on the red ticks
2016-08-20 00:15 RVMathew: I think I will see how I can restructure this map
2016-08-20 00:15 Net0: this part
2016-08-20 00:15 Net0: if you want to follow vocals
2016-08-20 00:15 Net0: you will need to make a slider 1/1 reverse
2016-08-20 00:15 Net0: or a slider 2/1
2016-08-20 00:15 RVMathew: hmm
2016-08-20 00:15 Net0: starting here
2016-08-20 00:16 Net0: 01:46:320 -
2016-08-20 00:16 Net0: ending here
2016-08-20 00:16 Net0: 01:47:012 -
2016-08-20 00:16 Net0: this two objects tend to leads the person to believe he's playing the beats
2016-08-20 00:16 Net0: that's what made me confused here
2016-08-20 00:16 RVMathew: That is a fair point.
2016-08-20 00:18 RVMathew: I think I would make that part follow the rhythm
2016-08-20 00:18 RVMathew: as you said, thr rhythm is a much better thing to map, especially for newer players.
2016-08-20 00:19 Net0: just a simple example
2016-08-20 00:19 Net0: of a 2/1 slider
2016-08-20 00:19 Net0: that could follow vocals
2016-08-20 00:19 Net0: http://puu.sh/qHBOs.jpg
2016-08-20 00:19 RVMathew: I understand
2016-08-20 00:20 Net0: the slider going up also tend to lead the person
2016-08-20 00:20 Net0: to feel an increasing sound
2016-08-20 00:20 Net0: of the vocals
2016-08-20 00:20 Net0: at least i feel that way
2016-08-20 00:21 RVMathew: That is a very interesting way of putting it
2016-08-20 00:21 Net0:
2016-08-20 00:22 Net0: i could mention nazi stuff
2016-08-20 00:22 RVMathew: Thank you so much sir/madame for looking over this map
2016-08-20 00:22 Net0: But I'm not that much of a heavy modder
2016-08-20 00:23 RVMathew: I see
2016-08-20 00:23 Net0: only simple suggestions
2016-08-20 00:23 Net0: \o/
2016-08-20 00:23 RVMathew: if you want kds for the post feel free to post it. I don't need the sp for it
It's not unrankable to have different stacking leniency, but I would just like a reason as to why. Considering it's different in every difficulty, and the you made some patterns stack purposely, while others not. (I think you know which ones I'm talking about.) Because this works in some patterns, but not others.Ranking Criteria wrote:
Avoid setting stack leniency to a point where you have perfectly overlapping consecutive hit objects. This setting is used if stacking is damaging to patterns that exist in a map. It is usually a good idea to keep it enabled.
Manual stacking is acceptable as long as it's still readable while playing.
Some points that I will like to explain.Ayyri wrote:
por mi amigo
[General]Very nice suggestion, fixed.
- 02:46:089 - Why not have the kiai end here and start again at 02:46:550 - ? Since lyrically, it's quite similar to each start of the other kiais. So this would give this area the same effect too.
[Easy][Normal]
- 00:53:935 - Tbh, it sounds quite odd that you're following the vocal with the slider here, yet don't follow it for the full amount of counts. The vocal ends at 00:55:781 - . But you have another slider there instead. Frankly, I think just extending this slider and having a circle at 00:56:243 - would fit the rhythm a bit better here. I follow the rhythm more in the easy and normal difficulty; it just so happens that at that part, the rhythm and vocal bit ended on the downbeat (something that rarely happens). Since I am following the rhythm, the current setup works fine. I know I always advocate vocals over rhythm, but for the easy and normal difficulties, I will focus on rhythms, because it will be easier for newer players to follow the rhythm; it is harder to follow vocals, especially if you have only heard the song for the first time.
- 02:37:320 - and 02:37:781 - From what you did in the first two kiais, it seems to fit the rhythm a bit better if you Ctrl+G this rhythm. So it falls as 02:37:320 - slider and 02:38:704 - circle. Fixed it
- 02:59:473 - and 03:00:397 - Vocally, this would work out as just one slider. Compared to every other time this rhythm happened, this one seems a bit forced. Since you used a spinner before. And a bit longer slider, would give the same effect of a spinner here. Fixed according to the above point
[Advanced]
- Relatively solid difficulty. Only thing that bothered me was the stacking towards the end, since it seemed a bit sudden. But maps generally follow a rise in difficulty as they go on, so it's understandable. Thank you
[Hard]
- 00:13:550 - and 00:13:781 - Having this stack under 00:12:281 - looks a bit messy. Tried something else
- 01:43:320 - and 01:44:243 - Are you missing a clap on these points? Or was this intentional? Not intentional; readded the claps and whistles
- 02:37:320 - / 02:37:666 - / 02:38:012 - These sliders should be as close together as 02:44:704 - / 02:45:050 - / 02:45:397 - are. Fixed that part.
[Attraction]
- Why is the CS smaller in this difficulty than your Attraction difficulty? I will explain this at the bottom of my post, among other things.
- Consider making this AR 7.5, so you don't have 3 difficulties of AR 7. All difficulties are AR7 because fit very well.
- 00:05:473 - and 00:05:935 - For a Hard this is a pretty big jump. True so I fixed it, espcially since other than that part, there was only 1 other place where I broke ds for a bit. Rip symmetry, but hello something else.
- 01:38:935 - Either straighten this slider, or make the shape of it a bit more obvious that it's not straight. Because it currently just looks really weird. Done
- Consider making the AR 8, same reason as in Hard. See very bottom
- 02:37:320 - / 02:37:666 - / 02:38:012 - Even if this is an insane, I'd still have these sliders touching a bit. Just to show that they're right after each other.Should be fine, and this pattern was used in my former guest difficulty [Mecheman] without any problems in terms of playability. Note to anyone, I was given permission to use his difficulty.
- 02:44:704 - / 02:45:050 - / 02:45:397 - I'm glad you listened to my suggestion months ago, of making it go around her face. Good job! Thank you for the suggestion
- 02:52:089 - / 02:52:435 - / 02:52:781 - Space these a bit more evenly, like I suggested for 02:37:320 - . Touched it up a bit.
- 02:59:473 - / 02:59:820 - / 03:00:166 - Same issue as above. Should be fine, I have had a few testplays and considering the earlier sliders in the final chorus, it should be easy to understand the pattern.
- 03:02:243 - and 03:02:473 - These two circles should be spaced the same way 03:02:012 - and 03:02:243 - are spaced. This pattern I have chosen is a very interesting one: (1,2,3,4) goes as a trapezium pattern, then 3,4,5 is spaced as a triangle pattern. Now 2,4,5 and 6 form a second trapezium type pattern, so in terms of visual distance, it is fine.
It's not unrankable to have different stacking leniency, but I would just like a reason as to why. Considering it's different in every difficulty, and the you made some patterns stack purposely, while others not. (I think you know which ones I'm talking about.) Because this works in some patterns, but not others.Ranking Criteria wrote:
Avoid setting stack leniency to a point where you have perfectly overlapping consecutive hit objects. This setting is used if stacking is damaging to patterns that exist in a map. It is usually a good idea to keep it enabled.
Manual stacking is acceptable as long as it's still readable while playing.
Thank you.Ayyri wrote:
Alright then. Everything that I had questions about seem to have been answered accordingly.
Bubbled.
Very unfortunate, but I have to do what I have to do.Electoz wrote:
[General]normal-hitfinish.wavAgain, even though I use the elements from the default skin? I guess I will ask someone else to provide me with one.
- 俺の妹がこんなに可愛いわけがない is supposed to be in the source not tags. Checked this with IamKwan, this is not the case. The reason is that the song is in the single 'Irony', but the song itself is not in any part of the anime, hence the song is loosely related to the anime, and as a result it can be kept in the tags
- Recheck your tags, there's no need to put "mecheman" in it. With his permission, I used elements of his difficulty in my 'Attraction' difficulty, hence he should be credited.
- Hitsounds with possible delay >5ms:
- soft-hitfinish.wav
02:46:550 - Kiai isn't snapped in some diffs you might wanna recheck it. Done
When skinning gameplay elements, complete sets of elements must be skinned, in this case:
A hitobject is skinned, so followpoint.png must be skinned. [b]DoneYou need to skin fail-background.png as well if you're skinning [pause screen] elements.[/b] Added one
I will need the new skinning list for this, because the whole time I have based everything on the ranking criteria (which is outdated).
[Easy][Hard]
- 01:05:935 (4,1) - DS Fixed
Forgot about it
- 00:24:397 (1) - 02:22:897 (3) - 03:18:397 (2) - Unsnapped by 1 ms. Fixed
- 02:00:282 (1) - Insufficient spinner recovery time, I suggest ending it on 02:01:320 where vocal fades.
Sorry but I spent like more than an hour just to figuring out general stuff and I lost interest in modding this so just gonna pop it and leave. ...... Oh well.
After you fixed all these you may ask Ayyri for a rebubble. Will do
18:29 RVMathew: Hello Pishifat, I have a question: http://puu.sh/qU4ez/1a79565a40.wav does this hitsound have any delay?
18:30 RVMathew: According to the modding assistant it says it does but I don't know if that is a false reading
18:30 pishifat: it's the default normal finish
18:30 pishifat: wouldnt worry about it
18:31 RVMathew: https://osu.ppy.sh/forum/t/244995/start=90 look at the bottom post, the bn electoz popped it and said that there was a hitsound delay attached to it
18:31 RVMathew: if I put the same one, wouldn't people be saying the same thing again?
18:32 pishifat: the same one
18:32 pishifat: what do u mean
18:33 RVMathew: by same one I mean the one I sent to you. A few minutes ago I updated the map and in the latest update, I took the default hitsound and cut part of the beginning bit so I did not get the delay
18:34 pishifat: id hope people would recognize the hitsound before commenting about its delay. like the default normalfinish would be disallowed if it were a real problem so having it as a custom hitsound shouldnt be a problem
18:35 pishifat: to be super safe you can get rid of the delay of course
18:35 pishifat: it just doesnt seem that important to me lol
18:36 RVMathew: I see. I was confused because I was using the default hitfinish so I thought there should be no problem. I think the best thing I can do is put a post saying that the delay does not affect anything
18:36 RVMathew: Thank you so much for checking this for me :D
18:37 pishifat: g
Regarding the skin: *click*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)
No need to be rude. You should have asked me regarding the metadata, since even I asked RVMathew about it before bubbling it. Also, please don't rely on MA too much, since there are some false positives within it.Electoz wrote:
Sorry but I spent like more than an hour just to figuring out general stuff and I lost interest in modding this so just gonna pop it and leave.
Cerulean Veyron wrote:
Just some nazi and minor stuffs llolo
The spinner 03:30:973 (1) - at the end of the first two diffs is really loud tbh. As what I've seen, it left me wondering about this and apparently the spinner's end is not snapped by 1ms. I was a bit confused when I saw it at first ;p The volume for the spinner is the same in all difficulties.
Don't forget to disable widescreen support in Normal, it's the only thing checked in the set xdddd Fixed
General:Electoz wrote:
[Easy][Normal]
- 02:31:811 - Add a green line with 60% volume? It was already added, but I moved it to 02:32:243
- 03:38:243 - If you're gonna mute it then might as well use soft sampleset instead of normal cuz with normal it's still somewhat audible. Applies to all diffs. Applied to all difficulties
- 00:06:858 - Remove whistle? Because vocal landed on 00:06:743 and you didn't have one on 00:14:243 either which has a similar rhythm. Removed the whistle
- 00:59:473 (1,2,3,4,5,6) - 01:58:551 (1) - Kinda inconsistent when you mapped the first one and then the spinner for the latter, at least they should be the same thing:
- I suggest changing 00:59:473 (1,2,3,4,5,6) to a spinner cuz you put spinners here in other diffs. Done
- You can end 01:58:551 (1) on 02:00:166 cuz 02:01:320 isn't that stro ng and this way you'll be able map 02:01:781 - 02:02:012 . Also applies to the spinner before the first chorus too if you apply both of these suggestions. Done. Note to anyone else on this thread: At an avg of around 300 SPM, I could get clear+3000 bonus points.
- 01:11:704 - Missing whistle.
- 01:32:704 - Add a green line + 75% volume? You did this in hard tho, also applies to Advanced and Attraction.
- 02:10:090 (2,3) - Minor but was expecting a denser rhythm like what you did on 01:11:013 (2,3,4) - 02:39:628 (2,3,4,5) - 02:54:397 (2,3,4,5) . And with the current one it makes the latter half of kiai 02:09:628 (1,2,3,4,1,2,3) lack of 1/2 rhythms, which is a bit bland. The last chorus is meant to be a bit more dense compared to the other choruses. Reason being is that the last chorus prepares you for the next difficulty.
- 02:17:012 - 75% volume? Recheck other diffs too for this one. Will check.
- 02:58:550 - Missing whistle.Fixed
- 02:59:820 - 03:00:166 - 03:00:397 - Add whistle? Forgot about it.
[Advanced][Hard]
- 00:05:474 (3,1,2) - 00:12:859 (1,2,3) - Idk tho, feels like for the first one you prioritized vocal on 00:05:935 but for the second one you prioritized 00:14:127 which feels a bit inconsistent, I recommend using the same rhythm on both of these places considering that it's Advanced and there's a 3/4 rhythm involved here. Put it back to vocals
- 01:02:243 - 02:01:320 - Actually you can mute the spinner here to fade along with the vocal, optional. Also applies to Hard. Won't change
- 00:47:474 (3,4,1) - 01:46:436 (1) - Same spinner inconsistency thing as Normal. Removed the spinner
- 02:08:282 - Isn't this supposed to have 60% volume? According to 01:09:224 . Oversight. Fixed it
- 02:24:628 (2,3) - 1.2 DS is still readable on this imo, you overlapped 02:25:205 (3) over than a half of the circle and it's kinda hard to read. Did not completly make it 1.2DS, but I did move it down enough so 3 is more readable.
- 02:59:590 (1) - This part could have been mapped cuz other diffs didn't put a spinner here. Same applies to Hard. Ok. Will change
- 03:16:089 - Why did you increase SV here? You didn't increase SV at this point in higher diffs so I'm wondering why you interpreted this part differently from the others. In previous iterations, I increased the SV for the other difficulties at this part. However, the slider became too fast that I decided to remove that for the last 2 difficulties. For this one though I kept it the same because the speed change is very small, and it makes this part a lot more smooth.
[Attraction]
- 00:16:551 (3,4,1) - Really hard to read here, even if you made this to be challenging for players I still think this is too difficult for players, yes it would be alright if it's just 00:16:551 (3,4,1) but when 00:17:359 (2,3) follows up then it's really difficult to read cuz in order to read 00:17:013 (1,2,3) as a pattern you need to see 00:17:013 (1) first. My suggestion here would be moving 00:16:782 (4) to 177|239 for a better readability on 00:17:013 (1) . Bara mentioned this earlier as well. You mentioned it now as well so I will change it
- 01:18:050 - Was expecting a green line with 60% volume here. Yeah
- 03:20:473 (4,5,6,7,1,2) - Just my personal preference but I don't like the placements/pattern here, because the rhythm is playing consistently since 03:01:320 onward yet this part requires more readability than any other stuff you did since 03:01:320 . Harder readability is fine but I'm just not a fan of how a pattern gets suddenly harder while the song still plays consistently. I would say that for this difficulty, the pattern will work fine.
Please recheck your hitsounds too, I didn't check hitsounds in every diffs, also it's mostly gonna be a rebubble from me if you fixed any of major spinner suggestions.
- 01:47:243 - 01:47:704 - How about mapping these beats? The emphasizing you did with 01:47:013 (5,1) would fit better with something that has a higher impact like 03:30:397 (7,1) . The current one plays alright but doing it like 00:48:166 (5,1) would fit better cuz rhythm didn't change much from 01:47:473 onward. Current one is fine and changing it will ruin the overall pattern
- 03:01:320 (1) - Missing Finish. Added
- 03:13:550 (4,5) - Kinda stand out cuz you didn't stack anything under the tail apart from this one in this part, how about unstacking this or stacking 03:14:013 (5) on top of 03:14:243 (1) ? Stacked it
So yeah call me later once you're done fixing.
12:24 Electoz: few things
12:24 *Electoz is editing [http://osu.ppy.sh/b/1064910 ClariS - Kokoro no Inryoku [Normal]]
12:25 RVMathew: Yep
12:25 Electoz: 02:10:090 (2,3) - You said that you intentionally made the rhythm on the last chorus denser than this one right?
12:25 Electoz: to introduce the next difficulty
12:25 RVMathew: yes
12:25 RVMathew: 02:31:782 (1) - From here this is the last chorus
12:26 Electoz: if that's the case, I don't see any reason to make 01:11:013 (2,3,4,5) - denser than 02:10:090 (2,3) -
12:26 Electoz: 01:03:628 (2,3,4,5) - 02:02:704 (2,3,4) - Actually
12:26 Electoz: these are also denser
12:26 Electoz: than the one I mentioned in the mod
12:27 Electoz: so I'm kinda curious
12:29 RVMathew: Well to be fair the last chorus is a tiny bit denser
12:29 RVMathew: compared to the earlier ones
12:29 RVMathew: but I will change the pattern at 2:10
12:29 RVMathew: to fit the other stuff
12:29 Electoz: ok
12:29 Electoz: also
12:29 Electoz: 02:46:550 - 60%
12:30 Electoz: poke me after you're done updating
12:30 RVMathew: Sure
12:30 RVMathew: did you find anything out of the ordinary in the other diffs? I will check again if that is the case
12:31 Electoz: I didn't play the diffs, because I don't think I'll found anything this time
12:31 Electoz: I just checked the green lines and stuff you fixed
12:31 RVMathew: Sure
12:31 RVMathew: got it
12:35 Electoz: wait
12:35 Electoz: don't update yet
12:35 Electoz: I'm checking some other stuff
12:35 RVMathew: sure
12:36 RVMathew: Just going to make sure that all audio is consistent first
12:43 *Electoz is editing [http://osu.ppy.sh/b/918690 ClariS - Kokoro no Inryoku [Advanced]]
12:43 Electoz: 01:05:013 (3) - NC?
12:44 RVMathew: someone said in a very early mod to keep it like that
12:44 RVMathew: lemme try and fine the post
12:44 Electoz: suggested that cuz
12:44 Electoz: you NC'd there in other choruses
12:44 Electoz: like
12:45 Electoz: 01:12:397 (1) - 02:04:090 (1) - 02:11:474 (1) - etc
12:45 RVMathew: made that change
12:47 RVMathew: I will update it for now so you can see what I have done
12:47 Electoz: 01:16:089 (1) - you hitsounded finish on diffs that has a spinner here but when it is a circle you hitsounded it with whistle+finish
12:47 Electoz: mention this just in case
12:47 Electoz: it isn't intentional
12:47 Electoz: 02:17:012 - same here
12:48 Electoz: hard and attraction is inconsistent in hitsounding at this point anyways
12:52 RVMathew: the points you mentioned: they now have the hitwhistle + finish
12:53 Electoz: in the one you updated?
12:53 RVMathew: for hard and attraction they are as consistent as I can get them
12:53 RVMathew: I just updated it now
12:55 Electoz: I'm all clear
12:55 Electoz: is there anything else you want to fix?
12:56 RVMathew: let me do a final once over
12:56 Electoz: alright, poke me once you're done
12:59 RVMathew: oh yeah. When I try to upload it says there are unused bg files which I am actually using, do you have an idea why that is happening?
13:04 RVMathew: Looks like everything is fine on my end
13:04 RVMathew: unless you think there may be something else I must fix
13:04 Electoz: k lemme check it one more time
13:04 RVMathew: Sure
13:04 RVMathew: take your time
13:10 Electoz: in Hard and Attraction, you NC both diffs exactly the same right?
13:11 RVMathew: they should be the same.
13:11 *Electoz is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Attraction]]
13:11 Electoz: 02:29:936 (5) - NC?
13:12 Electoz: 03:21:628 (6,1) - Swap NC?
13:12 RVMathew: dammit how did I not see that
13:14 RVMathew: made another update just now
Thank you. While I wait for it to be qualified, I will repost some information and add some of my own, just in case there are some queries about what and why I have done that etc.Electoz wrote:
Fixed a rhythm in Normal, hitsound inconsistencies and a few NCs.
Rebubbled!12:24 Electoz: few things
12:24 *Electoz is editing [http://osu.ppy.sh/b/1064910 ClariS - Kokoro no Inryoku [Normal]]
12:25 RVMathew: Yep
12:25 Electoz: 02:10:090 (2,3) - You said that you intentionally made the rhythm on the last chorus denser than this one right?
12:25 Electoz: to introduce the next difficulty
12:25 RVMathew: yes
12:25 RVMathew: 02:31:782 (1) - From here this is the last chorus
12:26 Electoz: if that's the case, I don't see any reason to make 01:11:013 (2,3,4,5) - denser than 02:10:090 (2,3) -
12:26 Electoz: 01:03:628 (2,3,4,5) - 02:02:704 (2,3,4) - Actually
12:26 Electoz: these are also denser
12:26 Electoz: than the one I mentioned in the mod
12:27 Electoz: so I'm kinda curious
12:29 RVMathew: Well to be fair the last chorus is a tiny bit denser
12:29 RVMathew: compared to the earlier ones
12:29 RVMathew: but I will change the pattern at 2:10
12:29 RVMathew: to fit the other stuff
12:29 Electoz: ok
12:29 Electoz: also
12:29 Electoz: 02:46:550 - 60%
12:30 Electoz: poke me after you're done updating
12:30 RVMathew: Sure
12:30 RVMathew: did you find anything out of the ordinary in the other diffs? I will check again if that is the case
12:31 Electoz: I didn't play the diffs, because I don't think I'll found anything this time
12:31 Electoz: I just checked the green lines and stuff you fixed
12:31 RVMathew: Sure
12:31 RVMathew: got it
12:35 Electoz: wait
12:35 Electoz: don't update yet
12:35 Electoz: I'm checking some other stuff
12:35 RVMathew: sure
12:36 RVMathew: Just going to make sure that all audio is consistent first
12:43 *Electoz is editing [http://osu.ppy.sh/b/918690 ClariS - Kokoro no Inryoku [Advanced]]
12:43 Electoz: 01:05:013 (3) - NC?
12:44 RVMathew: someone said in a very early mod to keep it like that
12:44 RVMathew: lemme try and fine the post
12:44 Electoz: suggested that cuz
12:44 Electoz: you NC'd there in other choruses
12:44 Electoz: like
12:45 Electoz: 01:12:397 (1) - 02:04:090 (1) - 02:11:474 (1) - etc
12:45 RVMathew: made that change
12:47 RVMathew: I will update it for now so you can see what I have done
12:47 Electoz: 01:16:089 (1) - you hitsounded finish on diffs that has a spinner here but when it is a circle you hitsounded it with whistle+finish
12:47 Electoz: mention this just in case
12:47 Electoz: it isn't intentional
12:47 Electoz: 02:17:012 - same here
12:48 Electoz: hard and attraction is inconsistent in hitsounding at this point anyways
12:52 RVMathew: the points you mentioned: they now have the hitwhistle + finish
12:53 Electoz: in the one you updated?
12:53 RVMathew: for hard and attraction they are as consistent as I can get them
12:53 RVMathew: I just updated it now
12:55 Electoz: I'm all clear
12:55 Electoz: is there anything else you want to fix?
12:56 RVMathew: let me do a final once over
12:56 Electoz: alright, poke me once you're done
12:59 RVMathew: oh yeah. When I try to upload it says there are unused bg files which I am actually using, do you have an idea why that is happening?
13:04 RVMathew: Looks like everything is fine on my end
13:04 RVMathew: unless you think there may be something else I must fix
13:04 Electoz: k lemme check it one more time
13:04 RVMathew: Sure
13:04 RVMathew: take your time
13:10 Electoz: in Hard and Attraction, you NC both diffs exactly the same right?
13:11 RVMathew: they should be the same.
13:11 *Electoz is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Attraction]]
13:11 Electoz: 02:29:936 (5) - NC?
13:12 Electoz: 03:21:628 (6,1) - Swap NC?
13:12 RVMathew: dammit how did I not see that
13:14 RVMathew: made another update just now
IamKwaN wrote: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.
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)
In terms of visual distance it should be fine. Interestingly AI mod nor any of those modding programs picked it up. Even when I testplayed it, the distance between them still works.Cellina wrote:
Normal: 02:02:704 (2,3,4) - ds?
;w;
Most of the edits was due to me making sure that the beatmap description was correct, changes were logged, and formatting etc.Rizen wrote:
Congrats RVMathew! It sure had been a wild journey, 2 years since I first modded this map ;w;
Sad to see that it'll be your final mapset though, however I wish you good luck with your future endeavors!
Dedication ❤❤
pentori said those are fine via discordKibbleru wrote:
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
check those, idk if my program is buggy or not
I did confirm with Pishifat and others a long time ago, but thanks for checking again.Underforest wrote:
pentori said those are fine via discordKibbleru wrote:
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
check those, idk if my program is buggy or not
Quoting here just in case anyone brings this up again.RVMathew wrote:
Very important conversation
To people who notice that auto mod reports an audiodelay of 5ms+ for the hitfinish sounds, I checked with Pishifat and this is what he said:18:29 RVMathew: Hello Pishifat, I have a question: http://puu.sh/qU4ez/1a79565a40.wav does this hitsound have any delay?
18:30 RVMathew: According to the modding assistant it says it does but I don't know if that is a false reading
18:30 pishifat: it's the default normal finish
18:30 pishifat: wouldnt worry about it
18:31 RVMathew: https://osu.ppy.sh/forum/t/244995/start=90 look at the bottom post, the bn electoz popped it and said that there was a hitsound delay attached to it
18:31 RVMathew: if I put the same one, wouldn't people be saying the same thing again?
18:32 pishifat: the same one
18:32 pishifat: what do u mean
18:33 RVMathew: by same one I mean the one I sent to you. A few minutes ago I updated the map and in the latest update, I took the default hitsound and cut part of the beginning bit so I did not get the delay
18:34 pishifat: id hope people would recognize the hitsound before commenting about its delay. like the default normalfinish would be disallowed if it were a real problem so having it as a custom hitsound shouldnt be a problem
18:35 pishifat: to be super safe you can get rid of the delay of course
18:35 pishifat: it just doesnt seem that important to me lol
18:36 RVMathew: I see. I was confused because I was using the default hitfinish so I thought there should be no problem. I think the best thing I can do is put a post saying that the delay does not affect anything
18:36 RVMathew: Thank you so much for checking this for me :D
18:37 pishifat: g
I am using the hitfinish from the default skin, so it should not be a problem, otherwise, the osu! Default skin would be flawed.
Kocari wrote:
@RVMathew You're donezo dude
watch out this MIGHT GET YOU
Thanks sir/madame. I did mention this in the beatmap description though, but it is fine. For the 2nd point you made regarding the spinner, since the note is at the start of the spinner and not at the end, it should be fine.Whirl wrote:
Kocari wrote:
@RVMathew You're donezo dude
watch out this MIGHT GET YOU
xd I love this map I hope not
edit: yay thats good uwu, well good job!