Ora's Paradise
> You barely mapped to the vocals, if not at all (to escape JB's reputation and voice ahaha, jk)
Hitsounds:
00:53:490 (1) - 02:04:227 (1) - The song gets softer and quieter at this part and the normal finish is a tint too much for it. It's really strong on the ears. Add a soft whistle instead to emphasise the beginning of the soft section of the song and break or if you really want to keep it, lower the volume of the finish, for it not to be too loud at least. To 45% would be perfect to emphasise and not to overtake or draw too much attention for no reason because it's not club music or strong bass. Fixed all of this. I completely agree these parts should be softer as the music closes at the break
Combo:
00:53:490 (1) - 02:04:227 (1) - "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here, especially before a break. Ok I will change. In a lot of maps I have seen people adding a NC on the last beat before a break just for some emphasis, but I will trust you
03:04:858 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4) - This whole section has wrong combo placement. The whole difficulty has a NC every 4 beats or white bars. Even if you mapped to the vocals here, the combo pattern should be consistent throughout the map unless you have, again, any special cases like from above to justify them. I think they are fixed now, I wasn't too sure where you thought the NCs should be
01:38:332 (4) - Since you have a slider velocity change here, you can justify a NC at this point for easier readability. You should add one because of the slider velocity change, for it to be more noticeable. "In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding Even more since the slider length between 1,0 and 0,8 IS hardly noticeable while playing. 01:38:332 (4,1) - If you have any more of these, change them as well. That's the only one, fixed
Appearance, Flow & Transition:
02:40:227 (2) - 02:47:806 (2) - 02:52:858 (2) - these almost look like circles and are hard to read due to the overlap with the previous slider. Space them out a bit more (or smth similar) so they are not too close to each other to make it more readable. Suggestion: https://osu.ppy.sh/ss/5971606 , https://osu.ppy.sh/ss/5971614 , https://osu.ppy.sh/ss/5971622 < much more readable and flows good too. You did that on the first chorus as well 01:21:279 (1,2) - 01:26:332 (1,2) - why not here too? (Not sure if it's up to date but such overlaps were unrankable a few years ago lol) I don't agree that it is hard to read. The flow is there and it really doesn't look bad. To answer why I have the overlap pattern here and not in the first kiai. It's because the atmosphere is different. JB is singing at the "climax" of the song and his singing brings out the music to be not only louder, but more active (I think that's the right word maybe you can reply to this if you still disagree or just so I can have closure with this issue).
03:07:069 (4) - 01:17:490 (5) - Such sliders are not only weird looking, they also play weird because the tails are so tight together it feels clustered. Arch them a bit further apart for better appearance. Try to do this with all kinds of slider like this. https://osu.ppy.sh/ss/5971632 Okay, I agree. Fixed
00:26:964 (5) - The ending point should be 2 grids lower for it to be perfectly linear with 00:26:332 (2) -, unless you didn't intend that. I wanted it to blanket nicer with 00:25:700 (1) - but it's hard to do that without making it ugly and not linear with 00:26:332 (2) - . I will change it to what you suggested, but I might just end up remapping that small part
00:33:911 (2,3,4) - Since the tiny jump from 2 to 3 is rather small, easy to play and flows good too, the jump from 3 to 4 is rather big and hard to play, it doesn't flow good either. First of all, the player has to harshly move direction of the cursor to reach the start of the slider. The two small sliders are better to play, as they are closer together and have a circular playing motion. 3 to 4 plays really awkward. Try finding a better way of placement for this pattern to flow and play better. I also noticed that most of your patterns are circular and flow much better, so this one stands out a lot. 100% agree and remapped. I'm having trouble finding a good pattern to use here that flows into the next section. If you have any suggestions, please let me know
02:30:753 (4,5) - The transition and flow from 4 to 5 is a little harsh, not much but a bit. It would play better if the circle was a bit lower in order for the player to not having to move his cursor too far away from the area that is suited for it's placement, according to the slider's shape 02:30:753 (4) - . Something like this: https://osu.ppy.sh/ss/5971886
Possible Unrankable Issues:
00:26:332 (2) - Careful with such high element placement. If it touches the HP bar it can or is unrankable, as it's out of playfield area and overlapping with the interface. Yeah, so....same as above, going to remap this part because it has multiple issues with it. I'll need some time to figure out what I will do with it. Thanks for noticing this.
Rhythm & Pattern:
02:44:648 (1,2,3,4,5) - 02:49:700 (1,2,3,4,5) - 02:54:753 (1,2,3,4,5) - 02:59:806 (1,2,3,4,5) - Not to disappoint you, but this literally follows nothing. Not the beats in the song, not the melody, not the vocals. They are on white and red bars to fill imo. Maybe you ran out of pattern ideas? The whole map is almost mapped completely to the melody or beats. This pattern doesn't follow that structure and is out of line. Additionally, such rhythm patterns, that don't follow anything, are considered as overmapping and should be avoided. Look at this screen: https://osu.ppy.sh/ss/5974748 < according to your previous rhythm that you mapped which are 80% of the map, this kind of rhythm is somewhat close to what there should be at this point. I only took the rhythm into account. I didn't bother with pattern in the screen. That's up to you! This was a change that I made to the map with Yale's Mod. I believe he sees the music having more intensity here and you see he says that it wouldn't even be "overmapped". From what I've seen, it plays fine now but I do see what you're saying. Before that change, I had a 1/2 slider I believe for each of those parts. Would love for you to reply to this before I change any further. What are your thoughts about Yale's mod?.
Other than that, it's a nice difficulty that flows pretty nicely. You helped out a lot and I appreciate it.
Overall Amazing mod and I hope to work with you in the future. You spent a lot of time on the mapset and we all appreciate it
After 3 hours and this wall of text of modding this mapset, Im freaking tired. Finishing this for the sake of this mod at 3:40 in the morning lol. Too much repetition ugh. Solid mapset that needs more work on hitsounding, spread setting and consistency and rhythm correctness. Good job everyone.
Please add the question and one of the following options to your feedback on my mod please:
Code:
Was the mod helpful?
1. Yes, it helped me a lot! The advice was really useful. I will definitely come back for more. I would also like a reply from you for some of the things you mentioned
> You barely mapped to the vocals, if not at all (to escape JB's reputation and voice ahaha, jk)
Hitsounds:
00:53:490 (1) - 02:04:227 (1) - The song gets softer and quieter at this part and the normal finish is a tint too much for it. It's really strong on the ears. Add a soft whistle instead to emphasise the beginning of the soft section of the song and break or if you really want to keep it, lower the volume of the finish, for it not to be too loud at least. To 45% would be perfect to emphasise and not to overtake or draw too much attention for no reason because it's not club music or strong bass. Fixed all of this. I completely agree these parts should be softer as the music closes at the break
Combo:
00:53:490 (1) - 02:04:227 (1) - "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here, especially before a break. Ok I will change. In a lot of maps I have seen people adding a NC on the last beat before a break just for some emphasis, but I will trust you
03:04:858 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4) - This whole section has wrong combo placement. The whole difficulty has a NC every 4 beats or white bars. Even if you mapped to the vocals here, the combo pattern should be consistent throughout the map unless you have, again, any special cases like from above to justify them. I think they are fixed now, I wasn't too sure where you thought the NCs should be
01:38:332 (4) - Since you have a slider velocity change here, you can justify a NC at this point for easier readability. You should add one because of the slider velocity change, for it to be more noticeable. "In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding Even more since the slider length between 1,0 and 0,8 IS hardly noticeable while playing. 01:38:332 (4,1) - If you have any more of these, change them as well. That's the only one, fixed
Appearance, Flow & Transition:
02:40:227 (2) - 02:47:806 (2) - 02:52:858 (2) - these almost look like circles and are hard to read due to the overlap with the previous slider. Space them out a bit more (or smth similar) so they are not too close to each other to make it more readable. Suggestion: https://osu.ppy.sh/ss/5971606 , https://osu.ppy.sh/ss/5971614 , https://osu.ppy.sh/ss/5971622 < much more readable and flows good too. You did that on the first chorus as well 01:21:279 (1,2) - 01:26:332 (1,2) - why not here too? (Not sure if it's up to date but such overlaps were unrankable a few years ago lol) I don't agree that it is hard to read. The flow is there and it really doesn't look bad. To answer why I have the overlap pattern here and not in the first kiai. It's because the atmosphere is different. JB is singing at the "climax" of the song and his singing brings out the music to be not only louder, but more active (I think that's the right word maybe you can reply to this if you still disagree or just so I can have closure with this issue).
03:07:069 (4) - 01:17:490 (5) - Such sliders are not only weird looking, they also play weird because the tails are so tight together it feels clustered. Arch them a bit further apart for better appearance. Try to do this with all kinds of slider like this. https://osu.ppy.sh/ss/5971632 Okay, I agree. Fixed
00:26:964 (5) - The ending point should be 2 grids lower for it to be perfectly linear with 00:26:332 (2) -, unless you didn't intend that. I wanted it to blanket nicer with 00:25:700 (1) - but it's hard to do that without making it ugly and not linear with 00:26:332 (2) - . I will change it to what you suggested, but I might just end up remapping that small part
00:33:911 (2,3,4) - Since the tiny jump from 2 to 3 is rather small, easy to play and flows good too, the jump from 3 to 4 is rather big and hard to play, it doesn't flow good either. First of all, the player has to harshly move direction of the cursor to reach the start of the slider. The two small sliders are better to play, as they are closer together and have a circular playing motion. 3 to 4 plays really awkward. Try finding a better way of placement for this pattern to flow and play better. I also noticed that most of your patterns are circular and flow much better, so this one stands out a lot. 100% agree and remapped. I'm having trouble finding a good pattern to use here that flows into the next section. If you have any suggestions, please let me know
02:30:753 (4,5) - The transition and flow from 4 to 5 is a little harsh, not much but a bit. It would play better if the circle was a bit lower in order for the player to not having to move his cursor too far away from the area that is suited for it's placement, according to the slider's shape 02:30:753 (4) - . Something like this: https://osu.ppy.sh/ss/5971886
Possible Unrankable Issues:
00:26:332 (2) - Careful with such high element placement. If it touches the HP bar it can or is unrankable, as it's out of playfield area and overlapping with the interface. Yeah, so....same as above, going to remap this part because it has multiple issues with it. I'll need some time to figure out what I will do with it. Thanks for noticing this.
Rhythm & Pattern:
02:44:648 (1,2,3,4,5) - 02:49:700 (1,2,3,4,5) - 02:54:753 (1,2,3,4,5) - 02:59:806 (1,2,3,4,5) - Not to disappoint you, but this literally follows nothing. Not the beats in the song, not the melody, not the vocals. They are on white and red bars to fill imo. Maybe you ran out of pattern ideas? The whole map is almost mapped completely to the melody or beats. This pattern doesn't follow that structure and is out of line. Additionally, such rhythm patterns, that don't follow anything, are considered as overmapping and should be avoided. Look at this screen: https://osu.ppy.sh/ss/5974748 < according to your previous rhythm that you mapped which are 80% of the map, this kind of rhythm is somewhat close to what there should be at this point. I only took the rhythm into account. I didn't bother with pattern in the screen. That's up to you! This was a change that I made to the map with Yale's Mod. I believe he sees the music having more intensity here and you see he says that it wouldn't even be "overmapped". From what I've seen, it plays fine now but I do see what you're saying. Before that change, I had a 1/2 slider I believe for each of those parts. Would love for you to reply to this before I change any further. What are your thoughts about Yale's mod?.
Other than that, it's a nice difficulty that flows pretty nicely. You helped out a lot and I appreciate it.
Overall Amazing mod and I hope to work with you in the future. You spent a lot of time on the mapset and we all appreciate it
After 3 hours and this wall of text of modding this mapset, Im freaking tired. Finishing this for the sake of this mod at 3:40 in the morning lol. Too much repetition ugh. Solid mapset that needs more work on hitsounding, spread setting and consistency and rhythm correctness. Good job everyone.
Please add the question and one of the following options to your feedback on my mod please:
Code:
Was the mod helpful?
1. Yes, it helped me a lot! The advice was really useful. I will definitely come back for more. I would also like a reply from you for some of the things you mentioned