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ClariS - Kokoro no Inryoku

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Topic Starter
RVMathew
Double Post. Was done intentionally.

Thanks for the mod Spork Lover


Updated: Mod-57


Edit: Reminder to put Ikaros into the thank you box.
Edit 2: Added Ikaros' name into the box.
Mijii
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.
Topic Starter
RVMathew

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.
Fair enough. Thanks for checking it though, and giving a star.
Bara-
From M4M

[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav

Unused hitsounds:
normal-hitwhistle2.wav

[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
00:47:474 (5) - ^^ 00:53:936 (3) - Etc. etc. etc.
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
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

Decent diff, I dón't really like the 3/1, but ah well

[Normal]
00:18:166 (5) - The lack of emphasis is quite high, try this rhythm

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
00:38:936 (3,4) - Oh and this looks rather bad. Try making it symmetrical or something like that
00:39:859 (4,5) - Refer to first suggestion
00:47:243 (4,5) - ^^ (etc.)
01:43:090 (5,6,1,2) - Please use the same rhythm as 00:44:013 (7,1) -
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
02:08:935 - Add a circle for the claps
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

The amount of offbeat sliders is really high, which really make this diff feel weird to play...

[Hard-]
Please call this advanced. Hard- doesn't give much information
00:11:474 (1,2) - Rather weird polarity. Try to start the 3/4 slider 3/4 earlier and give it a repeat
00:22:090 (5,2) - Stack
00:54:859 (4) - I don't hear any 1/4 here (they are audible at 00:54:166 (2) - but not at (4))
01:43:090 (5,2) - ^^
02:15:282 (1) - This ends at the snares, 01:16:205 (1) - This ends at the downbeat
Quite a decent diff!!

[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)
00:16:551 (3,4,1) - This reads rather weird. Why not a triangle? (4) to 177:239 for example
00:33:628 (1,2) - Rip blanket
00:54:974 (7) - I don't hear any 1/4
01:01:205 (1,1) - Recovery time for Hard is around 1 beat. This is 1/2
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 better
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

[Hard+]
Rename to Light Insane please
CS 5 or higher for a better spread please

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)
01:15:166 (4,5) - Stacks like this don't really play that well. Please space them
01:36:858 (3,4) - ^^ (etc.)
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) -
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)

Good luck!!!
Topic Starter
RVMathew

Bara- wrote:

From M4M

General
[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
Fixed

Unused hitsounds:
normal-hitwhistle2.wav Removed

Easy
[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 well

Normal
[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 on
[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.
Good luck!!!
Thank you for modding it.

Status: Updated (Mod-60)
Net0
IRC
SPOILER
2016-08-20 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: :D
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
Topic Starter
RVMathew

Net0 wrote:

IRC
SPOILER
2016-08-20 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: :D
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
I decided to do a remap of this difficulty, with these objectives in mind:
1) Make rhythm more of a priority compared to the vocals. Bara Mentioned that there were a lot of offbeat sliders (that was me following the vocals).
2) Use more of the playfield. I tend to map around the outer edges of the playfield and because I don't change direction often, you just keep going around in circles for a long time (certain parts only). This makes the map bland and people will find the map boring to play if they have to keep going around in circles.
3) Revamp the aesthetics.

Edit: Updated (Mod-61)
Ayyri
por mi amigo

[General]
  1. 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]
  1. 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.
  2. 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.
  3. 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.
[Normal]
  1. 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.
[Advanced]
  1. 00:13:550 - and 00:13:781 - Having this stack under 00:12:281 - looks a bit messy.
  2. 01:43:320 - and 01:44:243 - Are you missing a clap on these points? Or was this intentional?
  3. 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.
[Hard]
  1. Why is the CS smaller in this difficulty than your Attraction difficulty?
  2. Consider making this AR 7.5, so you don't have 3 difficulties of AR 7.
  3. 00:05:473 - and 00:05:935 - For a Hard this is a pretty big jump.
  4. 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.
[Attraction]
  1. Consider making the AR 8, same reason as in Hard.
  2. 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.
  3. 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!
  4. 02:52:089 - / 02:52:435 - / 02:52:781 - Space these a bit more evenly, like I suggested for 02:37:320 - .
  5. 02:59:473 - / 02:59:820 - / 03:00:166 - Same issue as above.
  6. 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.

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.
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.
Topic Starter
RVMathew

Ayyri wrote:

por mi amigo

[General]
  1. 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.
Very nice suggestion, fixed.

[Easy]
  1. 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.
  2. 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
  3. 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
[Normal]
  1. 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
[Advanced]
  1. 00:13:550 - and 00:13:781 - Having this stack under 00:12:281 - looks a bit messy. Tried something else
  2. 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
  3. 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.
[Hard]
  1. 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.
  2. Consider making this AR 7.5, so you don't have 3 difficulties of AR 7. All difficulties are AR7 because fit very well.
  3. 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.
  4. 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
[Attraction]
  1. Consider making the AR 8, same reason as in Hard. See very bottom
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.

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.
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.
Some points that I will like to explain.

Approach Rate.
Advanced, Hard and Attraction will always be AR7. The reason behind this is that it fits very well with the type of patterns I have used; everything becomes buttery smooth. As I see it, the suggested changes to the AR is because to fit the 'spread' and fulfill the expectation that difficulties with higher star ratings over the preceding difficulties must in turn have higher approach rates. In this case, the AR changes would seem unwarranted, and would not provide any benefit to the player whatsoever.

Circle Size
Hard has CS5 whereas Attraction as CS4. To the community, this would not make sense, because many would ask 'why does a difficulty with a much lower star rating have a much smaller cs rating'?

The reasoning behind that is because the last 2 difficulties are the 2 ways I interpret how a hard difficulty should be constructed.

- Hard is built around distance snap, and because it was built around cs5, the patterns are designed to be simple, because I am also trying to introduce the community to people who are not exposed to CS5 (New players/relatively older players who have focused on more recent maps will not be exposed to CS5 for a hard difficulty). Also there are no star patterns because in cs4, star patterns are already hard, so in cs5, it will be a killer.
- Attraction is a freehand difficulty; I seldom use distance snap, or not at all, and rely on visual distance in order to construct the patterns. This means that the difficulty will be a bit more jumpy, and to make it more pleasurable to play, I use CS4. Now the community may ask 'why not use cs5?' The reason is that by using cs5, the whole map will be exponentially difficult, in which case I will have to shrink the base distance so much I would end up a difficulty way too similar to hard.


TL,DR: I have created 2 ways of interpreting a hard, so everyone has something to have fun with. One revolves around distance snap, and the other one is freehand.

Stack leniency
The reason is for cleanliness. For the final difficulties, if some of the stacked notes underneath stick out a bit too much, the aesthetics of the map will be ruined. Another thing to note that is with AR7, you have a lot of time to react to the perfectly stacked notes underneath.

Thank you for the mod Ayyri.

Updated: Mod-63
Ayyri
Alright then. Everything that I had questions about seem to have been answered accordingly.

Bubbled.
_handholding
yasss
Topic Starter
RVMathew

Ayyri wrote:

Alright then. Everything that I had questions about seem to have been answered accordingly.

Bubbled.
Thank you.
Electoz
[General]

  1. 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.
  2. Recheck your tags, there's no need to put "mecheman" in it.
  3. Hitsounds with possible delay >5ms:
  4. soft-hitfinish.wav
normal-hitfinish.wav02:46:550 - Kiai isn't snapped in some diffs you might wanna recheck it.When skinning gameplay elements, complete sets of elements must be skinned, in this case:
A hitobject is skinned, so followpoint.png must be skinned.You need to skin fail-background.png as well if you're skinning [pause screen] elements.[Easy]

  1. 01:05:935 (4,1) - DS
[Hard]

  1. 00:24:397 (1) - 02:22:897 (3) - 03:18:397 (2) - Unsnapped by 1 ms.
  2. 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.
After you fixed all these you may ask Ayyri for a rebubble.
Topic Starter
RVMathew

Electoz wrote:

[General]

  1. 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
  2. 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.
  3. Hitsounds with possible delay >5ms:
  4. soft-hitfinish.wav
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.
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]

  1. 01:05:935 (4,1) - DS Fixed
[Hard]

  1. 00:24:397 (1) - 02:22:897 (3) - 03:18:397 (2) - Unsnapped by 1 ms. Fixed
  2. 02:00:282 (1) - Insufficient spinner recovery time, I suggest ending it on 02:01:320 where vocal fades.
Forgot about it

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
Very unfortunate, but I have to do what I have to do.
Thank you for the mod. Updated (Mod-64)
Topic Starter
RVMathew
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.
Ayyri
Hello again.

Regarding metadata:

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)
Regarding the skin: *click*

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.
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.

Let's try this again.
Cerulean Veyron
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

Don't forget to disable widescreen support in Normal, it's the only thing checked in the set xdddd
Electoz
aaa sry if I made it sound rude, I didn't intend to. I referenced the metadata from Gamu's post on the first page.
Also would be nice if you can post the metadata/make the mapper post it on the description along the bubble cuz there are chances that I might overlook things while browsing through the thread.
Yeah I also agree that I didn't check the hitsounds throughly cuz I have to pop with skinning reasons + a spinner anyway, sry with that.
Topic Starter
RVMathew

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
Ayyri
I swear.

This is the last time.

RVMathew wrote:

This time I have confirmed with Cerulean Veyron
Electoz
Placeholder
Discussed with the mapper in game and I'll recheck this set around tomorrow.
Topic Starter
RVMathew


Yes I cannot self-deprecate myself to save my life.
Electoz
[Easy]

  1. 02:31:811 - Add a green line with 60% volume?
  2. 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.
[Normal]

  1. 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.
  2. 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:
    1. I suggest changing 00:59:473 (1,2,3,4,5,6) to a spinner cuz you put spinners here in other diffs.
    2. You can end 01:58:551 (1) on 02:00:166 cuz 02:01:320 isn't that strong 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.
  3. 01:11:704 - Missing whistle.
  4. 01:32:704 - Add a green line + 75% volume? You did this in hard tho, also applies to Advanced and Attraction.
  5. 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.
  6. 02:17:012 - 75% volume? Recheck other diffs too for this one.
  7. 02:58:550 - Missing whistle.
  8. 02:59:820 - 03:00:166 - 03:00:397 - Add whistle?

[Advanced]

  1. 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.
  2. 01:02:243 - 02:01:320 - Actually you can mute the spinner here to fade along with the vocal, optional. Also applies to Hard.
  3. 00:47:474 (3,4,1) - 01:46:436 (1) - Same spinner inconsistency thing as Normal.
  4. 02:08:282 - Isn't this supposed to have 60% volume? According to 01:09:224 .
  5. 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.
  6. 02:59:590 (1) - This part could have been mapped cuz other diffs didn't put a spinner here. Same applies to Hard.
  7. 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.
[Hard]

  1. 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) .
  2. 01:18:050 - Was expecting a green line with 60% volume here.
  3. 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.
[Attraction]

  1. 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.
  2. 03:01:320 (1) - Missing Finish.
  3. 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) ?
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.
So yeah call me later once you're done fixing.
Topic Starter
RVMathew

Electoz wrote:

[Easy]

  1. 02:31:811 - Add a green line with 60% volume? It was already added, but I moved it to 02:32:243
  2. 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
[Normal]

  1. 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
  2. 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:
    1. I suggest changing 00:59:473 (1,2,3,4,5,6) to a spinner cuz you put spinners here in other diffs. Done
    2. 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.
  3. 01:11:704 - Missing whistle.
  4. 01:32:704 - Add a green line + 75% volume? You did this in hard tho, also applies to Advanced and Attraction.
  5. 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.
  6. 02:17:012 - 75% volume? Recheck other diffs too for this one. Will check.
  7. 02:58:550 - Missing whistle.Fixed
  8. 02:59:820 - 03:00:166 - 03:00:397 - Add whistle? Forgot about it.

[Advanced]

  1. 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
  2. 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
  3. 00:47:474 (3,4,1) - 01:46:436 (1) - Same spinner inconsistency thing as Normal. Removed the spinner
  4. 02:08:282 - Isn't this supposed to have 60% volume? According to 01:09:224 . Oversight. Fixed it
  5. 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.
  6. 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
  7. 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.
[Hard]

  1. 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
  2. 01:18:050 - Was expecting a green line with 60% volume here. Yeah
  3. 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.
[Attraction]

  1. 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
  2. 03:01:320 (1) - Missing Finish. Added
  3. 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
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.
So yeah call me later once you're done fixing.
General:
- I removed the 75% volume points. They are too finnicky to manage
Electoz
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
Topic Starter
RVMathew

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
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.

1) Hitsounds with possible delay >5ms:
soft-hitfinish.wav
normal-hitfinish.wav

The Hitfinish is from the osu! default skin, therefore ignore the warning about the 5 ms delay.

2) Metadata: why is 俺の妹がこんなに可愛いわけがない not in the source but in the tags?

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)
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.

3) Why does Hard have a lower star rating than 'Attraction', yet have CS5 instead of CS4? That does not make it a good spread?
You should think of 'Hard' and Attraction' as both Hard difficulties; these 2 difficulties were created because these difficulties are my interpretations of how a hard difficulty should be constructed.
- Hard is built around cs5, and very ordered using distance snap, simple yet elegant patterns and more.
- 'Attraction' is a freehand difficulty with no distance snap, and to compensate for the larger distances, CS4 is used.
I cannot just up the CS to 5, because that would mean I would have to remap it, and shorten the distances between the notes so much that I would end up with another copy of a hard difficulty; it would be way too similar, so what is the point?

4) Why are the last 3 difficulties all AR7, why doesn't each successive difficulty have a higher AR than the last?
Approach rate 7 fits all of the difficulties; I have testplayed the difficulties, hundreds, perhaps even thousands of times. In recent iterations I nerfed the SV of the last 2 difficulties for the final part so it is less daunting to play. There is no rule that stipulates a higher AR for successive difficulties. In addition, if you just mention change AR based on star rating or for the sake of fulfilling a 'spread', if changing AR does not improve the gameplay by a large margin, then there is no need to change it.

5) Why is Kirino in the skin?
She is the best girl in my opinion.

6) Why is stack leniency different among the difficulties.
For the last 2 difficulties, I wanted to have a lower stack leniency so I could have a easier time tucking notes underneath sliders, and generally having perfect stacks for cleanliness and to improve the aesthetics.

7) Why does the skin contain 300's? Transparent 300's are better since many people play with that and it helps with gameplay?
At times I do play with transparent 300's but in general I do play with 300's. The reason why I have it in the skin is because I feel that the skin would not feel complete if it had invisible 300's, while the 100's, 50's and misses were skinned.
Electoz
Minor hitsounds stuff was fixed, rebubbled.
Ayyri
All of the hitsounds have been checked, and they seem fine.

I think it's time.

Qualified!
Cerulean Veyron
Congratz, Mathew!!! B))))))))))

GJ for first qualify~
Topic Starter
RVMathew
Thank you. Hope you guys enjoy my first ranked map, which will be my last ranked map.
_DT3
Yay, gratz Mathew for first qualify!
Gaia
grats on your first! ^^/
Sotarks
gratz on your last!
_handholding
gratz on losing your virginity :v
-NanoRIPE-
Grats!! ~
Cellina
Normal: 02:02:704 (2,3,4) - ds?
;w;
Rizen
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 ❤❤
Topic Starter
RVMathew

Cellina wrote:

Normal: 02:02:704 (2,3,4) - ds?
;w;
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.

Also I watched a replay of normal by another player, and they seemed to hit it fine. In truth I think that this would not make a difference to whether the player would hit it right or miss it.
Topic Starter
RVMathew

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 ❤❤
Most of the edits was due to me making sure that the beatmap description was correct, changes were logged, and formatting etc.
Anxient


congrats ;w;;;
Spork Lover
Congratulations RV, I'm happy you finally got here after so much work! ^^ I remember that I modded this xd
Kibbleru
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav

check those, idk if my program is buggy or not
Winnie
@RVMathew You're donezo dude
watch out this MIGHT GET YOU 8-)
Underforest

Kibbleru wrote:

Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav

check those, idk if my program is buggy or not
pentori said those are fine via discord
Topic Starter
RVMathew

Underforest wrote:

Kibbleru wrote:

Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav

check those, idk if my program is buggy or not
pentori said those are fine via discord
I did confirm with Pishifat and others a long time ago, but thanks for checking again.
Electoz

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.
Quoting here just in case anyone brings this up again.
Fycho
No matter this is default hitsounds or not, the hitsound itself are rankable.
Remember we consider the hitsounds that are rankable for the delay rule as long as there is any wave in the first 5ms , which is provided by the rule creator Ticclick.

http://puu.sh/r6ahh/df36e130a0.png
-Atri-
That's why i only use default hitsounds
Ashton

Kocari wrote:

@RVMathew You're donezo dude
watch out this MIGHT GET YOU 8-)

xd I love this map I hope not

edit: yay thats good uwu, well good job!
Topic Starter
RVMathew

Whirl wrote:

Kocari wrote:

@RVMathew You're donezo dude
watch out this MIGHT GET YOU 8-)

xd I love this map I hope not

edit: yay thats good uwu, well good job!
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.
Topic Starter
RVMathew
Ranked: 15/09/2016


To any osu! mapper out there, I wish you all the best with your mapping endeavours..
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