From nowhere
EDIT: Ok so I just noticed "(Fixing Easy + Normal, incomplete as a result :3)", but I already modded Easy xD
I believe these issues to be rather critical and should be taken care of before fine-tuning the map.
The following suggestions will simply be made to give general advice of what not to include in the revamped version of the difficulty.
Good luck!
General
- Storyboard in Muu's difficulties
- The storyboard is looking for the file normal-hitclap.wav, but it cannot be found. Storyboarded hitsounds, as far as I know, require the actual sound file itself. The default clap can't be reached like this, since "normal-hitclap.wav" isn't actually in the song folder.
- The soft-hitfinish2.wav sound is mostly only audible in the left ear. Consider normalizing the sound file, for example with Audacity, in order to have it be heard equally in both ears. It's especially noticeable in Monarch's Insane.
Easy
- 00:08:891 (1,2,3) - The time to distance principle, more regularly known as "distance spacing", is normally required in easy and normal difficulties.
This is to allow newer players to easier understand and read how far in time they have to wait before clicking on said objects. The time-distance principle should be understood by all players, and by ignoring to introduce new players to it by using it in easy difficulties, it is very possible that the mapset cannot be moved forward in the ranking process. I would highly suggest you to either move everything, or remap, with the distance spacing option enabled.osu!Standard Ranking Criteria - Guidelines wrote:
Beat placement should follow the time-distance equality rule (using distance snap while placing beats enforces this). This means that you shouldn't have some fast notes with a huge distance between them followed by closely-placed (but slow) notes. This gets really confusing if the player isn't the person who designed the beatmap! Having some logic to the beat placement should be one of your goals. - 00:04:605 (3,4) - I would heavily recommend you to avoid all kinds of overlapping and stacking in easy difficulties.
This is to ensure that no confusion is created for newer players, who are only just learning the basic principles of the game. Even just overlapping the border slightly can still lead to confusion, as the borders are meant to represent the outlines of the objects in question. Basically, readability should be top-priority in easy difficulties; no stacking, no overlapping, no SV changes, no sudden rhythms, etc.
The following suggestions will simply be made to give general advice of what not to include in the revamped version of the difficulty.
- 00:01:748 (3,4) - The flow here is broken because of the sharp angle from (3) to (4). The end of (3) is suggesting that the next note would exist above to the left, but the note is, in this case, below it. In harder difficulties, this might be acceptable and can play very well depending on usage, but in easy it's not something you want to include. I would suggest you keep all flow as smooth as possible, in order to avoid confusion.
- 00:10:319 - There are multiple beats that are being ignored, including very strong beats. Try keeping the strongest beats clickable, which could be done like this, for example.
- 00:13:891 (2,3) - Gaps like these should always try to be avoided, especially if there's a beat in between like there is at 00:14:248 - .
In this case you're mapping an instrument with a rhythm that is too advanced to fit into an easy well, so in this case it would be better to simply follow the beats of the song, as they can still be heard and distinguished from the other sounds. - 00:36:034 (1,2) - We talked about how sharp angles in flow is bad for easy difficulties, and the same applies for sharp angles in sliders.
You want to avoid using sharp angles, and try using more lighter angles that can easier be followed. Sharp angles neither look good nor play well with such short sliders, but they can be used in higher difficulties for emphasizing certain sounds, for example.
00:37:462 (3) - Some shapes like these would work well on longer sliders, but it looks a bit cramped on shorter sliders in my opinion.
Collab Hard
- Cheesecake
- 00:13:177 (1,2,3,4,5,6) - Considering that you're following the melody with these notes, I would've emphasized the syncopation at 00:14:427 - with a 1/2 slider instead of mapping 00:14:605 - as a clickable even though it doesn't have said melody on it, unlike 00:14:784 - , where it currently ends. Same applies to 00:15:141 - . A correctly emphasized rhythm can be achieved like this, for example.
- Shiguma
- 00:36:748 (2,2) - These notes are overlapping, and it doesn't look very intentional. Try moving 00:37:819 (2) - to (337; 220) instead.
- 00:45:855 - The problem with making an anti-jump like this with a potential note in the middle, is that the player might mistake it for being what the slider actually starts on, 00:46:034 - , meaning the player might click earlier than they should.
In order to solve this, I would suggest turning the stacked circle into a stacked 1/2 slider. Unstacked works as well.
00:47:105 - could also be a 1/2 slider for consistency.
- 00:36:748 (2,2) - These notes are overlapping, and it doesn't look very intentional. Try moving 00:37:819 (2) - to (337; 220) instead.
- squirrelpascals
- 01:03:177 (1,3) - This is just personal, yet a quite widely shared opinion, but overlaps like these usually don't look very good. If you want to overlap you should try making it look intentional and keeping some consistency to when you do it as well. For now perhaps you should simply move it out of (1)'s path.
- 01:11:748 - I feel it's quite strange that some strong beats are being ignored. I realize you're following vocal, but it could still be covered as a secondary instrumental layer, or even by switching layer.
- 01:03:177 (1,3) - This is just personal, yet a quite widely shared opinion, but overlaps like these usually don't look very good. If you want to overlap you should try making it look intentional and keeping some consistency to when you do it as well. For now perhaps you should simply move it out of (1)'s path.
Monarch's Insane
- 00:01:302 - This note does not exist in the music. By placing one here, you are not reflecting the song; you are adding to it. This is known as overmapping. and I would suggest you refrain from doing this. As such my suggestion will be to remove the note and stack (4) on the slider.
- 00:10:052 - There's some tails that could use silencing, in my opinion. This drum sound is for example not in the song and seems very out of place, since this isn't heard elsewhere in the map.
- 00:38:712 - Let's just take a look at this part. You seem to be aware that there is a sound here, as your slider has a red anchor where it is heard. However, I don't think this slider actually needs to be extended this far. It could work very well by simply being a 1/2 slider stacked on the following slider head, in my opinion, because that way the player will quickly decelerate their cursor to transition into the lower slider velocity due to the stack.
^ 00:45:677 - 00:47:105 - same could be done here. I really don't see why these, in particular, are extended. They doesn't really need any additional emphasis, and skipping over a beat just to have the slider be longer isn't something that should be done often. - 01:10:855 (2) - I'm just curious about this. Care to explain why this is a 1/4 slider instead of a circle?
-Amane-'s Extra
- 00:12:819 (8,1) - (8) ends on the same tick as (1) starts. This is unrankable.
Ranking Criteria - General wrote:
No two hitobjects on the same tick (osu!mania game mode is an exception). This includes hit circles, starts and ends of sliders, and starts and ends of spinners. Although this may be possible to accomplish while playing, it defeats the purpose of following the rhythm of the song. - 00:02:641 - Having a pause of more than 1 beat, where the beat heard is constantly, is a bit weird in my opinion. Consider giving 00:02:462 (9) - a repeat, for example, in order to cover 00:02:819 - .
^ 00:05:319 (9) - This could also be extended, which will improve the flow a bit by providing a distance spacing more equal to the time distance to 00:06:034 (1) - . - 00:12:819 (8) - Consider NCing this, it's quite far from the combo it currently is a part of, and it also follows a different instrument.
- 00:17:641 (2) - I know you're trying to blanket these 00:17:105 (5,6) - with it, but the resulting shape of the slider doesn't really look good, in my opinion.
You could try placing the red anchor between the two white anchors, in order to get rid of the bump in the middle. - 00:31:569 (5,2,4) - Shouldn't these claps be on 00:31:391 - 00:32:105 - 00:32:819 - instead?
- 00:45:677 - Can be covered by giving 00:45:319 (4) - a repeat.
- 00:47:105 - Can be covered by making 00:46:926 (4) - a 1/2 slider.
- 01:14:962 (2,3,4) - This is bad polarity. From (3), it skips the following white ticks and goes to the next red tick instead, and this might be confusing, as 01:14:962 (2,3) - are spaced more than 01:15:319 (3,4) - .
In order to solve this, move (4) to 01:15:677 - .
Zer0-'s Sugar
- This is the only map in the set that does not have a video, consider adding one to this difficulty as well for consistency.
(The map doesn't seem to have a video at the moment, but all other difficulties have it set up in their .osu files)
You could always just copy paste the whole "Events" part from one of the other difficulties. - NCs
- 01:22:998 (4) - It seems like NC is missing here.
^ 01:17:462 (5) - - 01:01:034 (5) - This could also be NCed with the justification of transition, and potentially pattern readability.
- 01:07:462 (7,1) - Consider swapping NC for these notes, (7) is clearly stronger and also a downbeat. This is currently not consistent with what is mapped previously 00:51:034 (3) - 00:53:891 (3) - 00:56:748 (3) - either.
- 01:27:104 (7) - I believe this could also use an NC due to the stream being relatively long. Having the player fail here due to missing some notes in this pattern, and not gaining as much HP as they were draining, would surely not leave a good impression.
- 01:22:998 (4) - It seems like NC is missing here.
- 01:23:355 (5) - This slider is awfully curved, and it looks as if it'd reflect some unique sound, but it doesn't. In my opinion it'd be better if this slider would be consistent with how these sounds are mapped in the vicinity, for example by making it a flipped copy of (6).
- 01:27:552 (1) - This spinner is spinning to no audible sound after 01:28:534 - . I know making the spinner shorter would make it hard to pass, so if there are no other solutions, it's still possible to simply remove.
At the very least, end it at 01:28:534 - like -Amane- did in their difficulty. - Hitsounds are currently missing, otherwise it looks pretty solid.
Good luck!