Thanks Sieg and Battle, changed everything you mentioned, gonna ask Sieg about hitsounds
Thanks for small mod!Lami wrote:
M4M back
[Easy]
01:21:782 (4) - im not fan of using 1/2 rhythm in lowest diff.. Its ok i guess
[Normal]
00:23:095 (8) - you forgot NC y
00:36:672 (9) - ^ y
00:40:614 (1,2) - consider to divide rhythm. n
seem like you prefer vocal mapping.. y
00:56:380 (1) - remove nc, by regular NC usage Basses are becoming much louder at this point, so n
01:12:146 (1,1) - NC mistake y
01:19:154 (6) - NC y
[maybe Hard]
00:21:125 (6,7) - unexpected unique jump in this diff its ok, BN mentioned it
01:19:154 (1) - little curve too much, if you want blanket fixed
01:25:504 (3) - two circle? it's finish part. it make more good impression to player. Changed in other way
hmm..overall good. :3/
Thx, Apple!appleeaterx wrote:
Just saw this from a while ago in my PM box. A few suggestions only.
[General][Easy]
- A custom hitsound sample has a delay of more than 5ms. This is unrankable. A visual might help you to see what this means http://puu.sh/rYUbg/1b894f7a33.png . Here you can see the waveform of the file soft-hitclap90.wav. The highlighted part is the delay, because as you can see, the actual feedback of this sound doesn't start at 10ms. You can remove this delay with any audio cutting tool like GoldWave, Audacity etc. However, you can also download this file I cut for you instead. http://puu.sh/rYUji/b9404d7f23.wav This is sort of fun, because I found this sample either in ranked map or in Pishi's ZIP with hitsounds
[Normal]
- 00:57:694 - There's a duplicate inherited (green) time section here. Please remove one of them. Fixed
[Hard]
- 00:06:672 (2,3) - Try to avoid overlaps as these. Having overlapping objects in lower difficulties can cause readability issues considering its target audience. There is a good flow for this overlap, so, I think new players will read it easily
- 00:30:103 (1,2) - Inconsistent spacing between these object. Everything so far has been 1.30x. fixed
- 00:46:088 (3,4) - I think it's important to have good polarity between objects, no matter what kind of difficulty you're mapping. What this basically means is, when something ends on 1/2, you can expect the next object to land on 1/2 as well. However, in this case it lands on 1/4, but does the next object land on 1/4? No, it doesn't. Therefore, you can just apply some simple tricks to get the polarity back on track. Try this for example, a rhythm like this is more passive and much easier to catch, right? http://puu.sh/rYU17/9b236ba5c8.jpg Changed in some other way, hope it is not overcrowded now
Don't give up. This is not too far from being ranked, hang in there!
- 00:18:278 (7,8,1) - 00:37:548 (2,3,1) - I think this is a good example where things can be improved. While having spacing increases and decreases is completely fine, I fail to see the logic & consistency in this when I, for example, compare it to 00:23:533 (2,3,1) - . Dont get the idea you are trying to say, will ask you ingame, if there would be a possibility
- 00:21:125 (6,7,8,1) - So, let's see. Everything here is spaced relatively the same, however the gaps between the objects themselves differ, don't they? This can lead to confusion and should definitely be avoided in non-Insane+ difficulties. Sieg wrote that I can increase spacing here so I think it is ok
- 00:41:490 (3,4,5,6) - Spacing changes here for a good 2 or 3 times, but is this really necessary given all the previous designs and concepts? fixed
- 01:24:409 (5,1) - Would swap the NCs here if I were you. The downbeat, otherwise known as the large white tick, usually gets the new combo. Swapped
I personally don't plan on pushing this set forward, I just wanted to drop some suggestions that might help you in the future as well.
Good luck and have fun! thx
No answer = FixedSonnyc wrote:
General.
00:02:074 ~ 00:15:869 - I'm pretty sure you've forgot to add claps in this section. If it was intended, I recommend you adding since the music has got upbeat drums while none are hitsounded at all. ReHitsounded the whole thing, i think, it needs another one check now
Easy.
00:06:453 (2,3,4) - (3,4) is a blanket, but (2,3)'s placement is a bit questionable. If (3,4) was a blanket afterall, why not making (2,3) a blanket too? The current placement feels a bit less organized.
00:33:606 (4) - The combo felt a bit getting long. Consider adding a new combo here.
00:43:679 (5) - The finish felt way too spammed, and being spammed kinda lose its emphasis effect. This feels less intensed compared to other spots, and I recommend you to remove finish here.
00:49:373 - Remove finish.
00:51:125 (1,2) - Take a look at the slider bodies. You'll feel the bodies are a bit closer than the spacing of (1)'s tail and (2)'s head. Having equally spaced will make things visually stable. As something you've done at 00:54:628 (1,2,3).
01:03:825 (4) - Why is this having a linear slider, while most sliders in the kiai section were a curve? I don't think this fit the structure of your kiai.
01:17:183 - There is a notable vocal here. I think you could've expressed this with a 1/2 slider as you've done at 01:21:782 (4).
Normal.
00:05:577 (6,1) - According to the stanza, starting the new combo from (6) feels more natural along the music.
00:06:672 (4,5) - The slider ends overlapping each other didn't felt nice in visual.
00:07:110 (5) - Since this is using a distinct pattern from the previous one, and since the combo has got a little long, consider adding nc here. Overall, the combo feels a long in this difficulty. Dividing every new stanza would work better imo.
00:43:679 (6) - Add clap, and remove finish.
00:49:373 - Remove finish.
00:57:694 (4,1) - Due to the ar being 5, I'm not sure about having such placement. So before clicking (4), the following (1) is already visible and since its path is heading (4), (1) and (4) feels pretty much close in visual. Replaced 4 on the end of 2, but not sure if this plays better than previous variant
00:58:132 - Where's the finish?
01:09:519 (2) - The curve part could be more balanced. Commonly, placing the second control point centered from the first and the thrid one will make things better.
The noble Theif.
00:02:730 (2,3,4,5) - The spacing can be more consistent. They look less stable in visuals atm.
00:17:840 (6,7) - Are you sure about this jump? It feels a little large even more than 00:15:650 (8,1) and it doesn't feels like a structured setting. Yes, I'm sure about this since Sieg wrote that I can increase spacing on some points:00:19:154 (8) - Check your spacing. Being unbalanced wasn't nice in visual.Sieg wrote:
00:01:217 (3,1) - https://puu.sh/rVaHb/80699a5700.png
00:03:606 (4,5) - https://puu.sh/rVaNB/24c82b8307.png
00:15:650 (8,1) // 00:18:278 (7,8,1) // 00:21:782 (7,8,1)
00:21:125 (6,7,8) - o well. Seems at least you've used the jump consistently. The thing here is, that the spacing of 1/2 and 1/1 was nearly the same so it wasn't forming a visually meaningful difference to indicate the rhythm properly through pattern design.
00:34:920 (4,5) - Any reason for this small jump? It feels inconsistent with 00:31:855 (5).
00:40:176 (3) - Unlike 00:38:424 (3), this being placed near (1) felt less completed in pattern. Just placing where (3) was would work better along the slider of 00:38:862 (1,2) imo. Unless, those placement just lost their meaning.
00:40:614 (1,2) - The flow kinda feels visually broken. Mind placing somewhere around (360,80)?
00:49:373 - Remove finish.
00:51:782 - Here contains both a vocal and a strong instrument. Leaving it a blank didn't made much sense.
00:55:942 (4,1) - (1) is a different stanza, and could have some different feeling in the pattern. Leaving it stacked below (4) felt too weak in expressing it. Nobody else complains about it, so, i think, i can leave it
00:57:693 (5) - Even it is 30%, the volume was a little hard to hear. Mind adding a whistle at least?
00:59:446 (5,2) - 01:00:322 (2,4) - The pattern was nicely organized, but these being a little close each was a little annoying.
01:10:395 (3,1) - Imo grouping these as one combo would work better in terms of patterning, but fine if you wanted to emphasize the finish sound. But (1) has different SV from (3), if there was one combo, this would be unrankable, as far as I know...
01:20:906 (1,2,3,4) - The vocals are a little different from 1/2 here. Just expressing it as a 1/2 note didn't felt like reflecting the song nicely.
01:25:285 (3,4,5) - Imo this placement of (4,5) could be more polished. They aren't really kinda forming a pattern atm, and leaving that way made (5) way too detached.
[u]Additional Feedback[/u]
[img]https://osu.ppy.sh/forum/images/icons/misc/heart.gif[/img] [color=#00BF00]What I liked:[/color]
[img]https://osu.ppy.sh/forum/images/icons/misc/heartpop.gif[/img] [color=#FF0000]What I disliked:[/color]
[img]https://osu.ppy.sh/forum/images/icons/misc/thinking.gif[/img] What you could improve:
Additional FeedbackBounceBabe wrote:
Random mod since you posted into my Q for the 8th time xD Can see you already got BN mods so I'll see what I can find to give it a final check. woaah thx!What I checked in your mapsetEach point from the list below will have a check mark next to it (✓/ ✕/ ✫). This will tell you whether I checked that point or not.
✓= I checked this point and everything is okay.
✕= I didn't check this point because I think it doesn't need checking.
✫= I checked this point but something needs fixing (explained in the mod)osu!wiki Modding page
osu!wiki Ranking Criteria page
NEW: BNG Rules & Information
📖 General 📖
✫ Mapset difficulty spread (Easy, Normal, Hard, Insane)
> SR and gameplay gap between difficulties
> Difficulty settings if noticeably wrong chosen
> Difficulty level naming
✓ Map design
> Background (Does the image relate to the song?)
> Combo colours (Do they match the BG?)
> Skin (missing elements and resolution checks)
> SB (if available - osb. files, SB load, coding, epilepsy warning if flashy) or video (NSFW?)
✓ Metadata & Beatmap folder
> Resolution of images (1024x768 / 800x600 pixels for 4:3, 1920x1200 / 1366x768 / 852x480 pixels for 16:9)
> Preview point
> mp3 (length must be min 30 sec drain time, bit rate, quality)
> Hitsounds (wav. format, length min. 100ms, quality,...)
> Multiple files (osb., hitsounds, images,...)
> Source of the song (unless it's a song I can't find anything about)
> Tags
🕗 Timing 🕗
✓ KIAI time and breaks
✕ Timing changes
✕ BPM & Offset
🎧 Sound 🎧
✓ Hitsounds (Do they match the song?)
✓ Hitsound patterns
✫ Hitsound volume (Timing points)
✓ Rhythm of hit objects (Do they match the song?)
🖰 Object Gameplay 🖰
✫ Reasonable spacing and patterns, spacing inconsistencies, Jumps, Anti-Jumps, special patterns
✫ Flow and transition
✓ Overmapping, SV changes
✫ Other Issues
> Interface overlaps
> Hidden objects that are hard to read due to coverage (overlaps)
> Stacking
> Unsnapped objects
> Spinner (4 beats - Easy, 2 beats - Normal)
👀 Visual Gameplay 👀
✫ Combo patterns, new combos for special cases (SV change, jumps that are hard to read)
✓ Readability of objects
✕ Blankets, symmetry
✕ Variety of patterns
Icon Legend
[]Abbreviation Legend
- Includes a suggestion / Suggestion:
- I recommend that you fix this:
- Unrankable, so you have to fix this:
- Not unrankable but I strongly disagree with this:
- I'm not sure why you used this. Explain it to me please:
[]Abbreviation LegendDifficulty Settings:
HP bar - Health Points bar
CS - Circle Size
AR - Approach Rate
OD - Overall Difficulty
SL - Stack Leniency
SV - Slider Velocity
SM - Slider Multiplier
STR - Slider Tick Rate
DS - Distance Spacing
BSD - Beat Snap Divisor
Design:
CC - Combo Colour (e.g. CC1, CC2, CC3,...)
BG - Background
Other:
ApC - Approach Circle
CP - Combo Pattern
SR - Star Rating
General
[]Easy
- Difficulty settings and spread needs to be a bit more balanced. The Normal difficulty is a bit too hard for the spread. Your SR is E-1.3 N-2.1 H-2.6. You focused on mapping the entirety of the vocal and instruments which makes the Normal harder. There are too many elements. E-97 N-160 H-186. It would've been better if the Normal was a bit simplified and had a couple less elements to balance the 3 set spread out. You also used the same DS for N and H, which makes the Normal harder, again. You might want to consider remapping a few parts to adjust that in addition to the difficulty settings and maybe the DS.
http://puu.sh/s0A6Y/18613ba67e.png Actually, I dont think this is unrankable. Sonnyc says nothing about it, and N has 3,5 HP which is low comparing to other maps- Some general advice for your Easy and Normal mapping: Try not to try to map all of the vocals and instruments in their entirety. It will be too much for easier difficulties. With the amount of elements the difficulties have, they get so dense that beginners will have a hard time playing them. You can add gameplay pauses by skipping some less important vocals, instruments and beats or instead of using 2 1/1 sliders, you could add a 2/1 slider. This way you can map the important vocals, instruments and beats but also ensure that it won't get too much. http://puu.sh/s0B8v/39c98c9eb4.jpg Another way is to use longer sliders more often so the players won't have to click too many elements. But you always have to keep the song in mind of course - what you want to map to and how important these vocals, instruments and beats are since it's easier to play to the obvious for beginners. And so did I
- 01:26:161 (1) - The spinner sounds at the end of all difficulties is a bit too loud to match the song. Mind reducing the volume a bit more? Ehm its ok to me
- If you haven't yet, you need to provide metadata to ensure that it's correct. Ayyri checked it long time ago
[]
Appearance, Flow & Transition:Normal
- 00:07:329 (3,4,1) - Flow is breaking due to the slider shape and cursor redirection making it an unnatural movement. General advice: It's especially important for beginner difficulties to maintain the flow as best as possible to ensure a smooth gameplay as they don't have much experience in gameplay yet which makes it more difficult for them to play such pattern placement. Try to make the movement not too sharp so the flow is somewhat curved. You always try to blanket everything but you ignore the flow because of that. That's not always good. http://puu.sh/s0AEt/b5e552d3c7.jpg Same for 01:19:154 (1,2) - http://puu.sh/s0AWu/e241b56eea.jpg These are the only ones that have a too sharp movement and should be adjusted. This partially applies for Normal difficulties as well. Fixed
[]
Rhythm & Pattern:Hard
- Like I already said in the General section, the Normal needs to be adjusted the most to make the mapset balanced. You simply have too many elements. For example:
- 00:07:110 (3,4,5) - http://puu.sh/s0Bxl/5b4b969317.jpg Would work better as it is mapped to the guitar and that's more precise too than the other 1/2 rhythm. Will reduce the amount of elements too. Nice, Fixed
- 00:12:365 (8) - Removing this would make the transition less dense Fixed
- 00:28:132 (5,6) - Replacing these with a 1/1 slider would make it less dense and also follow the vocals better http://puu.sh/s0BEO/32f4185179.jpg But there are 3 sounds: To So Mooo, so declined
- 00:30:979 (3,4,5,6) - http://puu.sh/s0BNW/3488f9fbee.jpg simplifying this while maintaining the mapping to the important vocals Don't like it
- 00:34:482 (3,4,5,6,7) - http://puu.sh/s0BSq/0099c8ed4b.jpg ^ ^
The rest is okay
Other Issues:- 00:40:614 (1) - Nearly touches the HP bar. Try to adjust this and avoid this in the future. Especially overlaps with interface elements isn't good. https://osu.ppy.sh/ss/6447892 Fixed
[]
Appearance, Flow & Transition:Overall
- 00:21:782 (7,8,1) - Flow is breaking here due to that sharp triangle movement http://puu.sh/s0CIr/81a297c8ce.jpg Same here 00:26:161 (3,1) -
- 00:42:803 (6,7,1) - Aesthetics, fow and transition fail here. http://puu.sh/s0Cmn/6d75fe2b9a.jpg
All those flow breaks can be explained due to strong vocal, so, nothing changed- 00:55:504 (3,4) - 00:56:818 (3,4) - Could make them symmetrical. They currently aren't. http://puu.sh/s0CpL/8c8178625b.jpg Fixed
Rhythm & Pattern:- 00:50:030 (2,3) - A 1/2 slider would musically fit better here imo One of BNs gave me that idea, so I will leave it
Spacing:- 00:14:993 (7) Don't know - 00:30:979 (3,4,5,6) - Why this 1,1 DS change? Sieg wrote to extend them
- 00:18:278 (7,8,1) - Spacing should be consistent between them. They are all 1/1 elements and there is nothing to emphasise either. Explained in previous mod
- 00:21:125 (6,7,8) - Visual spacing from the 1/2 jump 00:21:125 (6,7) - is the same as on normal 1/1 spacing 00:21:782 (7,8) - . Also, I don't think that a jump at this point does fit. ^
- 00:28:351 (6,7,1) - Downbeat spacing change lol Fixed 00:39:300 (2,3,1) - no downbeat jump ehm Don't see anything wrong
Combo Pattern:- 00:11:271 (1) - Remove NC for consistency Sonnyc thinks in diff. way
- 00:53:533 (1) - NC not necessary Vocal on those
- 01:12:146 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Think you should keep the 4 beat NC pattern from the first half of the KIAI. Later you used 4 beat again. Fixed
Other Issues:- 00:55:942 (4,1) - Should be unstacked. The new downbeat circle should have an individual placement. Feels a bit blocked when having to click it on the slider's end. A triangle pattern would work better for flow and transition too. http://puu.sh/s0DjI/1bcc13342a.jpg Fixed
[]
- The spread needs more work for it to be balanced. Especially the Normal. The flow in general could use some improvement too. Despite that the mapset looks nice.
Thanks!Neoskylove wrote:
Q
[Easy]
00:10:833 (3,4) - make reverse slider like others. Head of slider is on strong sound is better than reverse on it
00:33:606 (1) - http://puu.sh/s50mi/41a9435664.jpg Ok
00:41:928 (3) - Why this is 1/2 slider? could be hard in Easy diff and you didn't use it before.01:21:782 (4) - its ok
01:19:154 (1,2,3) - make triangle, could be better. Fixed
[Normal]
Too big DS, could be Hard to play for beginners. Is ok
00:02:730 (2,3) - check DS Fixed
00:28:789 (7) - rotate 30' clockwise for avoid overlap Fixed
[Hard]
00:46:088 (5,6) - http://puu.sh/s50uH/beb6c953cd.jpg Nice, fixed
00:53:533 (1,2) - Delete NC meh i will leave it
Good luck
Thx!Wishkey wrote:
Oh nice I remember this map, gratz on bubble!
409,287,68643,6,0,P|321:270|254:212,1,165.000005035401,2|8,0:0|0:0,0:0:0:0:
216,48,69519,2,0,P|304:65|371:123,1,165.000005035401,2|8,0:0|0:0,0:0:0:0:
183,146,70395,2,0,L|97:114,2,82.5000025177003,2|0|8,0:0|0:0|0:0,0:0:0:0:
163,235,71052,6,0,B|85:206|85:206|58:235|14:243|14:243|0:327,1,247.500007553101,4|8,0:0|0:0,0:0:0:0:
Thx Kencho!Kencho wrote:
[General]
- The green timing lines between 00:55:066 - and 00:57:694 - has difference volume in Easy / Normal / Hard diffs. I suggest you to use a consistent volume is better. Fixed
[Normal]
- 00:11:271 (1) - 00:14:336 (1) - No need to NC because you are NC in every two big white tick. fixed
- 00:34:044 (2) - DS a bit off, please keep 1.30x. Sure
- 00:58:132 (1) - ^ ^
[Hard]
- 00:04:263 - I don't recommend you miss a clap here. Just add a circle. ok...
- Since this diff you are using DS in almost places, but 00:17:840 (6,7) - and 00:21:125 (6,7) - are the only two places that they are not use DS. So, I suggest you to fix them.
For example:
00:17:840 (6,7) - http://puu.sh/sdshL/0f72b0c6ab.jpg
00:21:125 (6,7) - http://puu.sh/sdslM/a42be0b083.jpg Okeey, sorry Sieg- 01:08:643 (1,2,3,1) - I think the flow here is not well. you can try some pattern like http://puu.sh/sdsUI/fd2d341543.jpg. If you like this pattern you can take it↓(01:11:052 - I prefer use 1.1x SV here so this one is 1.1x SV) Thx, cool slider
SPOILER409,287,68643,6,0,P|321:270|254:212,1,165.000005035401,2|8,0:0|0:0,0:0:0:0:
216,48,69519,2,0,P|304:65|371:123,1,165.000005035401,2|8,0:0|0:0,0:0:0:0:
183,146,70395,2,0,L|97:114,2,82.5000025177003,2|0|8,0:0|0:0|0:0,0:0:0:0:
163,235,71052,6,0,B|85:206|85:206|58:235|14:243|14:243|0:327,1,247.500007553101,4|8,0:0|0:0,0:0:0:0:- 01:12:146 (1) - DS a bit off, please keep 1.10x. sure
- 01:27:475 - I think this green timing line should be 5% volume, reference other diffs. ooops, fixed
Thanks! Good Luck to you as well!Kencho wrote:
Gratz for your 1st qualified map and good luck!
Спасибо, учитель :^)100bit wrote:
Kencho wrote:
Gratz for your 1st qualified map and good luck!
All metadata confirmed and checked by Ayrii, so I think its right, but thanks for checking!KittyAdventure wrote:
Gratzz for your first ranked maps :3
AHH, THANK YOU FOR MAPPING THIS SONG, I WANTED TO MAPPING THIS SONG <333 (That should be add Detective Conan to tags because Kaitou Kid is from Detective Conan :3)
Edit:
http://www.galileogalilei.jp/disco/archive/?SECL-1650
Why you add space between "Jumyou and ("?
That should be Koi no Jumyou(TV Ver.) since the original say 恋の寿命(TV Ver.) without space
Not really, if it isnt necessary. I generally think this is really tiny issue that will be noticed by very few people.IamKwaN wrote:
@KittyAdventure: Your report is valid but we do not disqualify such minor issue since a while ago unless the mapper wants to fix it.
So, do you want to do a quick fix? @MashaSG
raririn wrote:
Gratz on 1st qualified and good luck for successfully ranked~
Thank you, I really appreciate it :3KittyAdventure wrote:
Gratzz for your first ranked maps :3