o NoHitter in 2016
Est- wrote:
AAAAAAAAAAAAAAAAAAAAA late m4m
I've been getting a lot of mutes recently, no h8
Shit mod inc:
No rhythm issues found, so i'll focus on aesthetics.
[Easy][Normal]
- 00:55:075 (1,3) - Im sure you can find a better shape for these sliders :c Done
- 01:07:210 (3,1) - The angle on (3) should be the same as (1), it just looks better tbh. https://osu.ppy.sh/ss/6424477 Alright
[Hard]
- 00:30:054 (1,2) - I'd move the tail of (1) to x:88 y:256 and the tail of (2) to x:164 y:172 to make something like this: https://osu.ppy.sh/ss/6424503 Did something similar
- 01:53:053 (1) - the sliderball looks a little choppy on this slider, maybe make it a little smoother https://osu.ppy.sh/ss/6424523 Well, it plays fine IMO though I did fix the flow of the notes afterwards
[Insane]
- 01:14:963 (4,1,2) - I had to look at this twice to understand it. I didn't have any trouble reading it while playing but it might be a little hard for rank ~200k players. I would prefer if it did stay :<
[Your name <3]
- 00:47:147 (5) - nc? Combos are based of the lyrics :<
- 01:07:547 (7) - Nc, easier to read Same here
Sorry for short shitmod >.>
- 00:54:401 (7,8) - i'd move (7)to (8) and (8) to (7) https://osu.ppy.sh/ss/6424617 It's a diagonal box pattern jump
- 01:22:378 (3) - weaken the angle a bit :c https://osu.ppy.sh/ss/6424628 It's meant to follow the previous slider's angle
Theres nothing to really mod here, nice and clean map! Gl for ranking! Thanks!
Kotori-Chan wrote:
from m4myour nameI think od 9 is kinda op for a not even 5* map nowadays maybe at least something like 8-8.3 ?
00:38:949 (4) - let this start here 00:38:775 - some bn are nazi about sliders starting on red ticks lul for this, you can hear a distinct music start anyway
00:40:345 (4) - should stat here 00:40:519 - vocals Fixed
start on the big white tick 00:44:007 (5) - feels kinda better to me personal I'm following the vocals here
i think that spacing is a very little bit op 00:52:379 (1,2,3,4) - hmmm... well the song gets suddenly loud at that point, so the jumps are to signify that change
00:57:772 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10) - tbh this was quite boring to play and since i'm not really a big fan of jumps,maybe try to make them some nice very little jumpy patterns instead of just a straight line brings bit more fun to play,if you know what i mean something like that maybe or so~ ? you know what i mean~ some nice little jumpy singletap pattern https://osu.ppy.sh/ss/6431906 like you did here !!!!! 01:07:547 (1,2,3,4,5,6) - something like that I changed it up entirely, so uhh let;s see...
pls NC 01:02:322 (1) - ok
such an evil ending zzz 02:04:850 (1,2) - mwhahahahahaInsaneand you were complaining about my spacing 00:28:310 (5,1) - :^) there's a distinct jump to the music there
01:18:502 (1) - should start here better 01:18:334 - again, the vocals
01:57:097 (1,2,3,4) - tbh this feels pretty super weird to play,pls make them some more structured and better flow
especially that part 01:57:097 (1,2) - felt kind of weirdflipped (1)Hardfirst time i see a hard with ar 6 lul how about 7 ? ok
00:24:473 (1,2,3,1,2,3) - could be one combo shorter combos for lower diffs
tbh cant find anything rhyhtm wise,gj :3Normalfix that one object that aimod says it doesnt say anything...
i was kinda missing a note here 00:53:390 - same on the following pattern 00:56:086 - fixedEasyeverything fine :3
sry for small mod >.<
but that map is actually quite perfect imo,you should call a bn :> if you find one of that lazy butts..... thanks!
Thanks for the recheck!Sonnyc wrote:
recheck
General.
-- Got some hitsounding comments. At section 01:03:165 ~ 01:24:570 - most drums are consistently appearing every 1/1. Every drums are heavy bass, and snare drums rarely appear. However your hitsound patterns are normal-samplesets appearing at upbeat lines. It didn't felt appropriate enough, considering the every 1/1 had a same drum beat. You may think spamming the same hitsound every 1/1 might be boring, but it would be better than expressing only part of the same sound. This section might have a lower volume until 01:13:783 since it feels calm than other parts. As per in chat, changed to drum-finish
-- The section around 00:52:379 ~ 01:03:081 and 01:54:401 - feels stronger than other parts of the song. Mind increaing the volume by a little to make more difference? Increased to 70.
Easy.
01:03:165 - For all diffs, this normal-finish feels too much for this calm section. Fixed in all diffs
01:26:423 (2) - The rhythm was pretty unfitting with the song since there is no beat at 01:27:098. Consider ending this slider at 01:26:929 where the music actually exists. Just switched it up into a note instead
01:55:749 - There is a finish here in all diffs, and is this really necessary? The music doesn't feel that loud to demand one. Done
Normal.
01:24:738 (1,2) - What do you say for this small jump? Although slider leniency may cover that, I generally don't think introducing such concept on normal would be nice. Changed the pattern a bit,
01:42:266 (2) - 01:44:963 (2) - Unlike the previous (1) which went along a vocal that supports the selected rhythm, these usage to mirror the previous rhythm while the music being inconsistent felt too forced. Maybe you'll want to follow the music better. Done
Hard.
00:29:182 (2,3) - The intro rhythm kinda feels like a simplified vocal along instruments. At here, there are some prominent instruments at 00:29:182 - 00:29:356 - 00:29:531, but some of those were kinda ignored inside the slide. 00:29:705 there is a sound here too, but something weaker than any surrounding elements I'd say. And also a vocal 00:29:879 here wasn't expressed. This rhythm was kinda following some less noticable elements of the song, thus kinda hard to catch it was nicely representing this song. http://puu.sh/rZp7N/d42a1ea37d.jpg Consider this kind of a rhythm here. Feels more along the song imo. Done
01:01:985 (2,4) - The instrument wasn't consistent with (1,3) and spamming all with normal-sampleset didn't felt fitting. Just using an sampleset-auto will work better for me. Used a drum-whistle as a substitute
01:16:480 - This normal-sampleset feels pretty redundant. Hmm... it's like one of those songs where you go clap-clap-clap-clapclap... It adds some variety to the otherwise constant HS
Insane.
00:38:949 (2,3) - A ctrl+G form of the rhythm will fit this part better. There isn't much a clear sound at 00:39:124 so making that clickable was a little less fitting. Done
01:01:985 (3,5) - Same suggestion to set sampleset-auto. How about a drum-whistle?
01:22:210 (3) - Small spacing. Fixed
01:56:760 (8) - Clap. Added
Your Name.
00:27:786 (2,3) - Try a ctrl+G form of the rhythm. Done
00:29:182 (2) - The tone is a bit high as 00:29:356. You can consider adding a whistle. Done
00:57:772 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This made this diff X haha. mm and my opinion on this is,, that it kinda broke this diff? Well I can see some cross-screen slider based jumps but 24 notes being consecutively a jump was idk just a bit too much. Also the rhythms being a constant 1/2 spam while the song is providing more was less interesting... For example, you've just used a symmetric pattern but there is a musical difference at 00:59:204. 01:00:468 - There is some dragging sound here, but it isn't much differently expressed than the previous 1/2 jumps. Using some jumps to express this intensed section will be a good idea, but just consecutive jumps with 1/2 spams were a little questionable. Besides if you plan to keep this, you'll want to stack 00:57:772 (1,3,5,7) properly. I've remapped this part and the diff dropped down back to an I. Hopefully, it's much better now.
01:08:390 (6) - 01:13:783 (4) - 01:16:480 - 01:19:176 (3) - Sampleset normal feels like arbitrarily added to form your own pattern, instead of reflecting the song. Regarding this... It's so that the initial claps don't get repetitive in tedious. I added them in to change it up.
01:24:738 (1) - Consider a ctrl+G on this. Seeming from 01:24:738 (1,2,3,4), it feels like some rotated form while (1,2) and (3,4) being a pair each. However it having some inconsistent group of a flow felt less organized. ctrl+G of (1) will create a jump at 01:24:738 to emphasize its strong sound, and form a consistent flow on (1,2) and (3,4) to make it feel more like an organized combo. Alright
01:59:457 (2) - Uh the rhythm here is really weird. Expressing as 1/6 reverse feels too late. Actually I can hear one drum beat at 01:59:541 so a 1/4 reverse may be more appropriate. Done
I see we have quite a few disagreements regarding how the difficulty is handled. I hope we can amicably resolve this difference in opinion.Nozhomi wrote:
Hello~ Sorry but I think there's still a lot to improve on this mapset before moving it forward.Your Name :
- 00:24:473 - to 00:52:379 - the SV you used don't reflect the song at all. Since the pace of this part is calm and the vocal really slow, you should use a lower SV in order to catch more the nature of the song here. I think it could be applied to Hard and Insane too. A change in SV isn't required to contrast slow parts of the song with the fast parts. It can also be done through volume and hitsounds (which is what I did). If you really wanted to be pedantic about it, the BPM in this section is lower anyway, so it is a slider speed change.
- 00:54:738 (1,2) - I don't understand with this NC here. It don't have any sense with your hitsounding or music, and you don't do that on Insane. I suggest you to take a look on all of them again. It's an emphasis on the clap-clap part of the song, and also acts as to visually alert to the incoming jump. While combo consistency is an important feature, minor exceptions especially for alerting the player or for emphasis on certain song parts is permittable.
- 01:04:513 (1,2,3,4) - This pattern play not that great, at this SV speed, the anticiped way to play it should be having 01:04:850 (2) - under 01:04:513 (1) - and followed by a nice flow with the third slider (quick example https://puu.sh/s0IeL/9a0e307dfc.png must be improved ofc). The anticipated way to play a pattern? I'm sorry, I don't quite understand what you mean there. Also, there is flow in this pattern, all three sliders follow a M-shaped flow between each other.
- 01:16:311 (4) - Since you used a Normal hitsound at the end, I supposed you wanted to emphasis the song here. But one there's not such sound on the music, and second if you really wanted that, two circles works definitely better for that purpose. Yes the hitsound isn't present in the song, but it gives variety to an otherwise dull constant hitsounding pattern(think of songs where you instead of going clap-clap-clap-clap all throughout, you sometimes go clap-clap-clap-clapclap.) As for your second point, I see you were saying that you wanted it to play less passively because of the normal-hitsound, but I bring up your argument that the actual normal-hitsound isn't there. Therefore, wouldn't it odd if I changed them to notes, making them play actively when they don't exist? Ergo, I did the compromise by making it end of a slider instead, so I can get the benefit of the changing hitsound, while not fully deviating from music theory.
- 01:17:828 (5,6,8,1) - I can understand for (5,6) since the vocal can call a little jump, but since when (8,1) is different from 01:15:300 (1,2,3,4) - ? Also 01:19:176 (3,4) - is way more stronger than it and don't even have a little higher spacing. Pattern consistency is what I was looking for here. The second combo's point of reference was the normal spacing used in the song, i.e. 0.8x. The pattern-mapped combo before it is irrelevant to the actually perceived spacing increase.
- 01:22:041 - Don't make this beat play passively, it's the start of the guitar and vocal is also strong here, and you even put a finish here so why ? Make it clickable. Done.
- 01:27:435 (1,2,3,4,5,6,7,8) - This pattern don't work at all. If you listen the music, you can hear the song is composed like this : 2 / 3 / 2 / 1, but you did a 2 / 2 / 2 / 2 who don't fit at all. If that was the case, then why didn't you point out 01:24:738 (1,2,3,4) - as well, which is also a 2/2/2/2 pattern (but with sliders with the slider start and end acting like two notes)? That part is equivalent to the slider's part.
- 01:29:794 (5,6,7) - I don't think you should map them like 01:29:457 (1,2,3,4,5) - , simply because drums are over, and these are guitar and have much less intensity than drums. I deleted the note at 01:29:878 and adjusted spacing. I could still here a distinct sound at 01:29:963, so I left it there.
- 01:30:131 (1,2) - I'm ok for symmetry pattern, but why a such high spacing when 01:31:480 (1,2) - have a way more intensity in vocal but lower spacing ? It doesn't make sense at all. And you did it right for 01:35:525 (1,2,3,4,1,2) - !!! I toned down the spacing a bit. Hopefully it's alright enough.
- 01:55:749 (1,2,3,4,5) - Why streams in this section have a higher spacing than 00:53:727 (1,2,3,4,5) - who is absolutly the same with no higher intensity ?! Use the same than 1st section for all streams here. As the map ends, you sometimes see an increase in difficulty. It's the same case here. The same section is repeated musically, but to spice it up, you increase the difficulty a little, but not to the point it appears to be a completely different difficulty classification.
- Last, I suggest you to take a look again at your NCs on this section, 01:03:165 - it's a real mess. For example why no NC at 01:07:210 (5) - or 01:17:996 (6) - when you did for 01:13:952 (1,1) - who have the same strong vocal beat to NC ? Redo them pls. Barring those for clap-clap emphasis like 01:16:311 (4,1) - , the NCs you are looking at questionable are based on the lyrics and where they properly pause were you to say them out loud in Japanese. I decided to do that for this section, because at this point the other instruments were still taking a back seat to the vocals.
Another suggestions for other diffsEasy :Insane :
- 00:27:263 (3,1,1) - should use the same spacing since 00:28:659 (1) - is visible before (3) ends. Does it even matter considering that the spacing difference is huge anyway? I can lower the note down further, but it may end up offscreen. What do you think?
- 01:11:255 (1,2) - Little spacing error. It was done to remove that ugly overlap which would happen if the slider was brought closer. A minor shift wouldn't throw the player off IMO.
- 01:26:761 (2) - Why suddenly 0.80x spacing ? Nice catch! Fixed.
- 00:32:496 (3) - I think this could be stacked normally with 00:31:798 (2) - . Done.
- Onec again I don't understand how you did NCs here. It changes all the time without any visible construction or logic to me. They follow the same logic as Your Name, except for a couple of exceptions. 01:15:300 (1,2,3) - is to emphasize the patterning made by 01:14:626 (4,5,6,1,2,3,1,2,3) -.
Call me to see if I approve the changes / fixes.
Mukyu~ Thanks for the mod
/late but fixed and talked about in ircSonnyc wrote:
Your name.
01:04:513 (1,2,3) - I've found this a little awkward to be asymmetric, while 01:09:907 (1,2,3) was a symmetric form xdxd
01:29:204 (5) - Grid down.
01:30:047 (7) - A grid up please. The triple's spacing is uneven.
nazinazi
Thanks a lot!smallboat wrote:
Confirm Nao Tomori and nothing to say to that. Qualified
Thanks for the input. I appreciate you spending time on the map, but I believe they're non-issues. I hope we can resolve any misgivings amicably.Monstrata wrote:
Man... why are the SV's on the intro so high o.o It makes the intro feel really rushed just because of how fast you have to move to keep up with the sliders. On the lower diffs it's already forced, but on Insane / Your Name the fact that you use spacing thats less than 1.00 means that players have to slow down after playing the sliders in order to snap to the circles.
- In the end, I think this feels more of a stylistic choice (2014-style mapping) than an actual issue. Maps don't necessarily need to use reduced SVs to contrast slow parts from fast parts. This can be done using rhythm simplification (which the intro compared to the other parts is) and/or low volume/usage of softer samples (which the intro also uses).
- Also, regarding the 0.8x DS, it's my usual go to DS when mapping linearly.
Also, the zigzag streams on the highest diff are really annoying to play xP. They're so spaced too, for 1/4's that are barely audible. But i guess this applies to a lot of your 5 note streams too. I don't see why they have to be spaced that far apart, especially when the 1/4's are so soft (if they even exist).
- Again, I believe this is more of a stylistic choice with the zigzag sliders. As for the 1/4s, if played both on 100% and 25% speed, and sounds can definitely be heard on those 1/4s.
01:59:626 - Sounds quite off. 01:59:668 - is more accurate, but even then, i suspect there needs to be a bpm shift here or something. You can also hear that the drum on 01:59:752 - is completely off. This all tells me the track itself is probably messed up here and you'll need an offset shift or a different bpm value to fix it.
- It sounds completely fine to me. The first two are on drum, and the last one is due to a late guitar. The drum after that is slightly off, but the guitar and drums after that are all on sync. I think it's more of an artefact of the song rather than something of concern. Besides, those parts are all populated by either sliders (slider leniency) or black spaces (not a problem).
Edit: After checking with someone else, the timing is correct, but it seems that the drums seems to switch to 1/6 at certain periods of the song, while the guitar stays at 1/4. That would be difficult to map intuitively. In that case, the better option would be to use slider leniency to balance out the weird parts, while keeping to a beat that's easily followable (1/4).
I will watch this yeahNoHitter wrote:
You should definitely watch this movie.