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Galileo Galilei - Koi no Jumyou (TV Ver.)

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Topic Starter
Kilabarus

BounceBabe 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 mapset
Each 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
[]
  1. Includes a suggestion / Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
Abbreviation Legend
[]

Abbreviation Legend
Difficulty 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
[]

  1. 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
  2. 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
  3. 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
  4. If you haven't yet, you need to provide metadata to ensure that it's correct. Ayyri checked it long time ago
Easy
[]


  • Appearance, Flow & Transition:
  1. 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
Normal
[]


  • Rhythm & Pattern:
  1. 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:
  2. 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
Hard
[]


  • Appearance, Flow & Transition:
  1. 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) -
  2. 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
  3. 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:
  4. 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:
  5. 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
  6. 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
  7. 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. ^
  8. 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:
  9. 00:11:271 (1) - Remove NC for consistency Sonnyc thinks in diff. way
  10. 00:53:533 (1) - NC not necessary Vocal on those
  11. 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:
  12. 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
Overall
[]

  1. 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.
Additional Feedback

What I liked: Attention to details, Mow without winning in your Q, but with 8 tries (sry for my poor Endlish) Good Ideas, Pictures, Explanations of every point, Good Form of Mod
What I disliked: Too strict, too much not very useful information in the begin
What you could improve: Have nothing to write here :)

Thanks a lot for free random mod!
Affirmation
Q

[Easy]
00:10:833 (3,4) - make reverse slider like others.
00:33:606 (1) - http://puu.sh/s50mi/41a9435664.jpg
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) -
01:19:154 (1,2,3) - make triangle, could be better.

[Normal]
Too big DS, could be Hard to play for beginners.
00:02:730 (2,3) - check DS
00:28:789 (7) - rotate 30' clockwise for avoid overlap

[Hard]
00:46:088 (5,6) - http://puu.sh/s50uH/beb6c953cd.jpg
00:53:533 (1,2) - Delete NC

Good luck
Topic Starter
Kilabarus

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
Thanks!
Sonnyc
Nominated.
Shmiklak
grats with first bubble
Wishkey
Oh nice I remember this map, gratz on bubble!
Topic Starter
Kilabarus

Wishkey wrote:

Oh nice I remember this map, gratz on bubble!
Thx!
Kencho
[General]
  1. 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.

[Normal]
  1. 00:11:271 (1) - 00:14:336 (1) - No need to NC because you are NC in every two big white tick.
  2. 00:34:044 (2) - DS a bit off, please keep 1.30x.
  3. 00:58:132 (1) - ^

[Hard]
  1. 00:04:263 - I don't recommend you miss a clap here. Just add a circle.
  2. 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
  3. 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)
    SPOILER
    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:
  4. 01:12:146 (1) - DS a bit off, please keep 1.10x.
  5. 01:27:475 - I think this green timing line should be 5% volume, reference other diffs.
Topic Starter
Kilabarus

Kencho wrote:

[General]
  1. 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]
  1. 00:11:271 (1) - 00:14:336 (1) - No need to NC because you are NC in every two big white tick. fixed
  2. 00:34:044 (2) - DS a bit off, please keep 1.30x. Sure
  3. 00:58:132 (1) - ^ ^

[Hard]
  1. 00:04:263 - I don't recommend you miss a clap here. Just add a circle. ok...
  2. 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 :D
  3. 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 ;)
    SPOILER
    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:
  4. 01:12:146 (1) - DS a bit off, please keep 1.10x. sure
  5. 01:27:475 - I think this green timing line should be 5% volume, reference other diffs. ooops, fixed
Thx Kencho!
Kencho
Gratz for your 1st qualified map and good luck!
Qualified!
Topic Starter
Kilabarus
Finally..

Kencho wrote:

Gratz for your 1st qualified map and good luck!
Thanks! Good Luck to you as well!
DeletedUser_6181859

Kencho wrote:

Gratz for your 1st qualified map and good luck!
Topic Starter
Kilabarus

100bit wrote:

Kencho wrote:

Gratz for your 1st qualified map and good luck!
Спасибо, учитель :^)
Надеюсь, скоро напишу это же на твоей карте
raririn
wow it's not been long since I modded this and I'm glad to see this qualified soon

Gratz on 1st qualified and good luck for successfully ranked~
wajinshu
Жди меня через 6 дней и грац
Kyouren
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
Topic Starter
Kilabarus

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
All metadata confirmed and checked by Ayrii, so I think its right, but thanks for checking!

Also, you are one of the few, who like this song :D
IamKwaN
@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
Topic Starter
Kilabarus

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
Not really, if it isnt necessary. I generally think this is really tiny issue that will be noticed by very few people.



raririn wrote:

Gratz on 1st qualified and good luck for successfully ranked~

KittyAdventure wrote:

Gratzz for your first ranked maps :3
Thank you, I really appreciate it :3
_Hou
Gratz!
Topic Starter
Kilabarus

Hou Rearu wrote:

Gratz!
Thx :)
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