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Galileo Galilei - Koi no Jumyou (TV Ver.)

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kanor
Hi, from my modding Q
[Easy]
00:05:567 (1) - revoke the NC plz
00:26:589 (5,6) - ds warning in the aimod
01:22:647 (1,2,3) - it a little dangerous that 1/2 in the easy diff
[Normal]
00:46:078 (3,4) - DS warning
[hard]
1.2DS maybe better (i dont know why you use 1.1but in fact it is just 1.0)

i LOVE THE SONG AND bg!
I am doing a insane diff! for you just for the bg :)
(just 50% but i will finish it without hitsound tomorrow wether it can take into your mapset is up to you !><)
Topic Starter
Kilabarus

kanor wrote:

Hi, from my modding Q Hi!
[Easy]
00:05:567 (1) - revoke the NC plz fixed
00:26:589 (5,6) - ds warning in the aimod aimod is shit
01:22:647 (1,2,3) - it a little dangerous that 1/2 in the easy diff deleted
[Normal]
00:46:078 (3,4) - DS warning fixed
[hard]
1.2DS maybe better (i dont know why you use 1.1but in fact it is just 1.0) emmm... wat

i LOVE THE SONG AND bg! Yay!
I am doing a insane diff! for you just for the bg :)
(just 50% but i will finish it without hitsound tomorrow wether it can take into your mapset is up to you !><) I will write you PM about it
Thanks for the mod!
kanor
its common that use 1.2 ds in the hard diff, 1.0 is a bit narrow, everything has atend to lap each other, which is unpretty
finished!
kanor's Love
osu file format v14

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Title:Koi no Jumyou (TV Ver.)
TitleUnicode:恋の寿命(TV Ver.)
Artist:Galileo Galilei
ArtistUnicode:Galileo Galilei
Creator:MashaSG
Version:Insane
Source:まじっく快斗1412
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320,203,83085,2,0,P|289:174|284:124,1,88.000002685547
440,98,83523,2,0,P|430:138|389:167,2,88.000002685547
374,268,84180,5,0,0:0:0:0:
374,268,84290,1,0,0:0:0:0:
374,268,84399,2,0,P|417:280|473:260,2,88.000002685547
283,130,85056,1,0,0:0:0:0:
256,192,85275,12,0,87465,0:0:0:0:
hope you like it :)
DeletedUser_2179411
Hi .. Mod from Queue ..

Easy :

00:03:815 (3,4) - circle no. 3 move to x:178 y:106 , and circle no. 4 move it to x:264 y:82 .. to make it smooth .. what do you think ?
00:21:334 (3) - this slider is little be hard for the player .. so please change it ..
01:08:633 (1) - i think the spinner end here 01:11:699 - ?

Normal :

* cant find any issue good job ..

Hard :

00:04:253 - add note here i can hear a drum sound in the background
00:12:793 (2) - rotate this slider (ctrl+shift +R ) to = -28 .. to be like this
00:42:793 (6,7) - blanket ?

I hope my mod is helpful
Good luck with your map :D
Topic Starter
Kilabarus

Rose Melody wrote:

Hi .. Mod from Queue ..Hi!

Easy :

00:03:815 (3,4) - circle no. 3 move to x:178 y:106 , and circle no. 4 move it to x:264 y:82 .. to make it smooth .. what do you think ? ok
00:21:334 (3) - this slider is little be hard for the player .. so please change it .. don't think so, but i will keep this in mind
01:08:633 (1) - i think the spinner end here 01:11:699 - ? lolwat? there is no recover time for begginers in your way

Normal :

* cant find any issue good job ..

Hard :

00:04:253 - add note here i can hear a drum sound in the background I think separating this 2 very stron sounds is more important, than this not so loud drum sound
00:12:793 (2) - rotate this slider (ctrl+shift +R ) to = -28 .. to be like this i like it, thx
00:42:793 (6,7) - blanket ? will think about it

I hope my mod is helpful
Good luck with your map :D
Thanks!
thzz
hi~
from my Hitsound mod queue!
I came here just for checking hitsounding.

I feel it's a bit silent hitsouding overall without during Kiai.

[Easy]
  1. 00:30:093 - finish will fit here.
  2. 00:52:428 (2) - taking same whistle pattern with 00:45:421 (2) - is better i think.
    1. 00:53:085 - remove whistle
    2. 00:53:742 - add whistle
  3. 00:57:684 - since drum stops here, it'll be better to remove clap.
  4. 00:58:122 - add finish / remove whistle. you should use finishes when atmospher of the song changes.
  5. 01:25:056 (1) - not about hitsounding though, you should start this spinner from 01:26:151 - . since the song changes clearly at 01:25:932 - , it's much unnatural to cross the spinner at 01:25:932 - .
    then don't forget to put 1/1 slider at 01:25:275 - .
[Normal]
  1. 00:16:078 - add finish here. considering the song and Easy diff.
  2. 00:30:093 - add finish, same as Easy.
  3. 00:34:691 (4) - (not hitsound) fix ds
  4. 00:46:078 (3,4) - I feel these are a bit too silent. try to add some sounds like this.
    1. 00:46:078 - add whistle
    2. 00:46:735 - / 00:46:954 - add clap
  5. 00:53:085 (4,5) - same as above. try this.
    1. 00:53:523 - add clap
    2. 00:53:742 - add clap
    3. 00:54:180 - add whistle
  6. 00:57:684 (8) - remove clap. same reason as Easy. also, it will work to decrease volume here around 30%.
  7. 00:58:122 - add finish / remove whistle. same as Easy.
[Hard]
  1. from 00:02:064 - to 00:16:078 - . too silent here. I strongly recommend to add many sounds.
    the way you can take is these 2 imo. either will be fine.
    1. adding many claps like from 00:16:078 -
    2. putting whistles much more frequently. 00:07:319 (1,2,3,4,5) - is great frequency of whistles.
  2. 00:16:078 - add finish.
  3. 00:19:582 - missing whistle
  4. 00:30:093 - add finish
  5. 00:46:078 (5,6) - add some sounds in same way as Normal.
  6. 00:48:268 (2) - add clap
  7. 00:48:925 - ^
  8. 00:50:020 (2,4) - ^
  9. 00:53:523 (1,2) - silent here I feel. try it.
    1. 00:53:523 - / 00:53:742 - add clap
    2. 00:54:180 - add whistle
  10. 00:54:618 - add finish / remove clap, considering other diffs
  11. 00:57:684 (1) - same as Normal
  12. 00:58:122 - add finish / remove whistle
okay that's all.
good luck~
Topic Starter
Kilabarus

thzz wrote:

hi~ Hi!
from my Hitsound mod queue!
I came here just for checking hitsounding.

I feel it's a bit silent hitsouding overall without during Kiai.

[Easy]
  1. 00:30:093 - finish will fit here.
  2. 00:52:428 (2) - taking same whistle pattern with 00:45:421 (2) - is better i think.
    1. 00:53:085 - remove whistle
    2. 00:53:742 - add whistle
  3. 00:57:684 - since drum stops here, it'll be better to remove clap.
  4. 00:58:122 - add finish / remove whistle. you should use finishes when atmospher of the song changes.
  5. 01:25:056 (1) - not about hitsounding though, you should start this spinner from 01:26:151 - . since the song changes clearly at 01:25:932 - , it's much unnatural to cross the spinner at 01:25:932 - . I will think about it
    then don't forget to put 1/1 slider at 01:25:275 - .^
[Normal]
  1. 00:16:078 - add finish here. considering the song and Easy diff.
  2. 00:30:093 - add finish, same as Easy.
  3. 00:34:691 (4) - (not hitsound) fix ds
  4. 00:46:078 (3,4) - I feel these are a bit too silent. try to add some sounds like this.
    1. 00:46:078 - add whistle
    2. 00:46:735 - / 00:46:954 - add clap
  5. 00:53:085 (4,5) - same as above. try this.
    1. 00:53:523 - add clap
    2. 00:53:742 - add clap
    3. 00:54:180 - add whistle
  6. 00:57:684 (8) - remove clap. same reason as Easy. also, it will work to decrease volume here around 30%.
  7. 00:58:122 - add finish / remove whistle. same as Easy.
[Hard]
  1. from 00:02:064 - to 00:16:078 - . too silent here. I strongly recommend to add many sounds.
    the way you can take is these 2 imo. either will be fine.
    1. adding many claps like from 00:16:078 -
    2. putting whistles much more frequently. 00:07:319 (1,2,3,4,5) - is great frequency of whistles.
  2. 00:16:078 - add finish.
  3. 00:19:582 - missing whistle
  4. 00:30:093 - add finish
  5. 00:46:078 (5,6) - add some sounds in same way as Normal.
  6. 00:48:268 (2) - add clap
  7. 00:48:925 - ^
  8. 00:50:020 (2,4) - ^
  9. 00:53:523 (1,2) - silent here I feel. try it.
    1. 00:53:523 - / 00:53:742 - add clap
    2. 00:54:180 - add whistle
  10. 00:54:618 - add finish / remove clap, considering other diffs
  11. 00:57:684 (1) - same as Normal
  12. 00:58:122 - add finish / remove whistle
okay that's all. Woah!
good luck~
No reply = Fixed!

Thanks for the mod, very helpful!
DeletedUser_6181859
ремодю по просьбе
===
Hey, my name is Max 100bit, and this is my mod!
Well, opinion of modder is opinion of modder.
Do not judge strictly, I could be wrong.
If you change little things from my mod - do not give kudosu. My english is bad, so sorry for googletranslate.

Song and beatmaps

  1. Как по мне, оффсет к обоим точкам +10.
  2. Трек довольно тихий, поэтому сделай потише громкость сэмплов.

Easy

  1. 00:00:350 (1,2) - моё личное, но я не очень люблю, когда изики начинаются с нот.
  2. 00:09:071 (1,2) - тут бы подобротнее бланкет сделать
  3. 00:10:823 (3,4) - такой паттерн тут неуместен, как по мне, и лучше сделать повторяющийся слайдер.
  4. 00:12:136 (5,1) - что-то с бланкетом не то, поправь
  5. 00:17:392 (2,3) - ^ немного
  6. 00:26:589 (5) - НК
  7. 00:26:589 (5,6,7) - во-первых, такой треугольник, как по мне, не очень хорошо выглядит. Во-вторых, я бы не стал загинать слайдер в самом конце, при учёте, что это изи-диффа (да, я про 00:28:341 (7) )
  8. 00:30:093 (1,4) - ммм, редко я вижу треки, где конец слайдера на даунбите вполне неплохо звучит
  9. 00:36:662 (6,1) - свапни НК
  10. 00:33:596 (4,5) - бланкет поправь
  11. 00:41:918 (3,4,5) - ...мои уши
  12. 00:43:669 (5,1) - бланкет
  13. 00:44:107 (1,2) - ^
  14. 00:48:925 - тут драм неплохой, можно ноту поставить
  15. 00:54:618 (1,2) - оверлап какой-то не очень приятный, загни 00:54:618 (1) чуть побольше (чтобы угол был острее) и потом сделай паттерн, похожий на 00:51:115 (1,2)
  16. 00:58:122 (1,2,1,2) - сейчас бы паттерны копировать, лул
  17. 01:03:377 (3,4) - тоже самое, что на 0:10:823
  18. 01:21:772 (4,1) - бланкет прям немного поправить
  19. 01:06:443 (3,4) - ^

Normal

  1. 00:00:350 (1,2) - какой-то сложный стак... либо сделай тоже самое, что просил на изике... А вообще - это же нормал! Можно сделать ритм как на %картинке% (курсор на 00:00:992 )
  2. 00:06:662 (4,5,1) - воу, забавный трипл.
  3. 00:10:604 (4,5) - флоу что-то не очень.
  4. 00:19:582 (1) - очень убого выглядит. Лучше уж как на 00:17:392 (5,6)
  5. 00:21:115 (5,6) - я, конечно, понимаю, что ты тут пытаешься практически каждую 1/2 замапать, но всё-таки я бы предпочёл здесь обычный слайдер (ну, как 00:21:772 (7) примерно) из-за вокала
  6. 00:23:085 (1,1,3) - не умеешь - лучше не пытаться (с) Конфуций. А вообще действительно, короткие 1/2 слайдеры с большими курвами (нет, не польскими курвами, а изгибами) с помощью красных точек выглядят очень плохо
  7. 00:27:027 (2,3) - meh overlap, к тому же между 00:27:465 (3,4) спейсинг большой
  8. 00:30:093 (1,2) - я бы не менял угол слайдера так нельзя (с) Pixel_Devil
  9. 00:31:407 (5,6) - с одной стороны паттерн выглядит довольно неплохо, но если бы слайдеры были длиннее - он бы выглядел ещё лучше.
  10. 00:34:034 (2,3,4,5) - и снова флоу
  11. 00:34:910 (5,6) - тоже самое, что на 0:30:093
  12. 00:37:100 (1) - с этого момента ВНЕЗАПНО маппинг пошёл со спейсингом 1.1x, что, конечно же, очень не приветствуется. Нужно бы перемапить.
  13. 00:44:107 (1) - тбх я бы подвинул красную слайдерточку на x=80 y=208 чтобы на слайдертике стояла
  14. 00:46:078 (3) - мммм синий тик
  15. 00:50:677 (5,1) - в конце прям немного фиксануть
  16. 00:52:866 (3,4) - я бы стакнул
  17. 01:01:626 (1,2) - оооооккеееееееейййй...
  18. 01:13:012 (2,5) - стак вполне импрувится
  19. 01:25:275 (5,6,7) - и снова не очень понятный ритм, можно поменять примерно как на %картинке

Hard

  1. кастомный диффнейм кастомный диффнейм кастомный диффнейм
  2. 00:04:472 (5,1) - оверлап... ну, это флоу-оверлап, его можно не фиксить
  3. 00:10:166 (2,3,4) - слишком много триплов, надо бы разнообразить паттерны
  4. 00:19:144 (8,1) - зачем спейсинг уменьшила?
  5. 00:20:896 (5,6,7) - тоже самое по поводу вокала - ритм можно сделать как на %картинке%
  6. 00:34:910 (4,5) - бланкет
  7. 00:41:480 (3,4) - я бы забланкетил примерно как на %картинке%
  8. 00:45:859 (4,5) - стак?
  9. 00:48:268 (2,3) - а это бы не стакал и сделал слайдер вместо этого
  10. 00:50:020 (2,3) - ^
  11. 00:51:115 (1) - сделай вейв через красную точку, ибо выглядит он, мягко говоря, не очень
  12. 00:54:618 (1,2) - подвинь дальше друг от друга чтобы не было оверлапа
  13. 00:55:932 (4,1,2,3) - ееее сложночитающиеся стаки
  14. 00:57:683 (1) - и снова - с этого момента маппинг ВНЕЗАПНО перманентно переходит на 1.1x спейсинг, что очень не приветствуется
  15. 01:00:312 (2,4) - оверлааааап
  16. 01:01:626 (1,4) - бланкет немноого поправить
  17. 01:13:669 (6,7) - ^
  18. 01:25:494 (3) - поменяй на ноты что ли, хард же
Удачи!
{end of the mod}
Cerulean Veyron
Hi ;3

Just a few things~
[- - Easy - -]
  1. 00:21:334 (3) - 00:28:341 (7) - For the sake of object visibility, I might suggest keeping these sliders' slide borders a little more clearer for cursor guidance on following the sliderball, especially when it comes to an easy diff. So yeah.
  2. 00:26:589 (5) - I might think you missed adding a new combo here, you've been adding them in each two measures of the timeline. So this actually would provide more new combo consistency for sure~
  3. 00:33:596 (4) - Optional objective: You could try polishing the curve a lot more on this slider. How about trying to move the curvier slider point more left for that? Or maybe something like this can give this track a shot! Both of them works though, so it's your pick~ But if you have another way to redo this part better, that might count too. Don't forget a new combo here too!
  4. 01:20:020 (2,4) - This kind of overlap seems pretty strange coming out of nowhere. It's a little awkward too, even if it's hardly noticeable in gameplay. You would've, at least, split them up, or blanket, or something that's aesthetically look great.

[- - Normal - -]
  1. 00:10:604 (4,5) - 00:15:640 (8,1) - Well, that's quite some sudden low-spaced notes appearing right up. I think you may probably need to stick with 1.2x on these two tracks for a little spacing consistency imo.
  2. 00:14:326 (5,6,7,8) - For this linear straight structural flowing, you might need to start varying the patterning here in order to tweak aesthetics a little higher up. If you might not have the ability yet, you can at least curve one of the sliders or change a few placements and some curves. That works pretty often though.
  3. 00:19:144 (9,1) - Optional objective: How about making an aesthetic input for these two sliders here? Might work best on this part imo. Something like a flipped-and-pasted slider would be really great tbh.
  4. 00:20:896 (4,5,6) - The same thing for the linear structure and so. Didn't want to repeat myself a lot, so you may find it along the way.
  5. 00:35:786 (7) - In spite of the density before this one, it really looks a bit too sharp unless you're trying to make a follow-up with the previous straight sliders. I would probably suggest polishing up this sharp slider, by moving the red anchor somewhere else than the current. Or at least, curving it if you're not in a mood with a lot of linear sliders.
  6. 00:37:100 - to 00:54:618 - You've started changing a lot of the distance spacing on this track. Which, to me, doesn't really suit best for the note density. I would literally understand a few that you'd probably want to make some spacing change, but it shouldn't be done very often on normal diffs. So I prefer sticking with the default distance spacing as you've used on the previous tracks.
  7. 00:53:085 (4) - Nearly the same thing for polishing the slider red anchor and aesthetic changes.
  8. 01:08:195 (6,1,2) - Alike this kind of spacing, I could probably see this part's spacing is a little out of bound and random. How about making a little check on this?

[- - Hard - -]
  1. 00:07:319 (1,2,3) - Optional objectives: Sorry if I'm a little nazi and minor, these tiny border overlaps seems very noticeable in gameplay though. Looks weird as well, so maybe splitting the slider tails a little might make it better imo.
  2. 00:10:166 (2,3,4) - I can tell that this part lacks structure and more movements, but you stacked here instead. So this is quite a huge delay, so I think redoing this part and vary the notes would clear things up tbh.
  3. 00:19:144 (8,1) - 00:40:166 (3,1) - Are those 0.9x spacing on purpose? It doesn't seem like an anti jump or something that reduces the distance spacing for some low-profile reasons. I would prefer changing it back to the default 1x spacing on this part for keeping up the spacing consistency.
  4. 00:52:866 (3,1,2) - This out-flowing pattern looks a bit confusing in my point of view. In spite of rhythm composition, this looks visually hard to understand the spacing and the snapping between slider (1) and slider (2) 00:53:523 (1,2) - which is quite an unsuitable jump alongside the emphasis though. I would recommend changing their placements for that.

That's all from here! Best of Luck~
Topic Starter
Kilabarus

100bit wrote:

ремодю по просьбе
===
Hey, my name is Max 100bit, and this is my mod!
Well, opinion of modder is opinion of modder.
Do not judge strictly, I could be wrong.
If you change little things from my mod - do not give kudosu. My english is bad, so sorry for googletranslate.

Song and beatmaps

  1. Как по мне, оффсет к обоим точкам +10. ну ок
  2. Трек довольно тихий, поэтому сделай потише громкость сэмплов. ну ок

Easy

  1. 00:00:350 (1,2) - моё личное, но я не очень люблю, когда изики начинаются с нот.
  2. 00:09:071 (1,2) - тут бы подобротнее бланкет сделать чуть подправила
  3. 00:10:823 (3,4) - такой паттерн тут неуместен, как по мне, и лучше сделать повторяющийся слайдер. Всё уместно
  4. 00:12:136 (5,1) - что-то с бланкетом не то, поправь Всё с ним нормально, у Монстраты хуже в несколько раз видела
  5. 00:17:392 (2,3) - ^ немного ^
  6. 00:26:589 (5) - НК тру
  7. 00:26:589 (5,6,7) - во-первых, такой треугольник, как по мне, не очень хорошо выглядит. Во-вторых, я бы не стал загинать слайдер в самом конце, при учёте, что это изи-диффа (да, я про 00:28:341 (7) ) заменила слайдер
  8. 00:30:093 (1,4) - ммм, редко я вижу треки, где конец слайдера на даунбите вполне неплохо звучит У меня всё ебанутое
  9. 00:36:662 (6,1) - свапни НК Лучше сохраню концепцию НК на каждом 2 большом тике
  10. 00:33:596 (4,5) - бланкет поправь ок
  11. 00:41:918 (3,4,5) - ...мои уши норм
  12. 00:43:669 (5,1) - бланкет ок
  13. 00:44:107 (1,2) - ^ ^
  14. 00:48:925 - тут драм неплохой, можно ноту поставить так уж и быть
  15. 00:54:618 (1,2) - оверлап какой-то не очень приятный, загни 00:54:618 (1) чуть побольше (чтобы угол был острее) и потом сделай паттерн, похожий на 00:51:115 (1,2) оверлап убрала, паттерн оставила
  16. 00:58:122 (1,2,1,2) - сейчас бы паттерны копировать, лул лол что откуда это
  17. 01:03:377 (3,4) - тоже самое, что на 0:10:823 тоже самое, что на 0:10:823
  18. 01:21:772 (4,1) - бланкет прям немного поправить ок
  19. 01:06:443 (3,4) - ^ ^

Normal

  1. 00:00:350 (1,2) - какой-то сложный стак... либо сделай тоже самое, что просил на изике... А вообще - это же нормал! Можно сделать ритм как на %картинке% (курсор на 00:00:992 ) Нормально и так
  2. 00:06:662 (4,5,1) - воу, забавный трипл. 8-)
  3. 00:10:604 (4,5) - флоу что-то не очень. Видела хуже + по музыке подходит
  4. 00:19:582 (1) - очень убого выглядит. Лучше уж как на 00:17:392 (5,6) ну ок
  5. 00:21:115 (5,6) - я, конечно, понимаю, что ты тут пытаешься практически каждую 1/2 замапать, но всё-таки я бы предпочёл здесь обычный слайдер (ну, как 00:21:772 (7) примерно) из-за вокала тру
  6. 00:23:085 (1,1,3) - не умеешь - лучше не пытаться (с) Конфуций. А вообще действительно, короткие 1/2 слайдеры с большими курвами (нет, не польскими курвами, а изгибами) с помощью красных точек выглядят очень плохо ок
  7. 00:27:027 (2,3) - meh overlap, к тому же между 00:27:465 (3,4) спейсинг большой оверлап убрала, спейсинг там такой же, где и везде
  8. 00:30:093 (1,2) - я бы не менял угол слайдера так нельзя (с) Pixel_Devil ок
  9. 00:31:407 (5,6) - с одной стороны паттерн выглядит довольно неплохо, но если бы слайдеры были длиннее - он бы выглядел ещё лучше. увеличила угол слайдера
  10. 00:34:034 (2,3,4,5) - и снова флоу ок
  11. 00:34:910 (5,6) - тоже самое, что на 0:30:093 тут норм
  12. 00:37:100 (1) - с этого момента ВНЕЗАПНО маппинг пошёл со спейсингом 1.1x, что, конечно же, очень не приветствуется. Нужно бы перемапить. перемапала
  13. 00:44:107 (1) - тбх я бы подвинул красную слайдерточку на x=80 y=208 чтобы на слайдертике стояла ок
  14. 00:46:078 (3) - мммм синий тик и?
  15. 00:50:677 (5,1) - в конце прям немного фиксануть ладно
  16. 00:52:866 (3,4) - я бы стакнул ок
  17. 01:01:626 (1,2) - оооооккеееееееейййй...
  18. 01:13:012 (2,5) - стак вполне импрувится ок
  19. 01:25:275 (5,6,7) - и снова не очень понятный ритм, можно поменять примерно как на %картинке ок

Hard

  1. кастомный диффнейм кастомный диффнейм кастомный диффнейм хз какой
  2. 00:04:472 (5,1) - оверлап... ну, это флоу-оверлап, его можно не фиксить
  3. 00:10:166 (2,3,4) - слишком много триплов, надо бы разнообразить паттерны нармально
  4. 00:19:144 (8,1) - зачем спейсинг уменьшила? хз
  5. 00:20:896 (5,6,7) - тоже самое по поводу вокала - ритм можно сделать как на %картинке% слайдер от 0108 готов
  6. 00:34:910 (4,5) - бланкет да
  7. 00:41:480 (3,4) - я бы забланкетил примерно как на %картинке% ок
  8. 00:45:859 (4,5) - стак? да
  9. 00:48:268 (2,3) - а это бы не стакал и сделал слайдер вместо этого бн писал сделать так
  10. 00:50:020 (2,3) - ^ ^
  11. 00:51:115 (1) - сделай вейв через красную точку, ибо выглядит он, мягко говоря, не очень исправила на бланкет
  12. 00:54:618 (1,2) - подвинь дальше друг от друга чтобы не было оверлапа ок
  13. 00:55:932 (4,1,2,3) - ееее сложночитающиеся стаки ме
  14. 00:57:683 (1) - и снова - с этого момента маппинг ВНЕЗАПНО перманентно переходит на 1.1x спейсинг, что очень не приветствуется киаи+хард
  15. 01:00:312 (2,4) - оверлааааап (нет)
  16. 01:01:626 (1,4) - бланкет немноого поправить с лупой сидишь?
  17. 01:13:669 (6,7) - ^ он нормальный
  18. 01:25:494 (3) - поменяй на ноты что ли, хард же у новичков руки будут трястись от фк и они не прожмут 5 нот в хардике
Удачи! спасибо
{end of the mod}
Spasibo^2

Hi ;3 Hi!

Just a few things~

- - Image Easy - -
00:21:334 (3) - 00:28:341 (7) - For the sake of object visibility, I might suggest keeping these sliders' slide borders a little more clearer for cursor guidance on following the sliderball, especially when it comes to an easy diff. So yeah. first fixed, second leaved
00:26:589 (5) - I might think you missed adding a new combo here, you've been adding them in each two measures of the timeline. So this actually would provide more new combo consistency for sure~ yes, u r right
00:33:596 (4) - Optional objective: You could try polishing the curve a lot more on this slider. How about trying to move the curvier slider point more left for that? Or maybe something like this can give this track a shot! Both of them works though, so it's your pick~ But if you have another way to redo this part better, that might count too. Don't forget a new combo here too! fixed in some way
01:20:020 (2,4) - This kind of overlap seems pretty strange coming out of nowhere. It's a little awkward too, even if it's hardly noticeable in gameplay. You would've, at least, split them up, or blanket, or something that's aesthetically look great. fixed!



- - Image Normal - -
00:10:604 (4,5) - 00:15:640 (8,1) - Well, that's quite some sudden low-spaced notes appearing right up. I think you may probably need to stick with 1.2x on these two tracks for a little spacing consistency imo. fixed
00:14:326 (5,6,7,8) - For this linear straight structural flowing, you might need to start varying the patterning here in order to tweak aesthetics a little higher up. If you might not have the ability yet, you can at least curve one of the sliders or change a few placements and some curves. That works pretty often though. fixed in some way
00:19:144 (9,1) - Optional objective: How about making an aesthetic input for these two sliders here? Might work best on this part imo. Something like a flipped-and-pasted slider would be really great tbh. looks great, fixed!
00:20:896 (4,5,6) - The same thing for the linear structure and so. Didn't want to repeat myself a lot, so you may find it along the way. fixed!
00:35:786 (7) - In spite of the density before this one, it really looks a bit too sharp unless you're trying to make a follow-up with the previous straight sliders. I would probably suggest polishing up this sharp slider, by moving the red anchor somewhere else than the current. Or at least, curving it if you're not in a mood with a lot of linear sliders. fixed
00:37:100 - to 00:54:618 - You've started changing a lot of the distance spacing on this track. Which, to me, doesn't really suit best for the note density. I would literally understand a few that you'd probably want to make some spacing change, but it shouldn't be done very often on normal diffs. So I prefer sticking with the default distance spacing as you've used on the previous tracks. fixed
00:53:085 (4) - Nearly the same thing for polishing the slider red anchor and aesthetic changes. Its ok
01:08:195 (6,1,2) - Alike this kind of spacing, I could probably see this part's spacing is a little out of bound and random. How about making a little check on this? fixed



- - Image Hard - -
00:07:319 (1,2,3) - Optional objectives: Sorry if I'm a little nazi and minor, these tiny border overlaps seems very noticeable in gameplay though. Looks weird as well, so maybe splitting the slider tails a little might make it better imo. ok, fixed
00:10:166 (2,3,4) - I can tell that this part lacks structure and more movements, but you stacked here instead. So this is quite a huge delay, so I think redoing this part and vary the notes would clear things up tbh. It looks fine to me
00:19:144 (8,1) - 00:40:166 (3,1) - Are those 0.9x spacing on purpose? It doesn't seem like an anti jump or something that reduces the distance spacing for some low-profile reasons. I would prefer changing it back to the default 1x spacing on this part for keeping up the spacing consistency. fixed
00:52:866 (3,1,2) - This out-flowing pattern looks a bit confusing in my point of view. In spite of rhythm composition, this looks visually hard to understand the spacing and the snapping between slider (1) and slider (2) 00:53:523 (1,2) - which is quite an unsuitable jump alongside the emphasis though. I would recommend changing their placements for that. fixed!


That's all from here! Best of Luck~ Thx!
|

Thanks for the mod!
Reillia
[General]
Timing is not consistent. plz fix equalize red line all diffs
01:27:475 - Easy
01:27:475 - Normal
01:27:465 - Hard plz equalize end time

[Easy]
00:28:351 (3) - move (116 266) for 00:27:913 (2) - blanket this
00:44:117 (1) - i think you forgot to ctrl + g this

[Normal]
plz equalize distance snap. why change ds on normal diff?
00:46:088 (3,4) - 3/4 snap is not good on normal diff plz use reverse 00:47:621 (1) - like this
00:58:122 - timing line unsnapped

GL
Topic Starter
Kilabarus

[C u r i] wrote:

[General]
Timing is not consistent. plz fix equalize red line all diffs yea yea i know
01:27:475 - Easy
01:27:475 - Normal
01:27:465 - Hard plz equalize end time

[Easy]
00:28:351 (3) - move (116 266) for 00:27:913 (2) - blanket this fixed
00:44:117 (1) - i think you forgot to ctrl + g this lol yes

[Normal]
plz equalize distance snap. why change ds on normal diff?
00:46:088 (3,4) - 3/4 snap is not good on normal diff plz use reverse 00:47:621 (1) - like this I think its okay
00:58:122 - timing line unsnapped fixed

GL thx
Thx for the short mod
Topic Starter
Kilabarus
BLANKET MOD COMING
EijiKuinbii
фиксим бланкеты
Easy
00:43:679 (5,1)
00:44:117 (1,2)
01:01:636 (1,2)
01:19:154 (1,2)

Normal
00:26:599 (1,2)
00:50:687 (5,1)

The Greatest Thief
00:23:095 (1,2)
00:24:847 (4,5)
01:02:949 (5,1)
01:04:044 (3,4)
01:19:154 (1,2)
01:20:030 (3,4)
01:22:219 (6,1)
01:23:971 (4,5)
Topic Starter
Kilabarus

kjlfaklf wrote:

фиксим бланкеты
Easy
00:43:679 (5,1) da
00:44:117 (1,2) ^
01:01:636 (1,2) nyet
01:19:154 (1,2) da

Normal
00:26:599 (1,2) nyet
00:50:687 (5,1) nyet

The Greatest Thief
00:23:095 (1,2) da
00:24:847 (4,5) da
01:02:949 (5,1) nyet
01:04:044 (3,4) nyet
01:19:154 (1,2) nyet
01:20:030 (3,4) nyet
01:22:219 (6,1) nyet
01:23:971 (4,5) nyet
Spasibo
Imakuri
Hi, NM from my queue

Easy

  1. 00:07:329 (3,4,1) : Why didn't you do the samle slider shape than the 1st slider of the next combo ? I mean, like that ? > http://puu.sh/rOzHx/4aa2dffc05.jpg
  2. 00:03:081 (1) : Blanket btw
  3. 00:09:957 (2) : Oh god, that flow is horrible, could you try to do a better thing ? Up to you imo.
  4. 00:33:497 (3) : put the curved point here, it will have a better curved shape > http://puu.sh/rOzTY/f66f81dcb3.jpg
  5. Rest is good I think
Normal

  1. 00:00:360 (1,2) : Evade those stacks in Normal diff, you can do Stacks, but not in the same combo...
  2. 00:06:672 (4,5) : LOL dude, unstack this, it's really hard, and, it's in the same combo
  3. 00:27:913 (4,5) : ^
  4. 00:52:876 (3,4) : ^
  5. 00:55:285 (2,3) : ^
  6. 00:56:161 (4) : ^
  7. 00:56:271 (5) : NC here
  8. Rest is good I suppose
Hard

  1. Pretty correct in general ! ^^
Gl for rank
Ima
Topic Starter
Kilabarus

Imakuri wrote:

Hi, NM from my queue Hi!

Easy

  1. 00:07:329 (3,4,1) : Why didn't you do the samle slider shape than the 1st slider of the next combo ? I mean, like that ? > http://puu.sh/rOzHx/4aa2dffc05.jpg Fixed
  2. 00:03:081 (1) : Blanket btw ???
  3. 00:09:957 (2) : Oh god, that flow is horrible, could you try to do a better thing ? Up to you imo. Fixed
  4. 00:33:497 (3) : put the curved point here, it will have a better curved shape > http://puu.sh/rOzTY/f66f81dcb3.jpg ok
  5. Rest is good I think
Normal

  1. 00:00:360 (1,2) : Evade those stacks in Normal diff, you can do Stacks, but not in the same combo...
  2. 00:06:672 (4,5) : LOL dude, unstack this, it's really hard, and, it's in the same combo
  3. 00:27:913 (4,5) : ^
  4. 00:52:876 (3,4) : ^
  5. 00:55:285 (2,3) : ^
  6. 00:56:161 (4) : ^
  7. 00:56:271 (5) : NC here
  8. Rest is good I suppose

    Fixed some stacks, but not all
Hard

  1. Pretty correct in general ! ^^
Gl for rank thx!
Ima
Thanks for the mod and sorry for the late answer
raririn
Hello
from my lazy queue
I don't expect to find many issues on a map with 50+ mods
ok let's start

Red = Unrankable Issues
Blue = Personal Suggestions
Normal = Nazi

[General]
  1. The metadata is right since Ayyri has checked it already, so I guess it's clear now.
[Easy]
-Rhythm/Structure-
  1. 00:30:103 (1,4) - I prefer not skipping the beat on 00:30:541 - and 00:34:044 - , changing these two into a 1/4+1/2 would sound better to me, but it does not have to anyway.
-Hitsounding-
  1. 00:50:687 (4) - Why whistle instead of clap here? If you mean to change from here, 00:52:438 (2) - should be whistle instead of clap too.
  2. 00:54:628 - The volumn change you're using in N and H diff are fine. Consider also applying them in Easy?
[Normal]
-Rhythm/Structure-
  1. 00:00:360 (1,2) - I don't suggest stacking circles in Normal diff, but it's up to you since it's easy to read.
  2. 00:06:672 (4,5) - I personally think the pattern from here to 00:15:650 - is a bit overmapped for a Normal diff. The rhythm is even much tighter than in the kiai part, and makes it the hardest part of the whole diff. For here removing 4 seems better to me.
  3. 00:10:176 (2) - I'd suggest removing this too for the same reason.
  4. 01:06:891 (3) - The position around x:280, y:256 makes a better flow imo
In conclusion, the kiai part, which is supposed to be harder than the intro part, is actually the easiest. I seriously think it necessary to balance the difficulty between the intro and kiai part.

-Hitsounding-
  1. 00:48:497 (2) - Clap
  2. 00:50:687 (5) - Clap, whistle does not make sense to me.
[The noble thief]
-Rhythm/Structure-
  1. 00:05:577 (1,3) - It would look much better if you make the two sliders parallel.
  2. 00:44:117 - The distance become actual 0.75* due to SV change. It's a HARD diff and it's no need for you to follow the DS. Even if you would still like to follow, using 1.3* DS here otherwise it looks too crowded.
  3. 00:57:693 (1) - Why NC here?
  4. 01:06:891 (5) - NC. This combo seems too long compared to the ones before.
In brief I feel playing a Normal with higher SV. AR6 makes it kinda easy to play with DTHR. It's a 140 BPM song and its highest diff is okay to play with 3 mods lol
I strongly suggest either increase the difficulty, or make another Hard or Insane diff. It's suitable for a Advanced diff, not Hard.

-Hitsounding-
  1. 00:50:249 (3) - Clap
  2. 01:25:942 (4) - Clap

Anyway, the map itself along with every diff is quite solid. No important issues to pick. GL on rank!
Topic Starter
Kilabarus

raririn wrote:

Hello Hi!
from my lazy queue
For that I'm really lazy, it'd be a quite lazy and noob mod :] Also I don't expect to find many issues on a map with 50+ mods I know, so thanks for your time already!
ok let's start

Red = Unrankable Issues
Blue = Personal Suggestions
Normal = Nazi

[General]
  1. The metadata is right since Ayyri has checked it already, so I guess it's clear now.
[Easy]
-Rhythm/Structure-
  1. 00:30:103 (1,4) - I prefer not skipping the beat on 00:30:541 - and 00:34:044 - , changing these two into a 1/4+1/2 would sound better to me, but it does not have to anyway. I will keep it, as people had said nothing about it, and beat on 00:34:044 is followed by red slider point
-Hitsounding-
  1. 00:50:687 (4) - Why whistle instead of clap here? If you mean to change from here, 00:52:438 (2) - should be whistle instead of clap too. fixed!
  2. 00:54:628 - The volumn change you're using in N and H diff are fine. Consider also applying them in Easy? ooh i forgot about it, fixed
[Normal]
-Rhythm/Structure-
  1. 00:00:360 (1,2) - I don't suggest stacking circles in Normal diff, but it's up to you since it's easy to read. fixed in previous mode
  2. 00:06:672 (4,5) - I personally think the pattern from here to 00:15:650 - is a bit overmapped for a Normal diff. The rhythm is even much tighter than in the kiai part, and makes it the hardest part of the whole diff. For here removing 4 seems better to me. i will think about it
  3. 00:10:176 (2) - I'd suggest removing this too for the same reason. ^
  4. 01:06:891 (3) - The position around x:280, y:256 makes a better flow imofixed

In conclusion, the kiai part, which is supposed to be harder than the intro part, is actually the easiest. I seriously think it necessary to balance the difficulty between the intro and kiai part.[/list] ok, i will do it

-Hitsounding-
  1. 00:48:497 (2) - Clap switched
  2. 00:50:687 (5) - Clap, whistle does not make sense to me. switched
[The noble thief]
-Rhythm/Structure-
  1. 00:05:577 (1,3) - It would look much better if you make the two sliders parallel. fixed
  2. 00:44:117 - The distance become actual 0.75* due to SV change. It's a HARD diff and it's no need for you to follow the DS. Even if you would still like to follow, using 1.3* DS here otherwise it looks too crowded. fixed!
  3. 00:57:693 (1) - Why NC here? dunno lol
  4. 01:06:891 (5) - NC. This combo seems too long compared to the ones before. fixed!
In brief I feel playing a Normal with higher SV. AR6 makes it kinda easy to play with DTHR. It's a 140 BPM song and its highest diff is okay to play with 3 mods lol
I strongly suggest either increase the difficulty, or make another Hard or Insane diff. It's suitable for a Advanced diff, not Hard. meeeeeeeeeeh

-Hitsounding-
  1. 00:50:249 (3) - Clap switched
  2. 01:25:942 (4) - Clap switched

Anyway, the map itself along with every diff is quite solid. No important issues to pick. GL on rank! Hope it will bee done soon, thx!
Thanks for the great mode!
Sieg
The Noble Thief
OD очень низкий для харда, я бы рекомендовал 6 - 5,5
в целом структура может быть улучшена использованием джампов, тем более это хард, где подобные элементы уже должны использоваться
увеличивать спейсинг можно на сильных переходах или на на 1/1 битах
просто несколько мест, где это можно использовать не переделывая все и не ломаю структуру дифки в целом:
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) - и подобные

00:02:730 (2) - по ритму я бы разделил его на слайдер + круг, довольно заметный триплет начинается в песне с 00:03:168 плюс у тебя эти звуки уже подчеркнуты кликабельными объектами 00:03:606 (4,5) -
00:07:329 (1,2,3) - плотно, чуть-чуть бы их раздвинуть https://puu.sh/rVaPR/e3ecaa5030.png
00:17:840 (6,7) - не знаю как сочетаются эти слайдеры в паттерне, по-моему никак. иногда лучше сделать проще без креатива зато что-бы это вписывалось в паттерн https://puu.sh/rVaZK/e2a7de84bf.png
00:21:125 (6) - ^ аналогично, этот слайдер вообще не к месту
00:28:351 (6,7) - переход сделан довольно небрежно, может стоит попробовать погнуть слайдер в другую сторону
00:31:855 (5,6) - имо, слишком сжато, попробуй этот паттерн чуть-чуть размазать https://puu.sh/rVbtr/282064cff3.png
дальше вроде лучше пошло
проблема в целом: флоу https://puu.sh/rVbIC/aaca69772b.png 70% твоих объектов расположено в пределах красной линии это сказывается очень на восприятии дифки и геймплее, тебе стоит постараться больше "размазываться" по игровому полю

Normal:
00:00:360 (1,2,3) - это плохой выбор дс, эти мелкие оверлапы и ужасно прижимающиеся объекты выглядят плохо https://puu.sh/rVbZj/77a869e95e.png :L
00:49:373 (3,4) - что случилось со спейсингом тут?
остальные дифки нормального качества

тут такие стены модов, я даже не знаю... прежде чем вдаваться в детали, надо постараться улучшить самые основные детали. так же у меня куча вопросов по хитсаундам, но это лучше оставить на потом. если возникли какие-нибудь вопросы пиши ингейм
Battle
mod for the normal i guess then lol

[Normal]
Are you sure your offsets are right? the second inherited point is definitely later than when the music picks up
00:00:360 (1,2) - Maybe you should make it so the ds is big enough top the point where these don't touch or just reposition it?
00:05:139 (1) - The slider end is really awkward here since the downbeat is really prominent here
00:06:672 (4,1) - Overlaps like this on a normal are pretty confusing, try to avoid this
00:07:548 (2,3) - Again with the overlaps, try to position to make it so that they don't touch each other, it helps with the general aesthetic of the map and overall polishes the map
00:16:088 - Honestly at this point I feel like you should have tried to decrease rhythm density, the music calms down a bit, but it still has the same note density as the part with the guitar and pickup
00:37:110 (1,2,3,4,5) - I don't really feel like angles these sharp are appropriate for the calm part, having nice and easy flow would compliment the music more
00:55:504 (3,4,1) - ds lol
01:01:636 (1,2,3,4) - Make sure for patterns like this you maintain visual spacing consistency, things like 01:01:636 (1,2) - look a whole lot closer and messier compared to things like 01:02:073 (2,3) -

The same things kinda just repeat over and over again so I won't try to point them all out but yeah, good luck~
Topic Starter
Kilabarus
Thanks Sieg and Battle, changed everything you mentioned, gonna ask Sieg about hitsounds
Kibbleru
judging by the highest diff, i think the map is good to go for ranked with a bit more polishing :d
Lami
M4M back

[Easy]

01:21:782 (4) - im not fan of using 1/2 rhythm in lowest diff.
except only rare case which can consider 1/2 rhythm

[Normal]

00:23:095 (8) - you forgot NC
00:36:672 (9) - ^
00:40:614 (1,2) - consider to divide rhythm.
seem like you prefer vocal mapping..
00:56:380 (1) - remove nc, by regular NC usage
01:12:146 (1,1) - NC mistake
01:19:154 (6) - NC

[maybe Hard]

00:21:125 (6,7) - unexpected unique jump in this diff
01:19:154 (1) - little curve too much, if you want blanket
01:25:504 (3) - two circle? it's finish part. it make more good impression to player.

hmm..overall good. :3/
Topic Starter
Kilabarus

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/
Thanks for small mod!
Mint
Just saw this from a while ago in my PM box. A few suggestions only.

[General]
  1. 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
[Easy]
  1. 00:57:694 - There's a duplicate inherited (green) time section here. Please remove one of them.
[Normal]
  1. 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.
  2. 00:30:103 (1,2) - Inconsistent spacing between these object. Everything so far has been 1.30x.
  3. 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
[Hard]
  1. 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) - .
  2. 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.
  3. 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?
  4. 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.
Don't give up. This is not too far from being ranked, hang in there!
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!
Topic Starter
Kilabarus

appleeaterx wrote:

Just saw this from a while ago in my PM box. A few suggestions only.

[General]
  1. 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
[Easy]
  1. 00:57:694 - There's a duplicate inherited (green) time section here. Please remove one of them. Fixed
[Normal]
  1. 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
  2. 00:30:103 (1,2) - Inconsistent spacing between these object. Everything so far has been 1.30x. fixed
  3. 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
[Hard]
  1. 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
  2. 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
  3. 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
  4. 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
Don't give up. This is not too far from being ranked, hang in there!
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
Thx, Apple!
Sonnyc
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.

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.
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.
00:19:154 (8) - Check your spacing. Being unbalanced wasn't nice in visual.
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.
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.
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.
Topic Starter
Kilabarus

Sonnyc 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:

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)
00:19:154 (8) - Check your spacing. Being unbalanced wasn't nice in visual.
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.
No answer = Fixed

Thanks 3rd time for the HUUGE mod!
BounceBabe
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.

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
  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.
  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?
  4. If you haven't yet, you need to provide metadata to ensure that it's correct.
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.
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.
    - 00:12:365 (8) - Removing this would make the transition less dense
    - 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
    - 00:30:979 (3,4,5,6) - http://puu.sh/s0BNW/3488f9fbee.jpg simplifying this while maintaining the mapping to the important vocals
    - 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
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
  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

    Rhythm & Pattern:
  4. 00:50:030 (2,3) - A 1/2 slider would musically fit better here imo

    Spacing:
  5. 00:14:993 (7) - 00:30:979 (3,4,5,6) - Why this 1,1 DS change?
  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.
  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 00:39:300 (2,3,1) - no downbeat jump

    Combo Pattern:
  9. 00:11:271 (1) - Remove NC for consistency
  10. 00:53:533 (1) - NC not necessary
  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.

    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
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.
Please include the code below in your mod reply and use the free space to give me additional feedback about my mod. (How you liked it, your thoughts about my mod, what I could do better, what I could include or exclude, anything that I should look into with more detail ... ). It will help me to improve my future mods. Any constructive feedback is appreciated. Thanks :)
[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:
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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