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96Neko - Tapioca no Uta

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Topic Starter
Shino Inuzuka
This beatmap was submitted using in-game submission on Friday, February 24, 2017 at 9:47:06 PM

Artist: 96Neko
Title: Tapioca no Uta
Tags: Anime Vocaloid Utaite
BPM: 128
Filesize: 2173kb
Play Time: 01:12
Difficulties Available:
  1. Advanced (3.34 stars, 222 notes)
  2. Beginner (1.35 stars, 54 notes)
  3. Medium (1.59 stars, 74 notes)
Download: 96Neko - Tapioca no Uta
Information: Scores/Beatmap Listing
---------------
Remade this map 5 times rip... Aiming for ranked. Accepting all mods.
Thanks!

Thanks to the following people:
[Soul] (In-game Modding)
CRIZZOMIN (Timing)
Kami-sama (Hitsounding)

All other modders can be found on the forum post.
Misery
Mod for Easy and Normal coming up. Sorry for being a perfectionist on small details :)

General stuff
-Preview timing not set. Recommended: 00:47:066
-Fix stack leniency to anything between 0.3 to 0.9, this applies to all the diffs. even if you use stacks or not, please don't set it too low or too high
-No kiai time? :( Recommended: 00:58:316 onwards
-Why does Easy have a beat snap divisor of 1/8 when the yellow ticks are unused?
-Tags on the Song Setup menu should be equal to all diffs. Also seperate them with spaces, not commas
-Keep the Song Setup menu consistent to all the diffs. (Like Easy has widescreen support but Normal doesn't)

Easy
-Don't set it to AR0, doesn't fit the song imo. AR1.5 or AR2 works better.
-same with HP drain. ^
-00:07:691 (2) - Remove the point in the middle, doesn't make sense if the slider is straight by itself
-00:13:316 (1) - sorry for being a perfectionist but this isn't symmetrical XD
-00:45:191 (2) - make this straight x on start is 320 and ends on a 319
-01:00:191 (1) - symmetry
-01:02:066 (1,2) - straight for both of these?

Normal
-Raise AR and OD a bit. AR3 or AR4 works better imo.
-00:09:567 (1,2) - straight
-00:20:816 (1) - ^
-00:28:316 (1) - ^
-00:33:941 (1) - ^ also remove unnecessary extra slider points, you don't need them if you're just making a straight slider
-00:37:691 (1) - spinner: is too short for a Normal diff. add some breathing time for the next note. It is too quick (or make the spinner longer)
-00:41:441 (1) - remove nc
-00:50:816 (1,2) - snap these to the red tick
-00:58:316 (1) - https://puu.sh/sQbVX/af99bdb8b0.jpg I don't understand :3
-this 01:02:066 (1) and this 01:03:941 (1) should have the same curve so it doesn't look awkward
-01:07:691 (1) - spinner: make this longer so you can cover the rest of the song
Topic Starter
Shino Inuzuka

[- Mizki -] wrote:

Mod for Easy and Normal coming up. Sorry for being a perfectionist on small details :)

General stuff
-Preview timing not set. Recommended: 00:47:066 Fixed
-Fix stack leniency to anything between 0.3 to 0.9, this applies to all the diffs. even if you use stacks or not, please don't set it too low or too high Fixed
-No kiai time? :( Recommended: 00:58:316 onwards Fixed but used different time
-Why does Easy have a beat snap divisor of 1/8 when the yellow ticks are unused? Changed entire timing
-Tags on the Song Setup menu should be equal to all diffs. Also seperate them with spaces, not commas Fixed
-Keep the Song Setup menu consistent to all the diffs. (Like Easy has widescreen support but Normal doesn't)Fixed

Easy
-Don't set it to AR0, doesn't fit the song imo. AR1.5 or AR2 works better. Fixed
-same with HP drain. ^ Fixed
-00:07:691 (2) - Remove the point in the middle, doesn't make sense if the slider is straight by itself Fixed
-00:13:316 (1) - sorry for being a perfectionist but this isn't symmetrical XD Looks fine as it is
-00:45:191 (2) - make this straight x on start is 320 and ends on a 319 Fixed
-01:00:191 (1) - symmetry Again, fine as it is
-01:02:066 (1,2) - straight for both of these?Fixed

Normal
-Raise AR and OD a bit. AR3 or AR4 works better imo. Fixed
-00:09:567 (1,2) - straight Fixed
-00:20:816 (1) - ^ ^
-00:28:316 (1) - ^ ^
-00:33:941 (1) - ^ also remove unnecessary extra slider points, you don't need them if you're just making a straight slider But its a curved slider
-00:37:691 (1) - spinner: is too short for a Normal diff. add some breathing time for the next note. It is too quick (or make the spinner longer) Looks fine as it is
-00:41:441 (1) - remove nc Fixed
-00:50:816 (1,2) - snap these to the red tick Fixed
-00:58:316 (1) - https://puu.sh/sQbVX/af99bdb8b0.jpg I don't understand :3 Fixed
-this 01:02:066 (1) and this 01:03:941 (1) should have the same curve so it doesn't look awkward Fixed
-01:07:691 (1) - spinner: make this longer so you can cover the rest of the songEnds on the beat
Crypthesis
Anywayysss.

Normal:

00:17:066 (1,2) - Maybe set Slider Velocity rly high and repeat 4 times? The

00:26:441 (5) - set the slider so the head would be under the end of 4 so it's circular (like tapioca xD)

00:48:473 (4,5) - you set up a clockwise flow in the hitcircles, so why break it (or you can put a new combo there)

00:57:613 (2,3,4) - too far for a normal player? The map is on the easier side of normal

Everything else looks good :D (including Easy)
Topic Starter
Shino Inuzuka

Crypthesis wrote:

Anywayysss.

Normal:

00:17:066 (1,2) - Maybe set Slider Velocity rly high and repeat 4 times? The The what? And this is NORMAL not hard

00:26:441 (5) - set the slider so the head would be under the end of 4 so it's circular (like tapioca xD) What????

00:48:473 (4,5) - you set up a clockwise flow in the hitcircles, so why break it (or you can put a new combo there) Fixed

00:57:613 (2,3,4) - too far for a normal player? The map is on the easier side of normal Fixed

Everything else looks good :D (including Easy)
Metaku
Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6?

Edit: Here's the proper mod

First of all check AiMod and fix the issues

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread.

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently?
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this
00:48:941 (1,2) - This kind of blankets just don't work

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this.

Normal

Same here... You should just use distance snap the whole time.

00:03:941 (1,2) - You have 2 circles here while easy had 3?

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row
00:28:316 (1) - Also avoid sliders with more than one repeat
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this
00:18:004 (1,2) - Maybe curve these a bit less
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out.

Still a lot of work to do if you intend to rank this ^^
Topic Starter
Shino Inuzuka

Metaku wrote:

Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6? Everyone hates slow ARs. I had it on ar7 when I started mapping this, but there were just too many overlaps. OD fixed. Can't do anything about the jump in difficulties. I'm not going to remap normal or what I have so far in hard because I think its perfectly fine in terms of difficulty.

Edit: Here's the proper mod

First of all check AiMod and fix the issues Dont know how?

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread. ^

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really. Distancing on easy diffs seem fine now.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't. Spacing can we different at different times for emphasis. Fixed most of the problems though.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently? Fixed.
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this Talk to Milan-
00:48:941 (1,2) - This kind of blankets just don't work Fixed.

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this. No.

Normal

Same here... You should just use distance snap the whole time. No.

00:03:941 (1,2) - You have 2 circles here while easy had 3? Fixed.

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row Fixed.
00:28:316 (1) - Also avoid sliders with more than one repeat Fixed.
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider Should be okay.
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/ No.

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this Fixed.
00:18:004 (1,2) - Maybe curve these a bit less No.
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle. *Read and fixed.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out. Fixed the combos I felt were off.

Still a lot of work to do if you intend to rank this ^^I know.
Thanks for the mod~ Dunno how you found me but glad to have people who care XD
Sorry for rejecting so much of what you said, but I made this map with care and I'm not going to remap the entire thing to use distance snap when it limits me too much. There's different spots in the map that I'd like to have different snap distances and changing it each time is too much of a bother. You really think I wouldn't have already tried after even tutuhaha told me to?
Metaku

Shino Inuzuka wrote:

Metaku wrote:

Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6? Everyone hates slow ARs. I had it on ar7 when I started mapping this, but there were just too many overlaps. OD fixed. Can't do anything about the jump in difficulties. I'm not going to remap normal or what I have so far in hard because I think its perfectly fine in terms of difficulty.

Edit: Here's the proper mod

First of all check AiMod and fix the issues Dont know how?

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread. ^

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really. Distancing on easy diffs seem fine now.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't. Spacing can we different at different times for emphasis. Fixed most of the problems though.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently? Fixed.
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this Talk to Milan-
00:48:941 (1,2) - This kind of blankets just don't work Fixed.

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this. No.

Normal

Same here... You should just use distance snap the whole time. No.

00:03:941 (1,2) - You have 2 circles here while easy had 3? Fixed.

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row Fixed.
00:28:316 (1) - Also avoid sliders with more than one repeat Fixed.
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider Should be okay.
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/ No.

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this Fixed.
00:18:004 (1,2) - Maybe curve these a bit less No.
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle. *Read and fixed.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out. Fixed the combos I felt were off.

Still a lot of work to do if you intend to rank this ^^I know.
Thanks for the mod~ Dunno how you found me but glad to have people who care XD
Sorry for rejecting so much of what you said, but I made this map with care and I'm not going to remap the entire thing to use distance snap when it limits me too much. There's different spots in the map that I'd like to have different snap distances and changing it each time is too much of a bother. You really think I wouldn't have already tried after even tutuhaha told me to?
Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
Topic Starter
Shino Inuzuka

Metaku wrote:

Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
I know how things work with distancing but I think it should be okay now. Distance snap is not REQUIRED.
Atalanta
Hi Hi ! M4M :3

General
- I think it's a pretty bad idea to map before the first timing point
- Remove "Widescreen Support" if you don't plan on doing a storyboard

Advanced
- 00:01:129 (3) - Maybe change this slider in two circle, because the sound 00:01:363 is as strong as the sound 00:00:191 (1)
- 00:03:941 (1,2) - Can be blanket a little bit better
- 00:10:504 (5) - NC here
- 00:16:129 (4) - This slider is really weird
- 00:29:723 (5) - Place this one a little higher so it'll look like blaket with 00:29:254 (4)
- 00:43:785 (2,3,4,5,6) - Put the stream on to of the slider, new players won't expect the 1/4 jump
- 00:45:191 (1,2,3,4,5,6,1) - Same stuff here, do it like that 00:47:066 (1,2,3,4,5,6,7,8)
- 00:54:566 (1,2,3) - ^
- 01:05:816 (1,2,3) - ^
- 01:06:754 (4,5,6) - Make them blanket
- 01:07:691 (6) - NC here
- 00:58:275 - Delete this green line, it's useless


Medium
- 00:05:817 (4) - NC here
- 00:20:816 (1) - This reverse slider doesn't follow the strongs sounds of the music, maybe divide it into a reverse slider and a circle like that
- 00:50:348 (1) - Put this circle on the tip of the slider 00:50:816 (2)
- 01:05:348 (2) - Maybe stack this on 01:03:473 (2)

- 00:04:879 (3,1) - Spacing is the same as 00:04:410 (2,3) with different gap
- 00:12:379 (2,1) - Blank them ?

ok, it's all I have to say, I hope this was usefull :3
Have a Nice Day, and Good Luck with mapping ! :3
Topic Starter
Shino Inuzuka

Toshino Kyoko wrote:

Hi Hi ! M4M :3

General
- I think it's a pretty bad idea to map before the first timing point
- Remove "Widescreen Support" if you don't plan on doing a storyboard

Advanced
- 00:01:129 (3) - Maybe change this slider in two circle, because the sound 00:01:363 is as strong as the sound 00:00:191 (1) Fixed
- 00:03:941 (1,2) - Can be blanket a little bit better Blanket looks fine
- 00:10:504 (5) - NC here NCed 7 instead
- 00:16:129 (4) - This slider is really weird That's the point. Sliderart is a thing
- 00:29:723 (5) - Place this one a little higher so it'll look like blaket with 00:29:254 (4) Fixed
- 00:43:785 (2,3,4,5,6) - Put the stream on to of the slider, new players won't expect the 1/4 jump Advanced difficulty, not easy. New players won't expect anything
- 00:45:191 (1,2,3,4,5,6,1) - Same stuff here, do it like that 00:47:066 (1,2,3,4,5,6,7,8) ^
- 00:54:566 (1,2,3) - ^ Made the distance from 3 to 4 farther. Should be good now
- 01:05:816 (1,2,3) - ^ ^
- 01:06:754 (4,5,6) - Make them blanket Fixed
- 01:07:691 (6) - NC here Didn't nc the previous pattern like this, and looks fine as it is so keeping it same combo
- 00:58:275 - Delete this green line, it's useless It's not useless. A lot of famous mappers untrigger and retrigger kiai time for the streams that appear at the beginning of it. Thats what this is


Medium
- 00:05:817 (4) - NC here Fixed
- 00:20:816 (1) - This reverse slider doesn't follow the strongs sounds of the music, maybe divide it into a reverse slider and a circle like that Fixed
- 00:50:348 (1) - Put this circle on the tip of the slider 00:50:816 (2) Overlaps once in a while make the map fun
- 01:05:348 (2) - Maybe stack this on 01:03:473 (2) Looks okay as it is

Umm... what is this supposed to be?
- 00:04:879 (3,1) - Spacing is the same as 00:04:410 (2,3) with different gap Fixed
- 00:12:379 (2,1) - Blank them ? Looks okay as it is

ok, it's all I have to say, I hope this was usefull :3
Have a Nice Day, and Good Luck with mapping ! :3
Thanks for the mod
Quadrocake
General

Difficulty difference between first two difs is only 0.22, while between second and third 1.79. Not a big issue, but it is better to keep difficulty spread.

Easy

In my opinion it is better to make it AR 3, with 2 you can see a lot of overlapping, which is not good.
00:04:410 (2,3) - move it a bit to the left to keep symmetry
00:18:004 (2) - different distance between previous and next circle
00:48:004 (3) - overlap with slider

Advanced

Sliders are too fast for this song and bpm
Also, combo often goes higher than 10 without reason, which is not good. And here 00:16:832 (1) - it is unnecessary to start new combo.
Topic Starter
Shino Inuzuka

Quadrocake wrote:

General

Difficulty difference between first two difs is only 0.22, while between second and third 1.79. Not a big issue, but it is better to keep difficulty spread.

Easy

In my opinion it is better to make it AR 3, with 2 you can see a lot of overlapping, which is not good. Overlaps are fun to read
00:04:410 (2,3) - move it a bit to the left to keep symmetry Fixed
00:18:004 (2) - different distance between previous and next circle Fixed
00:48:004 (3) - overlap with slider Again overlaps are fun to read. Thats the point

Advanced

Sliders are too fast for this song and bpm No they arent
Also, combo often goes higher than 10 without reason, which is not good. And here 00:16:832 (1) - it is unnecessary to start new combo. There are actually no combos that go higher than 10. And it looks better as a new combo
Thanks for the mod!
Parachute
Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_(Difficulty)
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
nextplay

Shino Inuzuka wrote:

Metaku wrote:

Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
I know how things work with distancing but I think it should be okay now. Distance snap is not REQUIRED.
That's pretty wrong. Useing differnent DS in Normals is UNRANKABLE
And you wrote Aiming for ranked. If you are Aiming for Ranked you must use same DS in Easy/Normals because for Players on this Level it's impossible (for Example) to hit an Jump how big or small the Jump is. (Sorry for Drama lel)
Topic Starter
Shino Inuzuka

nextplay wrote:

That's pretty wrong. Useing differnent DS in Normals is UNRANKABLE
And you wrote Aiming for ranked. If you are Aiming for Ranked you must use same DS in Easy/Normals because for Players on this Level it's impossible (for Example) to hit an Jump how big or small the Jump is. (Sorry for Drama lel)
Okay, thanks for the clarification.
Metaku
Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
Edit: P.S you shouldn't kudos my all posts I'm not really being that helpful here lmao
Topic Starter
Shino Inuzuka

Metaku wrote:

Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731
Thanks :D
Now I don't need to remap everything lel

And yes you are XD I'll do it anyways because why not
Parachute

Metaku wrote:

Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
Edit: P.S you shouldn't kudos my all posts I'm not really being that helpful here lmao

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Topic Starter
Shino Inuzuka

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap. Fixed
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there. Fixed the worst ones

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes Will probs have a friend do them. I can't hitsound for shit :D

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too. If theres already a clap, whats the point of adding another....

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^ This isn't 2011 mapping. Not everything needs to be symetrical




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable. There are no big jumps. And the spacing IS consistant But if you want distance snap, then done. Now theres big jumps everywhere :D
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff Easier version of my easy? Its harder though...

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh. I like this shape
00:52:691 (3) - Same what i said to these sliders in beginner ^


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442 Fixed
Or one example later should look like: https://osu.ppy.sh/ss/7266444 This blanket looks fine
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason. Because it makes the map fun and hard to read. Thats kind of the point. Plus I want the slider that length.

00:01:832 (5) - Stack with 00:02:770 (4) - It wouldnt show up either way because theres 3 sliders efore this

So yea, youll still have to work a bit on the map. But gl with it! :)
Thanks for the mod!
nextplay
[quote="Parachute]
I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.[/quote]

Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.
Topic Starter
Shino Inuzuka

nextplay wrote:

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.[/quote]

I really can't stand people like you you know? No offense but.... you tell me not to use big jumps then you tell me to use distance snap. It is literally IMPOSSIBLE to not have big jumps with distance snap on.
nextplay

Shino Inuzuka wrote:

nextplay wrote:

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.
I really can't stand people like you you know? No offense but.... you tell me not to use big jumps then you tell me to use distance snap. It is literally IMPOSSIBLE to not have big jumps with distance snap on.[/quote]

If you can't stand me it's okay. I'm fine with it because it's your opinion. Okay this with the Jumps was a Bad Example. I just wanted to tell you that Normal Diffs must have the same DS. Not more. I will not talk about it anymore If you want talk about it more find me in-game or write me a PM because I don't want to "spam" the Forum with more Posts. Good luck with the Map anyways.
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