Hallo! >w< Coming from Rabbit queue, thanks for posting your map there! Also what a nice song you've got to map. o3o)/
Placeholder for mod later! :3
Placeholder for mod later! :3
kwk wrote:
maybe using the stop wasnt the right choice of words there but essentially i think you should use similar dsing to 00:53:421 (2,3) - for the gap here 00:54:484 (7,1) - so you add emphasis on the start of the next phrase, so its consistent with the spacing here 00:52:594 (3,1) -Phyloukz wrote:
00:54:499 (6,1) - space this out more? i think this should be more of a jump rather than a stop thi8nk you linked me wrong pattern >.< if not i dont get what you mean
hopefully its clearer now~ Now i get what you mean 00:52:594 (3,1) - should not be consistent with 00:54:484 (7,1) - imo because 00:53:067 (1) - has a really strong sound on its head compared to 00:54:957 (1) - . thats why i have higher spacing for the first gap i mentioned. now theres the question if i should nerf the spacing at 00:53:421 (2,3) - since its rather similar to 00:54:484 (7,1) - than to 00:52:594 (3,1) - . i will consider other opinions for that but i definetly want to have a higher spacing for 00:52:594 (3,1) - .
And btw now "the stop" makes actually sense to me, i get what you mean tho
HappyRocket88 wrote:
Hallo! >w< Coming from Rabbit queue, thanks for posting your map there! Also what a nice song you've got to map. o3o)/
Placeholder for mod later! :3 im excited about your mod!
Thank you for your mod! Much appreciated:)Seaweed wrote:
hi from my queue
(sorry i didn't mod more, It's kinda late and I wanted to get this done quickly)
[extra]
00:01:807 (3) - should finish at the blue tick since the sound ends there too okok finally people convinced me to change
00:03:697 (3) - ^
00:05:587 (3) - ^
00:04:405 (3) - I think the slider should end inside the other slider, it looks neater imo - something like this http://puu.sh/sPlxN/189a5169ff.jpg but then a slight overlap is at 00:03:697 (3,3) - or at least they are really close. will consider remap patterns if other modders say same
00:15:272 (1) to 00:45:508 (1) - I think this whole section is tooe quiet, I cant hear the hitsounds when I'm playing and to me it should be at 50% or higher ok did 50%
00:22:594 (5,6,1) - I think this angle is a bit too sharp, try to just carry on this flow. For example http://puu.sh/sPm5r/de67ef7a7d.jpg but its supposed to be emphasized with sharp flow. if you do all of them in a curve nothing weill get emphasized visually
00:41:492 (4,5) - this angle(?) is too steep and it's really awkward to play, you should copy and paste 00:41:138 (2,3) and ctrl h it is 1) for aesthetics 00:40:783 (1,2,3,4,5,1) - (i think you can map with aesthetic on priority since the awkward flow is in 1/2) 2) it emphasizes the vocal at 00:41:492 -
00:45:665 (2) - it's very hard to hit 1/6 note like that, so it would be better if you delete it and make 00:45:508 (1) go until blue tick
00:47:555 (2) - ^
00:49:445 (2) - ^
00:49:917 (5) - ^ I think you get it, pls fix for the others all objects in kiai are to represent the vocal if there is any. i want to emphasize the quick syllables she sings. and it feels the best emphasized with this snapping (also i got good feedback from testplayers regarding to these). you can also see it as a gimmick
00:47:870 (4,5,6,7) - overmapped.... should just be 4 and 6 there same reasoning as above but i put circles there to represent the sound in the music which isnt there for the sliders
00:55:193 (2,3,4) - overmapped, should be 00:54:957 (1,2,3) instead this also represents the vocals as she sings really fast
00:57:161 (2,3) - unnecessary, if you really want something I recommend mapping only on 1/4 scale instead so it doesn't appear so overmapped theres the same sound like 00:58:106 (2,3,4) - but quiter. this sound apperas consistently (so i mapped it)
00:58:106 (2,3,4,5,1) - ^ fix for the others too yes this is the spot where the sound is a bit louder, you should hear it
01:05:350 (7) - too far from previous note, its a bit too hard to hit it has the highest DS in the jumps section (consistent with other 2 similiar sections) because it has the loudest sound and the finish of the section. maybe it has an awkward angle (i testplayed it few times and got it everytime) but i will wait for other opinions
01:21:413 (5) to 01:51:650 (1) - very quiet again, pls raise the volume did it
02:35:114 (1) to 02:41:728 (1) - ^ None of the hs should be lower than 50% tbh, I can't hear anything also 50%
03:36:059 (1,2,3,4,5,6,7,1,2,3,4) - should all be in a slider since its an irregular timing and very hard to play correctly without playing it many times okii
I mostly mentioned things two or three times but some things i purposely left out because otherwise, it would just be a whole mod of me repeating myself. For parts that i mentioned more than twice, please check the rest of your map to see if there's any parts that are the same or similar to what i mentioned already and correct it yourself. Thanks yes, i like how the modders dont have to mod the whole diff as it is consistent as hell lol
Thank you very much for your mod! Was a great polish, thanks a lot:)Yoshino-- wrote:
From queue
Salamandra:
Apparently you updated this while I was moddding it so some things might not be accurate anymore
hp4 seriously? xD was for testing purposes really early stadium xD raised it to hp6 for now
00:06:295 (5,6,7) - kinda nazi but this triangle isn't perfect every circle has 1.00 or 1.01x DS i think its okay
00:07:240 (1) - I understand why you did this, but I think 2 1/4 sliders would fit better (since it follows the same rhythm you followed before" yes but i dont want to follow same rhythm over and over again, so if a new sound comes up i want to map it as good as possible. furthermore it is consistent with spots right after the kiai's like e.g. 01:05:823 - (maybe that didnt exist as you modded the map idk)
00:07:713 - unused green line silenced the tail at 00:07:594 - so it has a usage now
00:08:303 (1) - do you need that NC? nope
00:14:484 (2,3,4) - NC spam to indicate 1/3? sure why not
00:29:681 (5) - (nazi) uneven distance to 4 and 6 (193|368 has even distance and looks better anyway) oh, fixed
00:35:587 (3) - make this 2 1/4 sliders? i want 00:35:114 (1,2) - be different from 00:35:587 (3) - because its 2 different words. all 1/4's would indicate same word and "dansu" (or whatever you want it to write cuz japanese xd) is more emphasized (also because its in the title). might be a bit far-fetched but yea... xD. Also 00:35:114 - is emphasized and along with that the whole word, so i make 1/4slider
00:36:059 (4) - NC? makes sense
00:41:256 (3) - stack with head of 00:39:602 (4) - ? those objects are barely getting related to each other when it comes to stacking imo
01:04:405 (1,2,3,4,5,6,7) - either NC spam or NC on 01:04:878 (4,7) - pls yes
01:21:413 (5) - NC did
01:35:587 - move that timing point to 01:35:941 - and NC that slideri NC 01:35:705 (1) - . I want to seperate the sounds at 01:34:642 - 01:35:114 - 01:35:468 - from 01:35:705 (1,2,3,4) -
01:38:185 (4,1) - blanket not perfect :^) fixed
02:10:547 (1,2,3,4,5,6,7) - same as before yes
02:34:405 (3,4,5,6,7) - this is off ._. dunno why it should be oo and dunno where it is snapped instead
02:44:091 (4) - finish hitsound here? i put finish hitsound everytime the song does, they are 100% related to song. and theres no sound from the song
02:56:374 (2) - NC okk
02:57:319 (2) - ^
03:18:579 (1,2,3,4,5,6,7) - you know what I mean yes
03:35:587 (6) - NC
03:36:059 (7,10,13) - I'd NC these as well ok
Hard:
00:06:531 (3) - this is super nazi but what about moving this to 110|153? did it
00:28:500 (1) - whistle? dunno how to add soft whistles + drum finish
01:59:209 (5) - NC? fixed
Advanced:
02:57:791 (1) - should be 2 circles imo dunno why
03:37:831 (1) - that spinner is at 1.2x SV but I guess that doesn't matter lol dunno either, i just changed it to 1.00
Normal:
01:59:209 (1,2) - that slider should be pointing to the left, since this might be awkward flow for a beginner agreed
02:17:161 (2,1) - ^ that one is ok because 02:18:106 (1) - gets emphasized and its completely different sound.
02:54:957 (2) - same thing here same reasoning
kinda short on the lower diffs sry
Nice song, good luck on ranking
[Colours]
Combo1 : 0,128,192
Combo2 : 128,0,128
Combo3 : 0,0,255
Combo4 : 255,255,255
Thank you for your mod!! Was nice polishing (and ty very much for stars c:)lazyboy007 wrote:
Hey! M4M for you, as agreed by the council of the two of us. I guess. will do yours soon dw
[General][Normal]
- 03:37:358 - doesn't feel correctly timed, I think the bpm changes. When listening on 25% speed you can hear that the objects you placed there aren't perfectly timed yes think so too but idk anything about timing lmao
- What about these combo colors? I think they should fit nicely. Or you could use your last diff's combo colors on all diffs also, your choice ^^
[Colours]yes im too lazy to copy them, will do tonight xD
Combo1 : 0,128,192
Combo2 : 128,0,128
Combo3 : 0,0,255
Combo4 : 255,255,255- Background size is ok, you might wanna get a >128 kbps audio file if you can, since your set is nowhere near 10MB uhhhh.. where to find xD
- AIMod dislikes your normal diff for some reason x) Even though it fits the criteria yes like srsly, idk what aimod has against me lol
- HS fit nicely phewuw
Few mistakes, well mapped
- 00:37:004 (2,3) - 3/4 jump here is not easy to read, though i have no other suggestion. There's a few of these throughout the map, and they are consistent so I think you can keep them. Don't know what other good alternative there would be. im not sure if it can stay 1/3 though, might change after few mods
- 01:49:760 (1) - this goes almost offscreen, maybe put it a bit higher did it
- 02:27:555 (1) - consider rotating this to blanket i dont want this and the precious object related to each other since (1) is a start of a new section and has nothing to do with the previous object
- 01:13:146 (3) - 03:27:319 (3) - small inconsistency fixed it
[Advanced]Again same as Normal, few mistakes mostly thing I suggest.
- 00:42:673 (2) - this is slightly assymetrical and it's bugging me xD fixed xd
- 00:57:791 (3,4) - personally think these should go like 00:56:846 (1,2) - because the voice continues on the same rhythm, applies to the later similar patterns
- considering 01:04:405 (4,5,6) - you should do 00:14:327 (4) - and all similar patterns in the same way I think 00:14:327 (4) - isnt as intense as the spot in the kiai. to make the spot in the kiai more intense i let follow the music accurater. all kiai spots are same way mapped and all non kiai spots should be mapped if a slider (i hope i didnt make mistake)
- 01:23:657 (2) - Don't understand why you made this one a 1/4 slider did a circle
- 01:57:319 (1,2) - dunno if you rotated these on purpose but it's not very parallel ok fix
[Hard]Good diff too
- 02:18:224 - there's a note here in the middle, feels a bit awkward yes, but as i did in Salamandra 02:18:106 (1,2) - on every downbeat is consistent. i want to emphasize this everytime since its superior compared to the other sound.
- your 1/6 sliders are ok, but I disagree with this one 02:53:067 (4) - i pray to god that i can keep them, at least for salamandra xD (changed that slider to 1/4)
- Your singletaps are ruthless for a hard diff :')
[Salamandra]
All I can say here is that I dislike the way you hitsounded the 1/6 in the kiais, it sounds a bit too random. Also, some of the 1/6 streams feel overmapped. But I really like the diff, and honestly can't find more to say ^^ tbh i hitsounded them just how i feel the music. i tried to emphasize the strong vocals with the clap and added claps to make it sound more like a rhythm. idk i definelty have to look for someone who looks over my diff to fix hitsounds (since its my first decent custom hitsounding) overmap idk actually, for me every object represents smth in the music so imo its not overmapped, but i think future mods by more experienced modders/mappers (way more experienced than us xD) will give me advice (i hope).
Good set :3 pls rank
Thanks a lot for yout mod! much appreciationYukiZura- wrote:
from mod queue - Bye Bye 2016
Salamandra
01:56:374 - wanna make this straight since you already made one here 01:56:610 - did the opposite, made the other slider curved since i want to keep the aesthetic at 01:56:059 (5,6,1) -
02:56:374 (1) - move this one to x:320 y:184 since you make this slider like this 02:55:902 - that'd cause DS inconsistency for 02:55:902 (1,1) - and 02:56:846 (1,1) - . the long 1/2 slider is ctrl + g'd at either pattern.
03:37:358 - to 03:37:713 - i feel like you should put a stream here or juas a reverse slider (just a suggestion ) this section is also questionable in timing. i will have to find another option for this very soon
Hard
01:36:059 - missing note? i miss actually a lot notes but the emphasis is on the other way luder sound there
02:22:358 - supposed to have a note here .. try slow it down to 25% you can here it i constantly miss the soudn there, even in Salamandra diff it is vocered by a sliderpath. the emphasis is at a different spot and not at the fundamental beat
02:54:012 (1) - reverse slider feel more better did it
03:37:358 - reverse slider ^^ same as in salamandra
i really like salamandra diff tho .. it fun to play
btw nice map .. not much i can help cuz it seems pretty solid to me xD thankyou c:
thanks for mod! much appreciation:)BounceBabe wrote:
minimum rankable hitsound length is 100ms to avoid conflicts with the sound card.
normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms will fix but dunno how to yet
Salamandra
03:24:737 (3) - offscreen on 4:3 ratio. wth, fixed
00:55:682 (6,1) - sv decrease is not noticeable even through nc indication. slider length is the same visually. 00:56:627 (1) - is not a clickslider anymore like the rest so it will cause a slider break. i suggest to remove the sv change or place a circle on each end since it will follow the vocals just as good. but since the slider ball area is within range and you used the same decrease on the following patterns, it should be ok.. i already had many testplayers and i didnt see anyone missreading it cause of the slider velocity decrease after the stream. and that is the point: the long stream before the slider which gets sv decreased is always after the long stream and really consistent. The long stream already slows you down in cursor movement so you wouldnt expect a fast slider like the other (+ you could tell from the music that it gets slow and after that fast for emphasis). that means technically you can say that 00:56:627 (1) - has absolutely nothing to do with 00:55:446 (5,6) - because they have a completely different function. lastly I cant really remember some of my testplayers (including myself) missing there or getting a 100 at the slow slider, even if they'd get a 100 they wont do that again because the player recognizes the consistency in the music and so in the map. I hope you got my explanation and i hope i got your comment right xD
00:58:753 (1,2,3) - half and fourth tick difference. makes it slightly unreadable due to the fact that you used so many jumps, spacing changes and sv changes. stacking 2 onto the end of 1 should be a good way to fix this easily. same 02:04:895 (1,2) - 03:12:926 (1,2) - it is hard to read, yes. But since it is a slow section with not many objects (compared to the other things in kiai i consider it as slow) i'd not say it is really hard to read. furthermore the stacking pattern 00:58:753 (1,2) - is unique and indicates only that part of the music. im not a fan of stacking 00:58:753 (1,2) - because it just looks ugly and persoanlly makes me a ready issue. Maybe i should NC 00:59:226 (2) - to indicate the rhythm change, that might be a bit clearer for the player, so ill just do that for now
00:00:761 (3,1) - 00:01:824 (3,1) - 00:02:651 (3,1) - 00:03:714 (3,1) - 00:04:422 (3,1) - same visual spacing for 1/2 and 1/4 elements which is rather confusing. given the fact you used this a lot it should be alright to do, just keep it in mind urgh... i see the issue. hope its not gonna be a problem cuz that'd basically mean remap xD
^ 00:55:446 (5,6) - 00:56:863 (1,2) - whereas this kind of visual spacing similarity is harder . easiest way to fix this is probably moving 00:55:446 (5,6) - farther apart from each other decreased ds at spots like 00:56:863 (1,2) - to make better visually difference.
00:14:501 (1,1,1) - 01:20:643 (1,1,1) - 03:34:816 (1,1,1) - unncecessary nc spam, rhythm and spacing are the some, remove them. do the same on similar ones change
01:28:045 (4,5,6,7,8) - several instruments at this point is a bad idea since one can hardly discern which element belongs to what. first of all, nc 01:28:045 (4) - since you split vocal and instruments. secondly, 01:28:635 (8) - should be here 01:28:674 - , lastly, http://puu.sh/t0Twd/eff515b209.jpg would be the best and most reasonable option to map this. easier to discern the rhythm and is appropriately mapped. dont recommend using 1/12 though, its very hard to play and map. maybe you can solve this differently. i dont think that at 01:28:241 - is any sound. would be strange either because it'd be the only 1/12 part. apart from that i changed it to your rhythm
01:40:328 (3) - nc, 01:47:415 (7,1) - nc swap i have NC at 01:47:651 (1) - for vocal oo makes more sense to me idk. first NC added
01:49:777 (1,2,3,4,5,6,7,1) - hitbursts and circles cover the following slider up too much for it to be visible. fix this http://puu.sh/t0TBC/96623e761b.jpg did it
01:58:281 (1,2,3) - spacing should be consistent the sound and the voice gets louder at 01:58:753 (3) - . i even indicated it with hitsound and volume change. this means it should get emphasized with DS increase imo
03:37:386 (1,2,1) - remove nc, slider would be better to play since it has a bpm change at the end. recommend consistent placement / spacing to for readability http://puu.sh/t0TRa/787d550bb7.jpg ok change
Thank you for your mod, nice polishing overall!:) j much appreciationMrKOSIEJ wrote:
Coming from Black Vultures Modding Queue Salamandra
[General]
This is very well mapped and fun to play. The CS is a bit smaller than usuall CS 4 which makes it more challanging to play along with the high HP.
Map reflects the song in a nice way with a really fun emphasize.
[AiMOD]
IDK why, but its says you need a normal/ easy diff for your mapset xd please tell me whyyyyy, ahhhhhhhhhhhh what have i done to aimod xD
[Mod]
00:00:171 (1,2) - I have very good eye for those. Correct the blanket
00:32:060 (4,5) - ^
00:33:005 (7,1) - i mean, those are barely noticeable but if you want to be perfect...
00:57:178 (2,3,4) - move slightly down
01:52:848 (2,3) - just correct xd
01:56:627 (2,3) - ^
02:53:084 (4,6) - ^ with tail
02:56:863 (1,1) - fixed all blanket/stacking stuff. i was actually pretty messy with my blankets i have to admit xD
00:09:619 (1,1) - how about removing that overlapse by moving it to the left a bt yes
00:10:919 (2,2) - i'd stack did
02:33:950 (7,3) - you were stacking stuff like that before, why not now :v? i think its harder to read if i stack them (it already is the hardest part in the map imo) and personally i like the aesthetic with the overlap. you can also argue that the one pattern has nothing to do with the outher pattern (02:34:186 (1,2,3,4,5,6,7) - and 02:33:241 (1,2,3,4,5,6,7) - ) and so you dont make them relating to each other with a stack, rather seperate them with an overlap
02:52:021 (5,2) - stack?
03:15:525 (1,1) - stack tails noth yes
00:51:352 (2,3) - line, "2" feels out of place
01:09:147 (1,2) - that ain't perfectly parrallel
01:30:289 (2,3) - same (change slightly the angle of second slider)
I'm not saying everything should be perfectly parrallerl, it just feels better for me here. And i think you wanted it to be parrallel
01:58:281 (1,2) - Is it actually intentional xd? besides that i'd move "2" a bit higher to be equaly between other sliders no they r not intentional xd fixed them all you mentioned
01:58:045 (6,3) - and those are too close, move "3" to the left a bit omg, yes ofc
02:27:100 (4,5) - make it the same angle as 02:26:037 (2) - tried to fix, hope i got you right
03:10:407 (2,3,4,5,6) - feels, uhm, weird, i'd make it a signle shaped stream think its personal preference, its a clear shape with not a hard angle so it is very easy to follow (like the other streams are also easy to follow).
[Summary]
Ok, i think that's it from me. Good job with mapping this, it was a very nice experience trying it out ^^
Good luck with the project!
Cheers
Please, it's the only thing i really want you to correct XDMrKOSIEJ wrote:
00:51:352 (2,3) - line, "2" feels out of place
Oh shiiiit, forgot to replay that one, I already fixed it in some way. I made the other similar slider also with that red anchor+sharp angle ( http://puu.sh/t2vNV/0570183a83.jpg ) and 00:51:194 (1,2,4,5) - has similar angle from the slider to the next circle. It looks now consistent and like an actual pattern now, so it should be fineMrKOSIEJ wrote:
Please, it's the only thing i really want you to correct XDMrKOSIEJ wrote:
00:51:352 (2,3) - line, "2" feels out of place
line like that https://osu.ppy.sh/ss/6907979
or in some other way, it looks So Out Of Place
thank you for your mod! much appreciationAzulae wrote:
hi from my mod queue
[General]
Add source if there is one
Enable widescreen support
Since you copy and pasted whole parts of the song you have to check the copied places too! For example (Advanced) -> 00:14:344 (1,2,3,4) to 01:20:485 (1,2,3,4)
Never use 5% volume on a timing point. I know you want to mute the sound of the slider ends but it sounds better if you can hear them -> Rhythm.
[Normal]
Dont do too many new combos in Normal difficulties. tried to make every 2nd downbeat a NC as I have experienced that in normals a lot
[Advanced]
00:21:903 (3) - Remove the second red dot. nooo that is my sliderart :c
03:02:060 (2) - Do 2 circles. 03:02:060 (2) - represents a different sound in the music and 03:02:533 (3,4) - represents only the vocal. If i would change the first thing to 2 circles, nothing would be seperated and everything would be in common. that is boring imo so i represent different sounds with different rhythms to make even an advanced a little bit exciting
[Hard]
00:14:344 (1,2,3,4) - People think this is a 1/4 stream because the whole song was already 1/4 and these circles overlap. You should just changed 1 2 and 3 into a reverse slider. For better reading and comfort. did it
00:37:257 (4,5,6,7) - This part is way too hard. Do it like thishttp://puu.sh/t2ZF9/cef3727cea.jpg changed
01:04:422 (1,2,3) - Just do 2 reverse sliders so the player doesnt have to click on 1/3 notes like this http://puu.sh/t2ZJk/e89d282de9.jpg i already did that kind of pattern in advanced, to make it a bit harder for the spread i want to make more sounds clickable, it is an Hard after all. furthermore it is a really intense section so i dont think that is inappropriate, especially because of the difficulty spread.
[Salamandre]
00:08:320 (3) - Remove combo (its a mistake) yes
00:17:178 (4) - Add combo ok
00:15:289 - 00:30:407 Incorrect new combos. Check them out! tried to fix, im bad at nc's.....
General -> You have to decide between (every second white tick new combo) or (every fourth white tick new combo) even in Expert levels!
02:58:871 (2,4) - Really bad readable! will consider your comment here for future mods if they say the same
Thats it! I like your map really much and it shouldnt be a problem to rank this! yay:3
Good luck.
thanks for your modLokidoki wrote:
M4M from my queue[Hard]
00:07:021 (5,6) - Questionable flow choice, I don't like how it overlaps and plays. 00:07:257 (6) - should be the "drop-in" so it needs to be a sudden flow change before but flowing perfectly into the new section. thats what i did and i think that represents the song the best, 00:07:257 (6) - is emphasized because its different sound (emphasized with the sudden flow change). the overlap is personal preference, i like that kind of aesthetic a lot.
00:25:682 (3,4) - Pretty bad anti-flow. it is most likely for aesthetic/patterning, the flow isnt the worst since the sliderpath at least tends in the direction of the next object so there should be no issue following this pattern
00:29:580 (3) - Make it into 1/8 reverse slider. it is a Hard difficulty so you should still keep the rhythm clear and easy to read. currently the objects are on the most noticeable sounds in the music which is most appropiate in Hard diff imo. for more advanced rhythm/snapping there is Insane and Expert
00:47:415 (1,5) - Bad overlap. yes change
01:13:635 (6) - It would look better if it was just a straight slider. i consider this as a personal preference
02:29:816 (2,3) - Bad flow again. changeee
02:31:706 (2,3,4) - Looks bad. ok
03:04:659 (6,7) - Bad flow. 03:04:659 (6,7) - this is a standard pattern you see in almost every map
Good luck!
Thanks for mod :3kodokawai wrote:
Hi from my queu!
EASY
I think AR 4 looks better then 3. changed to ar4 for now, makes also more sense for spread so yeah In this part 02:38:911 (1,2,3,4) - how I think you do accent on music but this part need accent on voice of singer. 02:39:383 (2,4) - these are really important sounds (also marked with a finish hitsound) and i want to emphasize them rather than the vocal. furthermore i ignored the vocals in that section and focused on the beat.
If I think right this 02:39:856 (3,4) - must be on left red ticks,like this https://osu.ppy.sh/ss/6916428 same reasong as above, listen to the finish sounds at 02:39:383 (2,4) -
This song need accent on voice in general. it is really hard for low difficulties to map vocals, epsecially in this song because she sings very quick. For newer players its also better to have simple rhythm provided from the music (because the rhythm from the music is usually more simple than vocal rhythm)
ADVANCED
When I start play first minute I can't understand rhytm.How I say early song need accent on voice because music
supplement voice.In your mapping I hear mix with voice mapp and music mapp. yes that is true because i try to emphasize the vocal at the kiai times and the rest i emphasize specific beats provided from the song. This is consistent all over the map and mapset so there should be no problem
Chek distance in AIMod. did, but i keep 01:04:422 (4,5,6) - more spaced because of readability
HARD
I am bad in mapping,but....you don't try do step of time scale 1/6? you mean to use 1/6's in Hard? I firstly mapped it like that but it feels really bad. and 1/6's in lower diffs isnt recommended anyway. if you dont mean that i dont understand you ;_;
In general your mapping is pretty good.I can't find any mistakes in this.
P.S:Hope this song will be ranked.Because now I realy like this song. yayc:
Thanks for mod!! much appreciation:)Toehoe wrote:
General
- Your hard difficulties are very challenging at 02:12:454 and I would consider making them smoother and easier to play, especially since not in Kiai time as i said below non-kiai parts have sometimes the difficult spike. and i need a suggestion for better rhythm because i cant find an other
- I mentioned a lot of snapping, make sure all notes are if I miss some
Advanced
- 00:47:415 (1,2,3,4,5) - Do what you did here instead 00:47:415 (1,2,3,4,5) so much smoother i cant just do that because 00:46:470 (4) - is different from 00:47:887 (2) - . the sound and even the vocal is way faster at 00:47:887 (2) -
- 00:57:808 (3) - You map cymbal to slider every time except here so i guess 1/2 slider at 00:57:808 - ? hope so
- 01:13:871 (1) - I think here is fine though to follow pattern
- 01:53:556 (1,2,3,4,5) - I think you should copy before again like here 01:51:667 (1,2,3,4) same as above
- 02:03:950 (3) - Slider instead again yes
- 02:13:163 (2) - This section is really hard, notes aren't snapped huh they are
Hard
- 01:35:485 - I really don't like the blue ticks all of a sudden, don't know how to fix it though apart from ignoring guitar altogether yes but i think ignoring would sound even more weird
- 02:13:241 (3) - This section is ridiculously hard for this difficulty. Is that on purpose? I just don't think any player at 3-4* can pass that well i map what the song provides. kiai or chorus parts are not to be meant to be the hardest part. I actually have no other possibility how to map this part (like that it is harder than advanced) as long as you dont suggest me a new rhythm there. because i cant find any other possibility ...
Salamandrathis's for aesthetic purposes
- 00:14:501 (2,3) - Snap notes to left tick on 1/16, I think it sounds perfect im pretty sure they are 1/3 snap
- 00:58:753 (1,1) - Spacing between these two is very close but not at 00:59:226 (1,2) even though there is smaller gap here this is intentional to emphasize 00:59:226 (1) - with sudden cursor movement stop
- 01:14:580 (3) - 01:16:470 (4) - No repeat slider here again? reasoning at the end
- 01:20:643 (2,3) - Snap notes to left tick on 1/16 again same
- 02:13:556 (2,3,5,6) - Snap notes i map the sound at the 1/3 ticks though
- 02:16:233 (1) - I think the guitar here is more important and should be mapped over piano like here 02:13:163 (3) , because it gets confusing when you expect another reverse slider like before that would cause inconsistency (02:14:344 (1,2) - is consistent) which i strongly dislike
- 02:58:753 (1) - Spacing is not consistent with 02:57:808 (1,2,3) fixed
- 03:19:226 (2,3) - Snap again
- 03:28:753 (3) - 03:30:643 (3) - Cmon I want those repeat sliders again! i only uses reverse at spots like 03:22:966 (3) - (i had some issues with them which are fixed now, so every similar sound should be represented with that reverse)
- 03:33:714 (1,2,3) - Spacing if this isn't intentional from you
Thank you for your mod <3nika mika wrote:
Hi! From my queue...well that was about 30 days ago or so
sorry for being sooooo late
as requested the salamandra diff only.[Salamandra]
rhythm:
I don't quite understand those streams either short 1/6s (e.g. 00:47:887 (4,5) - ) or something like this 00:43:635 (1,2,3,4,5,6,7) -
some tracks (00:48:832 (3,4,5,6) - ) do use 1/6 rhythms but they are too hard to hear clearly. some of them (00:47:887 (4,5,6,7) - 00:55:210 (2,3,4,5) - )are just cases of overmapping. since you are using ar9.2 so this is still playable.. but i don't like this rhythm you implemented. also those 1/6s and this 00:43:635 (1,2,3,4,5,6,7) - 1/8 stream can cause problems to players aiming for a 5.2* map because they are somewhat hard to distinguish. 00:47:887 (4,5,6,7) - are for the vocals but as a similar sound of 00:48:832 (3,4,5,6) - appears i mapped the vocals as doubles because they represent the similar sound better than sliderhead+tail. all the 1/6's in the kiai are representing that similar sound that appears even if they are barely hearable they are still there and i see no reason not to map them if they are noticeable. furthermore it is a more exciting rhythm. why did i choose 1/6? basically 1/4 is too slow and 1/4 represents other things in the song. 1/8 are 1) too hard to hit 2) look rather overmapped. Id not consider anything overmapped in this diff because every object has a relation to the music (if the objects stands alone or in a group of a stream, either way they represent smth in the music - so it is actually there) overmapping is a very subjective thing anyway.
just map a 1/4 spam they are so rhythmical and pp-ful yas
and lots of beats are neglected or put in the slider end while many notes are put in time points where no vocals are heard. (02:36:903 - 02:35:722 - ) i don't know if that is meant to be or for patterns... because vocals are only in the kiai top priority number 1! non-kiai parts i map the simple rhythm which is the most noticeable one and even if i miss vocals or fundamental white tick beats to represent it, that is the concept of the map: in the kiai the vocal is very very strong, so i map them, in non kiai parts they are less strong, so i map the beat
patterns:
00:21:903 (4) - combine this and the next combo with ds snap but not the 00:21:667 (3) but the sounds that i represent with 00:22:021 (1,2,3,4,5,6) - starts at 00:22:021 - so it would make more sense to me to emphasize the beginning of the sounds with a DS increase
00:33:950 (2,3) - blanket dunno what to blanket there. the circle is stacked and the slider is just for whatever reason like that
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
01:13:635 (6) - https://osu.ppy.sh/ss/6921557
since this map is full of minor jumps with high speed sliders so i like yurrent more cuz aesthetic:(
02:37:493 (4) - this jump is a bit unexpected as no sounds indicating. similar problems occurs at 02:35:604 (3) - 01:18:123 (3) - 01:26:627 (3) - (for this i recommend you stack 2 with 3) 01:46:470 (3) - 02:39:383 (3) - and some others. also for difficulty balance concerns. basically the whole map is built up with slider+circle -> jump to next slider if you look carefully. I definetly need to consider this if someone says the same
hitsounds:
nothing to say but this part 03:35:446 (5) - 03:37:622 (4) - should be soft sounds better
beautiful map and song
rank it plz
ehhh i mean the order, with no coordinates changing just the orderPhyloukz wrote:
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
aayyy, i see but i think they are fine how they are thonika mika wrote:
ehhh i mean the order, with no coordinates changing just the orderPhyloukz wrote:
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
thank you for your mod!! much appreciation:)cute boy wrote:
mod from q
not good at low difs so doing the extra
wow cute voice and cute bg, nice song choice /w/
fun map to play, but i feel like the spacing on these jumps throughout 01:10:092 (1,2,3) - is tough to play but thats probably because i just suck v~v they have kind of awkward movement tho (the map itself is based on cursor movement control since it is alternate-ish) but it is still acceptable in theory
01:05:604 (1) - id do this as a 2 in the combo and make this a nc 01:05:840 (1) - since that sound is unique makes sense, changed
01:28:045 (1,2,3) - this was awkward for me to read, i think this feels better and fits the music better this is like the 5th suggestion for this part, and they were all different!!! i think i have to wait for someone really experienced looking for it....
02:09:619 (2) - nc here maybeee e e woops fixed
02:11:745 (1,2) - same thing here with what i said first
03:19:777 (1,2) - ^^ ((also this is just my way of doing this, u can keep it the way u like, this is just preference))
03:34:068 (2) - think this is too close, have it stack on this maybe 03:34:816 (2) - then stack this 03:34:422 (3) - on 03:36:088 (1) - yeaa this also doesnt fit the intensity and the strength of the sounds tho... so i made higher DS, should be fine now
03:37:386 (2,3) - think these could be stacked on the slider instead of being off it i agree with that
sry for short mod, very well made map imo : ) yayc:
thank you for mod!Hobbes2 wrote:
m4m from my q :p trying to do my part in next 24-48h
nice song! very catchy
[Hard]
00:04:895 (3,4) - Maybe center 4 so its in the middle of 3? looks a bit lopsided that would cause DS inconsitency which i strongly dislike
00:37:493 (5) - I'm finding double reverse sliders to be frustrating to read; this map is double bpm style so its like making a double reverse 1/2 slider i see no other possibility except maiing 1/4 circles stacked on top of a slider. but that might be too hard for hard. every pattern with sliders there is hard to read too. i will consider this note for future mods
00:58:281 (6,1) - flow here is a but uncomfortable compared to usual this's more for aesthetic and its not like it is impossible to follow. furthermore you can argue that 00:58:753 (1) - (which is the strongest sound in ther msuic basically) gets empahsized with that flow interruption. reconsidering aswell if someone mentions this too, then ill change
01:24:619 (5,6,1) - this rhythm is already pretty tough for a hard, and its made even more difficult by the bad flow did flow better
01:26:627 - I think this vocal should be clickable i think so too but the problem i see is that this is the only spot that would be different and not consisternt. 01:26:155 (3,4) - this gets repeated over and over again and i imagine that it will feel kind of awkward if that suddenly changes and right after that it gets back to the usual rhythm... so idk
01:28:989 (1,2) - line these up? i dont really have a good reasoning to disagree with that except that i just like the aesthetic. but a cursor movement that goes constantly down/right is not really pleasant so i put 01:29:344 (2) - a little bit up to make it a bit more pleasant
02:26:037 (2,3,1) - this is really hard for this level of difficulty (switching momentum in 1/4 rhythm, going from spaced to stacked like that is hard to read and play) stacked circles
This diff is really good.
[Normal]
One problem I see is that normals usually have a DS of between .8 and 1.3, this way the distance between notes follows the slider velocity well. When you use DS 1.7 it's kinda jarring because the SV is low but the distance between objects is much higher. So you're constantly changing speeds on you cursor. well 1.3 would mean constant overlaps which is ugly af. idk as long as it is well playable i see no problem
00:06:312 (2,3) - Blanket looks messed up here yes
00:08:084 (2,3,1) - make a perfect triangle out of these? 1 actually looks like its about to touch 2 ok
00:44:580 (2,1,2) - not a fan of the flow here, I think you should angle 1 differently - http://osu.ppy.sh/ss/6954736 change
01:26:155 (2,3) - Haven't really mentioned this a lot but you use a lot of patterns like these where the circle following a slider doesn't follow the slider's implied flow and I'm not sure that's a good idea for this diff. At first I kinda shrugged it off as just a few but this is everywhere. i really do n ot think that this is an issue. at the most spots (including this u mentioned) the theoretical flow is missleading, yes. but the player moves practically 100% exact the slidershape. So what really matters is where the flow comes from and not where the slidershape is exactling leading to. also you cant make everytime perfect flow (slidershape right to the next object 100% of time). this is no issue, im pretty sure
01:43:163 (2,3) - kind of hard to read this as a 3/4 gap, would just make it a 1/1 gap by making the slider start on 01:43:635 - true, change
02:29:462 (1,2) - I'd change this pattern, the flow is pretty bad ok changed direction of the slidershape so it flows bit better
I recommend thinking about the flow thing I talked about (implied sliderflow vs actual placement) and the slidervelocity vs Distance snap thing.
I'm super tired so I'll end mod here. Feel free to mod only a couple of diffs on my set.
thank you for your mod! was really helpful and made me to fix my normal diff which was obviously neccessary. much appreciationYoges wrote:
[Normal]
- Just general comments because I feel you can't really fix this with a mod, you'd need a complete remap. The rhythm is fine but this difficulty is just suffering from a general lack of quality.
- Raising the SV and DS a little wouldn't hurt. Atm the map feels really dense and lacking in mouse movement.
- Your use of aesthetics could be a lot better as well. Some advise I'd give for sliders is to just stick to simple shapes (Straights, "C" shapes "L" shapes, "N/Z" shapes "S" shapes). Don't do stuff like 00:30:407 (1) - 00:52:139 (3) - 00:43:635 (1) - Those first two sliders especially, they're too short to make anything interesting with. You're also using blankets as a crutch throughout the diff which is not going to work well with a song that has dense rhythms like this. aesthetics are fine (now even better vuz higher sv). normal has now 1.2sv and 1.4ds which should be fine now
[Advanced]
- 00:28:989 (2) - Try something like this for this section. (Same for anywhere else with this rhythm) why? it is ok how it is, the important sounds get represented and i actually like it more if in an advanced the player has to click different rhythm (on blue tick e.g.)
- 00:32:060 - That should be mapped ok
- 00:36:548 (2) - Turn that into a 1/2 slider instead of a note it follows the rhythm better. (Same anywhere else as well) ok
- 00:39:619 (4,1) - Put the note on 00:39:619 - and the slider on 00:39:856 - it's a better rhythm. (Same anywhere else)
- 00:47:887 (2) - Just turn that into a 1/2 slider. There's no prominent change in the instruments to start following them over the vocals. ofc there is?
- 00:58:281 (4) - Make that a 1/2 slider (Same anywhere else) i dont like the sliderspam. 00:58:281 (4) - is also different and stronger than the other sounds so its approprite for it to be unique (and the 1/1 break right after it gives emphasis too)
- 02:13:163 (2,3) - The prominent sounds are on the 1/1s but the slider heads are on the 1/2s. Just do this or this. true, took the first
- 02:15:407 (3,4) - If you're going to map these 1/4 sounds as clicks you need to do the same for all the others. Either that or don't make them clickable at all and just have a long slider. Your rhythm filtering is terrible here. (Same for all of this section) ty for the note
[Advanced] i guess you mean hard?
- 00:06:194 - There's no instrument sound there (Same anywhere else) ofc there is, and it represents the sound there too at 100% if you dont want to hear it
- 00:21:903 (3,4) - That would be a lot better if the slider just started on the 1/1 imo. the music doesnt provide that.
- 00:52:139 (5) - Both sounds on this slider should be clickable imo. Suits the kiai better. will cosnider this opinion on later mods
- 01:04:422 (1,2,3,4) - You're much better off using 2 repeat sliders here, the spacing can easily make the player think the sliders are 1/2 notes. Aswell as that the rhythm doesn't suit the music much. (Same anywhere else) ok as i heard that before i change
- 01:28:045 (3) - Yeah see much better! but thats because the sound starts at the white tick, the spot before it does at the blue tick... i cant help it >.<
- 02:12:454 - A rhythm like this is better here, the note stack thing will only work on 02:17:178 (1,2,3,4,5,6) - because the guitar sound match it there. ok took that pattern
- 02:20:013 - You could do a much better job by following the violin better in this section. i want 02:20:013 (1,2) - to be consistent
[Lizard] lol
- 00:14:344 (1,2,3) - They will read as 1/2 notes first time around just replace them with a repeat slider. (Same elsewhere) this is the highest diff and the sounds are soooo strong. i want all of them clickable. furthermore the DS is unique for that pattern and consistent so will keep
- 02:13:399 (1,2,3,4,5,6) - You'd want to have at least 2 or 3 of those sounds be a slider or a repeat slider so that the player will know the rest of the notes are 1/3 and not 1/2. same here, the DS is not like the DS for 1/2
- 02:43:635 (1,2,3,4) - Again like you're not switch polarity properly. You haven't done so for the whole map. Introduce the 1/3 rhythm to the player first with something like a repeat don't just throw them into it. (Same elsewhere) those are pretty much similar to 01:04:422 (1,2,3,1,2,3,1) - and the spike of the music. idk why you have a problem with that tbh (becuase at end of kiai i made it with even more DS and you didnt complain). also testplayers that played it for first time have actually read 00:14:344 (1,2,3) - correctly and even hit this part you mentioned here. and again, it is the highest difficulty and it requires the most skill.
Thank you very much for your mod!! much appreciation:)KrastrovLap wrote:
From your req ( ^ = same as above, Imo = In my opinion)
General
- No problem sweetheart
Normal
- 00:31:115 - add circle Imo not loud enough i think, itd be too much (its already too hard....)
- 01:26:863 (3) - stack into 01:27:100 (1) would be nice Imo didnt use stacks at all... so it might be sudden if theres a random stack, will still consider tho
- 01:32:533 (4,1) - ^ will change if smb says the same, also for above
- 01:37:257 - add circle Imo reasoning as above
Advanced
- 00:07:021 - add circle here would be nice Imo yes
- 00:12:218 - ^ dont map the rhythm, its way too quiet for low difficulty imo
- 00:47:178 - ^ same
- 01:18:359 - ^ basically same + heres the emphasis on vocal. i did put a circle there on hard but that is for difficulty increase
- 01:53:320 - ^
- 03:01:352 - ^ same for those
- 03:11:982 (3,4) - make sliders would be nice change for 03:11:982 - because it is consistent with other kiais now. for the 2nd idk yet io wanna keep because it'd be slider spam and the it'd cause emphasis loss for 03:12:926 (1) -
- 03:24:974 - add circle here would be nice Imo same reasoning is above
- 03:32:533 - ^
HardThis diff is like light Insane coz you include most of kick slider inside, but no problem for me hehe
- 02:52:493 - add circle here would be nice Imo i dont map blue tick rhythm in that section. when i use blue ticks it is because of the vocals (which are important for this mapset). at that spot theres a sound but no vocal, so i dont wanna map it
- 03:00:052 - ^ i hear no vocal there so i dont wanna map it
- 03:09:501 - ^ i agree with that, because the vocal overlaps that beatl, changed for every kiai
- 03:37:386 (7) - too far, make it closer a bit changed to 1.8x
Salamandra
- 00:47:887 (4,5,6,7) - change to sliders would be nice Imo (coz too hard for me ) the idea is that the sound at that spot is similar to 00:48:832 (3,4,5,6) - so i put circles instead of sliders to make them relating to each other (and without the sound and just the vocal i use the 1/6 sliders)
- 01:05:210 (3,1) - too far, make it closer little bit changed
- 01:11:982 (4) - change to two sliders would be nice Imo i feel like the sound which the slider represents is expiring and the reverses fit that the best. if i put 2 1/2 sliders then the emphasis from 01:11:982 - would get back at 01:12:218 - (where the 2nd 1/2 slider would be) and i dont want to double emphasize that part because it is, as i already said, "expiring" sound.
- 01:54:029 (4,5,6,7) - change to sliders too would be nice Imo same reasoning as above
- 03:02:060 (4,5,6,7) - ^
P.S #1 Her vocal so beautiful like your map
P.S #2 I Hope this ranked soon
WITH LOVE
thanks a lot for your mod!!:)Garryanderson wrote:
[Normal]
Hmm I'm quite confused, why does the kiai have fewer note density? 00:51:194 - 01:06:312 i dont want to messy sliderspam and why not? why has everything to be so strict in such minor things. whats bad about changing rhythm or density it just gives a boring diff a bit more variety......Diff nerf sample?3/4 sliders are hard to read at this diff! It's up to you to change it though!i think normal players rather are able to play rhythms on blue tick than playing a completely offbeat map (when you listen to the song the rhythm at the blue tick is overriding the standard 1/1 1/2 beat. for me it makes no sense mapping a quiet rhythm which gets overrode by a 1000 times louder rhythm. (furthermore through the whole mapset the blue tick rhythm gets mapped so yeah..) i appreciate your advice for a solution but i think i cant really nerf the diff if i want to map this rhythm...
- 00:01:824 (3) delete this and make 00:01:115 (2) reverse sliders
- 00:03:005 (2,3) - ^
- 00:08:084 (2) - change to circle and move to white tick
- 00:09:974 (2) - ^
- 00:16:233 (3) - Longer by 1 tick? Also delete 00:16:942 (4)
- 00:18:123 (2,3) - ^ also delete 00:18:832 (3)
- 00:20:013 (2,3) - ^
- 00:23:320 (2) - shorten by a tick and move the start to white
- 00:25:682 (3) - change to circle
- 00:29:580 (3) - i suggest removing, can be too silent though, but the start point at 00:29:580 is just too weak imo
- 00:37:493 (3) - shorten by a tick and move the start to white
- 00:38:202 (1) - remove reverse and move to right by 2 ticks
- 00:40:328 (1) - ^
- 00:45:525 (1) - remove reverse and move 00:46:233 (2) to the white tick replacing the slider end
- 01:06:312 (1,2,3) - doesn't follow the original pattern? you were doing reverse slider first?
I think you have similar patterns to the end of the map. Sorry if it (probably) changes the vision of your map :/ but in my opinion people who play normals probably can't play a lot of 3/4 sliders, and I suggest mapping more to the white tick and rarely use blue on clickable stuffs? well it's just my opinion though.
[Advanced]Note
- 00:47:887 (2) - please don't make this different than this 00:47:415 (1) - 00:47:887 (2) can use straight sliders 00:47:887 (2) - is a special sound which should get emphasized or at least seperated from the other objects.
- 01:14:816 (3,4) - 01:07:257 (3,4) - make slider 1 tick longer and delete the circle? 01:15:171 (4) - is stronger than e.g. 01:17:060 - so i put a circle there to emphasize. this is consistent all over the map
- 01:54:029 (2) - same as 00:47:887 (2) rerasoning as above
Hmm I think I get the rhythm you're mapping now after looking at three diffs. From what I know, this rhythm is going to be hard to play especially for new players... The difficulty here comes from the use of blue ticks... From now I'll just mod the non-rhythm part refering to what i wrote in the box of "Diff nerf sample"
[Hard][Salamandra]
- 01:43:635 (5) - change to 1/3 reverse once slider, two reverses are a bad idea somehow? if i split it up (which was my first version, it got changed due to mods) people saying its too hard and too sudden... so idk.. i guess i try to get more opinions on this
- 02:25:328 (3,4) - the players can't differentiate between these two circles and a kickslider, just make it further away from each other i just stack it now... the idea was to make this for emphasis (since those sounds are stronger) but i just tsacked them for now
P.S. I don't alternate
CS 4.2? cs4.4 deal? xD i want it to be challenging tho and i like the look of smaller circles in general... so yeah this is personal preferenceI hope this mod helps your map!
- 00:22:251 (2,3,4,5,6) - tbh this pattern is too hard , I think this is more playable https://osu.ppy.sh/ss/6998343 well... the whole map is rather alternate friendly and so is the current pattern... your suggestion is not very comfortable to alternate
- 00:25:086 (2,1) - the next slider was hard to see, move 00:25:676 (1) down removed overlap
- 00:37:015 (1,2,3,4,5,6) - 5 was hard to see, and you're doing 254bpm singletaps here so please avoid this :/ I think this is better https://osu.ppy.sh/ss/6998370 i put the stack leniency to 7 so it is stacked now and better readable, should be fine that way
- 00:44:338 (1,2,3,4,5,6,7,8) - same as 00:37:015 (1,2,3,4,5,6) and 00:22:251 (2,3,4,5,6) solved also with stack leniency
- 00:47:887 (4,5,6,7) - use sliders to express this? 00:47:966 (5,7) - nothing here the 2nd circles is to represent the vocal there and why i didnt use sliders there is because theres a similar sound to 00:48:832 (3,4,5,6) - which got represented with circles, so i use circles there too.
- 01:02:533 (1) - shouldn't sv be low here? in my very first version of this diff i had sv decrease there and it interrupted the flow of the song sooooooo awkwardly. trust me, fast sliders fit better xD
- 01:28:045 (1,2,3,4,5) - how does someone read this? ;w; delete 01:28:281 (2,4) and make 01:28:045 (1) and 01:28:753 (3) end at the tick im counting... 6!!!! the 6th different solution somebody gives me for that part! oh man.. idk i leave this for someone really experienced tho (i personally have no trouble reading this and somne other testplayers neither but apparently people are having trouble with this, and so do i with mapping it...
- 01:43:163 (1,2,3,4,5,6,1) - the note 6 is hard to click, move it up and make 01:43:871 (5,1) a straight line i agree but i want to keep the aesthetic there as a perfect circle
- 01:54:029 (4,5,6,7) - same as above 00:47:887 (4,5,6,7) also same
- 02:34:422 (3,4,5,6,7) - change this shape? maybe... will consider
- 02:33:950 (7) - use a slider here? i didn't expect the change to 1/2 the DS should indicate it very well and in fact those 2 patterns are even more seperated with the overlap. should be no issue imo
- 02:42:808 (1,2,3,4,5,6,1) - 02:58:753 (1,2,3,4,5,6,7) - same as above, patterns like this are hard for singletapping mouse players (uh, well, or just for me. lol) well yeah.... sadly i cant help that:( the map is based on alternating (and wtf u are singletapping 256bpm? what wrong with you xD i cant even do 230 properly) and so theres no reason to change that
- 03:02:060 (4,5,6,7) - same as above 00:47:887 (4,5,6,7) yep
ok, thank you for your mod! i appreciate it30201102 wrote:
[General][Salamandra]
- You may need another diff between Hard and Salamandra for a linear spread
- The custom hitsound is WAY too quiet. Even when I have effect volume at 100 I can barely hear it over the music. Osu is a rhythm game and players need audible hitsounds for feedback. The intro and outro hitsound volume should not be louder than the chorus volume. now they r too loud i think xd
- Overall my biggest issue with this difficult is the use of 1/6 in chorus when the music doesn't suggest it the music doesnt, you are right. but the vocal
- 00:45:525 (1,2) - for example here, delete the notes and play the music at 25%. There are no strong musical elements that suggest a 1/6 rhythm, which results in players just spamming the notes and getting 100s
- Patterns such as 03:14:108 (1,2,3) - and 00:50:249 (1,2) - should really be 1/4 (as suggested in the accompaniment), as the 1/6 emphasizes an unpleasant "forced" quality in the vocal line (as if the singer is being punched in the stomach in each note) wtf!?. The way to make it work in 1/6 would be to have the slider tail much quiter than the slider head. However, due to the custom hitsound, the head is already very quiet making any difference between the 2 hard to tell. i could live with silencing the sliderends, not sure if i wanna do that for the other 1/6's
- Even worse is places like 00:47:887 (4,5,6,7) - and 01:54:029 (4,5,6,7) - where the vocal and bg both suggest a 1/4 timing, which results hitting the 2nd note in each group late you dont because the 1/6 snapping already got introduced before with the sliders so the player knows how to hit them (every testplayer did basically)
- However, streams like 00:54:974 (1,2,3,4,5) - and 02:01:115 (1,2,3,4,5) - are ok, because the spacing prepares the player for the faster stream. However, you should know that the trill which they are mapped to are not strictly in 1/6 time, and fall somewhere between 1/6 and 1/8. Of course, this would be impossible to play so 1/6 is ok in this case this is what i mean down below with focusing on the feeling and on 100% speed, not 25%. because the sound + the vocal arent strict beats placed on 1/6 1/8 or whatever. unfortunate that this is exactly what i want to emphasize
- 03:11:352 (2,3) - this pattern (also seen 03:12:296 (2,3) ) where 2 1/6 sliders are right next to each other should basically never exist. In 1/6 time, the main pulse of the beat appears every 3 notes and the weakest pulse is on the 3rd note. In this pattern, the second slider has the weakest pulse (3) on it's head and the strongest pulse (1) on its tail. The only time this pattern works is if it appears consistently throughout the map, which it doesn't (it's only on the 3rd chorus). I suggest placing a note in between the 2 (ie, swapping the rhythmic positions of 03:12:454 (3) - and 03:12:611 (4)), that is, if you must use 1/6 at all. This is another location where the use of 1/6 timing is unwarranted, as there is nothing in the music to suggest it which makes it feel very overmapped. adjusted 3rd kiai to 1st and 2nd, actually theres no reaosn to map 3rd kiai differently, fixed
- Basically what I'm saying is that apart from the streams, you can make the chorus 1/4 instead of 1/6 and still have it play the same, it will just be more similar to the verses rather than it's own thing which doesn't really make sense. no it would never play the same, the 1/6 sliders represent the vocal with the fast syllables, 1/4 slider would never give the same feeling like 1/6 do. did you notice that the kiai times have the focus on vocal? and that the 1/6 sliders are only appearing in kiai? its not about putting the song at 25% speed and noticing that objects are not on a beat or strong vocal. its about playing the map and playing the fast syllables (as this is the special thing about this song, and since its the special thing that makes the song kinda unique compared to others i definetly want to emphasize this).
thank you for mod!!:3Jonawaga wrote:
Hey there! This is from my queue!
[General][Normal]
- The minimum length of a hitsound is 100ms, but you have 2 hitsounds that are less than that
normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms
Please lengthen these hitsounds accordingly. yes just need to know how, i dont edit anything- You should definitely get another difficulty to justify the gap between Hard and Salamandra. Salamandra is much harder than Hard.
[Advanced]
- CS 2.8 or greater to prevent the weird overlaps. there shouldnt be any unintended overlaps
- 00:20:013 (2,3) - / 01:26:155 (2,3) - This rhythm is a little strange because the vocals are stronger than the guitar here. I recommend you arrange it like this (with a whistle on 3): yes change
- 00:21:903 (2,1) - why the DS change here?
- 00:54:974 (1,2) - ^ fix both
- 01:58:281 (3) - / 03:09:147 (1) - These sliders look squished, or too narrow. Consider opening them up a bit because it makes the aesthetics and flow better. oki wided them up
- 03:18:596 (1) - This shape is hard to read for a Normal player. did different sliderart (was shit slider anyways lol)
[Hard]
- 00:28:517 (1) - This is a poor use of extended sliders. There is a clear beat 00:28:753 - here, but you missed it and instead you mapped a non-existent sound 00:28:871 - here. I recommend you end the slider 00:28:753 - here. i see, changed that spots
Best of Luck with this!!
- 00:03:950 (1,2) - Same as Advanced, these don't make good extended sliders. If you don't know what that is, then just ask :3
- 00:07:257 (6) - ^
- 00:11:509 (1,2) - ^... oh no it's distracting me... idk about these tbh, i never do mention these sounds in first place, i think i rather wanna emphasize the strong sounds there (to force the rhythm a bit more since i use it in every diff) instead of mapping the tiny sounds nobody notices while playing. will consider anyways if someone says same
- fix those...