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Go Ichinose - Mizuumi [CatchTheBeat]

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Topic Starter
Xinnoh
This beatmap was submitted using in-game submission on 13 March 2017 at 15:05:38

Artist: Go Ichinose
Title: Mizuumi
Source: ポケットモンスター ダイヤモンド・パール
Tags: JBHyperion Lake Pokemon Diamond Pearl Platinum Nintendo Game Freak
BPM: 64
Filesize: 1573kb
Play Time: 01:11
Difficulties Available:
  1. Hyperion's Cup (1.14 stars, 107 notes)
  2. Platter (2.8 stars, 199 notes)
  3. Salad (1.73 stars, 128 notes)
Download: Go Ichinose - Mizuumi
Information: Scores/Beatmap Listing
---------------
(It's a word meaning lake.)
https://twitter.com/ConnorEatsPants/status/1019043950190125059
DeletedUser_6709840
From lazy queue.

NOTE AFTER I MADE MOD AND WAS TOO LAZY TO EDIT:
I didn't notice the BPM change to 96 halfway through the map until AFTER I typed up the mod in my word doc, so when it comes to the un-rankable hypers, so any dashes/ hypers before the bpm change are un-rankable but after that are fine. (This mod is a mess, I'm so sorry)

General

Comment: 1/3 rhythm is a pain to map ;-;

Your BG is a weird size. It's not with in the standard 16:9 size ratio to be rankable.

There's a lot of spinner spam. Meaning, the spinners are so short that they're either disorienting or barely necessary. If you want to map the sound the spinners are catching, it's best to use a slider at the following places:

00:05:105 - ^
00:12:605 - ^
00:20:105 - ^
00:23:933 - ^
00:27:683 - ^
00:31:511 – You used a slider here in Cup, so why not in all the other spots? ^
00:35:183 - ^
00:38:933 - ^
00:42:683 - ^


For about around 01:10:157 you have an unsnapped green line.


Cup

There's a noticeable S-pattern (As in a constant going back and forth with not much variation) going on through out the map. Perhaps switching some of the pattern directions would help with this and make the map a little more interesting. Otherwise, you used good spacing.

00:10:574 (2) – You could move this a bit more to the right for a little bit more movement. Around X=392 would be good so it matches the movement of previous patterns.


Salad

Your spacing is nice. The S-pattern thing from Cup kinda returns in this diff to a degree but it's not as noticeable.

Because the RC is firetrucking dumb, the 1/3 dashes you're using are un-rankable because the BPM is higher than 120. Quote from RC for Salads, “1/2 dashes may be used in pairs, 1/3 and 1/4 dashes singularly (not in conjunction with other dashes) if the BPM is less than 120.”. What you can do, is leave out the dashes in the 1/3 part and then build up to dashes in the 1 /2 kiai as a challenge for the player.


Platter

Again, because the RC is stupid, but the 1/3 hyper dashes are un-rankable but 1/3 dashes are rankable (It's the 120 bpm dumb rule: “1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120 for Platter). Possibly reduce note density a bit so it's more 1 /2 dashes ( could say the same with Salad) and build up to the kiai.

00:47:058 (4,1) – These 1/6th hypers are un-rankable in Platters and are for Rains.
00:47:370 (4,1) - ^ RIP.


I'm not gonna point out every spot of it, but yeah.


I really like this map because you improved on spacing and flow greatly but it seems RC might firetruck you over for dumb reasons ;-; Good luck.
Topic Starter
Xinnoh

RoseusJaeger wrote:

From lazy queue.

NOTE AFTER I MADE MOD AND WAS TOO LAZY TO EDIT:
I didn't notice the BPM change to 96 halfway through the map until AFTER I typed up the mod in my word doc, so when it comes to the un-rankable hypers, so any dashes/ hypers before the bpm change are un-rankable but after that are fine. (This mod is a mess, I'm so sorry)
It actually changes from 1/4 to 1/3 at that point too, which was kind of weird.

General

Comment: 1/3 rhythm is a pain to map ;-; Half of the maps I've done (un-submitted too) are 1/3 rhythm, I'm used to it lol

Your BG is a weird size. It's not with in the standard 16:9 size ratio to be rankable. "Using an image with a different ratio is fine, but will result in letterboxing" - Ranking Criteria It's fine, it's the largest I can make it while being rankable.

There's a lot of spinner spam. Meaning, the spinners are so short that they're either disorienting or barely necessary. If you want to map the sound the spinners are catching, it's best to use a slider at the following places: But I like the spinners :( + sliders don't really capture what that sound feels like. If it was standard mode, I'd go with a slider on very low velocity (which you can't really do in CtB), since spinners are annoying in that mode. However, in CtB it's not stressful at all unless you're farming for #1 spot.

00:05:105 - ^
00:12:605 - ^
00:20:105 - ^
00:23:933 - ^
00:27:683 - ^
00:31:511 – You used a slider here in Cup, so why not in all the other spots? ^ Because the music is completely different here
00:35:183 - ^
00:38:933 - ^
00:42:683 - ^


For about around 01:10:157 you have an unsnapped green line. Fixed


Cup

There's a noticeable S-pattern (As in a constant going back and forth with not much variation) going on through out the map. Perhaps switching some of the pattern directions would help with this and make the map a little more interesting. Otherwise, you used good spacing. Holy shit that's a lot of S movement, except I'm not creative enough to come up with a fix yet :P Will either delete this diff or have to do a total remap...

00:10:574 (2) – You could move this a bit more to the right for a little bit more movement. Around X=392 would be good so it matches the movement of previous patterns. Done


Salad

Your spacing is nice. The S-pattern thing from Cup kinda returns in this diff to a degree but it's not as noticeable. If it's less noticeable it should be fine ;)

Because the RC is firetrucking dumb, the 1/3 dashes you're using are un-rankable because the BPM is higher than 120. Quote from RC for Salads, “1/2 dashes may be used in pairs, 1/3 and 1/4 dashes singularly (not in conjunction with other dashes) if the BPM is less than 120.”. What you can do, is leave out the dashes in the 1/3 part and then build up to dashes in the 1 /2 kiai as a challenge for the player.
00:09:792 (3,1) - is affected,
00:46:199 (4,5,6) - is affected
That's everything that is affected, since most dashes are 2/3. Removed dashes on both 1/3 ones.
Since the second half is 1/4 under 120bpm it's fine there.


Platter

Again, because the RC is stupid, but the 1/3 hyper dashes are un-rankable but 1/3 dashes are rankable (It's the 120 bpm dumb rule: “1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120 for Platter). Possibly reduce note density a bit so it's more 1 /2 dashes ( could say the same with Salad) and build up to the kiai.

00:47:058 (4,1) – These 1/6th hypers are un-rankable in Platters and are for Rains.
00:47:370 (4,1) - ^ RIP.
All of my hyperdashes are the ending of a slider, therefore no hyperdashes that directly follow other dashes/hyperdashes, which means no issues on platter.

I'm not gonna point out every spot of it, but yeah.


I really like this map because you improved on spacing and flow greatly but it seems RC might firetruck you over for dumb reasons ;-; Good luck. Thanks! I've mapped around 5 sets I won't upload after I did 50 fps forest (which isn't that good at all), so it's good to know I've improved from mapping them. :)
Thanks for modding again :D I don't want to get rid of the spinner spam though, since it's fairly calm, it's a recognisable pattern that is established in the set, and all circles follow where the last bananas are.
Ashton
hey there!

Are you okay with me making standard diffs? I'd make the following:

CanadianB's Easy

CanadianB's Normal


You can trust my level of mapping standard by using the following maps as refrence:

Go Ichinose - Pokemart (MIDI Ver.)

Kuroha Neko - Sassou Toujou!Neko-san



It's okay if you just want this a CTB only set.
Topic Starter
Xinnoh

CanadianBaka wrote:

hey there!

Are you okay with me making standard diffs? I'd make the following:

CanadianB's Easy

CanadianB's Normal


You can trust my level of mapping standard by using the following maps as refrence:

Go Ichinose - Pokemart (MIDI Ver.)

Kuroha Neko - Sassou Toujou!Neko-san

It's okay if you just want this a CTB only set.
I was initially going to graveyard this because I didn't feel like redoing cup, but if you're making standard then I don't need to because they convert. Go ahead and I'll start collecting mods after you upload, since some people (like me) can mod both modes.
Ashton
almost finished with my gimmicky easy
Topic Starter
Xinnoh
rip gimmick easy, i'll do my own standard diffs because I like the idea now
Lacrima
Secret Santa mod!
[Salad]
  1. 00:59:324 (1) - move to somewhere x200, good to emphasize
  2. 01:01:824 (4) => ~x68
  3. 01:06:824 (1) => ~x480
[Platter]
  1. 00:03:386 (1) - make it more vertical! this awkward anti flow is sooo not supposed to be in this song and not in the platter diff.
  2. 00:15:261 (3) - ^
  3. 00:46:824 (1,2,3,4,1,2,3,4,1) - No and once again no. Why? RC: 1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120. I can count these HDes as 200bpm+ 1/4 hdashes! So remove every single one dash in this pattern.
welp that's it. sorry for such a short mod, couldn't find any issues, pretty calm and short song for finding any! good luck!
Topic Starter
Xinnoh

Myle wrote:

Secret Santa mod!
[Salad]
  1. 00:59:324 (1) - move to somewhere x200, good to emphasize done
  2. 01:01:824 (4) => ~x68 why not
  3. 01:06:824 (1) => ~x480 x441 is enough
wip
[Platter]
  1. 00:03:386 (1) - make it more vertical! this awkward anti flow is sooo not supposed to me in this song and not in the platter diff. Remapped first two sections
  2. 00:15:261 (3) - ^ I think this one fits, since the triple is on a sharp note. I've removed the hyperdash for this one too so it's less hard
  3. 00:46:824 (1,2,3,4,1,2,3,4,1) - No and once again no wow rude. Why? RC: 1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120. I can count these HDes as 200bpm+ 1/4 hdashes! So remove every single one dash in this pattern. Changed to normal dashes, it would lose all emphasis if it was walkable
welp that's it. sorry for such a short mod, couldn't find any issues, pretty calm and short song for finding any! good luck!
Thanks, Ascendance never told me that I was getting a mod for this set this week. I originally sent pokemart, but you've modded that. Just a bit unexpected, since I'm still in WIP for the standard half
wonjae
holy shit i love your song choices...
Topic Starter
Xinnoh
mod it please?
This is probably one of the safest mapping styles I've made, so I'd like to try and push it to ranked
wonjae
the map dosent come with a cup, are you remaking one or should i dl the one you have problems with
Topic Starter
Xinnoh
It's a really bad cup, I don't intend on ranking it. The note density is way too similar to the Salad and the flow is too repetitive.
Don't want to remap because cups are boring, and actual noobs will be playing converts instead of CtB maps anyway.
I don't need/want to include the cup since it's not required for ranking.
Not looking for a GD either because other people take a long time to respond to mods (eg. Poke Mart took like 2 weeks last time) and I want to make something on my own after Poke Mart, which is basically a GD fest.

Metadata should probably be fine now, but idk moon runes + romaji
-Nya-
Heyo~ NM from my queue.

General:
  1. The dimensions of your image are a bit weird. Usually 1024X768, 1366X768, 1920X1080, 1920X1200 are used. Highly consider using any one of these dimensions instead.

Platter:
  1. 00:02:292 (6,1) –Consider adding a hyperdash here. The beat on the head of this slider: 00:02:449 (1) – is quite strong so it’ll support the hyperdash and also the slider marks the beginning of a new section of the song so it’ll be great to emphasize that more.
  2. 00:08:074 (4,1) –The hyperdash here doesn’t really make much sense imo since there isn’t really any specific strong beat on the head of 00:08:386 (1) – The music is quite calm here.
  3. 00:09:324 (2) –Are sliders like these actually allowed?
  4. 00:09:949 (1) –Same as here: 00:02:292 (6,1) – Adding a hyperdash would be great because of the strong beat on the head of (1) This applies to all similar cases.
  5. 00:15:261 (3,1) –There is no hyperdash here which is inconsistent with the previous similar patterns: 00:04:011 (3,1) - 00:07:761 (3,4) - 00:11:472 (3,1) – etc. Add a hyperdash here as well: 00:15:261 (3,1) – for consistency.
  6. 00:16:042 –You can add a circle here since there’s a clear beat on this tick.
  7. 00:18:074 (3,1) –You added a hyperdash here but for other similar patterns with the same beat on the head of (1) you didn’t: 00:03:074 (3,1) - 00:06:824 (3,1) - 00:10:574 (3,1) – etc. There’s inconsistency then. Either remove the hyperdash on 00:18:074 (3,1) – or add hyperdash on the others. Up to you. I suggest the first option cause the second option might cause too many hyperdashes for a Platter diff. This applies to all similar cases.
  8. 00:32:292 (6,1) –Consider adding a bit more spacing here? Not necessarily a hyperdash but just make it a bit more challenging. It has an important beat on the head.
  9. 00:41:511 (3,1) –A hyperdash has to be placed here for consistency with the rest of the similar patterns.
  10. 00:47:449 (1,2) –Increase the spacing here a bit? It looks rather small for such a strong beat on the head of (2).
  11. 00:49:949 (1,2) -^
  12. 00:52:136 (2,3) –Imo the hyperdash should rather be here and not here: 00:52:449 (3,1) – since the beat on 00:52:449 (3) – is much stronger than the beat on 00:52:761 (1) – It’s also inconsistent with 00:55:105 (3,1) –
  13. 00:54:949 –This beat sounds very important and should rather be mapped out imo so it can be emphasized more. It shouldn’t be a slider’s end. So perhaps something like this instead:
    Or three circles.
  14. 00:57:449 (3,4) –Not really sure if a hyperdash is needed here… Just pointing this out since I can’t remember seeing any other places where you placed two hyperdashes after each other.
  15. 01:01:824 (3) –Consider mapping out the beats that can be heard in the middle of this slider. It’ll be cool and will fit for a Platter diff.
  16. 01:07:292 (7,1) –The distance between the object and the spinner is ¼ and it must be ½. I consider removing: 01:07:214 (6,7) – or try something different.
  17. 00:08:074 (4) –NC has to be placed here for consistency with previous similar sliders.
  18. 00:21:824 (1) –Remove NC here. I guess you accidentally made a mistake here.
  19. 00:48:699 (1) –Rather remove this NC. It just looks out of place.
  20. 00:51:824 (1) –Remove NC here then add NC here: 00:52:449 (3) – and remove NC here: 00:52:761 (1) –
  21. Your NC’ing patterns in the kiai looks pretty inconsistent and I’m not sure where you’re going to change rhythms/patterns. Just go over the kiai again and try to spot any NC’ing inconsistencies. You can poke me in-game if you struggle.
  22. 01:07:449 (1) –You ended the spinner too early. It has to end on: 01:10:261 – This applies in the Salad diff as well.

I feel this diff still has a few inconsistencies regarding some of the patterns as well as the NC’ing patterns.

Salad:
  1. 00:09:949 (1,2,1) –Why such low spacing here? It’s inconsistent with the previous patterns
  2. 00:05:105 (1,1) –The number of beats that have to be between the object and spinner in a salad diff with a BPM lower than 240 has to be 1 beat. Right now it’s ½. Personally I would remove the spinner to fix this problem. This applies to all similar cases. You made sure there’s a beat between the object and spinner here: 01:06:824 (1,1) – so this is correct.
  3. 00:46:199 (4) –I think you should add NC here otherwise it’ll look a bit inconsistent with previous patterns.
  4. 00:49:324 (1) –Rather remove NC here. I don’t think this should be a combo on its own. You also don’t want NC patterns to be too small otherwise the fruit will hop off the plate too early and too much. It’s also inconsistent with 01:01:824 (4) –
  5. 00:57:449 (2) –The NC should be placed here for consistency with previous NC’ing patterns and also because the beat on (2) is much stronger. So remove NC here: 00:56:824 (1) – and add it here: 00:57:449 (2) – instead. This applies to all similar cases.

There’s still some NC’ing inconsistencies, but the rest of the diff looks nice.

If you have any questions regarding my mod, feel free to poke me in-game. Good Luck~ :D
Topic Starter
Xinnoh
qat level of modding, thanks :D

Blue = WIP, but addressed
Red = Disaggree

-Nya- wrote:

Heyo~ NM from my queue.

General:
  1. The dimensions of your image are a bit weird. Usually 1024X768, 1366X768, 1920X1080, 1920X1200 are used. Highly consider using any one of these dimensions instead. That's the largest available size for the image on the internet, I'll leave it for now because I'd need waifu2x or something which I'd prefer to avoid because of the colour shading.

Platter:
  1. 00:02:292 (6,1) –Consider adding a hyperdash here. The beat on the head of this slider: 00:02:449 (1) – is quite strong so it’ll support the hyperdash and also the slider marks the beginning of a new section of the song so it’ll be great to emphasize that more. I had this before, but removed it for a reason I can't remember, added + changed opening piano hitsounds a little
  2. 00:08:074 (4,1) –The hyperdash here doesn’t really make much sense imo since there isn’t really any specific strong beat on the head of 00:08:386 (1) – The music is quite calm here Moved 00:08:386 (1,2,3) - left, which moved the hyperdash to the next point, also fixing it.
  3. 00:09:324 (2) –Are sliders like these actually allowed? Very common mapping technique to curve slider droplets. As long as it looks curved ingame it's fine
  4. 00:09:949 (1) –Same as here: 00:02:292 (6,1) – Adding a hyperdash would be great because of the strong beat on the head of (1) This applies to all similar cases. ^ for this one, will apply the rest as I go.
  5. 00:15:261 (3,1) –There is no hyperdash here which is inconsistent with the previous similar patterns: 00:04:011 (3,1) - 00:07:761 (3,4) - 00:11:472 (3,1) – etc. Add a hyperdash here as well: 00:15:261 (3,1) – for consistency. Initially removed because the anti-flow was really strong, but it seems to fit because this triple sounds slightly different. Re-added
  6. 00:16:042 –You can add a circle here since there’s a clear beat on this tick. I chose not to map this because I wanted the sliders to emphasise the piano better.
  7. 00:18:074 (3,1) –You added a hyperdash here but for other similar patterns with the same beat on the head of (1) you didn’t: 00:03:074 (3,1) - 00:06:824 (3,1) - 00:10:574 (3,1) – etc. There’s inconsistency then. Either remove the hyperdash on 00:18:074 (3,1) – or add hyperdash on the others. Up to you. I suggest the first option cause the second option might cause too many hyperdashes for a Platter diff. This applies to all similar cases. I intended to map more hyperdashes on this part but stopped for some reason and never removed them until now. Removed both
  8. 00:32:292 (6,1) –Consider adding a bit more spacing here? Not necessarily a hyperdash but just make it a bit more challenging. It has an important beat on the head. I'm really challenged for space on this combo, just remapped a little instead and moved the hyperdash
  9. 00:41:511 (3,1) –A hyperdash has to be placed here for consistency with the rest of the similar patterns. Added, idk why it wasn't there in the first place
  10. 00:47:449 (1,2) –Increase the spacing here a bit? It looks rather small for such a strong beat on the head of (2). Done, might need more
  11. 00:49:949 (1,2) -^
  12. 00:52:136 (2,3) –Imo the hyperdash should rather be here and not here: 00:52:449 (3,1) – since the beat on 00:52:449 (3) – is much stronger than the beat on 00:52:761 (1) – It’s also inconsistent with 00:55:105 (3,1) –
  13. 00:54:949 –This beat sounds very important and should rather be mapped out imo so it can be emphasized more. It shouldn’t be a slider’s end. So perhaps something like this instead:
    Or three circles. Changed around a little
  14. 00:57:449 (3,4) –Not really sure if a hyperdash is needed here… Just pointing this out since I can’t remember seeing any other places where you placed two hyperdashes after each other. How did that get there
  15. 01:01:824 (3) –Consider mapping out the beats that can be heard in the middle of this slider. It’ll be cool and will fit for a Platter diff. I like that idea, I'll see if it can work because I'd also need to add it at 00:51:824 (1) - if I do
  16. 01:07:292 (7,1) –The distance between the object and the spinner is ¼ and it must be ½. I consider removing: 01:07:214 (6,7) – or try something different. I'll fix this when the BPM is fixed Fixed
  17. 00:08:074 (4) –NC has to be placed here for consistency with previous similar sliders. K
  18. 00:21:824 (1) –Remove NC here. I guess you accidentally made a mistake here. I think I self modded this out while going through the other points, fixed
  19. 00:48:699 (1) –Rather remove this NC. It just looks out of place. K
  20. 00:51:824 (1) –Remove NC here then add NC here: 00:52:449 (3) – and remove NC here: 00:52:761 (1) – K
  21. Your NC’ing patterns in the kiai looks pretty inconsistent and I’m not sure where you’re going to change rhythms/patterns. Just go over the kiai again and try to spot any NC’ing inconsistencies. You can poke me in-game if you struggle. NCs should be one of the last things that need to be fixed in CtB, not a priority until near bubble, but good to fix for now
  22. 01:07:449 (1) –You ended the spinner too early. It has to end on: 01:10:261 – This applies in the Salad diff as well. Might have self modded this, already fixed

I feel this diff still has a few inconsistencies regarding some of the patterns as well as the NC’ing patterns.

Salad:
  1. 00:09:949 (1,2,1) –Why such low spacing here? It’s inconsistent with the previous patterns Upped spacing
  2. 00:05:105 (1,1) –The number of beats that have to be between the object and spinner in a salad diff with a BPM lower than 240 has to be 1 beat. Right now it’s ½. Personally I would remove the spinner to fix this problem. This applies to all similar cases. You made sure there’s a beat between the object and spinner here: 01:06:824 (1,1) – so this is correct. Replaced all those spinners with the rhythm instead, could use some mods for that part now
  3. 00:46:199 (4) –I think you should add NC here otherwise it’ll look a bit inconsistent with previous patterns. k
  4. 00:49:324 (1) –Rather remove NC here. I don’t think this should be a combo on its own. You also don’t want NC patterns to be too small otherwise the fruit will hop off the plate too early and too much. It’s also inconsistent with 01:01:824 (4) – Removed
  5. 00:57:449 (2) –The NC should be placed here for consistency with previous NC’ing patterns and also because the beat on (2) is much stronger. So remove NC here: 00:56:824 (1) – and add it here: 00:57:449 (2) – instead. This applies to all similar cases. Fixed NC issues
    Salad mods applied

There’s still some NC’ing inconsistencies, but the rest of the diff looks nice. Redid NCs completely, should be better

If you have any questions regarding my mod, feel free to poke me in-game. Good Luck~ :D
I'm an idiot, the BPM was 64, not 128. I was wondering why the bpm decreased during the kiai time.
I'm also wondering if the bpm actually changes during Kiai, since 96 and 128 are both multiples of 64. It might even be 192 since that's the bpm of the noise in the background. Will need to get a second opinion on timing because it's weird

Actually 192 seems to be the best option for this, not doing another post because someone wants that 2x kudosu. Updated, pretty much everything applied.
-Nya-
Ye, it was also a bit weird when I noticed that you mapped 1/6 in the part before the kiai and then suddenly switched to 1/4 in kiai.
MBomb
Secret Santa. Also my last mod of 2016, of course.

[General]

Whilst I know you don't like mapping cup difficulties, maybe get a GD of one? I just think it'd be appreciated for a more accepting spread here. A rain would also maybe be possible, there's definitely potential for streams in the kiai for a rain.
BPM feels doubled during 192bpm part, 96bpm sounds a lot better.

[Salad]

Before I go into the mod, I'd just like to say that this difficulty has far too many dashes for a salad. Keep in mind, a salad is meant to be an introduction to dashes, so it shouldn't have lots of them. A lot of my mod will focus on reducing the number of dashes and strong movements.

00:01:511 (4) - Distance to this seems far too far for a normal non-dash, and a dash certainly doesn't sound right here considering how early on it is.
00:02:449 (1) - Same issue to this, but this one could actually fit well with a dash for emphasis on the change in section, so try higher distancing.
00:04:324 (1) - Bit too weak of a sound to have a dash to in a salad, and far too difficult without dashing, reduce this distance a bit.
00:05:574 (3) - Assuming it's meant to be a dash to this but it's currently possible without dashing, increase distancing a bit.
00:08:074 (1) - If it's meant to be a dash to this, increase it to x:32 to make it more readable as a dash.
00:11:824 (1) - Again, a bit difficult for a non-dash, but this doesn't sound like it should have a dash in a salad, reduce it slightly.
00:13:074 (3) - Increase it a bit to add a dash to it, as it seems was intended.
00:15:574 (1) - This one isn't that strong, definitely doesn't deserve a dash to it on this kind of difficulty, reduce distancing.
00:19:324 (1) - Reduce distance, too strong for a non-dash right now, but note isn't strong enough for a dash in this type of difficulty.
00:20:574 (3) - Could increase a bit to add a dash to it as intended.
00:23:074 (1) - Difficult to do without dashing, reduce it slightly.
00:23:542 (2,3,4) - Distance from 2 to 3 and 3 to 4 are both very strong,far too strong for non dash movements, let alone in conjunction with each other. Decrease distance to the first and increase the distance to the second for consistency.
00:26:824 (1) - Distance to this is pretty strong for a non-dash, reduce it slightly.
00:28:074 (3) - Increase distance to add a dash as intended.
00:30:574 (1) - Could have a dash to this considering the background rhythm getting higher pitch here, but would still not recommend it here and to just have a normal movement.
00:34:324 (1) - Difficult for a non-dash, reduce it slightly.
00:35:574 (3) - Increase to add a dash as intended here.
00:38:074 (1) - Decrease this distance, a bit too difficult for a non-dash here.
00:39:324 (3) - Increase distance to it to add a dash as you intended here.
00:41:824 (1) - Decrease it, too difficult for a non-dash.
00:43:074 (3) - Increase distance to add a dash as intended (this is getting pretty repetitive isn't it).
00:45:574 (1) - Again, this shouldn't really be a dash, and it's far too difficult for a non-dash, reduce it.
00:47:449 (1) - Hmm, distance on this one could be higher for a dash, but at the same time I wouldn't recommend a dash to the next note, to avoid having too many, so move it a bit to the left and curve it more to the right.
00:50:886 (2) - Again, try getting rid of the dash to this, to avoid too many dashes in a salad.
00:53:386 (2) - Again, maybe get rid of the dash to lower number of dashes.
00:55:886 (2) - ^.
After this you may want to follow the same pattern, but the dashes in the 2nd half of the kiai make more sense because of the increase in pitch in the background instrument.
01:00:886 (2) - You don't actually have this one as a dash, so you could either reduce it to make it more uncomfortable or increase it to make it a dash, your choice.
01:02:449 (1) - Would definitely increase distance here for a dash, this note definitely calls for it.

[Platter]

Interesting gimmicks with the sliders and spinners, it's unique in a nice way in my opinion.

Having a HDash to each chime seems a bit much to me, but with the way you did the drums in this difficulty, instead of doing strong movements you did sliders, which means you can't really add HDashes to those. In fact, a lot of these HDashes are unrankable, as 1/6 HDashes at 64bpm is the equivalent of 1/3 HDashes at 128bpm, but this is due to a strange rule, and so I feel these should be fine.

00:08:386 (2) - Dash to it would be nice, maybe x:300.
00:09:949 (1) - Maybe start with a curve to make the movement after the HDash more comfortable flowing.
00:14:011 (2) - I'd try like x:268 to make these backforth antiflows a bit less stressful for a platter player.
00:50:574 (2) - Lower HDash strength would be nice, x:184 works great.
00:52:449 (1) - HDash to this would make a lot more sense than the HDash to 2, as this is a stronger note.
00:54:949 (3,1) - Again here, 3 is a stronger note than 1, so the HDash to 3 would make more sense.
01:02:449 (1,2) - More cases where 1 is stronger than 2, so this HDash pattern seems strange.
01:03:386 (3,4) - ^
01:05:261 (2) - Note isn't that strong, doesn't really deserve a HDash in my eyes.
01:05:886 (3,4) - HDash to 3 would make more sense.

Alright, done.
Topic Starter
Xinnoh
I appreciate walls of text like this because they really help improve the map + my own mapping in general, I'll be applying these soon
wait no that wall of text was just copy paste the same thing over and over nevermind you suck <3

- Magic Bomb - wrote:

Secret Santa. Also my last mod of 2016, of course.

[General]

Whilst I know you don't like mapping cup difficulties, maybe get a GD of one? I just think it'd be appreciated for a more accepting spread here. A rain would also maybe be possible, there's definitely potential for streams in the kiai for a rain. Never considered a rain :thinking: Wait I did consider this, but it would have to have really high note density to match the piano and would be quite streamy, which I am not very good at currently. I really can't see myself mapping a rain for this + it doesn't match the song since it's should be calm. I'll bother someone for a cup though
BPM feels doubled during 192bpm part, 96bpm sounds a lot better. If I did that, it would change from 3/3 to 4/4 timing. I'll change it once you confirm that, since 64 doubled isn't 96

[Salad]

Before I go into the mod, I'd just like to say that this difficulty has far too many dashes for a salad. Keep in mind, a salad is meant to be an introduction to dashes, so it shouldn't have lots of them. A lot of my mod will focus on reducing the number of dashes and strong movements. There was a lot less dashes before I removed the spinners on salad because ranking criteria, removed the dashes everywhere where there was spinners

00:01:511 (4) - Distance to this seems far too far for a normal non-dash, and a dash certainly doesn't sound right here considering how early on it is. S shaped now
00:02:449 (1) - Same issue to this, but this one could actually fit well with a dash for emphasis on the change in section, so try higher distancing. added
00:04:324 (1) - Bit too weak of a sound to have a dash to in a salad, and far too difficult without dashing, reduce this distance a bit. Fixed by moving most of the first pattern over, fixes previous point too
00:05:574 (3) - Assuming it's meant to be a dash to this but it's currently possible without dashing, increase distancing a bit. Removed dash instead, that pattern was added in recently without too much thought just to replace the spinner
00:08:074 (1) - If it's meant to be a dash to this, increase it to x:32 to make it more readable as a dash. k, also move next slider for playability
00:11:824 (1) - Again, a bit difficult for a non-dash, but this doesn't sound like it should have a dash in a salad, reduce it slightly. done
00:13:074 (3) - Increase it a bit to add a dash to it, as it seems was intended. Actually changed my mind about dash removing, I'll make them bigger because it fixes flow issues if I was to do small spacing
00:15:574 (1) - This one isn't that strong, definitely doesn't deserve a dash to it on this kind of difficulty, reduce distancing. removed, it was initially strong because it was a sharp pitch
00:19:324 (1) - Reduce distance, too strong for a non-dash right now, but note isn't strong enough for a dash in this type of difficulty. k
00:20:574 (3) - Could increase a bit to add a dash to it as intended. this is getting repetitive
00:23:074 (1) - Difficult to do without dashing, reduce it slightly. Ye
00:23:542 (2,3,4) - Distance from 2 to 3 and 3 to 4 are both very strong,far too strong for non dash movements, let alone in conjunction with each other. Decrease distance to the first and increase the distance to the second for consistency. Was thinking that after going through the mod
00:26:824 (1) - Distance to this is pretty strong for a non-dash, reduce it slightly. repeat
00:28:074 (3) - Increase distance to add a dash as intended. k
00:30:574 (1) - Could have a dash to this considering the background rhythm getting higher pitch here, but would still not recommend it here and to just have a normal movement. Dash would be a nice highlight, made it bigger so it's clear it's a dash
00:34:324 (1) - Difficult for a non-dash, reduce it slightly. rinse and repeat
00:35:574 (3) - Increase to add a dash as intended here. k
00:38:074 (1) - Decrease this distance, a bit too difficult for a non-dash here. k
00:39:324 (3) - Increase distance to it to add a dash as you intended here. k
00:41:824 (1) - Decrease it, too difficult for a non-dash. k
00:43:074 (3) - Increase distance to add a dash as intended (this is getting pretty repetitive isn't it). pretty sure i said that a while ago
00:45:574 (1) - Again, this shouldn't really be a dash, and it's far too difficult for a non-dash, reduce it.
00:47:449 (1) - Hmm, distance on this one could be higher for a dash, but at the same time I wouldn't recommend a dash to the next note, to avoid having too many, so move it a bit to the left and curve it more to the right. hmm fixed
00:50:886 (2) - Again, try getting rid of the dash to this, to avoid too many dashes in a salad.
00:53:386 (2) - Again, maybe get rid of the dash to lower number of dashes.
00:55:886 (2) - ^.
After this you may want to follow the same pattern, but the dashes in the 2nd half of the kiai make more sense because of the increase in pitch in the background instrument.
01:00:886 (2) - You don't actually have this one as a dash, so you could either reduce it to make it more uncomfortable or increase it to make it a dash, your choice.
01:02:449 (1) - Would definitely increase distance here for a dash, this note definitely calls for it.

[Platter]

Interesting gimmicks with the sliders and spinners, it's unique in a nice way in my opinion. I try

Having a HDash to each chime seems a bit much to me, but with the way you did the drums in this difficulty, instead of doing strong movements you did sliders, which means you can't really add HDashes to those. In fact, a lot of these HDashes are unrankable, as 1/6 HDashes at 64bpm is the equivalent of 1/3 HDashes at 128bpm, but this is due to a strange rule, and so I feel these should be fine. wait are the fine or not

00:08:386 (2) - Dash to it would be nice, maybe x:300. Initially had none to avoid too many hypers, but seems fine
00:09:949 (1) - Maybe start with a curve to make the movement after the HDash more comfortable flowing. The point of these patterns is visual repetitiveness, really breaks aesthetics if I do this. not enough space to turn slider to the right either
00:14:011 (2) - I'd try like x:268 to make these backforth antiflows a bit less stressful for a platter player. Snapped to 1.8x, same thing
00:50:574 (2) - Lower HDash strength would be nice, x:184 works great. Lowered
00:52:449 (1) - HDash to this would make a lot more sense than the HDash to 2, as this is a stronger note. Update 2 weeks later: Remapped the entire kiai time
00:54:949 (3,1) - Again here, 3 is a stronger note than 1, so the HDash to 3 would make more sense.
01:02:449 (1,2) - More cases where 1 is stronger than 2, so this HDash pattern seems strange.
01:03:386 (3,4) - ^
01:05:261 (2) - Note isn't that strong, doesn't really deserve a HDash in my eyes. Remapped this section
01:05:886 (3,4) - HDash to 3 would make more sense. it would but I'd need to do a full screen hdash in order to make it one because the bpm is low

Alright, done. Me too
Update 17th Jan:
Remapped and fixed a lot of things that the old me didn't know how to do. Remapped most of the platter kiai area. Should be reaching a rankable state once I get 1-2 more mods because Hyperion's Cup has been added without mods
Weber
JBHyperion's Cup

00:32:449 (5) - I'd consider making this a normal hitcircle instead of a slider as there isn't really a distinct beat at 00:32:761 - like there is at 00:32:449 - and it comes off a little weird.
01:07:449 (1) - Consider lengthening the slider by one beat so the map ends where the music actually starts to fade out.

Salad

00:49:949 (1,2,3,4) - Curious as to why this pattern is different in rhythm/placement from every other pattern in the kiai, where most follow a parallel curved slider and this deviates from that. Just as well, I don't think the head of 00:51:199 (3) - really lands on any significant note in the song like all of the other patterns do for the most part.

Can't play platter lul

Good luck!
Topic Starter
Xinnoh

Weber wrote:

Salad

00:49:949 (1,2,3,4) - Curious as to why this pattern is different in rhythm/placement from every other pattern in the kiai, where most follow a parallel curved slider and this deviates from that. Just as well, I don't think the head of 00:51:199 (3) - really lands on any significant note in the song like all of the other patterns do for the most part. This is different because 3 maps the background piano better, sounds weird if it starts halfway through the slider. Basic antiflow is used to emphasise this. Forgot to do this same pattern at 01:00:886 (2,3) -, fixed that.

Can't play platter lul

Good luck!
ok then, fixed other minor spacing stuff as usual
JBHyperion

Weber wrote:

JBHyperion's Cup

00:32:449 (5) - I'd consider making this a normal hitcircle instead of a slider as there isn't really a distinct beat at 00:32:761 - like there is at 00:32:449 - and it comes off a little weird. There's a lower-pitch piano or whatever the heck that is sound there, similar to 00:39:949 (1) - so I feel this is justified
01:07:449 (1) - Consider lengthening the slider by one beat so the map ends where the music actually starts to fade out. You mean spinner? lol Discussed with Sinnoh, sounds good so gonna do for all diffs

Can't play platter lul Webad

Good luck!
Thanks for the suggestions!
wonjae
placeholder.

first mod in a while so give me a while to get back into the groove
wonjae
lake, mi zu umi, mizu umi

cup
00:24:949 (1) - with the way the map was flowing, i think that you should move this slider a bit to the left more as the last slider went close to the right border. (for example http://osu.ppy.sh/ss/7159931

00:41:824 (1,2) - imo the flow break here feels really awkward and might catch a new player off guard.

00:44:636 (2) - i think that this note is unneeded as there is no drum noise or anything that plays here.


salad
00:09:792 (4) - eh this might be intentional but i think this note looks better if it was more in the middle between the sliders because of how condensed this pattern is. something like x=180

00:16:824 (2,1) - the jump to (2) to (1) is insane for this level in my opinion because of the direction change of the slider and the fact that there isnt a long break before the jumps like at 00:20:261 (2,3) .

01:02:449 (1,2) - increase the distance of these for a little as it feels like the jump is weaker.

01:04:949 (1,2) - ^, dosent feel as powerful as the jumps in the beginning of the kiai like 00:47:449 (1,2) (or you can nerf the jumps in the beginning of the kiai)

good platter
JBHyperion

Paranoid Grapes wrote:

lake, mi zu umi, mizu umi

cup
00:24:949 (1) - with the way the map was flowing, i think that you should move this slider a bit to the left more as the last slider went close to the right border. (for example http://osu.ppy.sh/ss/7159931 Meh, would create a weird flowstop with 00:24:011 (2) - and I really want the direction change there for the drum sound. I feel this is fine, it's not too close to be uncomfortable

00:41:824 (1,2) - imo the flow break here feels really awkward and might catch a new player off guard. This break pattern was used all throughout the map though, ehy is it suddenly a problem now? The player will hardly not be expecting this

00:44:636 (2) - i think that this note is unneeded as there is no drum noise or anything that plays here. There's a clear rimshot drum sound here, I feel this is justified
Thanks for the suggestions, though no changes from my side.
Topic Starter
Xinnoh

Paranoid Grapes wrote:

lake, mi zu umi, mizu umi

salad
woops i responded to cup as if it was salad, no wonder it didn't make sense
00:09:792 (4) - eh this might be intentional but i think this note looks better if it was more in the middle between the sliders because of how condensed this pattern is. something like x=180 ye

00:16:824 (2,1) - the jump to (2) to (1) is insane for this level in my opinion because of the direction change of the slider and the fact that there isnt a long break before the jumps like at 00:20:261 (2,3) . nerf'd

01:02:449 (1,2) - increase the distance of these for a little as it feels like the jump is weaker. kk

01:04:949 (1,2) - ^, dosent feel as powerful as the jumps in the beginning of the kiai like 00:47:449 (1,2) (or you can nerf the jumps in the beginning of the kiai) did both


good platter
did some minor touch ups to platter

did all, just need kwan to confirm title before I start annoying the higher ups.
Update, thanks kwan you're the best. Title + Source changed, will do the same for Poke Mart if I bother ranking it


http://media.vgm.io/albums/54/3945/3945-1264802081.png
http://www.pokemon.co.jp/game/ds/dp/
https://www.nintendo.co.jp/ds/adaj/index.html
https://twitter.com/goichinose
SYAHME
Ranked it, Sinnoh if your maps have JBH, then it will get ranked lol
Btw is this 1/12 is allowed in salad & platter? example like 00:04:324 (1) - this.
Topic Starter
Xinnoh
jbh GDs for anyone lol, no guarantee by any means
bpm is super low, timing is 1/6, pattern is simple and predictable, the song pretty much justifies a break in rhythm like that, sounds odd to do it any other way.
Should be fine, and metadata is 100% perfect
wonjae
(It's a word meaning lake.)
JBHyperion
gdi Sinnoh why is pokemon metadata so dumb
celerih
On my way to red mod reply town (Why do I always end up modding for QATs/BNs ;-;)

[Hyperion's Cup]
00:00:574 (1) - Maybe change the slider so it requires more movement? This part is kinda more important than the rest (with the exceptions of the kiai)
00:20:261 (2) - Where the song is similar to here, you had sliders like this one almost vertical. I don't really see a reason to have it differently here
00:41:824 (1) - Increase the spacing on this circle, since this note in the song really stands out

This is all I found. Good luck with the set
JBHyperion

celerih wrote:

On my way to red mod reply town (Why do I always end up modding for QATs/BNs ;-;)

[Hyperion's Cup]
00:00:574 (1) - Maybe change the slider so it requires more movement? This part is kinda more important than the rest (with the exceptions of the kiai) Increased SV a little for more curve, but since this is right at the start of the map I want to ease the player in gently
00:20:261 (2) - Where the song is similar to here, you had sliders like this one almost vertical. I don't really see a reason to have it differently here Good point, fixed
00:41:824 (1) - Increase the spacing on this circle, since this note in the song really stands out Made it 1.4x instead of 1.2x

This is all I found. Good luck with the set
No red!!1! :O

Thanks for the suggestions!

Cup
osu file format v14

[General]
AudioFilename: Lake - Pokemon DPP.mp3
AudioLeadIn: 0
PreviewTime: 574
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 2449,17449,32449,47449,67449
DistanceSpacing: 1.2
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:Mizuumi (It's a word meaning lake.)
TitleUnicode:みずうみ
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Hyperion's Cup
Source:ポケットモンスター ダイヤモンド・パール
Tags:JBHyperion Lake Pokemon Diamond Pearl Platinum Nintendo Game Freak
BeatmapID:1175992
BeatmapSetID:516118

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"poke sunset.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
574,937.5,4,2,1,20,1,0
574,-80,4,2,1,20,0,0
1511,-100,4,2,1,30,0,0
2449,937.5,4,2,1,20,1,0
2449,-100,4,2,1,50,0,0
5574,-100,4,2,1,35,0,0
6199,-100,4,2,1,50,0,0
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47449,312.5,4,2,1,60,1,0
47449,-200,4,2,1,60,0,1
66824,-200,4,2,1,50,0,1
67449,937.5,4,2,1,20,1,0
67449,-100,4,2,1,30,0,0
68386,-100,4,2,1,20,0,0
69324,-100,4,2,1,10,0,0
70261,-100,4,2,1,5,0,0


[Colours]
Combo1 : 255,57,57
Combo2 : 228,228,0
Combo3 : 187,93,0

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MBomb
Fix the metadata, the title is clearly just Mizuumi, Kwan's extra part at the end was explaining the meaning of the title.
This is made obvious by the Unicode song name not having any brackets or english, and romanising doesn't add brackets, and even if it did, it wouldn't add english into the Romanised title, because there is no english in the unicode title, only japanese characters.
Topic Starter
Xinnoh
calm down i was going to change it back after i applied jbh's stuff, updated
Kimitakari
First time ever im using M4M

General
  1. According to Ranking Criteria your background should be either 1024x768 or 1366x768 because your background is using 1200x800.
  2. The title clearly says Lake
Hyperion's Cup
  1. 00:17:449 (1) - Make it curvy. In-game it looks like a straight slider.
  2. 00:44:949 (3) - ^
Salad
  1. 00:31:511 (1) - You could make a 1/6 part instead of putting a slider.
Platter
  1. There is so many spinners and I dont get it why, you could make these simular patterns from Salad and it will make it better than spamming a spinner. This diff is okay for me.

Good mapset and sorry for these useless suggestions, I hate modding maps.
Topic Starter
Xinnoh

Nelly wrote:

First time ever im using M4M

General
  1. According to Ranking Criteria your background should be either 1024x768 or 1366x768 because your background is using 1200x800. RC states that it has to be smaller than 1920x1200, this is the largest available size for the image, extra will just be scaled to fit, not an issue
  2. The title clearly says Lake Romanised section is only meant to be used for romaji of a Japanese title. Ranking criteria is cancer when it comes to this part, and I agree it would be much better if the title was just Lake
Salad
  1. 00:31:511 (1) - You could make a 1/6 part instead of putting a slider. Maps the background synth well, want it less dense than platter, fine as is since it's one of my favourite parts. (But forgot to remove NC and added a hitsound, so changed that)
Platter
  1. There is so many spinners and I dont get it why, you could make these simular patterns from Salad and it will make it better than spamming a spinner. This diff is okay for me. There was spinners on salad before, but they were removed because I forgot that you need way more space between spinner start/end and circles, so the spinners could only be like, 1/2 a beat maximum size on salad. I would prefer spinners there but the ranking criteria prevents this.
tfw responses are bigger than the mod
JBHyperion

Nelly wrote:

First time ever im using M4M

Hyperion's Cup
  1. 00:17:449 (1) - Make it curvy. In-game it looks like a straight slider. Done here and 00:06:199 (1) - also
  2. 00:44:949 (3) - ^ This is literally a burai, I can't curve it anymore without maxing SV and that would be kinda awkward going into the kiai. I'll keep this one
Good mapset and sorry for these useless suggestions, I hate modding maps. Rip
Thanks for the suggestions!

Cup
osu file format v14

[General]
AudioFilename: Lake - Pokemon DPP.mp3
AudioLeadIn: 0
PreviewTime: 574
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 2449,17449,32449,47449,67449
DistanceSpacing: 1.2
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:Mizuumi
TitleUnicode:みずうみ
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Hyperion's Cup
Source:ポケットモンスター ダイヤモンド・パール
Tags:JBHyperion Lake Pokemon Diamond Pearl Platinum Nintendo Game Freak
BeatmapID:1175992
BeatmapSetID:516118

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"poke sunset.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
574,937.5,4,2,1,20,1,0
574,-80,4,2,1,20,0,0
1511,-100,4,2,1,30,0,0
2449,937.5,4,2,1,20,1,0
2449,-100,4,2,1,50,0,0
5574,-100,4,2,1,35,0,0
6199,-80,4,2,1,50,0,0
7136,-100,4,2,1,50,0,0
13699,-100,4,2,1,50,0,0
17449,-80,4,2,1,50,0,0
18386,-100,4,2,1,50,0,0
47449,312.5,4,2,1,60,1,0
47449,-200,4,2,1,60,0,1
66824,-200,4,2,1,50,0,1
67449,937.5,4,2,1,20,1,0
67449,-100,4,2,1,30,0,0
68386,-100,4,2,1,20,0,0
69324,-100,4,2,1,10,0,0
70261,-100,4,2,1,5,0,0


[Colours]
Combo1 : 255,57,57
Combo2 : 228,228,0
Combo3 : 187,93,0

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