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Aimer - Stars in the rain

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niyuji
Hi. o/ ;) I'm back from my m4m queue. I hope my mod will help you.

Forever
00:35:899 (7,8,1,2,3) - i think you should emphasize this part more by e.g increasing spacing between 00:35:899 (7,8) - because of the drums
00:42:630 (6,7) - i think most of the players will get x100/x50 here (even if playing with DT), so i think you should do something with this exact part
02:18:013 (7,8) - same here ^ and so on
00:48:015 (5,6) - something is missing here? maybe because of the vocal? im not sure, may be fine
00:48:015 (5,6) - also if you're keeping everything same, i suggest you not stacking them because it's kind of part where you want to show off before kiai
00:58:015 (8,1,2) - check this blanket again
01:00:899 (4) - move a little to the left like 252 252 so it's 01:00:515 (3,4) - equally spaced like 00:59:938 (1,2) -
01:06:092 (4) - i would change it into two circles because 01:06:092 (4) - on the start of the slider you want to emphasize the vocal but you forgot drums in the end of the slider; so you can e.g perfect triangle here like https://osu.ppy.sh/ss/6737582
01:13:592 (2) - i think you should place it 324 358, picture should explain why https://osu.ppy.sh/ss/6737617
01:20:322 (1,2,3,4,5,6,7) - maybe this rhythm is better?
or

02:00:705 (2,3) - blanket https://osu.ppy.sh/ss/6737677
02:41:667 (4,5) - ^
02:46:474 (1) - clap on at the end is ok?
03:02:629 (3) - check this slider (make those lines shorter because i believe it might glitch later on)
03:36:474 (3,4) - i would swap spaces imo would be better
03:59:549 (7,8,1) - check stacking again (not perfect :!: )
04:18:203 (2,1) - check blanket
Hard
00:18:784 (1,2,3,4) - this section; my suggestion:

00:50:130 (2,3) - blanket
01:11:669 (2,3) - ^
01:36:284 (2,3) - ^
01:57:243 (1,2,3) - onther:

04:02:626 (7,1) - blanket

Good luck :)
Topic Starter
William K

_Kise wrote:

Hi. o/ ;) I'm back from my m4m queue. I hope my mod will help you.

Forever
00:35:899 (7,8,1,2,3) - i think you should emphasize this part more by e.g increasing spacing between 00:35:899 (7,8) - because of the drums I only focused on the dominant drums, the strong one, here. So I'm not going to emphasize more.
00:42:630 (6,7) - i think most of the players will get x100/x50 here (even if playing with DT), so i think you should do something with this exact part Don't think so, they must've familiarize themselves with this kind of 1/3 at 00:39:553 (8,1) - . And since the OD is at 8, even though they pressed it with a 1/4 rhythm. They'll get 300.
02:18:013 (7,8) - same here ^ and so on ^
00:48:015 (5,6) - something is missing here? maybe because of the vocal? im not sure, may be fine I'm pretty sure it's fine, I followed the vocals and skipped 00:48:207 - .
00:48:015 (5,6) - also if you're keeping everything same, i suggest you not stacking them because it's kind of part where you want to show off before kiai They fit perfectly tho, since the music is repeating imo.
00:58:015 (8,1,2) - check this blanket again Fixed.
01:00:899 (4) - move a little to the left like 252 252 so it's 01:00:515 (3,4) - equally spaced like 00:59:938 (1,2) - But I like it as it is, it's not too crowded imo. And the 1.90x spacing is pretty important for the jumps next. So it's a build up?
01:06:092 (4) - i would change it into two circles because 01:06:092 (4) - on the start of the slider you want to emphasize the vocal but you forgot drums in the end of the slider; so you can e.g perfect triangle here like [url]https://osu.ppy.sh/ss/6737582 Good idea, but I'll keep this. Sorry.[/url]
01:13:592 (2) - i think you should place it 324 358, picture should explain why [url]https://osu.ppy.sh/ss/6737617 Moved 01:13:976 (4) - instead.[/url]
01:20:322 (1,2,3,4,5,6,7) - maybe this rhythm is better?
or
Sure.
02:00:705 (2,3) - blanket https://osu.ppy.sh/ss/6737677 Fixed.
02:41:667 (4,5) - ^ I think it's blanketed enough.
02:46:474 (1) - clap on at the end is ok? Hmm... No, I think.
03:02:629 (3) - check this slider (make those lines shorter because i believe it might glitch later on) Okay~
03:36:474 (3,4) - i would swap spaces imo would be better CTRL+G-ed.
03:59:549 (7,8,1) - check stacking again (not perfect :!: ) Yeah, fixed.
04:18:203 (2,1) - check blanket Done.
Hard
00:18:784 (1,2,3,4) - this section; my suggestion:
I still don't want to have much 1/4s here since the music is still calm.
00:50:130 (2,3) - blanket Fixed.
01:11:669 (2,3) - ^ I think it's already good?
01:36:284 (2,3) - ^ ^
01:57:243 (1,2,3) - onther: Focusing on drums here, I'm not going to pass a strong one.

04:02:626 (7,1) - blanket Fixed.

Good luck :)
Thanks for the mod :3
Garden
Easy
  1. 00:44:746 (2) - a bit offscreen
  2. 04:32:626 (3,5) - imo the shapes look a bit weird with each other
Hard
  1. 00:24:361 - 00:24:746 - 00:36:669 - etc. maybe follow such drums
  2. 00:48:015 (3,4) - 02:26:474 (1,2) - why different nc patterns?
  3. 03:57:818 (2,3) - can adjust slider head of 3 a bit for blanket
Forever
  1. 00:46:476 (1,2) - move 2 a bit for sth like 00:12:630 (1,2) -
  2. 00:48:015 (5,6) - 02:26:474 (1,2) - same point in hard
  3. 01:30:130 (4,6) - 02:25:513 (3,4) - 04:15:703 (1,2) - ^ same minor pick
  4. 02:16:090 (2,4) - bit too close? maybe move left to do same pattern for 02:16:859 (4,5) - as mentioned above
  5. 02:17:051 (5,6) - visually looks too close, also this is not even parallel xd
  6. 04:17:915 - maybe u would like to follow this drumbeat as well
  7. 04:29:549 - i would suggest mapping those 1/6 drums, thats unique rhythm in the whole song
Hitsounding
  1. generally speakin there are quite many kinds of instruments in the song, u dont need to follow everything but your almost clap+finish only hitsounding pattern feels a bit lacking at some parts.. for example, 00:12:630 - etc. is same as 00:13:015 - when the first one obviously needs some sort of positive feedback other than soft-hitnormal, for this maybe u can try drum sample or sth like this. another example, there are various drums in the part from 02:14:936 -, like 02:15:320 - 02:16:090 - etc. adding some default drum-clap drum-finish hitsounds would fit nicely.
  2. 00:48:015 - definitely need a clap or sth here
  3. 02:49:551 (1,2,3,4,5,6,7) - should be same clap pattern as 01:11:092 (2,3,4,5,6,7,8) - ?
  4. 03:35:705 - 04:37:241 - missing finish
overall the map is neat to me, but by providing more various hitsounding it would be better~ good luck on this!
Topic Starter
William K

Garden wrote:

Easy
  1. 00:44:746 (2) - a bit offscreen Can't move much here, but fixed.
  2. 04:32:626 (3,5) - imo the shapes look a bit weird with each other Fixed~
Hard
  1. 00:24:361 - 00:24:746 - 00:36:669 - etc. maybe follow such drums I followed the dominant one, 00:24:361 -
  2. 00:48:015 (3,4) - 02:26:474 (1,2) - why different nc patterns? NC-ed~
  3. 03:57:818 (2,3) - can adjust slider head of 3 a bit for blanket Moved a bit.
Forever
  1. 00:46:476 (1,2) - move 2 a bit for sth like 00:12:630 (1,2) - Okay~
  2. 00:48:015 (5,6) - 02:26:474 (1,2) - same point in hard Fixed.
  3. 01:30:130 (4,6) - 02:25:513 (3,4) - 04:15:703 (1,2) - ^ same minor pick Fixed two of them, but can't at 02:25:513 (3,4) - because it's for emphasis.
  4. 02:16:090 (2,4) - bit too close? maybe move left to do same pattern for 02:16:859 (4,5) - as mentioned above Sure.
  5. 02:17:051 (5,6) - visually looks too close, also this is not even parallel xd Fixed xD
  6. 04:17:915 - maybe u would like to follow this drumbeat as well Actually I still want this jumping, so won't change this.
  7. 04:29:549 - i would suggest mapping those 1/6 drums, thats unique rhythm in the whole song It's true actually, that's the only 1/6 but I only want to focus on vocals there :3 Will look for more mods tho.
Hitsounding
  1. generally speakin there are quite many kinds of instruments in the song, u dont need to follow everything but your almost clap+finish only hitsounding pattern feels a bit lacking at some parts.. for example, 00:12:630 - etc. is same as 00:13:015 - when the first one obviously needs some sort of positive feedback other than soft-hitnormal, for this maybe u can try drum sample or sth like this. another example, there are various drums in the part from 02:14:936 -, like 02:15:320 - 02:16:090 - etc. adding some default drum-clap drum-finish hitsounds would fit nicely. Been considering bout this, will add something later.
  2. 00:48:015 - definitely need a clap or sth here Added.
  3. 02:49:551 (1,2,3,4,5,6,7) - should be same clap pattern as 01:11:092 (2,3,4,5,6,7,8) - ? Yeah.
  4. 03:35:705 - 04:37:241 - missing finish Yup
overall the map is neat to me, but by providing more various hitsounding it would be better~ good luck on this!
Thanks for the mod :3 Will update later~
missa1912
hi! from my modding queue, sorry for late mod ;w;

General

  1. Seems like your BG isnt the right resolution, heres a 1920x1080 or 1366x768 image of your bg you can use :3

Easy

~check aimod for some distance stuff~
  1. 00:51:092 (3,4) - i recommend make this into 2 1/2 sliders, since 00:51:861 - is defently more important (considering vocal and drum) than 00:52:246 - which has a clickeable object, this repeats a lot actually, also at 01:00:322 (7) - 01:06:476 (7) - it change by removing a circle, when imo the music gets more intense:c , you did apply this at 02:32:628 (7,8) - so....
  2. 01:15:707 (3) - dont use this type of slider on easy (were the slider track is overlaped by the tail/head of it), better use a straighforward shape for beginners<:
  3. 03:08:013 (5) - 02:58:782 (1) - ^ and a few more h
  4. 00:12:630 (1,2) - not perfect symetrical
  5. 02:07:243 (5,1) - blanket?
  6. 02:24:936 (4) - offscreen
  7. 02:50:705 (6) - blankett
  8. 03:56:472 (4) - this overlaps scorebar
  9. 04:03:395 (5) - 01:58:013 (2) - smae ^
short mod, not that much time for osu:c
Unsfamiliar
irc
2016-12-16 11:58 Unsfamiliar: hi!
2016-12-16 11:58 William K: hi :3
2016-12-16 11:59 Unsfamiliar: i really like what you've done with this map
2016-12-16 11:59 Unsfamiliar: ACTION is editing [https://osu.ppy.sh/b/1113951 Aimer - Stars in the rain [Forever]]
2016-12-16 11:59 William K: Thanks >w<
2016-12-16 11:59 William K: glad you like it~
2016-12-16 11:59 Unsfamiliar: may i offer a few suggestions?
2016-12-16 11:59 William K: sure ofc
2016-12-16 12:00 Unsfamiliar: 01:34:938 (8) - i think you're missing a clap on this slider head
2016-12-16 12:00 William K: yeah, missed
2016-12-16 12:02 Unsfamiliar: 00:42:630 (6,7) - i feel this part which makes the player click to 1/6 timing is quite strange
2016-12-16 12:03 Unsfamiliar: it's up to you, but i think it would be suited by sliders like you did before
2016-12-16 12:03 Unsfamiliar: 00:40:322 (1) - like here
2016-12-16 12:03 William K: it's a 1/12 actually,
2016-12-16 12:04 William K: I tried making those a reversed one
2016-12-16 12:04 William K: but the beat feels off
2016-12-16 12:04 Unsfamiliar: well, 1/12 is two times 1/6 xD
2016-12-16 12:04 Unsfamiliar: yeah the timing is a bit strange huh
2016-12-16 12:04 William K: xD
2016-12-16 12:04 William K: yeah @_@
2016-12-16 12:04 Unsfamiliar: maybe you should ask around
2016-12-16 12:05 Unsfamiliar: but the change in timing may be a problem
2016-12-16 12:05 William K: I poked Sergio last time (If I'm not mistaken) XD
2016-12-16 12:05 Unsfamiliar: suddenly changing from 1/4 to 1/6 or whatever messes with some people
2016-12-16 12:05 Unsfamiliar: it's just something to think about
2016-12-16 12:05 William K: yeah, true. though players pressing 1/4 beats there would also get 300
2016-12-16 12:05 William K: yeah xD
2016-12-16 12:05 Unsfamiliar: for example, try playing with hidden :p
2016-12-16 12:06 William K: I played no worries :V
2016-12-16 12:06 Unsfamiliar: that's because you mapped it and know the song already haha
2016-12-16 12:06 William K: lol
2016-12-16 12:06 William K: xD
2016-12-16 12:07 William K: maybe changing OD to 7.5 would help for now
2016-12-16 12:07 Unsfamiliar: maybe. well, just see if someone else mentions it
2016-12-16 12:07 Unsfamiliar: just keep it as is for now
2016-12-16 12:07 William K: yeah
2016-12-16 12:08 Unsfamiliar: 01:24:553 (4,5) - something small here, but i think this would play much nicer if the angle was wider
2016-12-16 12:08 William K: but for sure if you press it at 1/4 consistently you'll get a perfect one (confused)
2016-12-16 12:08 Unsfamiliar: i'll give an example
2016-12-16 12:09 Unsfamiliar: https://osu.ppy.sh/ss/6815704
2016-12-16 12:09 Unsfamiliar: the slider would flow better from the circle
2016-12-16 12:09 Unsfamiliar: it's a VERY small thing i know haha
2016-12-16 12:09 William K: xD
2016-12-16 12:09 William K: let me try
2016-12-16 12:11 Unsfamiliar: 02:01:090 (3,4,1) - better overlap these properly before someone else complains
2016-12-16 12:11 William K: I dunno my hands felt the same orz
2016-12-16 12:11 Unsfamiliar: mouse or tablet?
2016-12-16 12:11 William K: mouse
2016-12-16 12:12 Unsfamiliar: yeah same. oh well, just random suggestions
2016-12-16 12:12 William K: fixed that overlap, i gope
2016-12-16 12:12 William K: hope*
2016-12-16 12:12 William K: xD
2016-12-16 12:13 Unsfamiliar: i haven't modded in like a year or something haha
2016-12-16 12:13 William K: @_@
2016-12-16 12:13 William K: so long
2016-12-16 12:13 William K: rip
2016-12-16 12:13 Unsfamiliar: but i wanted to say some stuff about this map because i was interested
2016-12-16 12:13 Unsfamiliar: yeah...
2016-12-16 12:13 Unsfamiliar: sad
2016-12-16 12:13 William K: xD
2016-12-16 12:14 Unsfamiliar: 02:47:243 (3) - missing clap on slider head
2016-12-16 12:14 Unsfamiliar: 02:46:474 (1) - remove clap from slider end
2016-12-16 12:14 William K: rip my ears lol
2016-12-16 12:15 William K: fixed
2016-12-16 12:15 William K: 02:59:936 (4) - missed clap too
2016-12-16 12:16 Unsfamiliar: yeah i was just about to say
2016-12-16 12:16 Unsfamiliar: nice
2016-12-16 12:16 William K: lol
2016-12-16 12:16 Unsfamiliar: 03:27:244 (3) - here too
2016-12-16 12:17 William K: @_@ how did I miss many claps lol
2016-12-16 12:18 William K: 03:40:128 (5) - here?
2016-12-16 12:18 Unsfamiliar: 03:59:934 (8) - unnecessary clap i think
2016-12-16 12:18 William K: yeah
2016-12-16 12:18 William K: deleted
2016-12-16 12:19 Unsfamiliar: 04:09:549 (1,3) - these two sliders have points outside of the grid area and is unrankable
2016-12-16 12:20 William K: why didn't aimod said xD
2016-12-16 12:21 Unsfamiliar: 04:13:395 (3) - same here
2016-12-16 12:22 William K: okay
2016-12-16 12:23 Unsfamiliar: 04:30:703 (3,4) - now, this is a personal thing, but if i were to map this i would use a drum bass as a whistle for these types of notes
2016-12-16 12:23 Unsfamiliar: they appear a lot in this song
2016-12-16 12:24 Unsfamiliar: your clap and finish usage is quite good, but added a bass note sound effect would make it even better
2016-12-16 12:24 Unsfamiliar: 04:32:434 (5) - missing clap
2016-12-16 12:25 William K: other than bass, how about drum-hitfinish?
2016-12-16 12:25 William K: someone said to add hitfinish there
2016-12-16 12:25 Unsfamiliar: yeah like that sound
2016-12-16 12:25 William K: yeah
2016-12-16 12:25 William K: I'll add later xD
2016-12-16 12:26 William K: maybe after december @_@ this month's alot of activity
2016-12-16 12:26 Unsfamiliar: you could just add a hit normal whistle so you don't have to change audio sample every time though
2016-12-16 12:26 Unsfamiliar: yeah i've been busy a lot too...
2016-12-16 12:26 Unsfamiliar: and just procrastinating like crazy!
2016-12-16 12:26 William K: LOL
2016-12-16 12:26 William K: yeah. that's why I didn't update last mod's mod.
2016-12-16 12:27 William K: usually I get hyped if I get a forum mod xD
2016-12-16 12:27 Unsfamiliar: 04:33:011 (7) - the last point of this slider also outside of the grid
2016-12-16 12:27 Unsfamiliar: you're going for rank right?
2016-12-16 12:27 William K: yeah
2016-12-16 12:27 Unsfamiliar: will this be your first?
2016-12-16 12:27 William K: but I see Monstrata's can do is outside the grid
2016-12-16 12:27 William K: hmm
2016-12-16 12:27 William K: yeah yeah
2016-12-16 12:28 Unsfamiliar: oh really? monstrata does?
2016-12-16 12:28 Unsfamiliar: maybe the ranking criteria changed -.-
2016-12-16 12:28 William K: http://osu.ppy.sh/ss/6815785
2016-12-16 12:28 William K: LOL
2016-12-16 12:28 Unsfamiliar: wtf
2016-12-16 12:28 Unsfamiliar: is this ranked?
2016-12-16 12:28 William K: as long as the aimod didn't say anything
2016-12-16 12:28 William K: yeah
2016-12-16 12:28 William K: ACTION is editing [https://osu.ppy.sh/b/1062394 GRANRODEO - Can Do (TV Size) [Extra: Kagami]]
2016-12-16 12:29 Unsfamiliar: oh damn. okay. i don't want to tell you anything wrong so maybe you should get a second opinion D:
2016-12-16 12:29 William K: xDDD
2016-12-16 12:29 Unsfamiliar: ask a BN
2016-12-16 12:29 William K: yeah
2016-12-16 12:29 William K: xD but I'm ignored :V
2016-12-16 12:30 Unsfamiliar: i can ask for you if you want
2016-12-16 12:30 William K: nono xD
2016-12-16 12:30 William K: it's my map lol
2016-12-16 12:31 William K: thanks
2016-12-16 12:31 Unsfamiliar: well i have no other suggestions
2016-12-16 12:31 William K: :3
2016-12-16 12:31 Unsfamiliar: i really like this song and the map complements it very well in my opinion
2016-12-16 12:31 William K: Thanks for the suggestions~
2016-12-16 12:31 William K: :3
2016-12-16 12:32 Unsfamiliar: do you want me to upload this?
2016-12-16 12:32 William K: finally someone noticed that map xD
2016-12-16 12:32 William K: ofc
2016-12-16 12:32 William K: you give some mods :3
2016-12-16 12:34 William K: but maybe will update later @_@
2016-12-16 12:35 Unsfamiliar: your sliders are fine btw
2016-12-16 12:35 William K: :3
2016-12-16 12:35 William K: sliders?
2016-12-16 12:35 Unsfamiliar: http://puu.sh/sR4GO/164e8018fa.jpg
2016-12-16 12:35 Unsfamiliar: yeah the ones off the grid
2016-12-16 12:36 William K: lol kibb
2016-12-16 12:36 Unsfamiliar: as long as they are on the screen
2016-12-16 12:36 William K: xD
2016-12-16 12:36 William K: thanks for asking :3
2016-12-16 12:36 Unsfamiliar: apparently anyway. i'm behind with these things
2016-12-16 12:36 William K: lol so long no mod
2016-12-16 12:36 William K: effect
2016-12-16 12:37 Unsfamiliar: alright i'll upload the log. good luck with ranking!
2016-12-16 12:37 William K: :3 Thanks for mods~
Good luck!
Topic Starter
William K

missa1912 wrote:

hi! from my modding queue, sorry for late mod ;w; :3

General

  1. Seems like your BG isnt the right resolution, heres a 1920x1080 or 1366x768 image of your bg you can use :3 Thanks for the Background :3

Easy

~check aimod for some distance stuff~ The AiMod's drunk xD
  1. 00:51:092 (3,4) - i recommend make this into 2 1/2 sliders, since 00:51:861 - is defently more important (considering vocal and drum) than 00:52:246 - which has a clickeable object, this repeats a lot actually, also at 01:00:322 (7) - 01:06:476 (7) - it change by removing a circle, when imo the music gets more intense:c , you did apply this at 02:32:628 (7,8) - so.... Actually I'm thinking that the First Kiai would be easier than the second one because making a 1/2 reverse slider then a note is way more easier than 2 1/2 sliders on clicking imo. Will look for more mods here.
  2. 01:15:707 (3) - dont use this type of slider on easy (were the slider track is overlaped by the tail/head of it), better use a straighforward shape for beginners<: Okay, Fixed. Used a curved one.
  3. 03:08:013 (5) - 02:58:782 (1) - ^ and a few more h Fixed two of them.
  4. 00:12:630 (1,2) - not perfect symetrical Fixed
  5. 02:07:243 (5,1) - blanket? Fixed.
  6. 02:24:936 (4) - offscreen Fixed.
  7. 02:50:705 (6) - blankett Fixed.
  8. 03:56:472 (4) - this overlaps scorebar Fixed.
  9. 04:03:395 (5) - 01:58:013 (2) - smae ^ Fixed~
short mod, not that much time for osu:c
Thanks for Modding :3 Sorry for late.
Ryuusei Aika
from queue

Easy
02:10:320 (2,3) - how about make a blanket?
02:48:782 (4,5) - ^
03:45:705 (3,4) - ^
04:11:857 (8,1) - ^
04:28:011 (5,6) - ^
03:04:166 (8,1) - parallel? looks a little uncomfortable
04:02:626 (4,5) - ^ 4 bend a little too low at its left
03:04:936 (1,3) - this overlap (with over 2) is obviously and a little weird imo. avoid it?
03:55:703 (3,4) - make them like 04:11:088 (7,8) - would make your map regular and it would be much better
04:30:318 (8,1) - rotate 8 anti-clockwise for about 15 degree to make the gap looks constantly

Normal
mmm i think to avoid overlaps would be better cuz it may cause read problems, like at 00:22:630 (5,6) -
00:57:630 (4,1) - parallel?

Hard
00:34:938 (2,3,4) - if you can rotate 2 up a bit and make a blanket enter 3 and 4 it would be better
01:03:784 (5,6) - looks not quite parallel
01:04:938 (1,3) - make a blanket?
03:54:934 (3,4) - ^
01:33:399 (2,3,4) - you can move 3 a little bit down and left cuz visual ds here looks not quite equal
02:06:474 (1,3) - this tiny overlap doesnt looks well, rotate 3 clockwise a little to avoid it?
03:04:936 (1,2) - blanket not quite well, move the end of 2 a little bit to fix it

Forever
01:03:207 (4,6) - make a stack here would be better
02:40:897 (2,3) - blanket?
03:54:166 (1,2,4) - ^
04:08:203 (5,7) - ^
02:43:974 (2) - this whistle is quite weird. an incident?
03:12:243 (4,5) - tiny overlap (or it's not a overlap, just the ar makes them looks like an tiny overlap...)

mmm i ignore some aesthetic things in higher diffs cuz they seem doesnt matter quite a lot xd
really a beautiful song and bg!!! gl :D
Topic Starter
William K

Neanmoins wrote:

from queue

Easy
02:10:320 (2,3) - how about make a blanket? Sure.
02:48:782 (4,5) - ^ Already blanketed.
03:45:705 (3,4) - ^ Nope with this one, it'll make the spacing uneven.
04:11:857 (8,1) - ^ Nope :3
04:28:011 (5,6) - ^ This is actually intentional because I like it.
03:04:166 (8,1) - parallel? looks a little uncomfortable Fixed.
04:02:626 (4,5) - ^ 4 bend a little too low at its left Okay
03:04:936 (1,3) - this overlap (with over 2) is obviously and a little weird imo. avoid it? Yeah, fixed that.
03:55:703 (3,4) - make them like 04:11:088 (7,8) - would make your map regular and it would be much better True, Fixed.
04:30:318 (8,1) - rotate 8 anti-clockwise for about 15 degree to make the gap looks constantly Fixed.

Normal
mmm i think to avoid overlaps would be better cuz it may cause read problems, like at 00:22:630 (5,6) - Not really, imo. As long as I stay consistent on stacking them for those 1/4s. They might familiarize themselves with the stacks.
00:57:630 (4,1) - parallel? Fixed.

Hard
00:34:938 (2,3,4) - if you can rotate 2 up a bit and make a blanket enter 3 and 4 it would be better I fixed the blanket.
01:03:784 (5,6) - looks not quite parallel Alright. Fixed.
01:04:938 (1,3) - make a blanket? Nope, I wanted 01:04:938 (1) - to be symmetrical to 01:04:169 (6) - for a new pattern so it's not too boring.
03:54:934 (3,4) - ^ Okay~
01:33:399 (2,3,4) - you can move 3 a little bit down and left cuz visual ds here looks not quite equal Okay.
02:06:474 (1,3) - this tiny overlap doesnt looks well, rotate 3 clockwise a little to avoid it? I like the tiny overlap tho, but Fixed.
03:04:936 (1,2) - blanket not quite well, move the end of 2 a little bit to fix it Okay.

Forever
01:03:207 (4,6) - make a stack here would be better No, It'd cause an imbalance. I don't stack them because it'd keep them in the middle rather than moving to the right (if you know what I mean) Alright, compare http://osu.ppy.sh/ss/6898481 to https://osu.ppy.sh/ss/6898485. The first one goes diagonally but the second one goes straightly.
02:40:897 (2,3) - blanket? Aiming for an emphasis to the Drums at 02:41:090 - . Won't blanket them since blanket has an even spacing.
03:54:166 (1,2,4) - ^ Okay, Last mod said this too @_@ I liked it tho.
04:08:203 (5,7) - ^ Nope, It's intentional. For a stronger emphasis.
02:43:974 (2) - this whistle is quite weird. an incident? Nope xD I found the same sound as my drum-hitwhistle sound. So I hitsounded that.
03:12:243 (4,5) - tiny overlap (or it's not a overlap, just the ar makes them looks like an tiny overlap...) Can't be helped orz It's already at the bottom. Can't move it more.

mmm i ignore some aesthetic things in higher diffs cuz they seem doesnt matter quite a lot xd
really a beautiful song and bg!!! I agree! xD gl :D
Thanks for the mods :3
GenDoNL
From my queue.

Decided to mod your Hard and Forever diffs!
I feel like you're map is going to be ready for ranking pretty soon.

[Hard]
  1. 00:19:553 (2) - Is this mapped to the vocals? Since the vocals start at blue tick. I guess it's not but the vocals are a lot louder than that one background instrument. Consider mapping to the vocals instead.
  2. 00:34:938 (2,3) - Could move this a bit to the left to blanket 3 into 4.
  3. 01:04:938 (1) - Could curve this a bit to create a nice blanket with 3.
  4. 02:35:513 (4,6) - Looks like a messy overlap, is this on purpose? If not, consider spacing them a bit.
  5. 03:58:011 (3) - Fix this blanket, looks messy now.
[Forever]

  • Lovely map! GL with ranking this.
  1. 00:14:361 (5) - Maybe put this a bit more to the right so it's centered better between 4 and 6.
  2. 00:20:130 (4) - Minor change but if you put it a little to the top right (~x:356, y:116) It looks a bit cleaner
  3. 00:30:515 (8) - This feels offbeat. Doesn't match the vocals or the instruments.
  4. 00:42:887 (7) - Better to put this on the blue tick, since I feel like the vocals DO start on the blue tick and it would be less awkward to play
  5. 01:13:976 (4,1) - Spacing is really big compared to the rest of this jump section, consider reducing this a bit. (Or increasing the 3 jumps in that part)
  6. 01:28:399 (7,8) - Consider placing this a bit higher and making it a bit more curved so it looks cleaner. http://gendo.s-ul.eu/Xxz5wHFp.png
  7. 02:18:269 (8) - I don't like this being on a 1/8 tick but it does fit. At least NC it?
  8. 02:21:282 (8) - This one should be on the blue tick instead.
  9. 02:41:090 (3) - If you blanket this on the 2 it would create such a nice effect! http://gendo.s-ul.eu/PohKe26U.png
  10. 03:06:090 (4) - Move this up a little (~x:127, y:231), move 03:06:474 (6) to overlap again. Would like a tiny bit cleaner because of the increased spacing between 3 and 4.
  11. 03:21:667 (4,5) - Maybe consider a pattern like this: http://gendo.s-ul.eu/wZk3KRIV.png
  12. 04:08:203 (5) - Move 5 to blanket with 04:08:780 (7)
Feel free to deny anything!
Topic Starter
William K

GenDoNL wrote:

From my queue.

Decided to mod your Hard and Forever diffs!
I feel like you're map is going to be ready for ranking pretty soon.

[Hard]
  1. 00:19:553 (2) - Is this mapped to the vocals? Since the vocals start at blue tick. I guess it's not but the vocals are a lot louder than that one background instrument. Consider mapping to the vocals instead. xD Maybe it looked like I'm mapping to the vocals, (Actually following 2 of them here) but the main that I follow is the instrument. The instrument holding like... 00:20:130 (3) - 00:22:630 (2) - 00:23:207 (4,5) - .
  2. 00:34:938 (2,3) - Could move this a bit to the left to blanket 3 into 4. I can't, I'm following the point of a CTRL+H-ed 00:34:169 (1) -
  3. 01:04:938 (1) - Could curve this a bit to create a nice blanket with 3. Nope, a symmetry with 01:04:169 (6,1) -
  4. 02:35:513 (4,6) - Looks like a messy overlap, is this on purpose? If not, consider spacing them a bit. Made the overlap clearer.
  5. 03:58:011 (3) - Fix this blanket, looks messy now. Not blanketed intentionally, it's for emphasis to the drums.
[Forever]

  • Lovely map! GL with ranking this. :3
  1. 00:14:361 (5) - Maybe put this a bit more to the right so it's centered better between 4 and 6. Okay~
  2. 00:20:130 (4) - Minor change but if you put it a little to the top right (~x:356, y:116) It looks a bit cleaner Alright~
  3. 00:30:515 (8) - This feels offbeat. Doesn't match the vocals or the instruments. Matches the vocals imo, Heard like... Mi i
  4. 00:42:887 (7) - Better to put this on the blue tick, since I feel like the vocals DO start on the blue tick and it would be less awkward to play @_@ It doesn't star on the blue tick imo It'll be too fast.
  5. 01:13:976 (4,1) - Spacing is really big compared to the rest of this jump section, consider reducing this a bit. (Or increasing the 3 jumps in that part) Fits perfectly imo, the one at 01:14:169 (1) - is spaced bigger to emphasize the cymbals there. Can't increase the other 3 too, 01:13:976 (4) - has a normal sound which is ~1.40x (default spacing I used).
  6. 01:28:399 (7,8) - Consider placing this a bit higher and making it a bit more curved so it looks cleaner. http://gendo.s-ul.eu/Xxz5wHFp.png Okay~ Fixed.
  7. 02:18:269 (8) - I don't like this being on a 1/8 tick but it does fit. At least NC it? Would cause an inconsistency of NCs through out the diff, I put it farer away than the default to help.
  8. 02:21:282 (8) - This one should be on the blue tick instead. Nope, doesn't fit imo.
  9. 02:41:090 (3) - If you blanket this on the 2 it would create such a nice effect! http://gendo.s-ul.eu/PohKe26U.png It's nice, but I'm aiming for an emphasize. That's why I can't blanket.
  10. 03:06:090 (4) - Move this up a little (~x:127, y:231), move 03:06:474 (6) to overlap again. Would like a tiny bit cleaner because of the increased spacing between 3 and 4. Moved upper.
  11. 03:21:667 (4,5) - Maybe consider a pattern like this: http://gendo.s-ul.eu/wZk3KRIV.png Changed the other way.
  12. 04:08:203 (5) - Move 5 to blanket with 04:08:780 (7) Nope, emphasis to the drums.
Feel free to deny anything!
Thanks for the mods :3
Affirmation
Q
OMG 4min song, I'll take one diff.

[Forever]
00:44:361 (3,4) - stack error
01:03:207 (4,6) - stack
01:13:592 (2,3,4) - How about make them intoi triangle?01:13:399 (1,2,3) - 01:13:592 (2,3,4) - they could be better.
02:21:346 (8) - awkward rhythm, I think
02:58:013 (7,1) - little bit overlapped? overlap more or avoid overlap for better looking.
03:20:320 (1,2) - blanket
03:31:090 (5,8) - avoid overlap
03:35:128 (2,3,4) - make triangle

GL
Topic Starter
William K

Neoskylove wrote:

Q
OMG 4min song, I'll take one diff.

[Forever]
00:44:361 (3,4) - stack error Fixed :3
01:03:207 (4,6) - stack Nope, it's intentionally unstacked, the reason is in my answer for GenDoNL.
01:13:592 (2,3,4) - How about make them intoi triangle?01:13:399 (1,2,3) - 01:13:592 (2,3,4) - they could be better. Nope, I made 01:13:784 (3) - has a pretty big spacing because there's still kick.
02:21:346 (8) - awkward rhythm, I think It's mapped to the vocals
02:58:013 (7,1) - little bit overlapped? overlap more or avoid overlap for better looking. Looks fine as it is, imo. Will look for more mods.
03:20:320 (1,2) - blanket I like the one now. sorry :3
03:31:090 (5,8) - avoid overlap Okay.
03:35:128 (2,3,4) - make triangle It's already a triangle.

GL
Thanks for the mods :3
emilia
i try and mod as many diffs as i can idk

[easy]
  1. 01:01:476 - feels really really weird that this is empty, why not keep constant note density as with before
  2. 01:07:630 - similarly^
  3. 01:13:784 - maybe restart kiai here?
  4. 02:39:936 - add note here
  5. 04:06:088 - ^

    not much to say, its a very basic flowy easy
[normal]
  1. 00:21:284 - 00:21:476 - surely you can map something to these cymbals
  2. 00:22:630 (5,6) - emphasis on beats here are very messy, suggest this: http://puu.sh/t9PcV/75df613954.jpg
  3. 00:36:669 - feels really off that this strong beat is excluded
  4. 00:51:092 - ^ (repeated throughout chorus)
  5. 01:38:207 - ^
  6. 02:02:820 - ^
  7. 02:15:128 - ^ consider other types of rhythm choices to accommodate more notes and still not increase SR by too much: http://puu.sh/t9PlD/9b53bf0b3b.jpg
  8. 02:19:359 - ^

    since the main issue of your normal in my opinion is just a lot of missing beats, i'll leave it to you because most of them are repetitive anyways. try and accommodate as many strong beats as you can in your normal, because if you can allow for such emphasis why not? mapping to vocal occasionally is fine as well just don't overdo it and neglect too many beats
[hard]
  1. 00:39:553 (5,1) - pretty sure these notes all snap better in general to 1/8th beat snaps
  2. 00:42:630 (5) - ^ etc.

    can agree with most of your rhythm choices, but i feel like there are some parts that are too bland. i really dislike the certain unkemptness of your hard like messy overlaps like 00:25:707 (2,3) - , certain rather ugly sections like 00:35:515 (4,5) - , but tbh those dont really matter cuz its just me nitpicking
[forever]
  1. 00:17:630 (6,7) - rather ugly overlap tbh
  2. 00:39:553 (8) - somehow you heard 1/8th here and not on hard?
  3. 01:53:013 - worth more of a click than 01:52:820 -
  4. 02:02:051 (5,6) - consider a triplet by adding a note here 02:02:147 - , fitting for the soft drum roll (repeated)
  5. 02:08:205 (5,6) - ^
  6. 03:12:436 - worth more click than the slider head (repeated)

    the rather repetitive mistake of not mapping the more emphasized note of the song and mapping it as a non-clickbeat is rather weird for me to hear. your insane diff is almost polished in terms of aesthetic and flow, just more blankets probably but thats too boring of a mod
gl
Topic Starter
William K

[ Emillia ] wrote:

i try and mod as many diffs as i can idk

[easy]
  1. 01:01:476 - feels really really weird that this is empty, why not keep constant note density as with before I deleted 00:55:322 - for consistency, I don't want a complex rhythm in the first kiai.
  2. 01:07:630 - similarly^
  3. 01:13:784 - maybe restart kiai here? Sure.
  4. 02:39:936 - add note here Added, made into two sliders like the others
  5. 04:06:088 - ^ Same~

    not much to say, its a very basic flowy easy Yeah xD I made it flowy.
[normal]
  1. 00:21:284 - 00:21:476 - surely you can map something to these cymbals Nope, I do want to keep the rhythm as simple as possible. And the cymbals are not that noticeable imo.
  2. 00:22:630 (5,6) - emphasis on beats here are very messy, suggest this: http://puu.sh/t9PcV/75df613954.jpg Maybe it looked pretty messy orz, but won't change it for now. Seems pretty nice for the holding sound imo
  3. 00:36:669 - feels really off that this strong beat is excluded xD This one's like... "If I make it a 1/4 slider, would be really unfair for the kick to be mapped unclickable." So, I won't map 00:36:669 - and stay in beat. I introduced 1/4 clicks at Hards.
  4. 00:51:092 - ^ (repeated throughout chorus) Well, it's not as strong as 00:50:899 (3) - so I didn't map that.
  5. 01:38:207 - ^ Same ^
  6. 02:02:820 - ^
  7. 02:15:128 - ^ consider other types of rhythm choices to accommodate more notes and still not increase SR by too much: http://puu.sh/t9PlD/9b53bf0b3b.jpg
  8. 02:19:359 - ^

    since the main issue of your normal in my opinion is just a lot of missing beats, i'll leave it to you because most of them are repetitive anyways. try and accommodate as many strong beats as you can in your normal, because if you can allow for such emphasis why not? mapping to vocal occasionally is fine as well just don't overdo it and neglect too many beats Yeah, i sure passed many beats. But mostly I just followed the dominant one and keep the rhythm simple.
[hard]
  1. 00:39:553 (5,1) - pretty sure these notes all snap better in general to 1/8th beat snaps Right, Fixed.
  2. 00:42:630 (5) - ^ etc. . Seems off If i put this on 1/8 imo. Would look for mods.

    can agree with most of your rhythm choices, but i feel like there are some parts that are too bland. i really dislike the certain unkemptness of your hard like messy overlaps like 00:25:707 (2,3) - , certain rather ugly sections like 00:35:515 (4,5) - , but tbh those dont really matter cuz its just me nitpicking orz I dunno why they looked pretty in my eyes lol.
[forever]
  1. 00:17:630 (6,7) - rather ugly overlap tbh Yeah, changed.
  2. 00:39:553 (8) - somehow you heard 1/8th here and not on hard? Yeah xD
  3. 01:53:013 - worth more of a click than 01:52:820 - Yeah.
  4. 02:02:051 (5,6) - consider a triplet by adding a note here 02:02:147 - , fitting for the soft drum roll (repeated) Nope, I don't really focus on drum rolls. Won't make it a triplet.
  5. 02:08:205 (5,6) - ^
  6. 03:12:436 - worth more click than the slider head (repeated) I didn't focus on making the drums clickable this part, just mapping to the vocals

    the rather repetitive mistake of not mapping the more emphasized note of the song and mapping it as a non-clickbeat is rather weird for me to hear. your insane diff is almost polished in terms of aesthetic and flow, just more blankets probably but thats too boring of a mod Good to hear :3 But there're some parts only focusing on one dominant sound.
gl
Thanks for the mods :3
x incoming
Hi, sorry for late mod

Easy
  1. 00:37:246 (1) - I think you should ctrl+j so it points to (2)
  2. 00:44:746 (2) - 00:52:630 (5) - Same here and at some other points
  3. 00:36:476 (6) - You mapped this sound to a slider before 00:24:169 (6) - make consistent
  4. 03:48:013 (1,2,3) - Pattern change here seems out of place, I'd just map same as 03:44:166 (2,3)
Normal
  1. 01:57:243 (1,2,3,4) - I prefer the pattern 01:51:090 (1,2,3) - here because (3) isn't a significant sound at all so just seems misplaced
  2. 03:51:474 (7,8) - I think it would fit better with (7) being 1 note and (8) a reverse slider on white tick
  3. 04:32:241 (3,4) - Feels weird that the major beats are on the slider ends, I'd change this up
Hard
  1. 01:53:397 (6,7) - (7) seems out of place so I would just make (6) a longer slider and delete (7) like here 01:56:474 (6)
  2. 04:04:741 (4,1,2) - I think it would fit better with slider on (4) then a new note on 04:05:126 - instead of (1)
  3. 04:26:088 (4,5,6) - Major beats on slider ends again, I'd do something like https://osu.ppy.sh/ss/6997596
  4. 04:29:549 (5,6) - I would replace these both with two short sliders like this section 04:40:318
Forever
  1. 01:06:092 (4,5) - Would sound much better with (4) as single note with (5) shifted back in timeline with a small break after
  2. 01:09:169 (4,5,6) - Like here (lol) but I'm not sure if (6) fits here well
  3. 02:39:551 (5,6) -This part stands out from the other times so I think https://osu.ppy.sh/ss/6997674 would flow so much better
  4. 03:06:090 (4,5,6) - I think (6) doesn't fit much so I would make (5) the slider and a single note where the slider end of (6) is instead
  5. 03:12:243 (4,5) - Major beat on slider end of (4) feels off, so I would make this part different
  6. 03:15:513 (5) - I liked this section 01:36:861 - so I think you should do the same here because slider end (5) is major beat again
  7. 03:27:244 (3) - Same here, I think shorten slider and add a note where the slider end is right now
  8. 03:37:051 (5,6) - 03:40:128 (5,6) - I really think for this section you should map to drumming because you can hardly hear the guitar
  9. 04:41:088 - I hear some triples, maybe put them as two notes then slider underneath, I think would fit really well
Hope my mod helped! Feel free to message me in game if you have any Q's about it
Topic Starter
William K

Toehoe wrote:

Hi, sorry for late mod

Easy
  1. 00:37:246 (1) - I think you should ctrl+j so it points to (2) Sure, Applied.
  2. 00:44:746 (2) - 00:52:630 (5) - Same here and at some other points I applied to 00:52:630 (5,1) - but not with 00:44:746 (2) - because I wanted to make it similar to 00:43:399 (1,2) - :3
  3. 00:36:476 (6) - You mapped this sound to a slider before 00:24:169 (6) - make consistent I mapped 00:24:169 (6) - because of the soft cymbals there, since there's no cymbal sound at 00:36:861 - , I won't make 00:36:476 (6) - a slider.
  4. 03:48:013 (1,2,3) - Pattern change here seems out of place, I'd just map same as 03:44:166 (2,3) Doesn't fit to the holding sound imo, the holding sound at 03:45:705 (3) - is 3/4 long. But at 03:48:013 (1) - , it's 1/1 long.
Normal
  1. 01:57:243 (1,2,3,4) - I prefer the pattern 01:51:090 (1,2,3) - here because (3) isn't a significant sound at all so just seems misplaced You're right, Fixed the others too for consistency
  2. 03:51:474 (7,8) - I think it would fit better with (7) being 1 note and (8) a reverse slider on white tick Yup, changed.
  3. 04:32:241 (3,4) - Feels weird that the major beats are on the slider ends, I'd change this up Alright, changed. Made some triples since the music is intense.
Hard
  1. 01:53:397 (6,7) - (7) seems out of place so I would just make (6) a longer slider and delete (7) like here 01:56:474 (6) I made them 1/4 sliders because I don't want the Hard being too plain in rhythm, and I took advantage of the soft-sounded beats + Vocals. I think making 01:53:397 (6,7) - 1 slider would be too long. Sorry I can't explain nicely ;w;
  2. 04:04:741 (4,1,2) - I think it would fit better with slider on (4) then a new note on 04:05:126 - instead of (1) Why? Is it because of the drums xD I think mine is better, it fits more to the music.
  3. 04:26:088 (4,5,6) - Major beats on slider ends again, I'd do something like https://osu.ppy.sh/ss/6997596 Maybe I followed the vocals too much ;w; Will consider this later.
  4. 04:29:549 (5,6) - I would replace these both with two short sliders like this section 04:40:318 I still don't want to spam those 1/4s there, they somehow fits the vocals like 04:26:472 (5) - .
Forever
  1. 01:06:092 (4,5) - Would sound much better with (4) as single note with (5) shifted back in timeline with a small break after Like the rhythm i use more, since I followed vocals here like 00:54:169 (5,6,7,8) -
  2. 01:09:169 (4,5,6) - Like here (lol) but I'm not sure if (6) fits here well Fits nicely to me lol.
  3. 02:39:551 (5,6) -This part stands out from the other times so I think https://osu.ppy.sh/ss/6997674 would flow so much better I aimed for a back and forth movement here.
  4. 03:06:090 (4,5,6) - I think (6) doesn't fit much so I would make (5) the slider and a single note where the slider end of (6) is instead The current one fits better imo, to the vocals + drums. For the vocals, it's like going up and down. so i mapped it like that.
  5. 03:12:243 (4,5) - Major beat on slider end of (4) feels off, so I would make this part different It's pretty much the same as 02:58:782 (1,2,3,4,5,6,7) - following the vocals.
  6. 03:15:513 (5) - I liked this section 01:36:861 - so I think you should do the same here because slider end (5) is major beat again Sorry, but I can't uwu the instruments there are too clear for being passed.
  7. 03:27:244 (3) - Same here, I think shorten slider and add a note where the slider end is right now nice, applied.
  8. 03:37:051 (5,6) - 03:40:128 (5,6) - I really think for this section you should map to drumming because you can hardly hear the guitar I asked some people and they directly know I mapped to the guitar, so I think it's okay.
  9. 04:41:088 - I hear some triples, maybe put them as two notes then slider underneath, I think would fit really well I can't hear any ;w; rip my ears. But I think it's not that strong... :3
Hope my mod helped! Feel free to message me in game if you have any Q's about it
Thanks for the mods :3
Xinying
Hi~ from my m4m queue

General

  1. If there is anything wrong with the images I've sent or any suggestions which are unclear, please forum PM me to clarify. Avoid replying to my mod because I may not come back to your map.
  2. Instead of overusing Finish sounds, try making use of this whistle instead? It should provide suitable hitsound feedback~

Easy

  1. Nothing much as it has really simple flow patterns~ but am not a huge fan of how you NC only every 2 big white ticks, I would much prefer sticking to NC every one big white tick (same goes for Normal) and remember to check your ai mod for spacing issues for some circles.
  2. Most are just misleading errors, and the one below is the only one I'd say which is worth fixing~
  3. 00:51:092 (3,4,5) -

Normal

  1. 01:38:015 (6) - Try this rhythm and placement? And this applies for similar rhythms listed below
  2. 03:16:474 (6) - ^
  3. 04:42:626 (6) - ^
  4. 03:45:705 (5,6) - A little slightly off blanket which is kinda obvious
  5. 04:06:280 - Personally think this beat should be map
  6. 04:32:241 (3,4,5) - You've been stacking 2 notes since the beginning and introducing 3 at this stage of the song and difficulty will definitely be misleading. I suggest use this rhythm instead.
  7. 04:34:934 (2,3,4,5) - Same goes as above^
  8. 04:38:011 (2,3,4,5) - ^

Hard

  1. 02:06:090 (7,1) - Stack properly

Forever

  1. 00:46:092 (7) - I would ctrl-g this note.
  2. 00:47:246 (3) - Overlap isn't really good, try a placement like this. It is much more visible when playing
  3. 01:01:092 (5) - I don't think this rhythm fits well here considering you have been mapping drums from here 00:59:938 (1) . Mapping use 3 notes to put emphasis on drums?
  4. 01:13:784 (3,4) - Short DS, unlike what you did here 02:52:244 (3,4) - and here 04:18:395 (3,4) . Maybe shift it to somewhere along x:420,y:344 for a good flow and spacing.
  5. 02:08:782 (1) - Remove NC and NC this 02:09:551 (3) - instead to keep your consistency.
  6. 02:31:859 (3,5,6) - Slight nazi, but stack them properly
  7. 03:01:090 (7) - It's touching HP bar slightly, considering shifting it down abit. Something like this
  8. 03:03:590 - missing a beat here, and rhythm sounds off to me. Try out this rhythm instead, which starts from 03:01:859 (1) .
  9. 00:42:887 (7) - btw from previous mods if you're still wondering if this is 1/8, I hear 1/8 too~
  10. 04:29:549 - You sure about skipping all these drums sounds in the background? I would skip them personally. If you want to map them, they're in 1/6 snap
  11. 04:41:088 (3) - Well I kinda understand about skipping them now, since the drums here are indeed really complex are hard to listen to the exact snap

and that's all from me... really neat set overall and interesting mapping style in insane and hard. Good luck and all the best!!~
Topic Starter
William K

Xinying wrote:

Hi~ from my m4m queue

General

  1. If there is anything wrong with the images I've sent or any suggestions which are unclear, please forum PM me to clarify. Avoid replying to my mod because I may not come back to your map. It's okay, LOL.
  2. Instead of overusing Finish sounds, try making use of this whistle instead? It should provide suitable hitsound feedback~ Thanks for the wav, :3 But the Kick sound seems to be too low, so I won't use it.

Easy

  1. Nothing much as it has really simple flow patterns~ but am not a huge fan of how you NC only every 2 big white ticks, I would much prefer sticking to NC every one big white tick (same goes for Normal) and remember to check your ai mod for spacing issues for some circles. I actually dislike spamming NCs on Easies/Normals very much, because I think the HP drain will be too Easy and Easy players would pass my map quickly ;w; About the AiMod, I'm sure I checked it manually. So I think there's some bugs/sth else.
  2. Most are just misleading errors, and the one below is the only one I'd say which is worth fixing~
  3. 00:51:092 (3,4,5) - This's pretty fine, imo. Since the spacing gap is not that huge from the default.

Normal

  1. 01:38:015 (6) - Try this rhythm and placement? And this applies for similar rhythms listed below Uh? I can't see some link.
  2. 03:16:474 (6) - ^
  3. 04:42:626 (6) - ^
  4. 03:45:705 (5,6) - A little slightly off blanket which is kinda obvious Fixed.
  5. 04:06:280 - Personally think this beat should be map It's not a drum like 04:22:626 - so I think I won't map that. If I map 04:06:280 - I should map 04:05:511 - too, and It'll be too hard imo.
  6. 04:32:241 (3,4,5) - You've been stacking 2 notes since the beginning and introducing 3 at this stage of the song and difficulty will definitely be misleading. I suggest use this rhythm instead. Nice, Applied :3
  7. 04:34:934 (2,3,4,5) - Same goes as above^
  8. 04:38:011 (2,3,4,5) - ^

Hard

  1. 02:06:090 (7,1) - Stack properly Okay.

Forever

  1. 00:46:092 (7) - I would ctrl-g this note. Hm? Why? It would put a jump which doesn't make much sense imo, since 00:46:476 - is pretty light sounded.
  2. 00:47:246 (3) - Overlap isn't really good, try a placement like this. It is much more visible when playing Tried another way instead, because I think the flow of rotating the second slider by 20~30 isn't really good.
  3. 01:01:092 (5) - I don't think this rhythm fits well here considering you have been mapping drums from here 00:59:938 (1) . Mapping use 3 notes to put emphasis on drums? Put a reversed slider there. Seems fitting.
  4. 01:13:784 (3,4) - Short DS, unlike what you did here 02:52:244 (3,4) - and here 04:18:395 (3,4) . Maybe shift it to somewhere along x:420,y:344 for a good flow and spacing. True, did another thing instead (Triangles lol)
  5. 02:08:782 (1) - Remove NC and NC this 02:09:551 (3) - instead to keep your consistency. Yeah. Fixed.
  6. 02:31:859 (3,5,6) - Slight nazi, but stack them properly Okay~
  7. 03:01:090 (7) - It's touching HP bar slightly, considering shifting it down abit. Something like this Okay, moved.
  8. 03:03:590 - missing a beat here, and rhythm sounds off to me. Try out this rhythm instead, which starts from 03:01:859 (1) . Actually I only wanted to follow the vocals here to emphasize itself. So, no change sorry :3 The vocals is strong enough to emphasize.
  9. 00:42:887 (7) - btw from previous mods if you're still wondering if this is 1/8, I hear 1/8 too~ @_@ I'm still on 1/3 there, seems more fitting orz.
  10. 04:29:549 - You sure about skipping all these drums sounds in the background? I would skip them personally. If you want to map them, they're in 1/6 snap Yeah, I'm skipping those for consistency, like I said.. emphasizing.
  11. 04:41:088 (3) - Well I kinda understand about skipping them now, since the drums here are indeed really complex are hard to listen to the exact snap Yeah, added with the covering of loud voices from vocals, it's pretty hard to hear. Players can't focus on that.

and that's all from me... really neat set overall and interesting mapping style in insane and hard. Good luck and all the best!!~
:3 Thanks for the Mods!
Xinying

Normal

  1. 01:38:015 (6) - Try this rhythm and placement? And this applies for similar rhythms listed below
  2. 03:16:474 (6) - ^
  3. 04:42:626 (6) - ^
Could've sworn I linked those, oh well they should be working fine now

edit: don't kds this
Topic Starter
William K

Xinying wrote:

Normal

  1. 01:38:015 (6) - Try this rhythm and placement? And this applies for similar rhythms listed below
  2. 03:16:474 (6) - ^
  3. 04:42:626 (6) - ^
Could've sworn I linked those, oh well they should be working fine now

edit: don't kds this
Nice, updated. Thanks~
Graffin
NM from my queue

Forever
  • 00:42:630 (6,7) - this 1/3 gap feels kinda weird when reading imo
    01:35:515 (9,1) - spacing here might be a little bit too high
    01:58:590 (5,6) - this could be blanketed in a better way maybe
    02:11:090 (5,6,7) - flow here is weird for a calm part, it feels like a jump but there's not really any emphasis on anything, maybe something like this https://osu.ppy.sh/ss/7023137 would be better? (ctrl J then turn it -45 degrees)
    02:48:397 (7,8) - better blanket here?
    04:08:780 (7,8) - ^same
not much to point out, i'll post again if i find anything noteworthy, flow can be weird in some parts but overall good map!
gl on ranking
Topic Starter
William K

Graffin wrote:

NM from my queue

Forever
  • 00:42:630 (6,7) - this 1/3 gap feels kinda weird when reading imo Nope, they're stacks so it'd be easy to read the 1/3. And moreover, the OD is pretty low, pressing a consistent 1/2 will get a perfect score.
    01:35:515 (9,1) - spacing here might be a little bit too high Pretty nice for emphasizing the vocals, imo. :3
    01:58:590 (5,6) - this could be blanketed in a better way maybe Alright, it's off. Fixed.
    02:11:090 (5,6,7) - flow here is weird for a calm part, it feels like a jump but there's not really any emphasis on anything, maybe something like this https://osu.ppy.sh/ss/7023137 would be better? (ctrl J then turn it -45 degrees) 02:11:090 (5,6) - Flows nicely imo, they're 02:11:090 (5) - pointing to 02:11:474 (6) - makes a pretty good flow. 02:11:474 (6,7) - This flow break is intended to emphasize the drums there.
    02:48:397 (7,8) - better blanket here? Sure, blanket the slider tail.
    04:08:780 (7,8) - ^same No. it's for more emphasis to the drums.
not much to point out, i'll post again if i find anything noteworthy, flow can be weird in some parts but overall good map!
gl on ranking
Thanks on checking! :3
Watch My Skill
Easy
00:44:746 (2) - This could be moved up, just to make ranking easier.
00:56:861 (2,3) - Generally try to keep the notes inside the actual barrier, but its ok if you have a few that reach out. It just helps low resolution players.

Normal
Clean :D

Hard
Clean :D

Forever
01:03:207 (4,5,6) - try some alternating patterns here. The 6th note feels sloppy, like its not fitting in. Maybe blanket the oposite side of the 5th note?
01:33:976 (5) - 01:38:207 (2) - Probs better if you keep the actual hitcircle in the map :O
02:53:397 (3,4,5,6) - Feels really linear to play, try moving the singgle beats of 02:53:782 (4) - and 02:54:359 (6) - to make it a little nicer to play.

Good stuff man :)
Topic Starter
William K

Watch My Skill wrote:

Easy
00:44:746 (2) - This could be moved up, just to make ranking easier. Um? What'd you mean by making ranking easier?
00:56:861 (2,3) - Generally try to keep the notes inside the actual barrier, but its ok if you have a few that reach out. It just helps low resolution players. :3 I love putting notes at the corner, I dunno why xD. But it may help Easy players go on to the next stage. Playing only in the middle is pretty easy imo.

Normal
Clean :D

Hard
Clean :D

Forever
01:03:207 (4,5,6) - try some alternating patterns here. The 6th note feels sloppy, like its not fitting in. Maybe blanket the oposite side of the 5th note? But it fits the music nicely imo, it's a pretty nice pattern i must say :3
01:33:976 (5) - 01:38:207 (2) - Probs better if you keep the actual hitcircle in the map :O Not offscreen, xD They're fine as it is.
02:53:397 (3,4,5,6) - Feels really linear to play, try moving the singgle beats of 02:53:782 (4) - and 02:54:359 (6) - to make it a little nicer to play. The linear thing is intentional, it's to emphasize the drums at 02:53:974 - by flowbreaking.

Good stuff man :)
:3 Thanks for the mods!
Rizen
I have the version from 10 days ago so some points may be invalid :<

your combo colours are a bit too similar to each other (dark blue with indigo, light blue with lilac). I would try to differentiate between the colours a bit more so the player can tell it's a new combo easier (e.g. make thee darker combo colours darker or the lighter combo colours lighter)

Easy
  1. 00:22:630 (5,1) - the sliders are overlapping, making it rather unattractive... try moving 00:24:169 (6) - a little bit lower so you can readjust 00:24:938 (1) - to stop the overlap
  2. 01:54:936 (4,5) - I would stick with the guitar tbh, as you have decided to map them all in this section (01:51:090 (1) - to 02:26:474 (5) - )
  3. 03:49:551 (3) - this slider doesn't start on a significant beat in the music (the guitar sound is actually on the 1/4 tick before it)
  4. 04:01:857 (3,4) - try making these symmetrical for aesthetics ;_;
  5. 04:05:703 (8) - perhaps a finish at this slider head for the cymbals (every other difficulty has it)
Normal
  1. 00:47:246 (2) - I think a 1/2 slider then circle will fit here better than an extended slider. The vocals end on the red tick, and there is a tsss sound there
  2. 02:12:628 (1) - the slider end shouldn't really be hitsounded tbh, there's no sound in the music at this tick
  3. 02:03:974 (2) - sounds a little overmapped to me (no sound at this tick). The vocals sound like they start on the 1/3rd ticks
  4. 02:43:397 (1) - I don't hear a sound on the slider end so I don't think a drum whistle fits ;_;
  5. 03:03:205 (4) - something minor, but try moving this so it looks like this. imo looks better and plays better
  6. 03:41:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - could hitsound the guitar sounds with soft whistles
  7. 04:06:280 - consider adding a circle here, pretty audible drums here
Hard
  1. 00:36:092 (5,6,7) - try copy and pasting 00:35:515 (4) - , rotate 180deg and replace 00:36:092 (5) - with it. That way, you can space out the circles at 00:36:669 (6,7) - . for exmple
  2. 00:40:322 (1,2) - a bit too close to each other imo ;c
  3. 00:46:476 (1,2) - I would space these out a little bit more since the distance can still be confused with a distance-emphasised 1/4 circle
  4. 01:29:361 (6) - moving this to x:331 y:169 feels smoother imo
  5. 02:15:705 (1) - may play smoother/look better if it's curved like this
  6. 02:42:628 (6) - perhaps nudge this a little bit to the upper left for tidiness
  7. 02:43:205 (7) - try moving this to x:467 y:257, plays bit smoother imo
  8. 02:51:474 (5,6,7) - this plays rather weirdly imo since from 02:47:820 (4) - you have had rotational circular flow and then this suddenly ends it. I think it would be nicer if you simply rotate the flow in the other direction. for example, ctrl+g 02:52:243 (7) - and move 02:52:628 (1) - closer to somewhere like x:227 y:198
  9. 04:01:088 (3) - the flow is rather sharp here. you can try doing curvature like you did at 03:57:241 (1,2,3) - like this. Different to 04:12:626 (1,2,3) - as the circle in this pattern is offsetted to the right, creating an ACW motion
Forever
  1. 00:17:630 - perhaps a whistle here for the cymbals bsssh sound. Same at 00:23:784 - , 00:29:938 - , etc.
  2. 00:18:015 (7) - clap
  3. 00:30:323 (7) - imo, this circle/beat should be distance emphasised over 00:30:515 (8) - as the beat is more prominent. perhaps try moving to somewhere like x:166 y:221. May apply to 01:15:515 (5) - too
  4. 00:42:630 (6,7) - !!! it's very hard to read this as 1/3, since you've recently stacked a circle on a slider head at 00:41:476 (3,4) - . what I mean is that the player may read the stack as 1/2 and click mistimed.
  5. 02:43:974 (2) - I don't hear anything on this tick so I don't think the circle is very appropriate (or I may have awful headphones). Or at least remove the hitsound as you're creating rhythm that's not in the music and that's a no no ;_;
  6. 03:56:088 (7,8) - I would try avoid that overlap and make things neater if possible
good luck!
Topic Starter
William K

Rizen wrote:

I have the version from 10 days ago so some points may be invalid :<

your combo colours are a bit too similar to each other (dark blue with indigo, light blue with lilac). I would try to differentiate between the colours a bit more so the player can tell it's a new combo easier (e.g. make thee darker combo colours darker or the lighter combo colours lighter) Hmm... Actually those combo colours are clearly noticeable imo, and they fits the background. But if I make the color ligher from the light colours, they won't fit the background. Good as they're now :3

Easy
  1. 00:22:630 (5,1) - the sliders are overlapping, making it rather unattractive... try moving 00:24:169 (6) - a little bit lower so you can readjust 00:24:938 (1) - to stop the overlap Okie, but I moved 00:21:861 (4,5) - instead of (6)
  2. 01:54:936 (4,5) - I would stick with the guitar tbh, as you have decided to map them all in this section (01:51:090 (1) - to 02:26:474 (5) - ) True, Fixed.
  3. 03:49:551 (3) - this slider doesn't start on a significant beat in the music (the guitar sound is actually on the 1/4 tick before it) Okay, Fixed.
  4. 04:01:857 (3,4) - try making these symmetrical for aesthetics ;_; Okay, Fixed~
  5. 04:05:703 (8) - perhaps a finish at this slider head for the cymbals (every other difficulty has it) Missed. Fixed~
Normal
  1. 00:47:246 (2) - I think a 1/2 slider then circle will fit here better than an extended slider. The vocals end on the red tick, and there is a tsss sound there Yeah, Agreed.
  2. 02:12:628 (1) - the slider end shouldn't really be hitsounded tbh, there's no sound in the music at this tick There is, try 25% sound and take off the hitsound. You'll hear the same sound.
  3. 02:03:974 (2) - sounds a little overmapped to me (no sound at this tick). The vocals sound like they start on the 1/3rd ticks There is, I dunno what sound is that xD Im bad at instruments but there is. And I'm not following to the vocals, but the unknown sound and drums.
  4. 02:43:397 (1) - I don't hear a sound on the slider end so I don't think a drum whistle fits ;_; Okie~
  5. 03:03:205 (4) - something minor, but try moving this so it looks like this. imo looks better and plays better Hmm... I like the linear one better than the other, they looked pretty nice in aesthetics and plays good.
  6. 03:41:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - could hitsound the guitar sounds with soft whistles No, it'll result in an inconsistency between difficulty, since i don't hitsound any of the guitar from the beginning until the end.
  7. 04:06:280 - consider adding a circle here, pretty audible drums here No, I wanted to emphasize the vocals only there.
Hard
  1. 00:36:092 (5,6,7) - try copy and pasting 00:35:515 (4) - , rotate 180deg and replace 00:36:092 (5) - with it. That way, you can space out the circles at 00:36:669 (6,7) - . for exmple Okay, Applied~.
  2. 00:40:322 (1,2) - a bit too close to each other imo ;c Yeah, fixed.
  3. 00:46:476 (1,2) - I would space these out a little bit more since the distance can still be confused with a distance-emphasised 1/4 circle Emphasized 00:47:246 (2) - with CTRL+G-ing.
  4. 01:29:361 (6) - moving this to x:331 y:169 feels smoother imo But 6 is pointed by the slider, I think the flow's fine ;3
  5. 02:15:705 (1) - may play smoother/look better if it's curved like this I think a curve flow won't flow better here xd will stick to my straight one.
  6. 02:42:628 (6) - perhaps nudge this a little bit to the upper left for tidiness Okie~
  7. 02:43:205 (7) - try moving this to x:467 y:257, plays bit smoother imo No, xD I won't create a jump here.
  8. 02:51:474 (5,6,7) - this plays rather weirdly imo since from 02:47:820 (4) - you have had rotational circular flow and then this suddenly ends it. I think it would be nicer if you simply rotate the flow in the other direction. for example, ctrl+g 02:52:243 (7) - and move 02:52:628 (1) - closer to somewhere like x:227 y:198 Fixed, by CTRL+J-ing. :3
  9. 04:01:088 (3) - the flow is rather sharp here. you can try doing curvature like you did at 03:57:241 (1,2,3) - like this. Different to 04:12:626 (1,2,3) - as the circle in this pattern is offsetted to the right, creating an ACW motion The sharp flow is for a emphasis, so they're fine. But I moved the circle a bit to the right.
Forever
  1. 00:17:630 - perhaps a whistle here for the cymbals bsssh sound. Same at 00:23:784 - , 00:29:938 - , etc. Sure.
  2. 00:18:015 (7) - clap Oh right.
  3. 00:30:323 (7) - imo, this circle/beat should be distance emphasised over 00:30:515 (8) - as the beat is more prominent. perhaps try moving to somewhere like x:166 y:221. May apply to 01:15:515 (5) - too Did the first one, but not the second one. The second one is inteded to follow the vocals. And the vocals volume is pretty much the same each other. :3
  4. 00:42:630 (6,7) - !!! it's very hard to read this as 1/3, since you've recently stacked a circle on a slider head at 00:41:476 (3,4) - . what I mean is that the player may read the stack as 1/2 and click mistimed. But even if we click by 1/2, we'll get a perfect score due to the low OD. Will keep it first.
  5. 02:43:974 (2) - I don't hear anything on this tick so I don't think the circle is very appropriate (or I may have awful headphones). Or at least remove the hitsound as you're creating rhythm that's not in the music and that's a no no ;_; ;w; I'm pretty confident that there's a sound there lol. Hear it again xD
  6. 03:56:088 (7,8) - I would try avoid that overlap and make things neater if possible Okayy~
good luck!
Thanks for the mods! :3
Naxess
Greetings, you requested.

Funnily enough I was actually looking at this map earlier...


  • [General]
  1. I'd say this is good. Could otherwise fill out the tags with the related people's names, in their own language, if it's not too much trouble. So for example Kenji Tamai would be "玉井健二".

    [Hard]
  2. 00:40:322 - I'm assuming you missed this finish or whatnot. Seems to occur repeatedly across this section, 00:42:246 - 00:45:322 - also seems questionable in comparison to 00:39:169 - , etc. Consider checking your map for finish hitsounds again, I see them basically all over. Look at 01:33:784 - , for instance.
  3. 01:28:784 (5,6,1) - Don't see why the flow needs to be awkward here. Might as well move 01:29:553 (1) - down and linear with (5) and (6), 01:30:322 (2) - up and then lastly line up 01:30:322 (2,3,4) - with consistent spacing as well.
  4. 01:36:284 (2,3) - Perhaps these can be spaced similarly to 01:32:438 (7,1) - for accenting (3) further in accordance with the cymbal. Compare it to 03:14:743 (2,3) - for instance.
  5. 02:24:936 (1,2) - I doubt clicking three times in a row like this will emphasize the snare at 02:25:128 (2) - well. In my opinion the vocal at 02:25:320 - is more important if you're looking for a pause at 02:25:513 - . Whenever a slider ends on a strong sound of some instrument it's usually because the mapper would change instrumental priority, and this conflicts that idea as it is.
  6. 02:32:628 (5,6,7,8,1) - This feels unusually awkward flow-wise. Is this intentional? The rest of this section seems rather tame in comparison.
  7. 03:15:513 (4,5,6,7) - Sounds like the wrong beats are being emphasized here. It may just personal, but if I were to map this rhythm it'd look something like this. Skipping those snares with the way they've been followed previously looks a bit odd.
  8. 03:38:205 (7,8) - Could swap these to have each impact land on the drum sounds. I don't think placing circles where there otherwise wouldn't be much emphasis placed makes much sense. It may also hurt the overall accentuation consistency in the map.
  9. 03:58:011 (3) - Careful with the health bar here. Consider moving it down a bit. Same goes for 04:36:472 (7) - .
  10. 04:42:241 (6,7) - I would have spaced these further in consistency with 04:40:126 (8,1) - 04:40:703 (2,3) - 04:41:472 (4,5) - 04:43:011 (8,1) - .

    [Forever]
    I know you've got a lot of mods on these two difficulties, but I feel like I need to address some things on this one in specific. The rhythm and spacing seems a bit questionable. Near the end the flow also becomes rather unintuitive, but whether that is intentional or not is a bit hard to tell.

  11. 00:14:938 (7,8) - To be honest I don't like this rhythm choice. It makes the previous 1/2 sliders stand out a lot less in comparison, yet it's possible to simply map it like 00:13:399 (3) - , as a 1/1 slider and circle, since it's basically the same type of vocal.
  12. 00:18:784 (1,2,3) - On the other hand, this rhythm is the same as previous, yet because of this I feel like it's missing that the vocals are different here. In this case I would think something like this would work.
  13. 00:24:938 (1,2,3) - I don't quite see the reason behind making the flow awkward here. What is it trying to emphasize? If there's a concept behind it, perhaps it should be made more apparent somehow.
  14. 00:34:169 (1,2) - Again, no need to make the 1/2 sliders so common. Try utilizing the scarcity principle in order to accent the notes in reflection to the song. Try a 1/1 slider here instead, in order to make 00:34:746 (2,3,4,5) - comparatively more dense in accordance with the song.
  15. 00:42:887 (7) - Wouldn't this end on 1/3 as well? That's what I hear at least.
  16. 00:44:169 - Like mentioned earlier, ending sliders on strong sounds is mostly just used to change instrument, but the problem is that nothing is stronger on 00:44:361 - than it is on 00:44:169 - , or am I wrong? I'd suggest you use something like you did at 00:37:246 (1,2,3,4) - instead, introducing the measure with a 1/1 slider for consistency with how other rhythms have worked throughout the map.
  17. 01:32:630 (1,3) - If you'd like you could try making (1) and (3) parallel as well. Then flipping it again to make (5), etc. just a minor suggestion though.
  18. 01:36:092 (2,3) - I think you should space these further. That snare and finish stand out a lot in the song but it's currently just another note in the map. Could space them like this, for example.
  19. 01:59:166 (6,7,8,1,2) - Having all these be 1/2 will make it seem like they're supposed to be monotonous or similar. Doesn't exactly accentuate the song very well, considering that 02:00:320 (1,2) - sound different from the rest. In order to emphasize this, make 01:59:551 (7,8) - a 1/1 slider and circle.
  20. 02:05:128 (5,6) - Would've swapped for consistency with 02:08:205 (5,6) - , but also other similar rhythms such as 02:06:282 (8,1) - or 02:09:359 (8,1) - . Similarly at 04:23:588 (5,6) - in comparison with 02:57:051 (4,5,6) - etc.
  21. Similarly to Hard, this difficulty is also missing a few potential places for hitsounding such as here. If you feel that the finishes are too repetitive you could always add another sampleset with a different one and then match this with the music at relevant parts.
  22. 04:32:241 (4,5,6,7) - Compared to the other notes in this section, these are very close together. Especially when considering that snares were often accented through spacing during these sections, yet the distance between 04:32:241 (4,5) - is less. Might want to move them slightly, for example stacking the tail of 04:32:434 (5) - with the head of 04:31:857 (3) - and then moving 04:32:818 (6) - near the tail of 04:31:857 (3) - whilst avoiding too visible overlaps.
  23. And lastly speaking of spacing, and like mentioned earlier as well, try spacing out 04:40:703 (2,3) - to be further away from each other than 04:40:318 (1,2) - .

    In summary: Yes, you can place notes on places where a faint sound is heard, and yes you can make patterns out of the placements of said notes, but don't forget to emphasize things consistently and meaningfully while doing so.
Going to wait a week or two until I actually nominate anything, but I'll be sure to come by and see how things have gone by then. My only major concern is for the way Forever handles it's gameplay aspects, which you can see in the mod. Good luck!
Topic Starter
William K

Naxess wrote:

Greetings, you requested.

Funnily enough I was actually looking at this map earlier... xD


  • [General]
  1. I'd say this is good. Could otherwise fill out the tags with the related people's names, in their own language, if it's not too much trouble. So for example Kenji Tamai would be "玉井健二". Okay, I'll add.

    [Hard]
  2. 00:40:322 - I'm assuming you missed this finish or whatnot. Seems to occur repeatedly across this section, 00:42:246 - 00:45:322 - also seems questionable in comparison to 00:39:169 - , etc. Consider checking your map for finish hitsounds again, I see them basically all over. Look at 01:33:784 - , for instance. Yeah, I'll check the hitsounding again.
  3. 01:28:784 (5,6,1) - Don't see why the flow needs to be awkward here. Might as well move 01:29:553 (1) - down and linear with (5) and (6), 01:30:322 (2) - up and then lastly line up 01:30:322 (2,3,4) - with consistent spacing as well. Actually I don't find it awkward, but the modder last time also mention it, changed.
  4. 01:36:284 (2,3) - Perhaps these can be spaced similarly to 01:32:438 (7,1) - for accenting (3) further in accordance with the cymbal. Compare it to 03:14:743 (2,3) - for instance. Right, I missed the cymbals there. Fixed~
  5. 02:24:936 (1,2) - I doubt clicking three times in a row like this will emphasize the snare at 02:25:128 (2) - well. In my opinion the vocal at 02:25:320 - is more important if you're looking for a pause at 02:25:513 - . Whenever a slider ends on a strong sound of some instrument it's usually because the mapper would change instrumental priority, and this conflicts that idea as it is. Actually, I didn't want to emphasize the vocals there, but the drums at 02:25:128 - as clicking 3 times will be some pressure for hard players. And for 02:25:705 - I was emphasizing the guitars, same as 02:26:474 - . I added 02:25:513 - a note so it's not like im emphasizing vocals.
  6. 02:32:628 (5,6,7,8,1) - This feels unusually awkward flow-wise. Is this intentional? The rest of this section seems rather tame in comparison. Actually, there're many patterns like 02:33:013 (6,7) - for example : 02:29:936 (5,6) - . I made that pattern as it nicely emphasizes the drums at 02:33:397 - . But I change 02:32:628 (5,6) - anyway, for a smoother flow.
  7. 03:15:513 (4,5,6,7) - Sounds like the wrong beats are being emphasized here. It may just personal, but if I were to map this rhythm it'd look something like this. Skipping those snares with the way they've been followed previously looks a bit odd. Agreed, changed the rhythm in another way so that it's rich in sounds. The last one seems to be too easy compared to 04:40:318 (1,2,3,4,5,6,7,8) - which are 1/4 kick slider spams.
  8. 03:38:205 (7,8) - Could swap these to have each impact land on the drum sounds. I don't think placing circles where there otherwise wouldn't be much emphasis placed makes much sense. It may also hurt the overall accentuation consistency in the map. True, Fixed this.
  9. 03:58:011 (3) - Careful with the health bar here. Consider moving it down a bit. Same goes for 04:36:472 (7) - . Okie~ Done.
  10. 04:42:241 (6,7) - I would have spaced these further in consistency with 04:40:126 (8,1) - 04:40:703 (2,3) - 04:41:472 (4,5) - 04:43:011 (8,1) - . Okay, remade some sliders.

    [Forever]
    I know you've got a lot of mods on these two difficulties, but I feel like I need to address some things on this one in specific. The rhythm and spacing seems a bit questionable. Near the end the flow also becomes rather unintuitive, but whether that is intentional or not is a bit hard to tell.

  11. 00:14:938 (7,8) - To be honest I don't like this rhythm choice. It makes the previous 1/2 sliders stand out a lot less in comparison, yet it's possible to simply map it like 00:13:399 (3) - , as a 1/1 slider and circle, since it's basically the same type of vocal. Hmm, okay. For consistency too, changed.
  12. 00:18:784 (1,2,3) - On the other hand, this rhythm is the same as previous, yet because of this I feel like it's missing that the vocals are different here. In this case I would think something like this would work. Okay, done~
  13. 00:24:938 (1,2,3) - I don't quite see the reason behind making the flow awkward here. What is it trying to emphasize? If there's a concept behind it, perhaps it should be made more apparent somehow. Alright~ Fixed.
  14. 00:34:169 (1,2) - Again, no need to make the 1/2 sliders so common. Try utilizing the scarcity principle in order to accent the notes in reflection to the song. Try a 1/1 slider here instead, in order to make 00:34:746 (2,3,4,5) - comparatively more dense in accordance with the song. I tried making 00:34:361 (2) - a 1/1, but it doesn't really fit the map imo. 00:34:553 - Even if that instrument a small sounded one, I feel like not mapping it there won't fit.
  15. 00:42:887 (7) - Wouldn't this end on 1/3 as well? That's what I hear at least. Right, I'm wrong here.
  16. 00:44:169 - Like mentioned earlier, ending sliders on strong sounds is mostly just used to change instrument, but the problem is that nothing is stronger on 00:44:361 - than it is on 00:44:169 - , or am I wrong? I'd suggest you use something like you did at 00:37:246 (1,2,3,4) - instead, introducing the measure with a 1/1 slider for consistency with how other rhythms have worked throughout the map. Okie~ Changed.
  17. 01:32:630 (1,3) - If you'd like you could try making (1) and (3) parallel as well. Then flipping it again to make (5), etc. just a minor suggestion though. Okay~
  18. 01:36:092 (2,3) - I think you should space these further. That snare and finish stand out a lot in the song but it's currently just another note in the map. Could space them like this, for example. True, Fixed.
  19. 01:59:166 (6,7,8,1,2) - Having all these be 1/2 will make it seem like they're supposed to be monotonous or similar. Doesn't exactly accentuate the song very well, considering that 02:00:320 (1,2) - sound different from the rest. In order to emphasize this, make 01:59:551 (7,8) - a 1/1 slider and circle. The rhythm at 01:59:551 (7,8) - has already fit the map nicely, since there's no vocals there. I chose to map all the instruments. But if I make 01:59:551 (7,8) - 1/1 + circle, would be pretty questionable, what did i map to and i follow.
  20. 02:05:128 (5,6) - Would've swapped for consistency with 02:08:205 (5,6) - , but also other similar rhythms such as 02:06:282 (8,1) - or 02:09:359 (8,1) - . Similarly at 04:23:588 (5,6) - in comparison with 02:57:051 (4,5,6) - etc. Yeah, agreed here. fixed.
  21. Similarly to Hard, this difficulty is also missing a few potential places for hitsounding such as here. If you feel that the finishes are too repetitive you could always add another sampleset with a different one and then match this with the music at relevant parts. I think the finishes from drum sampleset fits the music nicely, in case of repetitive. can't be helped, the music itself is repetitive :3
  22. 04:32:241 (4,5,6,7) - Compared to the other notes in this section, these are very close together. Especially when considering that snares were often accented through spacing during these sections, yet the distance between 04:32:241 (4,5) - is less. Might want to move them slightly, for example stacking the tail of 04:32:434 (5) - with the head of 04:31:857 (3) - and then moving 04:32:818 (6) - near the tail of 04:31:857 (3) - whilst avoiding too visible overlaps. Okay, Fixed. Emphasized 04:32:434 (5) - with spacing, and 04:33:395 (8) - with flowbreak.
  23. And lastly speaking of spacing, and like mentioned earlier as well, try spacing out 04:40:703 (2,3) - to be further away from each other than 04:40:318 (1,2) - . True, I'll mod it myself more :3

    In summary: Yes, you can place notes on places where a faint sound is heard, and yes you can make patterns out of the placements of said notes, but don't forget to emphasize things consistently and meaningfully while doing so.
Going to wait a week or two until I actually nominate anything, but I'll be sure to come by and see how things have gone by then. My only major concern is for the way Forever handles it's gameplay aspects, which you can see in the mod. Good luck!
Thanks Naxess for the mod :3 I'll update after my selfmod.
Topic Starter
William K
Okie, my selfmod's done :3
Cerulean Veyron
I can give you a little hand for this~ ;p

[- - Hard - -]
  1. 00:23:207 (4,5) - 00:39:553 (5,1) - I guess the jump in-between these notes are probably a little too big, you know. The song quite took the emphasis more than these two, so I would probably recommend reducing in distance spacings especially the second part where you follow the vocals for the angles and most of all. It's literally fine in structure though, but the big spacing kinda makes me wonder...
  2. 01:14:169 (1,2) - Almost the same thing as above, but just after another drop of the kiai time which has a suitable jump before this. Since you've used 1.5x on many parts of the chorus, I think you should do the same here for a better consistency. It would appear something alike this one for sure, and it's alright! It won't hurt the structure and flow at least if you give it a try.
  3. 01:34:169 (4,5) - Since the flowing is getting more linear and straight-through, it'd look "too" solid in gameplay. So let's say, these two sliders. Why not try a little bit of a curved-down on slider (4)? With that way, the cursor movement will directly flow onto slider (5) much smoother, and greater for sure. It also improves some aesthetics in my opinion~
  4. 02:16:474 (3) - 02:19:551 (3) - 02:22:628 (3) - Speaking about hitsounding, I'm not really an expert of it. But from what I can hear in these three parts of the song track, there's a little hi-hat sounding that kinda deserves being audible. So maybe adding a Drum-addition whistles on the slider heads in order to follow those would work? Who knows if it would be the best thing to fill up good hitsounds for the quiet/calm parts.

[- - Forever - -]
  1. 00:20:323 (6,7,8,9) - Well, this is something that almost bother me somehow. There's a stack on slider (6) and (8), and the manual one is the other, It's quite a little need of readability in my point of view. So either unstack and overlap the slider tail not over (8)'s head which gives similarity like the other two, or stack slider (7) and (9) alongside with slider (8) and (6).
  2. 00:34:169 (1,2) - By hearing through the rhythm composition, there's a little bit of good density on the red tick. So instead of holding it out from a slider, it would be great if that tick were to be clickable. You may want to Ctrl + G for a better rhythm on timeline which will follow the strings (and maybe the hi-hats, not sure..) much more cleaner and softer. Watch over the patterning and distance spacing, if applying this!
  3. 01:05:707 (3,4) - I wouldn't call this as a jump though, but an increased-spacing. There's literally nothing in a big impact over this part to amplify, so why a stack on the previous slider head? It'd be best if you'd do the usual way for the balanced 1/4 notes like every parts rather than a "stack that makes the distance spacing bigger".
  4. 01:21:669 (5) - Not a big issue here, more like a personal suggestion. It's probably the same thing on Hard for curving a slider, but maybe you can do a smaller curve in here in case you dislike smooth flows or structure. That, at least, would make aesthetics look best of it~
  5. 02:01:090 (3,4) - Therefore, this is the only stack I found major. The other stacks I've noticed are also the same as here, but this one's the most that caught my attention. Maybe you could... stack as usual? Sorry if this were to be fixed too minor, or not important or what so. Just trying to tell you about it...
  6. 02:53:397 (3,4) - I assume the distance spacing here is significantly too short, while the song track really deserves something bigger than this. Unlike 01:14:938 (3,4) - or 04:19:549 (3,4) - . I'd recommend a little consistency over this, stacking shouldn't always be necessarily implemented in every track. Other subjectives might also be a big issue, so try to look out for it.

Aimer... ;D
Good Luck, William K!
Topic Starter
William K

Cerulean Veyron wrote:

I can give you a little hand for this~ ;p Thank you :3

[- - Hard - -]
  1. 00:23:207 (4,5) - 00:39:553 (5,1) - I guess the jump in-between these notes are probably a little too big, you know. The song quite took the emphasis more than these two, so I would probably recommend reducing in distance spacings especially the second part where you follow the vocals for the angles and most of all. It's literally fine in structure though, but the big spacing kinda makes me wonder... Okie, I nerfed 00:23:784 (5) - but not for 00:39:553 (5,1) - . 00:39:553 (5,1) - fits the diff and make players prepare for the jumps given in Kiais, and actually its not that big :3 My friend testplayed it for me too.
  2. 01:14:169 (1,2) - Almost the same thing as above, but just after another drop of the kiai time which has a suitable jump before this. Since you've used 1.5x on many parts of the chorus, I think you should do the same here for a better consistency. It would appear something alike this one for sure, and it's alright! It won't hurt the structure and flow at least if you give it a try. Hmm I like your suggestion but I'm afraid I can't change the emphasis for 01:14:938 (2) - . You can find some emphasizing consistency through out the first kiai. As you see, the emphasis at 00:51:861 (6) - 00:54:938 (7) - 00:58:015 (6) - 01:04:169 (6) - etc is consistent and it's also for preparing the emphasis later on too.
  3. 01:34:169 (4,5) - Since the flowing is getting more linear and straight-through, it'd look "too" solid in gameplay. So let's say, these two sliders. Why not try a little bit of a curved-down on slider (4)? With that way, the cursor movement will directly flow onto slider (5) much smoother, and greater for sure. It also improves some aesthetics in my opinion~ Oh sure, I like the flow.
  4. 02:16:474 (3) - 02:19:551 (3) - 02:22:628 (3) - Speaking about hitsounding, I'm not really an expert of it. But from what I can hear in these three parts of the song track, there's a little hi-hat sounding that kinda deserves being audible. So maybe adding a Drum-addition whistles on the slider heads in order to follow those would work? Who knows if it would be the best thing to fill up good hitsounds for the quiet/calm parts. Yeah it'd work, but the kicks are complex enough. So I think I won't add anything more. :3 Will ask for more opinions though

[- - Forever - -]
  1. 00:20:323 (6,7,8,9) - Well, this is something that almost bother me somehow. There's a stack on slider (6) and (8), and the manual one is the other, It's quite a little need of readability in my point of view. So either unstack and overlap the slider tail not over (8)'s head which gives similarity like the other two, or stack slider (7) and (9) alongside with slider (8) and (6). Nope here, I wanted to make 00:20:707 (7,9) - something like 100% not diagonal straight (omg how can i say this) If I stack 00:20:707 (7,9) - the up and down would be unbalanced. And for the readability, they're nice enough from the gameplay imo, the sliders are clear.
  2. 00:34:169 (1,2) - By hearing through the rhythm composition, there's a little bit of good density on the red tick. So instead of holding it out from a slider, it would be great if that tick were to be clickable. You may want to Ctrl + G for a better rhythm on timeline which will follow the strings (and maybe the hi-hats, not sure..) much more cleaner and softer. Watch over the patterning and distance spacing, if applying this! Actually, the instrument at 00:34:553 - is not the main focus of my rhythming system, the main one is 00:34:169 - and 00:34:361 - which is getting higher. That's why I made them 2 clickable.
  3. 01:05:707 (3,4) - I wouldn't call this as a jump though, but an increased-spacing. There's literally nothing in a big impact over this part to amplify, so why a stack on the previous slider head? It'd be best if you'd do the usual way for the balanced 1/4 notes like every parts rather than a "stack that makes the distance spacing bigger". But it does flow nicely xd, changed anyway~
  4. 01:21:669 (5) - Not a big issue here, more like a personal suggestion. It's probably the same thing on Hard for curving a slider, but maybe you can do a smaller curve in here in case you dislike smooth flows or structure. That, at least, would make aesthetics look best of it~ I don't really like a slight curve slider xd Sorry. I only do slight curved for special cases.
  5. 02:01:090 (3,4) - Therefore, this is the only stack I found major. The other stacks I've noticed are also the same as here, but this one's the most that caught my attention. Maybe you could... stack as usual? Sorry if this were to be fixed too minor, or not important or what so. Just trying to tell you about it... xd may I know why? Because I see the others stacks the same as this. Is it the curve? I curved it more then :3
  6. 02:53:397 (3,4) - I assume the distance spacing here is significantly too short, while the song track really deserves something bigger than this. Unlike 01:14:938 (3,4) - or 04:19:549 (3,4) - . I'd recommend a little consistency over this, stacking shouldn't always be necessarily implemented in every track. Other subjectives might also be a big issue, so try to look out for it. Okie, I fixed this.

Aimer... ;D <3 Aimer
Good Luck, William K!


Thanks Cerulean for Mod :3
Xiaolin
Q.

General

  1. I don't understand why would you put a new timing point at 01:51:090 and 03:54:166. At the first timing point, it looks like an extra, because it doesn't reset anything, like downbeat, it's the same. The second timing point, is it there for the kiai? You could've used an inherited point instead, because as I mentioned before, this timing point doesn't reset anything as well.
Easy

  1. 00:18:784 (1,2) - Why don't you make (2) a curvy slider like (1) so they both can look at the same? Because like these two notes in here 00:21:861 (4,5) they both have the same shape. So I thought it would be nice if you made both (1) and (2) have the same structure. Ex
  2. 01:07:630 (8) - It would be nice if you stacked this note with 01:06:092 (6) instead of making them overlap. Because here at 01:03:015 (2,4) and 01:09:169 (2,4) the two notes are stacked, so it's kinda of weird to suddenly make an overlap here instead of stacking them.
  3. 01:57:243 (1,2) - Just like the first point.
  4. 01:57:243 (1,3) - Just like the second point, stack (3) with (1)'s end.
  5. 02:24:936 (4) - The second red tick in this slider looks rougher than the first red tick, it makes the slider looks a bit awkward. Maybe try this?
  6. 03:48:013 (1,2) - I don't like how (1)'s end is touching (2)'s border, it looks weird. Looking at the entire map, these two notes are the only ones which look like this, so it'd be surprised to suddenly see two notes placed like this. Move (2) to x:o y:152 to avoid this awkward overlap with (1).
  7. 03:58:780 (7,8) - Pretty much also from the first point, why don't you make these two sliders have the same shape?
  8. 03:59:549 (8) and 04:01:472 (2) are overlapping, please avoid it. :c
  9. Nice diff, just pointed out overlaps to make this diff more neat.
Normal

  1. 01:04:938 (1) - Ctrl+H+G? Because the current flow with this slider and the next note is a bit off.
  2. 04:37:241 (1,2,3,4) - I can't say I'm okay with this.. First, the distance between (2) and (3,4) is too close, so I'm guessing you forgot to use DS here. Second, it's weird how (2) is more curvier than (4) it makes the flow here weird. If I were you, I would make (1) and (2) parallel to make this pattern look more neat. Ex
Forever

  1. 00:42:630 (6) - I would ctrl+J this slider to fix the flow movement with 00:41:669
  2. 01:01:669 - I would add a note here to emphasize the vocals here. And it's because it's awkward to end this non-stop clicking circles and sliders here at 01:01:476. Like, I feel like players expect to click something on 01:01:669.
  3. 02:40:128 - ^
  4. 03:37:243 - You're missing a slight drum sound here, and it'd be nice if this entire part is emphasized by the drums in the background. How about this rhythm?

Nice set, good luck. \ o /
Topic Starter
William K

Lapis Aoki wrote:

Q.

General

  1. I don't understand why would you put a new timing point at 01:51:090 and 03:54:166. At the first timing point, it looks like an extra, because it doesn't reset anything, like downbeat, it's the same. The second timing point, is it there for the kiai? You could've used an inherited point instead, because as I mentioned before, this timing point doesn't reset anything as well. Nope, if you take a closer look, it has their offsets are different. I made it since they felt off without it.
Easy

  1. 00:18:784 (1,2) - Why don't you make (2) a curvy slider like (1) so they both can look at the same? Because like these two notes in here 00:21:861 (4,5) they both have the same shape. So I thought it would be nice if you made both (1) and (2) have the same structure. Ex Okay~
  2. 01:07:630 (8) - It would be nice if you stacked this note with 01:06:092 (6) instead of making them overlap. Because here at 01:03:015 (2,4) and 01:09:169 (2,4) the two notes are stacked, so it's kinda of weird to suddenly make an overlap here instead of stacking them. Okay, Fixed.
  3. 01:57:243 (1,2) - Just like the first point. Okay.
  4. 01:57:243 (1,3) - Just like the second point, stack (3) with (1)'s end. I'm afraid I can't here, if I stack 01:57:243 (1,3) - the spacing would be inconsistent. And the overlap isn't visible in the gameplay. So it's fine.
  5. 02:24:936 (4) - The second red tick in this slider looks rougher than the first red tick, it makes the slider looks a bit awkward. Maybe try this? Okay, Fixed.
  6. 03:48:013 (1,2) - I don't like how (1)'s end is touching (2)'s border, it looks weird. Looking at the entire map, these two notes are the only ones which look like this, so it'd be surprised to suddenly see two notes placed like this. Move (2) to x:o y:152 to avoid this awkward overlap with (1). Okay, I fixed the shape instead.
  7. 03:58:780 (7,8) - Pretty much also from the first point, why don't you make these two sliders have the same shape? Okay~ Fixed.
  8. 03:59:549 (8) and 04:01:472 (2) are overlapping, please avoid it. :c Okay, Fixed.
  9. Nice diff, just pointed out overlaps to make this diff more neat.
Normal

  1. 01:04:938 (1) - Ctrl+H+G? Because the current flow with this slider and the next note is a bit off. Sure, Fixed.
  2. 04:37:241 (1,2,3,4) - I can't say I'm okay with this.. First, the distance between (2) and (3,4) is too close, so I'm guessing you forgot to use DS here. Second, it's weird how (2) is more curvier than (4) it makes the flow here weird. If I were you, I would make (1) and (2) parallel to make this pattern look more neat. Ex Yeah, true. Fixed.
Forever

  1. 00:42:630 (6) - I would ctrl+J this slider to fix the flow movement with 00:41:669 Nope, actually I like the current one on how the slider end point towards the next slider, so no change here.
  2. 01:01:669 - I would add a note here to emphasize the vocals here. And it's because it's awkward to end this non-stop clicking circles and sliders here at 01:01:476. Like, I feel like players expect to click something on 01:01:669. Nope, I wanted to emphasize the drums. It'd be awkward to the rhythm if I add a note there.
  3. 02:40:128 - ^
  4. 03:37:243 - You're missing a slight drum sound here, and it'd be nice if this entire part is emphasized by the drums in the background. How about this rhythm? I wanted to emphasize the guitars, but I don't know if it's really okay, or not. But I asked a BN and he/she said that it's fine... So no change for now.

Nice set, good luck. \ o /
:3 Thanks for your mod~
Garden
no kd cuz i modded sth before

Easy

01:56:405 (5,1) - can't say flow is important in easies but this is against your overall smooth visual in this difficulty, also 01:57:174 (1,3) - overlap is not that obvious but can be avoided. solution mayb

03:42:559 - to 03:52:559 - mute volume in this section cuz it's really quiet, also add some whistles or sth mayb? same to normal

Normal

00:36:600 - 02:15:059 - well I think adding a note for the drum won't make it much more intense here

01:17:946 (2) - a bit overlapping with hp bar, just move 01:17:177 (1,2) - down the two

01:55:444 (2) - 02:44:097 (2) - same

03:51:405 (7) - u might wanna keep 1/2 gap rhythm consistency here but the music doesn't support the note, I would suggest sth like https://puu.sh/tP646/69a528056c.png or simply delete it


Forever

02:17:944 (7,8) - what about rearrange spacing this way https://osu.ppy.sh/ss/7240592 better for emphasize

02:33:713 (8,1) - visual spacing feels inconsistent with previous patterns

03:34:482 - drumfinish?

03:41:213 (7,8,1) - the pattern is even easier than the hard diff :?

04:41:019 - add finish as well?

04:42:942 (3,4) - maybe buff their spacing cuz sounds are relatively stronger
Topic Starter
William K

Garden wrote:

no kd cuz i modded sth before

Easy

01:56:405 (5,1) - can't say flow is important in easies but this is against your overall smooth visual in this difficulty, also 01:57:174 (1,3) - overlap is not that obvious but can be avoided. solution mayb Yeah, true. Fixed.

03:42:559 - to 03:52:559 - mute volume in this section cuz it's really quiet, also add some whistles or sth mayb? same to normal Yeah, added. Whistle pattern is same as the intro.

Normal

00:36:600 - 02:15:059 - well I think adding a note for the drum won't make it much more intense here Actually it sure makes the part more intense, added anyways. Added other parts too.

01:17:946 (2) - a bit overlapping with hp bar, just move 01:17:177 (1,2) - down the two Okay~

01:55:444 (2) - 02:44:097 (2) - same Fixed~

03:51:405 (7) - u might wanna keep 1/2 gap rhythm consistency here but the music doesn't support the note, I would suggest sth like https://puu.sh/tP646/69a528056c.png or simply delete it Changed into something similar.


Forever

02:17:944 (7,8) - what about rearrange spacing this way https://osu.ppy.sh/ss/7240592 better for emphasize Nope here, I wanted to emphasize the 1/3 vocals at 02:18:200 (8) - more since Aimer seems like emphasizing the vocals too.

02:33:713 (8,1) - visual spacing feels inconsistent with previous patterns Okay~

03:34:482 - drumfinish? Added.

03:41:213 (7,8,1) - the pattern is even easier than the hard diff :? Lol true Fixed.

04:41:019 - add finish as well? Sure.

04:42:942 (3,4) - maybe buff their spacing cuz sounds are relatively stronger Okay~
Thanks Garden for the mod :3
Naxess
Alright, so now that the notes seem to snap to the timeline, and gameplay elements in the top diff is better, I'm going to just quickly address my other concern and check on hitsounding. After that it should be good to go.


  • [Forever]
    Hit Objects
  1. 00:14:292 (5) - 00:17:369 (5) - 00:26:600 (5) - In my opinion you should remove some of these circles in order to convey the intensity of this part, and also to make the guitar stand out a bit more. There's barely any noticeable sound on these blue ticks anyway, so it's not like the song is supporting them. By providing pauses like these, it will also make the rhythm much less monotonous, not only clicking or holding, in a way that it reflects what the song is doing. The following points are extensions of this. If you have any specific reasoning for keeping these I'd like you to explain it thoroughly, and to which way not applying it would improve the quality of your beatmap, since it's not something I agree with at the moment.
    1. 00:21:023 (8) - 00:33:330 (8) - Similarly to above, and in order to maintain consistency, this could be turned into a single circle instead of a slider, bringing a pause between it and 00:21:407 (9) - , and in turn accenting the lower pitch at 00:21:407 - and 00:21:600 - as a lead-in to 00:21:792 (1) - . On the latter example it would also emphasize the snare much better, but you may be prioritizing the vocals, so this last one is optional due to it's vocal difference in comparison with the former.
    2. 00:29:292 (4,5) - Try allowing the blue tick at 00:29:677 - to be empty in terms of rhythm, if possible, in consistency with the other pauses that we're implementing. Could remove the circle and move the slider to where it was.
    3. We'd do this all the way up until 00:37:177 - , where the second phase is initiated, and where 1/4 are much more supported by the song. In the end this would also bring a noticeable contrast between the two parts in accordance with their respective musical intensities.
    4. Don't worry about the distance spacing too much. Because 00:13:907 (4,5) - is already far enough apart, the player should be able to recognize the way the flow moves in other parts like 00:16:984 (4,5) - and 00:26:215 (4,5) - , and be able to predict the pause due to it being consistent in accordance to the song.
    5. 01:51:021 - Around here the intensity has already risen quite a bit, and it's also musically different, having drums playing in the background and all, so in my opinion it would be fine if you only apply this to the intro of the song. So basically - this part, on the other hand, is fine as is.
  2. 02:18:136 - Considering that drums are playing here, it may cause players to click too early on 02:18:200 (8) - , even if it's following vocals. Also only happens once in the map as far as I can see, and it's not like players are going to click 1/12 late here because the vocals differed a little. Looks a bit risky is all, but as long as you're fine with it. Otherwise it's always possible to simplify, should you feel the need. I'm fine with it either way.

    Hitsounds
  3. 00:21:215 - 00:21:600 - Not quite sure where you're getting these drum-kicks from, but as long as they're intentional...
  4. 00:13:907 - 00:26:215 - Song doesn't sound different so I see no point in having feedback different either.
  5. 00:30:446 - This drum-whistle is a bit out of pattern here. Consider moving it to 00:31:600 - , where one is currently missing, instead.
  6. 00:40:830 - Some more missing drum-whistles.
  7. 01:01:215 - Sounds like a clap would be appropriate here.
  8. 01:21:215 - Don't quite see where this came from, no pattern around here, nor the music, is suggesting this.
  9. 01:36:792 - In the song this sounds pretty much the same as 01:37:369 - , so I'd have made this a clap.
  10. 01:57:751 - 02:00:828 - Guess you missed another drum-whistle here? Refer to 02:10:059 - 02:13:136 -
  11. 02:24:482 - Remove this, not supported and over-hitsounding here is a bit uncalled for since there are places around here where they actually fit.
  12. 02:25:444 - Might want to replace this whistle with a finish.
  13. 02:42:174 - Not sure if you meant to move the one on 02:41:982 - to here instead, but having one here would be appropriate either way.
  14. 02:43:905 - This seems to appear out of nowhere, there are no other whistles in the kiais. You probably confused it with the calmer sections.
  15. 03:02:944 - Could always have both finish and clap on this otherwise.
  16. 03:06:021 - According to what you did at 01:27:561 - , this would have a drum-finish.
  17. 03:15:444 - Some more inconsistencies here, replace this clap with a drum-finish as well.
  18. 03:22:174 - Again, not quite sure what you're doing with your drum-finishes sometimes, they seem to be placed too far ahead of where the actual drum-kick is sometimes 03:22:367 -
  19. 03:25:444 - 03:25:828 - 04:06:019 - Add drum-finish
  20. 03:27:174 - 04:10:826 - Replace with clap
  21. 01:12:369 (5) - Compare hitsounds on this with hitsounds on 04:16:980 (5) -
  22. 04:29:865 - Clap?
  23. 04:33:326 - 04:39:480 - Seems like cymbal crashes are going off all over around here, so could reflect that by at least matching the ones that land on beats.
Might want to apply the hitsounds to the other difficulties as well, and confirm that they've been applied if you're using a hitsound copier.

Let me know when you're ready.
Topic Starter
William K

Naxess wrote:

Alright, so now that the notes seem to snap to the timeline, and gameplay elements in the top diff is better, I'm going to just quickly address my other concern and check on hitsounding. After that it should be good to go.


  • [Forever]
    Hit Objects
  1. 00:14:292 (5) - 00:17:369 (5) - 00:26:600 (5) - In my opinion you should remove some of these circles in order to convey the intensity of this part, and also to make the guitar stand out a bit more. There's barely any noticeable sound on these blue ticks anyway, so it's not like the song is supporting them. By providing pauses like these, it will also make the rhythm much less monotonous, not only clicking or holding, in a way that it reflects what the song is doing. The following points are extensions of this. If you have any specific reasoning for keeping these I'd like you to explain it thoroughly, and to which way not applying it would improve the quality of your beatmap, since it's not something I agree with at the moment. Okay, I get the point now. But, I decide not to delete them, but to remap them, being a long slider to follow the guitars better. I tried deleting the note, but it doesn't really suit my taste of rhythm, so I hope this is fine). I remapped all the way, until the kiai to stay consistent too. Like 00:19:484 - until 00:21:023 - . I have them follow the guitars & also the 1/1 made them less dense on rhythming.
    1. 00:21:023 (8) - 00:33:330 (8) - Similarly to above, and in order to maintain consistency, this could be turned into a single circle instead of a slider, bringing a pause between it and 00:21:407 (9) - , and in turn accenting the lower pitch at 00:21:407 - and 00:21:600 - as a lead-in to 00:21:792 (1) - . On the latter example it would also emphasize the snare much better, but you may be prioritizing the vocals, so this last one is optional due to it's vocal difference in comparison with the former. About 00:21:215 (7) - There isn't vocal nor drums, so I'm gonna make it a 1/2 reversed slider. But I fixed 00:33:330 (7) - since there're vocals.
    2. 00:29:292 (4,5) - Try allowing the blue tick at 00:29:677 - to be empty in terms of rhythm, if possible, in consistency with the other pauses that we're implementing. Could remove the circle and move the slider to where it was. Pretty much the same as ^, I made the slider 1/1 to follow the guitars instead of making a stop. And I'm afraid I can't make the blue tick empty in terms of rhythm, because as you see the guitars stops at 00:29:677 .
    3. We'd do this all the way up until 00:37:177 - , where the second phase is initiated, and where 1/4 are much more supported by the song. In the end this would also bring a noticeable contrast between the two parts in accordance with their respective musical intensities. Okay~
    4. Don't worry about the distance spacing too much. Because 00:13:907 (4,5) - is already far enough apart, the player should be able to recognize the way the flow moves in other parts like 00:16:984 (4,5) - and 00:26:215 (4,5) - , and be able to predict the pause due to it being consistent in accordance to the song. Yeah. :3
    5. 01:51:021 - Around here the intensity has already risen quite a bit, and it's also musically different, having drums playing in the background and all, so in my opinion it would be fine if you only apply this to the intro of the song. So basically - this part, on the other hand, is fine as is. Yeah, they're more intense now. Filled with more drums etc.
  2. 02:18:136 - Considering that drums are playing here, it may cause players to click too early on 02:18:200 (8) - , even if it's following vocals. Also only happens once in the map as far as I can see, and it's not like players are going to click 1/12 late here because the vocals differed a little. Looks a bit risky is all, but as long as you're fine with it. Otherwise it's always possible to simplify, should you feel the need. I'm fine with it either way. Maybe it won't hurt to simplify lol. Simplified to 1/4.

    Hitsounds
  3. 00:21:215 - 00:21:600 - Not quite sure where you're getting these drum-kicks from, but as long as they're intentional... There're a slight kick sound in the music if you hear it clearer. Oops there's one more at 01:59:674 - @_@
  4. 00:13:907 - 00:26:215 - Song doesn't sound different so I see no point in having feedback different either. Okay, Fixed.
  5. 00:30:446 - This drum-whistle is a bit out of pattern here. Consider moving it to 00:31:600 - , where one is currently missing, instead. Yeah, Fixed.
  6. 00:40:830 - Some more missing drum-whistles. Okay~
  7. 01:01:215 - Sounds like a clap would be appropriate here. True, Added.
  8. 01:21:215 - Don't quite see where this came from, no pattern around here, nor the music, is suggesting this. Deleted.
  9. 01:36:792 - In the song this sounds pretty much the same as 01:37:369 - , so I'd have made this a clap. True.
  10. 01:57:751 - 02:00:828 - Guess you missed another drum-whistle here? Refer to 02:10:059 - 02:13:136 - Fixed.
  11. 02:24:482 - Remove this, not supported and over-hitsounding here is a bit uncalled for since there are places around here where they actually fit. Okay, removed.
  12. 02:25:444 - Might want to replace this whistle with a finish. Okay~
  13. 02:42:174 - Not sure if you meant to move the one on 02:41:982 - to here instead, but having one here would be appropriate either way. Yea, misplaced.
  14. 02:43:905 - This seems to appear out of nowhere, there are no other whistles in the kiais. You probably confused it with the calmer sections. Okay, removed.
  15. 03:02:944 - Could always have both finish and clap on this otherwise. Okie~
  16. 03:06:021 - According to what you did at 01:27:561 - , this would have a drum-finish. Seems that there's no kick on both, deleted the finish at 01:27:561 (4) - instead of adding.
  17. 03:15:444 - Some more inconsistencies here, replace this clap with a drum-finish as well. Okay~
  18. 03:22:174 - Again, not quite sure what you're doing with your drum-finishes sometimes, they seem to be placed too far ahead of where the actual drum-kick is sometimes 03:22:367 - Yeah, is this the effect of hitsound copier @_@
  19. 03:25:444 - 03:25:828 - 04:06:019 - Add drum-finish Okay, added.
  20. 03:27:174 - 04:10:826 - Replace with clap Yeah, fixed.
  21. 01:12:369 (5) - Compare hitsounds on this with hitsounds on 04:16:980 (5) - Added on both sides.
  22. 04:29:865 - Clap? Sure.
  23. 04:33:326 - 04:39:480 - Seems like cymbal crashes are going off all over around here, so could reflect that by at least matching the ones that land on beats.
Might want to apply the hitsounds to the other difficulties as well, and confirm that they've been applied if you're using a hitsound copier.

Let me know when you're ready.
Self changes:

  1. 00:23:138 (4) - For decreasing the density of rhythm so that it's less dense from 00:24:100 (1,2,3) - , I made 00:23:138 (4) - a 1/1 slider. Also, another reason is for following the guitars for consistency.
  2. 00:34:292 (2) - Same reasoning ^
  3. 04:42:557 (1,2,3,4,1) - Made this a star, maybe it could reflect the song a bit.
I wonder where'd my clap go @_@ Thanks Naxess for the awesome mods :3
Naxess
So we unified the three uninherited timing sections into a single one instead, along with some changes to what is currently the pattern at 00:33:330 (7,8,1,2) - .
Topic Starter
William K
Thanks Naxess! :3
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