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Luck Life - Kaze ga Fuku Machi (TV Size) [Osu|Taiko]

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Topic Starter
Yahuri

Osuology wrote:

Hi as we arranged

00:05:074 (1) - Move up to y:264? Looks like it's in the middle of the three previous sliders then, looks better I think. if i put it in the middle of all 3 sliders, it would be really close to 00:04:468 (3) - which I dont want

00:06:513 (2) - Making this NC, and moving it up a bit makes it a bit more readable that it's not a full beat, but 3/4. i think that would have the opposite effect, not to mention looking weird considering 00:06:286 (1) and the rest of the current combo

00:08:609 (1) - Probably should move this down a little bit, I think distance doesn't imply next rhythm well, so moving this down is an easy solution. moved down to 00:10:226 (3)

01:23:786 (1) - You can use green lines to fade out the spinner noise, would sound better. fixed~

Very good map once again, I might come back to this (as BN hopefully) if you have more diffs then! Good luck!
Thanks! Good luck with BN ^-^
Ryuusei Aika
from queue

General
i think source should be in japanese: 文豪ストレイドッグス and english name Bungo Stray Dogs should be in your tags
01:23:257 - kiai end not snapped

No Longer Human
00:15:680 (1) - it appears a little strange because a nc should be set at 00:15:983 - so i propose to change a little your rhythm
00:40:680 (4,1) - those overlaps seem not quite well, try to rotate 00:40:680 (4) - clockwise 60 degree and stack it's tail to 1's head
00:43:104 (4,1) - ^ but this time maybe a different degree... just make sure those sliders looks like an ensemble, it would look better
00:45:528 (4,1) - ^
00:51:892 (5,6,7) - you have used many 3 streams in the kiai part, but i just hear simple 1/2 beats... I don't get your point
00:59:619 (1) - how about stack with the head of 00:58:256 (1) - ?
01:06:210 (4) - and this stack with 01:06:513 (4) - ?
01:14:771 (4) - looks a little squeeze with 5 and 6. Move it right a little bit?
01:20:983 (4,5) - use a ctrl+g here would be better (for a much bigger jump, at the end part)

Good luck :D
Topic Starter
Yahuri

Neanmoins wrote:

from queue

General
i think source should be in japanese: 文豪ストレイドッグス and english name Bungo Stray Dogs should be in your tags fixed
01:23:257 - kiai end not snapped nice catch lol

No Longer Human
00:15:680 (1) - it appears a little strange because a nc should be set at 00:15:983 - so i propose to change a little your rhythm the guitar still continues throughout 1, so i think the current pattern works well. If i make any changes, it will probably be 1/2 + 1/1. ill see what more people think.
00:40:680 (4,1) - those overlaps seem not quite well, try to rotate 00:40:680 (4) - clockwise 60 degree and stack it's tail to 1's head the sounds are similar imo, so thats why i used the same slider shapes and (relatively) the same start point. in addition, rotating 4 would mean that the flow change of 2-3-4 would be really sharp, which is not what i want.
00:43:104 (4,1) - ^ but this time maybe a different degree... just make sure those sliders looks like an ensemble, it would look better ^
00:45:528 (4,1) - ^ ^
00:51:892 (5,6,7) - you have used many 3 streams in the kiai part, but i just hear simple 1/2 beats... I don't get your point these are for vocals
00:59:619 (1) - how about stack with the head of 00:58:256 (1) - ? no, this is a cymbal crash so it deserves more DS. the objects are pretty far away on the timeline so it wouldnt do much good anyway.
01:06:210 (4) - and this stack with 01:06:513 (4) - ? why?
01:14:771 (4) - looks a little squeeze with 5 and 6. Move it right a little bit? moved 5 left instead
01:20:983 (4,5) - use a ctrl+g here would be better (for a much bigger jump, at the end part) that doesnt match up with whatever ive been doing before. 01:20:983 (4) - is a regular kick drum so i use 1.00x into it (not to mention really sharp angles).

Good luck :D
Thanks!
ferret irl
nou logn r humen
00:00:604 (1) - sliders of this length with 2 repeats are a bit hard to read and play well so i suggest shortening the slider down to 1 repeat, move it to 00:00:832, ctrl-g, then place a circle on 00:00:604 stacked on the slider head like this, it would improve playability and readability.


00:06:286 (1,2) - i don't really know how to explain this but looking and playing this... feels weird. sorry can't give any explanation

00:07:498 (3,4) - move both back 1/4 back so its like this
fcuk
Topic Starter
Yahuri

fdsfd wrote:

nou logn r humen
00:00:604 (1) - sliders of this length with 2 repeats are a bit hard to read and play well so i suggest shortening the slider down to 1 repeat, move it to 00:00:832, ctrl-g, then place a circle on 00:00:604 stacked on the slider head like this, it would improve playability and readability. i agree with the part about repeats, but i dont want to have a stack, since its inconsistent with everything else ive done with stacks. ill see what other people think.


00:06:286 (1,2) - i don't really know how to explain this but looking and playing this... feels weird. sorry can't give any explanation yea i get you. this was the most accurate timing i could get lol, but maybe ill switch it to normal 1/1 for easier playing :O

00:07:498 (3,4) - move both back 1/4 back so its like this the head is (close to) guitar, the other two parts seem fine on timing
fcuk
Thanks!
Topic Starter
Yahuri
naotes
decrease hihat volume
vocals
increase standard DS at end (1.0x -> 1.1x)

double repeat slider (start) -> circle + single repeat slider
blue tick slider -> on beat
1/2 + 1/1
Osu Tatakae Ouendan
here's my facebook post mod roast

[The Head May Err]
00:59:013 (3,4,5,6) - awkward movement considering sudden straightforward movement with lower spacing
01:01:135 (3,4) - weird movement, makes 01:01:438 (5,6,7,8) - weirder because i am expecting them to be rotating in one direction and not suddenly change. Since this anti-jumps you should probably have (3,4) to the right and then (5,6) top and (7,8) left
01:21:741 (2,3,4,5,1,2,3,4,1,2,3,4) - sudden spaced streams when rest of the map doesnt really suggest it. kinda unexpected and difficult to hit specially when the momentum is lost because of 01:21:438 (1) - being 1/1


these were already changed actually cause this was irc mod but apparently the logs have been taken out of the lumberyard already
Topic Starter
Yahuri

Osu Tatakae Ouendan wrote:

here's my facebook post mod roast

[The Head May Err]
00:59:013 (3,4,5,6) - awkward movement considering sudden straightforward movement with lower spacing changed to back n forth thing instead
01:01:135 (3,4) - weird movement, makes 01:01:438 (5,6,7,8) - weirder because i am expecting them to be rotating in one direction and not suddenly change. Since this anti-jumps you should probably have (3,4) to the right and then (5,6) top and (7,8) left fixed to whatever you showed me
01:21:741 (2,3,4,5,1,2,3,4,1,2,3,4) - sudden spaced streams when rest of the map doesnt really suggest it. kinda unexpected and difficult to hit specially when the momentum is lost because of 01:21:438 (1) - being 1/1 lowered DS
added spinner-metre

these were already changed actually cause this was irc mod but apparently the logs have been taken out of the lumberyard already
thanks fam
Osu Tatakae Ouendan
[Insane]

My roast
Toasty
12:43 Osu Tatakae Ouendan: crap
12:43 Osu Tatakae Ouendan: i closed tab by accident
12:43 Osu Tatakae Ouendan: what did you say
12:43 *Osu Tatakae Ouendan swums
12:43 Yahuri: :p
12:45 Osu Tatakae Ouendan: apparently
12:45 Osu Tatakae Ouendan: that only removed 2.6 GB worth
12:45 Osu Tatakae Ouendan: sad.
12:46 Yahuri: rip
12:47 Osu Tatakae Ouendan: anyway
12:47 Osu Tatakae Ouendan: wanna see me play or omsehting
12:47 *Osu Tatakae Ouendan swums far.
12:47 Yahuri: maybe after i finish mapset
12:48 Osu Tatakae Ouendan: ok
13:01 Osu Tatakae Ouendan: o god i think im gonna hurl
14:30 Osu Tatakae Ouendan: rip
14:30 Osu Tatakae Ouendan: where are you
14:32 Yahuri: i
14:32 Yahuri: am
14:32 Yahuri: almsot done
14:32 Osu Tatakae Ouendan: oh
14:32 Osu Tatakae Ouendan: ok
14:32 Osu Tatakae Ouendan: i was
14:32 Osu Tatakae Ouendan: calling you for haha woah man but you acme in prematurely.
14:32 Osu Tatakae Ouendan: WWW
14:44 Osu Tatakae Ouendan: i think
14:44 Osu Tatakae Ouendan: its a trap
14:44 Osu Tatakae Ouendan: ww
14:44 Yahuri: what
14:44 Osu Tatakae Ouendan: i dont see received the gift of supporter on my profile
14:45 Yahuri: mikasa said that
14:45 Osu Tatakae Ouendan: whatever
14:45 Yahuri: like
14:45 Yahuri: 1 second after you said supporter
14:45 Osu Tatakae Ouendan: exactly
14:45 Osu Tatakae Ouendan: but it got my hopes up www
14:45 Yahuri: :p
14:48 Osu Tatakae Ouendan: sec
14:48 Osu Tatakae Ouendan: dog
14:49 Yahuri: o
14:49 Yahuri: now that ive finished my set i can open my queue again
14:49 Yahuri: \o/
14:50 Osu Tatakae Ouendan: gg
14:50 Osu Tatakae Ouendan: m4m?
14:50 Yahuri: ya
14:50 Osu Tatakae Ouendan: oh
14:50 Osu Tatakae Ouendan: so you do m4ms too huh
14:50 Osu Tatakae Ouendan: good to know
14:50 Yahuri: ofc
14:50 Yahuri: why would i start a queue if i dont m4m
14:51 Osu Tatakae Ouendan: why not nm
14:51 *Osu Tatakae Ouendan swums
14:51 Yahuri: too stressful
14:51 Osu Tatakae Ouendan: lol
14:51 Osu Tatakae Ouendan: i'd start an nm queue AND a m4m queue
14:51 *Osu Tatakae Ouendan swums
14:52 Yahuri: i dump in both
14:52 Yahuri: so people req for NM to keep queue on the first page, and so i can get views for m4m
14:52 Osu Tatakae Ouendan: there's
14:52 Osu Tatakae Ouendan: only one reason i'd have an m4m queue however.
14:53 Osu Tatakae Ouendan: my
14:53 Osu Tatakae Ouendan: dog was on my lap
14:53 Osu Tatakae Ouendan: and
14:54 Osu Tatakae Ouendan: i have to wait for people to go home rip
14:54 Yahuri: lol
14:54 Osu Tatakae Ouendan: ok let's setslayp
14:54 Yahuri: set slay p
14:54 Yahuri: ok
14:55 *Osu Tatakae Ouendan is playing [http://osu.ppy.sh/b/1168518 Luck Life - Kaze ga Fuku Machi (TV Size) [Insane]]
14:56 Osu Tatakae Ouendan: somethin
14:56 Osu Tatakae Ouendan: not right about this osu!.
14:56 Yahuri: ok
14:58 Osu Tatakae Ouendan: back
14:58 Osu Tatakae Ouendan: sorry bout that
14:58 Osu Tatakae Ouendan: stuff hapepned with dog
14:59 Yahuri: lol
15:00 Osu Tatakae Ouendan: huh, no spinner?
15:00 Yahuri: o shoot i forgot spinner
15:01 Yahuri: other than that
15:01 Yahuri: how as it
15:01 Osu Tatakae Ouendan: it's
15:01 Osu Tatakae Ouendan: The Head May Err
15:01 *Osu Tatakae Ouendan swums
15:01 Yahuri: '''
15:02 Yahuri: 01:21:741 (1,2,3,4,5,6,1,2,1,2) - hows this section
15:06 Osu Tatakae Ouendan: back
15:07 Osu Tatakae Ouendan: sorry bout that
15:07 Osu Tatakae Ouendan: new year's food arrived
15:07 Yahuri: :o
15:07 Yahuri: nice
15:08 Osu Tatakae Ouendan: ok
15:08 Osu Tatakae Ouendan: where were we
15:08 Osu Tatakae Ouendan: god my head hurts
15:08 Yahuri: ^ section
15:09 Osu Tatakae Ouendan: ok
15:09 Osu Tatakae Ouendan: gimme a moment
15:10 Osu Tatakae Ouendan: alright
15:10 Osu Tatakae Ouendan: sheesh
15:10 Osu Tatakae Ouendan: when two groups of people arrive home just consecutively after each other
15:10 Osu Tatakae Ouendan: really hurts on the head
15:10 Yahuri: gg
15:11 Osu Tatakae Ouendan: I
15:11 Osu Tatakae Ouendan: it's not symmetrical enough
15:11 *Osu Tatakae Ouendan swums
15:12 *Yahuri swams
15:12 Osu Tatakae Ouendan: for starters
15:12 Osu Tatakae Ouendan: i personally don't like when
15:12 Osu Tatakae Ouendan: streams have a jump at the END
15:12 Osu Tatakae Ouendan: isntead of the beginning
15:12 Osu Tatakae Ouendan: how do i mean
15:12 Osu Tatakae Ouendan: 01:22:347 (3) - is jump from 2
15:12 Yahuri: lol
15:12 Osu Tatakae Ouendan: 01:22:650 (1) - is jump from 4
15:12 Osu Tatakae Ouendan: i do not like that second one
15:12 Osu Tatakae Ouendan: its usually weird for me
15:13 Yahuri: so
15:13 Yahuri: i should move 01:22:650 (1,2) - down
15:13 Yahuri: ?
15:13 Osu Tatakae Ouendan: ye
15:13 Yahuri: ok
15:14 Yahuri: it
15:14 Yahuri: looks so weird
15:14 Osu Tatakae Ouendan: you're asking a guy from 2011 about jump streams
15:15 Osu Tatakae Ouendan: :thinking:
15:15 Yahuri: well idk
15:15 Yahuri: i know jumps are weird but aesthetics will be awk
15:15 Osu Tatakae Ouendan: they won't
15:15 Osu Tatakae Ouendan: really.
15:17 Osu Tatakae Ouendan: ok so where were we.
15:17 Yahuri: jumps
15:17 Osu Tatakae Ouendan: but yeah its
15:17 Osu Tatakae Ouendan: err.
15:17 *Osu Tatakae Ouendan swums
15:17 Osu Tatakae Ouendan: there was
15:17 Osu Tatakae Ouendan: something about the kiai
15:17 Osu Tatakae Ouendan: i just forgot what.
15:18 Yahuri: gg
15:18 Osu Tatakae Ouendan: 00:50:377 (2,3,4,5) -
15:18 Osu Tatakae Ouendan: i guess this for starters
15:19 Osu Tatakae Ouendan: its out of place with the rest of the kiai
15:19 Yahuri: because star?
15:19 Osu Tatakae Ouendan: your reason for this is
15:19 Osu Tatakae Ouendan: 00:49:922 (1) - is 1/1
15:19 Osu Tatakae Ouendan: the rest have no 1/1
15:19 Osu Tatakae Ouendan: 3 hitcircles then slider
15:19 Yahuri: 01:06:892 (1,2,3,4) -
15:19 Osu Tatakae Ouendan: yeah but
15:19 Osu Tatakae Ouendan: by this point it's only to mirror 2345
15:20 Osu Tatakae Ouendan: idk
15:20 Yahuri: its the second half of kiai
15:20 Osu Tatakae Ouendan: if we're not gonna change that rhythm
15:20 Yahuri: should it not mirror the first half
15:20 Osu Tatakae Ouendan: maybe we can change the movemnet of rist
15:20 Osu Tatakae Ouendan: first
15:20 Osu Tatakae Ouendan: no what i meant was
15:20 Osu Tatakae Ouendan: second one should mirror first
15:20 Osu Tatakae Ouendan: but it does not necessarily justify the first
15:20 Osu Tatakae Ouendan: as a standalone rhythm
15:21 Osu Tatakae Ouendan: anyway if we gonna keep that
15:21 Osu Tatakae Ouendan: we should
15:21 Osu Tatakae Ouendan: change movement of 00:49:922 (1,2,3,4) -
15:21 Osu Tatakae Ouendan: cause it feels weird
15:21 Osu Tatakae Ouendan: i got tired of using the word awkward
15:22 Yahuri: feels weird how
15:22 Yahuri: angles too wide?
15:22 Osu Tatakae Ouendan: ok
15:22 Osu Tatakae Ouendan: time for OTO theory
15:22 Osu Tatakae Ouendan: 00:49:922 (1) - straight upward jump from 3, okay-ish.
15:22 Osu Tatakae Ouendan: it goes leftward up then down
15:22 Osu Tatakae Ouendan: then you get
15:22 Osu Tatakae Ouendan: downward hitcircle 2, ok, movement is in sync, ok
15:23 Osu Tatakae Ouendan: suddenly 3 and 4 upward left but its already at the leftmost side fo the map
15:24 Yahuri: but 2 doesnt have much impact so thats why it flows nicely from 1
15:24 Osu Tatakae Ouendan: ye
15:24 Osu Tatakae Ouendan: so 3 and 4 is the weird aprt.
15:24 Yahuri: but then 3 and 4 are more emphasized so flow change there
15:24 Osu Tatakae Ouendan: i think the angle of inclination of the entire pentagon is weird tho
15:24 Osu Tatakae Ouendan: which makes movement of 3 and 4 weird
15:24 Yahuri: wat
15:25 Osu Tatakae Ouendan: OTO theory rip.
15:25 Osu Tatakae Ouendan: ok
15:25 Osu Tatakae Ouendan: rest of the map is straightforward movement
15:25 Osu Tatakae Ouendan: which is good
15:26 Osu Tatakae Ouendan: save for some jumps which are moving directly opposite the direction of the flow before them
15:26 Osu Tatakae Ouendan: which is good
15:26 Osu Tatakae Ouendan: because its not weird
15:26 Yahuri: ok
15:26 Osu Tatakae Ouendan: 00:49:922 (1) - goes up down, so i presume the next (2) should go down
15:26 Osu Tatakae Ouendan: it goes down, ok, as expected.
15:26 Osu Tatakae Ouendan: but then 3 is going up
15:26 Osu Tatakae Ouendan: and 4 is at a weirder angle then 3
15:27 Yahuri: i dont know why its "weirder" than 3
15:27 Osu Tatakae Ouendan: it moves upward sharply.
15:27 Osu Tatakae Ouendan: since pentagon
15:28 Yahuri: ya
15:28 Osu Tatakae Ouendan: your pentagon starts on sliderend 1
15:28 Yahuri: but 3 and 4 follow the same angle change
15:28 Osu Tatakae Ouendan: so its not as expected or noticeable as a pentagon
15:29 Yahuri: it doesnt need to be that noticeable Dx
15:29 Osu Tatakae Ouendan: it does for flow for me
15:29 Osu Tatakae Ouendan: for flow for me. that is weird phrasing.
15:29 Yahuri: but the appearance of pentagon doesnt have anything to do with flow
15:29 Osu Tatakae Ouendan: man OTOtheory is hard to explain
15:29 Osu Tatakae Ouendan: i hate myself
15:29 *Osu Tatakae Ouendan kills self
15:29 Yahuri: nooooo
15:29 Osu Tatakae Ouendan: the appearance
15:29 Osu Tatakae Ouendan: helps for readability
15:30 Osu Tatakae Ouendan: which helps me expect how I am supposed to move
15:30 Yahuri: well yea
15:30 Osu Tatakae Ouendan: given this is an Insane
15:30 Osu Tatakae Ouendan: the player is supposed to be able to catch on quickly
15:30 Osu Tatakae Ouendan: but I try to be
15:30 Osu Tatakae Ouendan: what's another word for stricter without sounding serious,.
15:31 Osu Tatakae Ouendan: because it feels different from the rest of the map
15:31 Yahuri: because i have pentagons nowhere else in the map
15:31 Osu Tatakae Ouendan: not necessarily but that's kinda one
15:31 Osu Tatakae Ouendan: look at the rest
15:31 Osu Tatakae Ouendan: 00:51:135 (1,2,3,4,5) - straightforward, the sliders point me where i need to go
15:32 Osu Tatakae Ouendan: 00:52:044 (5,1) - transition jump, but same direction. straightforward
15:32 Yahuri: circles cant point tho
15:32 Osu Tatakae Ouendan: 00:51:741 (3) - following where (2) was pointing
15:32 Osu Tatakae Ouendan: ok
15:33 Yahuri: but 4 doesnt
15:33 Osu Tatakae Ouendan: ok i'm starting to think its BECAUSE its a pentagon that the first one feels weird.
15:33 Osu Tatakae Ouendan: you see
15:33 Yahuri: lmao
15:33 Osu Tatakae Ouendan: (4) is also downward
15:33 Yahuri: oh
15:33 Osu Tatakae Ouendan: (1) and (2) point in a downward direction
15:33 Yahuri: ok
15:33 Osu Tatakae Ouendan: so even if its not to the right
15:33 Osu Tatakae Ouendan: its still downward
15:34 Yahuri: 00:50:529 (3) - its still to the right but its upward
15:34 Osu Tatakae Ouendan: 00:53:256 (4,1) - almost directy opposite in direction. opposite direction is usually easier to maneuver
15:34 Osu Tatakae Ouendan: i have no idea what the spelling of manuever is
15:34 Osu Tatakae Ouendan: ye its upward
15:34 Osu Tatakae Ouendan: you have only 1 slider there to point your direction
15:34 Osu Tatakae Ouendan: 00:49:922 (1) -
15:34 Osu Tatakae Ouendan: and it's second half points downward
15:34 Osu Tatakae Ouendan: 3 points upward
15:35 Osu Tatakae Ouendan: 4 just makes it even more upward with a sharper angle
15:35 Yahuri: yes
15:35 Osu Tatakae Ouendan: thing is that
15:35 Osu Tatakae Ouendan: the entire map is basically "hey look at these sliders they'll tell you where to go"
15:36 Osu Tatakae Ouendan: since you use them everywhere
15:36 Yahuri: because i dont really have a reason to make them go everywhere?
15:37 Yahuri: (like point in random directions)
15:37 Osu Tatakae Ouendan: well
15:38 Osu Tatakae Ouendan: i'll just say it's a stylistic choice
15:38 Osu Tatakae Ouendan: on your part
15:38 Yahuri: its mostly for good flow
15:38 Osu Tatakae Ouendan: yeah
15:38 Osu Tatakae Ouendan: and i like that really = v=)
15:38 Osu Tatakae Ouendan: i just think that particular part feels out of place
15:39 Yahuri: :p
15:39 Osu Tatakae Ouendan: ok another
15:39 Osu Tatakae Ouendan: 01:03:559 (2,3,4,5) -
15:39 *Osu Tatakae Ouendan swums.
15:40 Yahuri: 01:03:559 (2,3,4) - flow change from 2-3, 4 just continues it
15:40 Yahuri: 4-5 another flow change
15:41 Osu Tatakae Ouendan: hmmm
15:41 Osu Tatakae Ouendan: idk i just feel like the angle is weird
15:41 Osu Tatakae Ouendan: i cant make asuggestion here sdaly
15:41 Osu Tatakae Ouendan: rip
15:41 Yahuri: lol
15:41 Osu Tatakae Ouendan: but really i think its weird .^.
15:42 Yahuri: post 4 kds
15:42 Osu Tatakae Ouendan: rip
15:42 Osu Tatakae Ouendan: more kd?
15:42 Osu Tatakae Ouendan: gg.
15:42 Osu Tatakae Ouendan: KD HOARDING
15:42 Yahuri: i was kidding
15:42 Yahuri: edit ur post
15:43 Osu Tatakae Ouendan: QAQ
15:43 Osu Tatakae Ouendan: UWAHHH
15:44 Osu Tatakae Ouendan: wait
15:44 Osu Tatakae Ouendan: does editing post remove kd.
15:44 Yahuri: no
15:44 Yahuri: dont think so
15:44 Osu Tatakae Ouendan: or i could just
15:45 Osu Tatakae Ouendan: post second time and say no kd .^.)
15:45 Yahuri: sure
15:45 Osu Tatakae Ouendan: THIS TIME
15:45 Osu Tatakae Ouendan: i'll stop the truck driver from leaving with my lumber.

no kd = v=) QAQ
Ora
Hi :) m4m

General

All diffs: 01:23:257 - make sure to fix the timing point here, off by +1 (should be on 01:23:256 - )
I noticed that you need help with getting a softer version of the soft-hitwhistle. Just pm me and I'll try to help out ^^

Normal and Hard diffs are extremely well mapped tbh. I have no complaints

Insane
00:00:604 (1) - Why not star with 1 circle at 00:00:604 - and reverse slider starting on 00:00:832 - ? I think it will highlight the tone of his voice better, and it's insane diff so you shouldn't be afraid.
00:02:650 (2,3,1) - Not sure I understand the spacing here when you have 00:05:074 (1,2,3) - . 00:03:256 (1) - can just be at x353/y21, unless you have a reason for the spacing
00:19:922 (1,2,3) - I would scrap this pattern. It feels very uncomfortable to play after the circular flow from the previous sliders. I have a fix suggestion and it felt a lot better testplaying it: https://osu.ppy.sh/ss/6940281 slider 2 also stacks on the beginning of 00:20:832 (1) - so it also works well aesthetically.
If you want to see it the exact way I made it, delete the ones you have, save, then edit the notepad and add this code to the end of your objects list:
Pattern
117,225,19922,86,0,B|151:216|151:216|185:226,1,70,10|0,0:0|0:0,0:0:0:0:
281,124,20225,2,0,B|271:157|271:157|246:182,1,70,10|0,0:0|0:0,0:0:0:0:
283,318,20529,2,0,B|258:293|258:293|249:258,1,70,10|0,0:0|0:0,0:0:0:0:
00:17:195 (1) - slider shape is meh. I would just get rid of the white point you have for the curve and make it like this: https://osu.ppy.sh/ss/6940302
00:28:104 (1,2,3,4,5,1,2,3,4,5) - I feel like this part will be more comfortable to play if it was mapped to the rhythm of the guitar. something to consider (starting with something like https://osu.ppy.sh/ss/6940313

00:40:225 - Ok I am listening over this slower, less intense section now and I'm having trouble understanding what you are mapping to at some parts
00:42:044 (4) - If you are mapping drums, I would make both sounds clickable at 00:42:044 - and 00:42:195 - . If you're mapping guitar, I think a slider for it is overmapped and should just be a circle at 00:42:044 -
00:42:347 (5) - If you are mapping drums, I think a slider here is overmapped and it should just be a single circle. If it's guitar, then it should be fine.
Overall I think you should pick one instrument (mainly because it's a less intense part) and map it a little more simple
00:44:165 (3,4,5) - Similar part, but there are obviously different sounds, map to the instrument you choose accordingly and consistently
00:44:468 (4) - could even be mapped to the blue tick on 00:44:695 - tbh. There are a few ways you could map it

01:15:074 (5,1) - is an example of where I think you should be using 5 as the jump (with the clap). The jump to the slider after it makes sense obviously but something about the clap with no jump on the note before doesn't feel right to me. I could be wrong (I probably am).
00:38:710 (3,1) - same
00:58:104 (5,1) -
I think more spacing emphasis should have been used (especially in the kiai) with the claps, but I do notice you use a consistent larger spacing every 4th beat which works well.
For example 00:50:832 (5) - when I play it I feel like a jump is coming, but it never does.

01:22:044 (3,1) - why does this get a larger spacing than 01:22:574 (4,5) - ? just curious...01:22:650 (5,6,1) - makes sense because it's 1/3 spacing, but 01:21:741 (2,3,1) - looks the exact same but 1/4.

No Longer Human

00:00:604 (1) - same as Insane. 2 reverses usually doesn't go too well and I really don't think the music supports it. Try a stacked single circle on 00:00:604 - (or even a jump) with a reverse slider starting at 00:00:832 -
00:07:347 - could probably add a circle here (wouldn't be overmapped either, the lyrics/voice support it AND this is the hardest diff).
00:41:286 (1) - could lead this better with the curve into 00:41:665 (2,3) - : https://osu.ppy.sh/ss/6946378
00:44:089 (2,3) - same
01:16:513 (7,1) - Small, but I feel like the slider before should flow better into them. It looks like you want 01:16:513 (7,1) - to stack on 01:17:347 (4,5) - , so what I did to fix the issue is take 01:15:983 (3,4,5,6) - , rotate it -5 degrees, and adjust it https://osu.ppy.sh/ss/6946510 . Like I said, it's small but I think it's noticeable and can be polished

Ok, so it's 4am and I think I'm going to pass out. I will edit this post after I get some sleep with mods for other diffs

I'm alive :^). GL with the set!
Chibi Maruko
m4m from your q
sorry for late

Normal
  1. Check AiMod. You need to clear each diff except the highest diff
  2. 00:10:529 (4) - I see it's look fat slider Z. Change it to another slider
  3. 01:08:710 (5) - Change it like this http://i.imgur.com/FL0CCDh.jpg . It would make good flow
  4. The rest is fine. GJ

Hard
  1. Check AiMod.
  2. 00:21:741 (3) - It's better if change Ctrl + H
  3. 00:59:619 (1) - Wub slider are unsuitable for hard. Change it
  4. 01:14:165 (1) - Random wub slider. Change it if you want
  5. 01:15:933 (3) - ^
  6. 01:17:195 (2) - ^
  7. 01:18:407 (2) - ^

insane
  1. Check AiMod.
  2. 00:06:286 (4) - It's better if you put nc here bcs no sound vocal
  3. 00:14:013 (2,3) - idk how to describe this, but why you put slider at red tick even before and after this are not follow like this. Plus, how about 00:15:226 (2,3,4) - This part should be balance
  4. 00:32:195 (2,3,4) - Please decrease spacing triple stream here since this is insane diff and bpm is 198 dats are nearly 200bpm
  5. 00:33:407 (2,3,4) - ^
  6. 00:33:569 (4) - Since before this slider like 00:32:347 (4,5) are blanket sliders. So, this slider should be too
  7. 00:40:680 (3,5) - Weird slider. I might change it such as blanket slider or up to you :p
  8. 00:46:135 (5) - NC here?
  9. 00:50:832 (5) - Bad flows i see. Ctrl + H to decrease jump
  10. 01:09:619 (2,2) - Since you like stack. Stack both
  11. 01:16:438 (6,7,1) - Stack them. It's hard for players especially players who playing 1 attempt (I might they can't fc lel)

no longer human
  1. Check AiMod. Same like above
  2. 00:07:347 - Put a note here bcs sound vocals here
  3. 00:12:347 (1) - Since after this like big white tick started are wub sliders. So, this slider should be too
  4. 00:29:922 (4) - I might it's better to put nc here bcs sound vocals sing like 1/2
  5. 00:46:892 (4,5) - Strange pattern i think. Remove both sliders and replace slider like this http://i.imgur.com/no9CBW0.png .
  6. 00:51:135 (1,2) - The anti-jump are not allowed for rank i guess. Move a circle (2) a bit jump. But there are many part you didn't want to fix it. So, it's depends to you

k done
Topic Starter
Yahuri

Chibi Maruko wrote:

m4m from your q
sorry for late

Normal
  1. Check AiMod. You need to clear each diff except the highest diff ok
  2. 00:10:529 (4) - I see it's look fat slider Z. Change it to another slider made less fat
  3. 01:08:710 (5) - Change it like this http://i.imgur.com/FL0CCDh.jpg . It would make good flow that makes flow harder from 4-5. i think the flow is fine as it is now because 1 is NC, as well as has vocals
  4. The rest is fine. GJ

Hard
  1. Check AiMod. ok
  2. 00:21:741 (3) - It's better if change Ctrl + H why?
  3. 00:59:619 (1) - Wub slider are unsuitable for hard. Change it how is it "unsuitable"? am i supposed to stick with bland sliders? i think Hard is a great opportunity to add extra color with fun sliders.
  4. 01:14:165 (1) - Random wub slider. Change it if you want ^
  5. 01:15:933 (3) - ^ ^
  6. 01:17:195 (2) - ^ ^
  7. 01:18:407 (2) - ^ ^

insane
  1. Check AiMod. ok
  2. 00:06:286 (4) - It's better if you put nc here bcs no sound vocal fixed
  3. 00:14:013 (2,3) - idk how to describe this, but why you put slider at red tick even before and after this are not follow like this. Plus, how about 00:15:226 (2,3,4) - This part should be balance im following guitar with the 1/2 slider/circle rhythm here
  4. 00:32:195 (2,3,4) - Please decrease spacing triple stream here since this is insane diff and bpm is 198 dats are nearly 200bpm its not that fast, its still the same DS. the player should be fine as long as they can click
  5. 00:33:407 (2,3,4) - ^ ^
  6. 00:33:569 (4) - Since before this slider like 00:32:347 (4,5) are blanket sliders. So, this slider should be too 00:30:529 (1) - from the start of this section, all sliders with vocals on the slider tail are curved.
  7. 00:40:680 (3,5) - Weird slider. I might change it such as blanket slider or up to you :p 00:38:862 (1) - every long slider in this section is "weird".
  8. 00:46:135 (5) - NC here? fixed
  9. 00:50:832 (5) - Bad flows i see. Ctrl + H to decrease jump the jump DS never changes, 1.90x for all non-cymbal-crash finishes. the only thing "bad" about this flow is that it goes backward into the next slider, but the next slider catches the backwards motion so i dont think its bad.
  10. 01:09:619 (2,2) - Since you like stack. Stack both these sliders are a measure apart, it wont do much good for aesthetics
  11. 01:16:438 (6,7,1) - Stack them. It's hard for players especially players who playing 1 attempt (I might they can't fc lel) why should the entrance (with cymbal crash) to the final section be easier than inside the section?

no longer human
  1. Check AiMod. Same like above ok
  2. 00:07:347 - Put a note here bcs sound vocals here its just a small pitch change from the previous vocal. i don't think it should have a click.
  3. 00:12:347 (1) - Since after this like big white tick started are wub sliders. So, this slider should be too so youre saying i should leave this slider 00:11:135 (1) as some plain slider? i might just change them both then. changed both
  4. 00:29:922 (4) - I might it's better to put nc here bcs sound vocals sing like 1/2 that is inconsistent with the rest of the NCs
  5. 00:46:892 (4,5) - Strange pattern i think. Remove both sliders and replace slider like this http://i.imgur.com/no9CBW0.png . fixed
  6. 00:51:135 (1,2) - The anti-jump are not allowed for rank i guess. Move a circle (2) a bit jump. But there are many part you didn't want to fix it. So, it's depends to you those arent anti-jumps. they follow the same pattern as i've been following throughout the entire map: 1.00x DS for less significant notes.

k done
ai mod: kiai end snapped
ai mod: epilepsy warning maybe
ai mod: uninherited timing points wont matter
ai mod: Normal diff is just fine

Thanks, ill get to your map sometime today
Topic Starter
Yahuri

Ora wrote:

Hi :) m4m

General

All diffs: 01:23:257 - make sure to fix the timing point here, off by +1 (should be on 01:23:256 - ) fixed
I noticed that you need help with getting a softer version of the soft-hitwhistle. Just pm me and I'll try to help out ^^ okay :D

Normal and Hard diffs are extremely well mapped tbh. I have no complaints yay!

Insane
00:00:604 (1) - Why not star with 1 circle at 00:00:604 - and reverse slider starting on 00:00:832 - ? I think it will highlight the tone of his voice better, and it's insane diff so you shouldn't be afraid. fixed
00:02:650 (2,3,1) - Not sure I understand the spacing here when you have 00:05:074 (1,2,3) - . 00:03:256 (1) - can just be at x353/y21, unless you have a reason for the spacing small jumps on each NC (1.80x)
00:19:922 (1,2,3) - I would scrap this pattern. It feels very uncomfortable to play after the circular flow from the previous sliders. I have a fix suggestion and it felt a lot better testplaying it: https://osu.ppy.sh/ss/6940281 slider 2 also stacks on the beginning of 00:20:832 (1) - so it also works well aesthetically.
If you want to see it the exact way I made it, delete the ones you have, save, then edit the notepad and add this code to the end of your objects list: this works very well, thanks!
Pattern
117,225,19922,86,0,B|151:216|151:216|185:226,1,70,10|0,0:0|0:0,0:0:0:0:
281,124,20225,2,0,B|271:157|271:157|246:182,1,70,10|0,0:0|0:0,0:0:0:0:
283,318,20529,2,0,B|258:293|258:293|249:258,1,70,10|0,0:0|0:0,0:0:0:0:
00:17:195 (1) - slider shape is meh. I would just get rid of the white point you have for the curve and make it like this: https://osu.ppy.sh/ss/6940302 i like it :C
00:28:104 (1,2,3,4,5,1,2,3,4,5) - I feel like this part will be more comfortable to play if it was mapped to the rhythm of the guitar. something to consider its mapped to both drums and guitar (i dont skip drums anywhere in the song i think) its mapped like that in Hard though :P(starting with something like https://osu.ppy.sh/ss/6940313

00:40:225 - Ok I am listening over this slower, less intense section now and I'm having trouble understanding what you are mapping to at some parts
00:42:044 (4) - If you are mapping drums, I would make both sounds clickable at 00:42:044 - and 00:42:195 - . If you're mapping guitar, I think a slider for it is overmapped and should just be a circle at 00:42:044 - ^
00:42:347 (5) - If you are mapping drums, I think a slider here is overmapped and it should just be a single circle. If it's guitar, then it should be fine. ^
Overall I think you should pick one instrument (mainly because it's a less intense part) and map it a little more simple mapping both. i don't want to make it more simple, because Hard is for the "more simple" rhythm. the Insane diff has pretty much the same rhythm as No Longer Human, but with less circles and jumps.
00:44:165 (3,4,5) - Similar part, but there are obviously different sounds, map to the instrument you choose accordingly and consistently ^
00:44:468 (4) - could even be mapped to the blue tick on 00:44:695 - tbh. There are a few ways you could map it uhhhh seems dangerous

01:15:074 (5,1) - is an example of where I think you should be using 5 as the jump (with the clap). The jump to the slider after it makes sense obviously but something about the clap with no jump on the note before doesn't feel right to me. I could be wrong (I probably am). jumps are for finish hitsounds only, the rhythm is already ramped up so i dont want to make too many jumps
00:38:710 (3,1) - same same
00:58:104 (5,1) - same
I think more spacing emphasis should have been used (especially in the kiai) with the claps, but I do notice you use a consistent larger spacing every 4th beat which works well. cool
For example 00:50:832 (5) - when I play it I feel like a jump is coming, but it never does. thats kind of a plain clap though, the lyrics happen during the slider :O somewhere like here 01:04:013 (4,5) wouldve been a good choice if i added more jumps

01:22:044 (3,1) - why does this get a larger spacing than 01:22:574 (4,5) - ? just curious...01:22:650 (5,6,1) - makes sense because it's 1/3 spacing, but 01:21:741 (2,3,1) - looks the exact same but 1/4.(insert something about stream ju------i mean fixed)

No Longer Human

00:00:604 (1) - same as Insane. 2 reverses usually doesn't go too well and I really don't think the music supports it. Try a stacked single circle on 00:00:604 - (or even a jump) with a reverse slider starting at 00:00:832 - fixed
00:07:347 - could probably add a circle here (wouldn't be overmapped either, the lyrics/voice support it AND this is the hardest diff). its just a minor pitch change, i dont think it should have a click
00:41:286 (1) - could lead this better with the curve into 00:41:665 (2,3) - : https://osu.ppy.sh/ss/6946378 fixed (i think)
00:44:089 (2,3) - same same
01:16:513 (7,1) - Small, but I feel like the slider before should flow better into them. It looks like you want 01:16:513 (7,1) - to stack on 01:17:347 (4,5) - , so what I did to fix the issue is take 01:15:983 (3,4,5,6) - , rotate it -5 degrees, and adjust it https://osu.ppy.sh/ss/6946510 . Like I said, it's small but I think it's noticeable and can be polished id rather keep the sharper turn :o

Ok, so it's 4am and I think I'm going to pass out. I will edit this post after I get some sleep with mods for other diffs

I'm alive :^). GL with the set!
Thanks! C:
flake
cool
Aihuro
Here for M4M !

General:
  1. Okay, first off. I hope you are planning to add an Easy diff. The normal may be under 2 stars, but it will be too hard for beginners to play and I'm sure BN's and QAT's will have a problem with this. Please make an Easy diff or ask someone for a GD. Or make the Normal diff easier.
  2. Unable Countdown since it's really unnecessary.
  3. Maybe add epilepsy warning just to be safe. Not sure if this is really unrankable for not having one but just pointing it out for you.
  4. One of your background Image's size is too large. Please resize the image to 1366:768.
  5. There are some missing SB files, unused image file and etc. Please fix this cuz it's Unrankable!
  6. Here are some inconsistency in uninherited (red) timing sections. Like for example in Hard: 00:00:226 and in Normal: 00:00:226 and etc. Please fix this!

Normal:
  1. 00:03:104 - This timing point is unnecessary, please remove it.
  2. 00:03:862 (1) - For better flow, why not turn this slider 90 degree clockwise 2 times and then Ctrl + G? Like this for example:
    It plays better this way imo.
  3. 00:13:559 (1) - I'm not sure what you are following here. . but you are missing a very important beat here: 00:13:862 - So I suggest you map that part.
  4. 00:31:135 (2) - ^ The same like I mentioned above. It just makes the map more fun to play and it really improves the flow.
  5. 01:04:468 (1,1) - Stack them please to avoid that ugly overlap.
  6. 01:12:044 (2,3) - This blanket can be improved.
  7. 01:21:438 (5) - I think you should rather add NC here instead of here: 01:21:741 (1) - .

Other than that. Pretty solid Normal.

Hard:
  1. 00:00:756 - This timing point is unnecessary. Please remove it.
  2. 00:07:953 - I guess you can add a note here since the vocal here is kinda strong and clearly hearable.
  3. 00:08:559 - and here: 00:08:635 - Please add notes here. It's really fine to add triplets in hard diffs and this kinda bothered me cuz this really sound empty. Like this:
  4. 00:15:832 - ^ Add note?
  5. 00:43:710 (1) - I'm not sure if the music calls for a NC here. . but if you can provide me an explanation. . then I rather suggest you remove the NC here.
  6. 01:20:225 (1) - ^ Same here. I don't really understand your NC'ing. . It kinda confuse me. Again, please remove NC.
  7. 01:21:438 (1) - Would also remove NC here. Seems really pointless.
  8. 01:23:256 (1) - I would remove NC here and add then here: 01:23:710 -.
  9. 01:22:650 (1) - I think you can remove NC here. . cuz I'm not really sure why you added one there.

Please keep a look out for that NC'ing. I myself suck at NC'ing.

Insane:
  1. First take note: This is my first time modding an Insane, so wish me good luck and hopefully it will be helpful. ;)
  2. 00:28:104 (1) - Uhm. . why not add a jump here as well? The beat is kinda the same here: 00:24:468 (1) - . . so imo it's kinda inconsistent.
  3. 00:29:316 (1) - ^ Same here. If you have an explanation than please tell me. It would also help me with my knowledge with Insanes.
  4. 01:06:589 (3,1) - I think this jump is too small. Cuz (1) must have a bigger jump than these: 01:04:165 (5,1) - . So maybe try to make the jump a bit bigger.
  5. 01:04:165 (5,1) - This timing point is unnecessary. Please remove it.

Okay, I'm going to end my mod here.
GL !
Topic Starter
Yahuri

Aihuro wrote:

Here for M4M !

General:
  1. Okay, first off. I hope you are planning to add an Easy diff. The normal may be under 2 stars, but it will be too hard for beginners to play and I'm sure BN's and QAT's will have a problem with this. Please make an Easy diff or ask someone for a GD. Or make the Normal diff easier. the Normal diff pretty much follows Easy guidelines, so i think its fine. yea there are some 1/2, but those are all connected by sliders. anyways, i cant make the Normal diff easier or the difficulty gap will be too large between it and Hard.
  2. Unable Countdown since it's really unnecessary. fixed
  3. Maybe add epilepsy warning just to be safe. Not sure if this is really unrankable for not having one but just pointing it out for you. fixed
  4. One of your background Image's size is too large. Please resize the image to 1366:768. fixed
  5. There are some missing SB files, unused image file and etc. Please fix this cuz it's Unrankable! uhhhhh i use all of the SB elements in the SB. i need cursormiddle for the cursor? i've seen it in other ranked maps, so not getting rid of it. fixed all other skin except for reversearrow (to be done)
  6. Here are some inconsistency in uninherited (red) timing sections. Like for example in Hard: 00:00:226 and in Normal: 00:00:226 and etc. Please fix this! this won't be a problem. the only inconsistency is in The Head May Err diff, which will not be included in the official mapset. 01:23:256 (1) - this really fast slider
i will check over the other picture and skinning stuff later cuz i dont want to do those right now lol

Normal:
  1. 00:03:104 - This timing point is unnecessary, please remove it. fixed
  2. 00:03:862 (1) - For better flow, why not turn this slider 90 degree clockwise 2 times and then Ctrl + G? Like this for example:
    It plays better this way imo. fixed
  3. 00:13:559 (1) - I'm not sure what you are following here. . but you are missing a very important beat here: 00:13:862 - So I suggest you map that part. my intention was to follow guitar. im not quite sure about this part either (with the 2/1 sliders and all) so i want to get a little more feedback before making changes. also, i won't be going with your suggestion because i don't want a 1/2 reverse slider.
  4. 00:31:135 (2) - ^ The same like I mentioned above. It just makes the map more fun to play and it really improves the flow. 00:30:529 (1,2,3) - these have pretty much the same vocal pattern (vocal on the head) so i want them to be the same slider. I show the decreasing pitch through grid location. on the other hand, i changed the other pattern because 00:03:862 (1) - has pitch going down in the middle of the slider vocals (or not, im not that good with pitch idk)
  5. 01:04:468 (1,1) - Stack them please to avoid that ugly overlap. these are already stacked. they are also 2 full measures away, so the overlap/stack won't even be visible.
  6. 01:12:044 (2,3) - This blanket can be improved. thats like 1 pixel off. if i rotate 3 by a degree then the tail will be closer to 2.
  7. 01:21:438 (5) - I think you should rather add NC here instead of here: 01:21:741 (1) - fixed .

Other than that. Pretty solid Normal.

Hard:
  1. 00:00:756 - This timing point is unnecessary. Please remove it. fixed
  2. 00:07:953 - I guess you can add a note here since the vocal here is kinda strong and clearly hearable. 00:06:286 (1,2,3,4,1) - this whole section is in 1/1. the note you pointed out isnt that strong in comparison to what i have already mapped.
  3. 00:08:559 - and here: 00:08:635 - Please add notes here. It's really fine to add triplets in hard diffs and this kinda bothered me cuz this really sound empty. Like this: that would be too hard in comparison to Normal. also, that's 1/6, not 1/4. i haven't mapped circles for this part in any diff, only reverse sliders.
  4. 00:15:832 - ^ Add note? nothing really significant here
  5. 00:43:710 (1) - I'm not sure if the music calls for a NC here. . but if you can provide me an explanation. . then I rather suggest you remove the NC here. this slider covers over a big white tick.
  6. 01:20:225 (1) - ^ Same here. I don't really understand your NC'ing. . It kinda confuse me. Again, please remove NC. big white tick
  7. 01:21:438 (1) - Would also remove NC here. Seems really pointless. big white tick
  8. 01:23:256 (1) - I would remove NC here and add then here: 01:23:710 -. i follow this NC pattern in all diffs
  9. 01:22:650 (1) - I think you can remove NC here. . cuz I'm not really sure why you added one there. big white tick

Please keep a look out for that NC'ing. I myself suck at NC'ing.
ok. notes: 01:21:438
No Longer Human: NC every 2 beats
Insane: NC every 3 beats
Hard: NC every 4 beats (exception: last slider)
Normal: NC every 8 beats (exception: last slider)
these NC patterns help me keep the mapping patterns organized and combos low (for the upper diffs), i hope this helps you understand C:


Insane:
  1. First take note: This is my first time modding an Insane, so wish me good luck and hopefully it will be helpful. ;) good luck!
  2. 00:28:104 (1) - Uhm. . why not add a jump here as well? The beat is kinda the same here: 00:24:468 (1) - . . so imo it's kinda inconsistent. this is already a jump. it just appears closer.
  3. 00:29:316 (1) - ^ Same here. If you have an explanation than please tell me. It would also help me with my knowledge with Insanes. the non-jump matches No Longer Human. i feel like this section is kind of like a small "break" point in the song (guitar isn't too loud, vocals drop out) so thats why no jump here
  4. 01:06:589 (3,1) - I think this jump is too small. Cuz (1) must have a bigger jump than these: 01:04:165 (5,1) - . So maybe try to make the jump a bit bigger. standard jump DS (1/2 spacing) is 1.9x. in this case, that doesnt apply because this is a 1/4 jump (shown as DS of 2.91x) so i think this is enough.
  5. 01:04:165 (5,1) - This timing point is unnecessary. Please remove it. i think i removed this earlier :o

Okay, I'm going to end my mod here.
GL !
Thanks! I'll finish later and start modding your map C:
Affirmation
Q

[General]
skin is bad for looking, I couldn't see.

[soukoku]
00:33:862 (5) - make same slider with 00:33:559 (4) -
00:49:922 (1) - unrankable slider, I think, players cannot see slidertail.
00:50:529 (3,4) - vocal is 00:50:756 - . not 00:50:832 -
00:51:741 (3,4) - ^
00:54:165 (3) - bad slider, too./
00:58:256 (1) - this wiggle slider is unrankable, too. players can't read this.
01:23:710 (2) - random jump. it's hard to read, keep Ds.
GL
Topic Starter
Yahuri

Neoskylove wrote:

Q

[General]
skin is bad for looking, I couldn't see. that was the point (if you're looking at Soukoku only, refer to the beatmap description)

[soukoku]
00:33:862 (5) - make same slider with 00:33:559 (4) - the way i designed slider shapes in this section is: vocal on tail -> curved slider
00:49:922 (1) - unrankable slider, I think, players cannot see slidertail.
00:50:529 (3,4) - vocal is 00:50:756 - . not 00:50:832 - isnt vocals here 00:50:680? anyways 00:50:832 - still has clap, im not sure what you wanted me to do here moved and added extra red anchors to indicate vocals/drums during sliders
00:51:741 (3,4) - ^ ^
00:54:165 (3) - bad slider, too./
00:58:256 (1) - this wiggle slider is unrankable, too. players can't read this.
01:23:710 (2) - random jump. it's hard to read, keep Ds. slider 01:23:256 (1) - was set to 1/6 apparently so i decreased the length of that, jump is nerfed.
GL
unrankable issues ignored

ok it was totally my fault for not mentioning this diff isn't for rank @_@ but thanks for modding!
lit120
[the hero's journey]
  1. 00:17:195 (1,2) - fix the blanket pls k thx bye
[normal]
  1. 00:18:710 (2,3,4,5) - this note placement is kinda weird. use this timeline instead http://puu.sh/tm2al/dd8680ecaa.jpg
  2. 01:05:074 (2,3,4,5) - try this instead. looks more fit ya know http://puu.sh/tm2fQ/0a2cc0ad5b.jpg
well~
Topic Starter
Yahuri

lit120 wrote:

[the hero's journey]
  1. 00:17:195 (1,2) - fix the blanket pls k thx bye fixed (i think?)
[normal]
  1. 00:18:710 (2,3,4,5) - this note placement is kinda weird. use this timeline instead http://puu.sh/tm2al/dd8680ecaa.jpg i dont really see how its weird. with the current rhythm, i can get the start of the 1/2 repeating guitar pattern on the head of 00:19:922 (4)
  2. 01:05:074 (2,3,4,5) - try this instead. looks more fit ya know http://puu.sh/tm2fQ/0a2cc0ad5b.jpg fixed
well~ well
fast mod incoming
and thanks!
Arf
Hello, M4M from your queue \O Here's my map: https://osu.ppy.sh/s/551049

[General]
Well this is a great mapset. When I playtested each difficulty I already knew I wasn't going to find much, so here's a star for a job well done. (colorhaxing is nice touch)
The difficulty progression looks fine to me, I think you've hit the nail on the head in terms of spread. Normal looks okay as the easiest difficulty, I know the BPM makes it bit tough to make easier diffs but you've done well here

The offset might be 3 or 4 ms early, I personally got 231/232 when testing the timing but I'm far from an expert so that might be worth looking into if you can find a more experienced person.

Normal
00:06:286 (1,2) - The current pattern can work, but consider swapping the timeline position of these so it's circle->slider
00:13:559 (1) - by the way I think this 2/1 thing is fine here, it goes to the rhythm in a nice way, to my ears at least
00:18:710 (2,3,4) - I know SR is a problem, but I think at least one of these sliders should be two circles instead, it is a very heavy drum beat being played here.
00:32:953 (1,2,3) - I wish that this could be more like 00:30:529 (1,2,3) - pattern, I really like the 30 seconds one because the very linear flow emphasizes how he is singing that particular vocal section, and then when he does it again the second pattern doesn't have the same linearity :c I know there's a space issue but maybe something like this could work. Up to you, it'll require rearranging I just feel that it's a bit of a missed opportunity is all :D
00:35:377 (1,2) - Consider swapping these so it is note->repeat slider. I know clap on the end of a repeat slider isn't great either but I think it could follow the vocals better.
00:54:771 (1,2) - ^

Hard
00:30:529 (1,2) - I reckon mapping the note between these is not a bad idea
00:32:953 (1,2) - ^ I see the stylized choice you've made here, just felt a little incomplete when playtesting is all
00:41:589 (5,1) - I'm not sure about this. I know hitsounding dictates that this is a safe pattern, and attempting to follow guitar or vocals here results in a red-to-white slider, but you followed the guitar for the previous pattern and it felt strange to not continue playing that rhythm into the next stanza
00:59:013 (3,4) - Consider making the first one a repeat slider and the second a note at 00:59:468 (4) -
01:05:983 (2,3,4) - Hmm. You don't use 1/4 repeats anywhere else in the map and putting them here might be sudden but I honestly think they are better than this sort of extended slider pattern. It feels undermapped, especially when you use this same pattern in the ending - so many sliders when you can clearly hear a stream feels weird to not play some sort of rhythm following it. Then again, the ending pattern can also follow the vocals at the same time so it sort of works there, whereas here the first slider isn't following the vocal and thus seems out of place. Maybe that's why it felt odd to play it that way.
01:15:983 (3,4,1) - Starting here, I think some more 1/2 sliders similar to 01:20:832 (2,3,1) - could be slotted in here somewhere between the vocal following rhythm. The drums are so heavy it can feel strange not to follow them. I see your pseudo symmetrical thing going on here as well, but in a Hard diff it can be good to follow heavy instrumentals, at least that is my feeling.

Great diff


Insane
00:09:165 (2,1,2,1,2,3) - Okay I admit this confused the heck out of me when I first playtested, and it wasn't until I played Hero's Journey diff that I realized what the rhythm was. You could probably leave it as is and get away with it, it's a little difficult to sightread though and the spacing is a tad confusing.
00:28:407 (2,3) - Consider swapping these to follow the guitar a bit more
00:48:559 (8) - Consider making this some sort of slow slider
00:49:165 (1,2,3) - Sometimes less is more, I personally feel that this is unnecessary but obviously it's up to you whether to leave it in or not.
01:21:741 (2,3,1,2,3,4,5,6,1,2) - Nice.

The Hero's Journey
00:28:407 (2,3) - As with Insane, consider swapping these to follow the guitar, making it circle->slider instead of the current slider->circle. Again I know red to white slider isn't ideal but perhaps it can follow the guitar better.
00:36:892 (2,3,4,5) - This flow feels a little strange to me. Perhaps if "5"s sliderend was on the right instead of the left
00:48:559 (8) - As with Insane
00:49:165 (1,2,3) - As with Insane
01:20:983 (4) - The position of this felt a little hard to read

As you can see, I really couldn't find much in your mapset, the fundamental ideas are sound and make sense, so there weren't many ways to poke holes in any of them. The diffs are good, the spread is good, and it's a great finished product with the skin, colorhax, and SB. Excellent stuff.
Eir_DELETED
sry for late
from my Q

Storyboard

  1. Why don't you arrange those images on a "sb" file like many ranked sb maps?
  2. instead using SB/Black you can Fade out Backgrounds like, become blackish. consider to remove SB/Black and Fade the Background manually
  3. 83710 ~ 84316 - i think dazaibggud2 effect is so good then try to be consistent with 11135 ~ 11741. if you like it, plz copy and paste in here!
    Sprite,Foreground,Centre,"dazaibg.jpg",320,240
    F,0,11135,11741,1,0
    S,0,11135,11741,0.6420163,0.7252684

Normal

  1. 00:00:604 - remove green line 00:01:892 - same

Hard

  1. nice

i dont have any suggestion about mapping cuz of your unique mapping style is so cool!
if you have some question, plz send me chat~
Good Luck~! :)
Topic Starter
Yahuri

joker- wrote:

sry for late
from my Q

Storyboard

  1. Why don't you arrange those images on a "sb" file like many ranked sb maps? if i dump them in a folder then they dont show up in the map, i dont know how to make it so they show up in the map :C ill see if i can get that done
  2. instead using SB/Black you can Fade out Backgrounds like, become blackish. consider to remove SB/Black and Fade the Background manually the problem with the first black: dazaibggud2 (the actual background) isnt on the storyboard so i can't black that out. the second black: i have no idea how to instantly toggle on/off color (i could do 1ms toggle but eh). the third black: removed cuz it wasnt very useful in the first place XD
  3. 83710 ~ 84316 - i think dazaibggud2 effect is so good then try to be consistent with 11135 ~ 11741. if you like it, plz copy and paste in here! im pretty sure this is already in the code
    Sprite,Foreground,Centre,"dazaibg.jpg",320,240
    F,0,11135,11741,1,0
    S,0,11135,11741,0.6420163,0.7252684

Normal

  1. 00:00:604 - remove green line 00:01:892 - same fixed

Hard

  1. nice C:

i dont have any suggestion about mapping cuz of your unique mapping style is so cool! :D
if you have some question, plz send me chat~
Good Luck~! :)
Thanks!
Topic Starter
Yahuri

Arf wrote:

Hello, M4M from your queue \O Here's my map: https://osu.ppy.sh/s/551049

[General]
Well this is a great mapset. When I playtested each difficulty I already knew I wasn't going to find much, so here's a star for a job well done. (colorhaxing is nice touch) ayyyyy
The difficulty progression looks fine to me, I think you've hit the nail on the head in terms of spread. Normal looks okay as the easiest difficulty, I know the BPM makes it bit tough to make easier diffs but you've done well here :D

The offset might be 3 or 4 ms early, I personally got 231/232 when testing the timing but I'm far from an expert so that might be worth looking into if you can find a more experienced person. can do

Normal
00:06:286 (1,2) - The current pattern can work, but consider swapping the timeline position of these so it's circle->slider fixed
00:13:559 (1) - by the way I think this 2/1 thing is fine here, it goes to the rhythm in a nice way, to my ears at least uhhh this is 3/1 but ok
00:18:710 (2,3,4) - I know SR is a problem, but I think at least one of these sliders should be two circles instead, it is a very heavy drum beat being played here. yes its pretty heavy, but i dont want to switch only one of the sliders, that would be inconsistent. and the SR problem.
00:32:953 (1,2,3) - I wish that this could be more like 00:30:529 (1,2,3) - pattern, I really like the 30 seconds one because the very linear flow emphasizes how he is singing that particular vocal section, and then when he does it again the second pattern doesn't have the same linearity :c I know there's a space issue but maybe something like this could work. Up to you, it'll require rearranging I just feel that it's a bit of a missed opportunity is all :D personally i feel like the vocals in the first section are much smoother than the second section, so thats why i chose to make the patterns different
00:35:377 (1,2) - Consider swapping these so it is note->repeat slider. I know clap on the end of a repeat slider isn't great either but I think it could follow the vocals better. fixed
00:54:771 (1,2) - ^ fixed

Hard
00:30:529 (1,2) - I reckon mapping the note between these is not a bad idea if more people complain about that then i will. i wanted to keep breaks initially so that the rhythm won't be incredibly dense as compared to the other section 00:20:832
00:32:953 (1,2) - ^ I see the stylized choice you've made here, just felt a little incomplete when playtesting is all ^
00:41:589 (5,1) - I'm not sure about this. I know hitsounding dictates that this is a safe pattern, and attempting to follow guitar or vocals here results in a red-to-white slider, but you followed the guitar for the previous pattern and it felt strange to not continue playing that rhythm into the next stanza i guess it seems like i was following guitar earlier, but i was actually aiming for the drums. the guitar just happened to work well with the pattern i chose :P
00:59:013 (3,4) - Consider making the first one a repeat slider and the second a note at 00:59:468 (4) - i *think* i might know what youre going for, but if you want to elaborate more that would be helpful :O
01:05:983 (2,3,4) - Hmm. You don't use 1/4 repeats anywhere else in the map and putting them here might be sudden but I honestly think they are better than this sort of extended slider pattern. It feels undermapped, especially when you use this same pattern in the ending - so many sliders when you can clearly hear a stream feels weird to not play some sort of rhythm following it. Then again, the ending pattern can also follow the vocals at the same time so it sort of works there, whereas here the first slider isn't following the vocal and thus seems out of place. Maybe that's why it felt odd to play it that way. every diff has the stream parts mapped differently now, and adding the 1/4 in Hard diff would be too sudden imo (also it looks cool XD)
01:15:983 (3,4,1) - Starting here, I think some more 1/2 sliders similar to 01:20:832 (2,3,1) - could be slotted in here somewhere between the vocal following rhythm. The drums are so heavy it can feel strange not to follow them. I see your pseudo symmetrical thing going on here as well, but in a Hard diff it can be good to follow heavy instrumentals, at least that is my feeling. fixed

Great diff


Insane
00:09:165 (2,1,2,1,2,3) - Okay I admit this confused the heck out of me when I first playtested, and it wasn't until I played Hero's Journey diff that I realized what the rhythm was. You could probably leave it as is and get away with it, it's a little difficult to sightread though and the spacing is a tad confusing. changed to a pentagon pattern
00:28:407 (2,3) - Consider swapping these to follow the guitar a bit more i really dont like having a hitsound on a slider end without a hitsound on the slider head, so no
00:48:559 (8) - Consider making this some sort of slow slider my 2 options (that i can think of): end slider right before 1, or end on 1. option 1:not good because it means i'll end up using my not-dominant finger on 1, which is uncomfortable. option 2: it means i can't get a click on 00:49:165 - which i think should be a click
00:49:165 (1,2,3) - Sometimes less is more, I personally feel that this is unnecessary but obviously it's up to you whether to leave it in or not. i'd rather not ignore drums
01:21:741 (2,3,1,2,3,4,5,6,1,2) - Nice. :D

The Hero's Journey
00:28:407 (2,3) - As with Insane, consider swapping these to follow the guitar, making it circle->slider instead of the current slider->circle. Again I know red to white slider isn't ideal but perhaps it can follow the guitar better. same as insane
00:36:892 (2,3,4,5) - This flow feels a little strange to me. Perhaps if "5"s sliderend was on the right instead of the left how i think about this pattern 00:36:589 (1,2,3,4,5) - i think that this combo is a smooth vocal line. pretend that 3,4 is a copy of 1. the result is this: https://puu.sh/tqhSy/232459d993.png a repeating pattern to express the smooth vocals. but then 3,4 are how they are now to be consistent with the stacking pattern i've been using throughout the map so far. (also since 5 has the introduction of the whistle, the less comfortable flow should be fine)
00:48:559 (8) - As with Insane same as insane
00:49:165 (1,2,3) - As with Insane same as insane
01:20:983 (4) - The position of this felt a little hard to read ok, i might do a bit of remapping

As you can see, I really couldn't find much in your mapset, the fundamental ideas are sound and make sense, so there weren't many ways to poke holes in any of them. The diffs are good, the spread is good, and it's a great finished product with the skin, colorhax, and SB. Excellent stuff. <3
Thank you~
Battle


[General]
combo 7 and combo 8 are really similar imo, making combo 8 a darker shade of grey would be better
black.png should be 1920 x 480, while I'm not sure how strict the 1920 needs to be, your current image is 1920 x 822 so lol
why is blue a combo color lol there's no blue anywhere

[Normal]
01:04:468 (1,2) - Remove the whistles
01:15:983 - remove whistle on slider head here

[Hard]
00:02:044 (1,2,3,1,2,3) - The way you chose to undermap is pretty awkward sounding rhythmically and the overlapping doesn't look very good so ye, it's better to have a slightly more dense rhythm with less overlaps here
01:05:983 (2,3,4,1) - I don't really like this lol, the cs is too hard on high to make this look aesthetic imo
01:21:741 (2,3,4,1,2,1) - same

[Insane]
00:40:680 (3,1) - not the best shapes imo, end curve looks too forced lol
01:21:741 (2,3,1,2,3,4,5,6) - This looks pretty confusing, if you want to do something like this don't make 2,3 be connected by a note visually, it can lead to people clicking 1 instead of 3 and then yeah, same goes for the other except they can click 6 instead of 5

[journey]
00:47:195 (5,1) - lol stack
01:04:467 (1) - remove whistle
01:08:710 (4,5,6,7) - low spacing into triplets is pretty awkward to play at least for this pattern cuz 3,4's movement

gl
Topic Starter
Yahuri

Battle wrote:

[General]
combo 7 and combo 8 are really similar imo, making combo 8 a darker shade of grey would be better changed to lum:140
black.png should be 1920 x 480, while I'm not sure how strict the 1920 needs to be, your current image is 1920 x 822 so lol fixed
why is blue a combo color lol there's no blue anywhere there isnt purple or yellow either Dx anyways i wanted vibrant colors for the kiai. blue is the color of the background character's ability, yellow+purple is the eye color for the dude in The Head May Err

[Normal]
01:04:468 (1,2) - Remove the whistles removed on tails
01:15:983 - remove whistle on slider head here this is consistent throughout all diffs

[Hard]
00:02:044 (1,2,3,1,2,3) - The way you chose to undermap is pretty awkward sounding rhythmically and the overlapping doesn't look very good so ye, it's better to have a slightly more dense rhythm with less overlaps here Insane already has pretty close spacing, i dont want to jump to that spacing, so that i can have an even spread. also, if i map it denser itll probably have to be pretty much the same rhythm (with the repeats and whatever) as Insane cuz consistency.
01:05:983 (2,3,4,1) - I don't really like this lol, the cs is too hard on high to make this look aesthetic imo i like it but maybe change later Dx
01:21:741 (2,3,4,1,2,1) - same ^

[Insane]
00:40:680 (3,1) - not the best shapes imo, end curve looks too forced lol fixed
01:21:741 (2,3,1,2,3,4,5,6) - This looks pretty confusing, if you want to do something like this don't make 2,3 be connected by a note visually, it can lead to people clicking 1 instead of 3 and then yeah, same goes for the other except they can click 6 instead of 5 will do something

[journey]
00:47:195 (5,1) - lol stack fixed
01:04:467 (1) - remove whistle this is consistent with rest of diffs
01:08:710 (4,5,6,7) - low spacing into triplets is pretty awkward to play at least for this pattern cuz 3,4's movement ctrl+h 3, hopefully its a bit better

gl
Thanks C:
Vivyanne
from my stack queue

  • [Disclaimer]
  1. You do not have to give this post kudosu. I wouldn't do it personally as it is very lazy and I'm not planning on farming kudosu to the hardest.
  2. Always try to stack from the note earlier in the timeline as the stacking then is more accurate. Take this in consideration while applying these fixes!

normal
00:46:993 (4,2) -

hard
00:45:175 (1,1) -
01:01:842 (3,1) -

insane
00:37:751 (1,3) -
01:26:387 (1,5) -

the hero's journey
00:25:175 (3,1) -
00:36:690 (1,1) -
00:38:811 (4,2) -
00:39:720 (3,1) -
00:45:175 (1,5) -
00:46:387 (1,5) -
00:48:508 (5,4) -
00:53:963 (2,6) -
01:02:599 (4,2) -
01:05:024 (4,2) -
01:16:993 (3,6) -
01:18:811 (6,3) -
01:32:145 (6,3) -
01:33:357 (6,3) -
01:40:024 (2,1) -
Topic Starter
Yahuri

HighTec wrote:

from my stack queue

  • [Disclaimer]
  1. You do not have to give this post kudosu. I wouldn't do it personally as it is very lazy and I'm not planning on farming kudosu to the hardest.
  2. Always try to stack from the note earlier in the timeline as the stacking then is more accurate. Take this in consideration while applying these fixes!

normal
00:46:993 (4,2) -

hard
00:45:175 (1,1) -
01:01:842 (3,1) -

insane
00:37:751 (1,3) -
01:26:387 (1,5) -

the hero's journey
00:25:175 (3,1) -
00:36:690 (1,1) -
00:38:811 (4,2) -
00:39:720 (3,1) -
00:45:175 (1,5) -
00:46:387 (1,5) -
00:48:508 (5,4) -
00:53:963 (2,6) -
01:02:599 (4,2) -
01:05:024 (4,2) -
01:16:993 (3,6) -
01:18:811 (6,3) -
01:32:145 (6,3) -
01:33:357 (6,3) -
01:40:024 (2,1) -
all fixed except for a few that seemed already perfect :O
thank you~
Spork Lover
Heyoooo 2x mod from me lel for one mod from youuu :3

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


Storyboard:
bungo.png is 3597x650. According to the ranking criteria, all storyboard elements have to be within 1920x1080.
rectangle.png is unused. consider using it or removing it :D
Skin:
On the Spinner skin set, spinner-rpm isn't skinned. I don't know if this is required. If it is, you can just force default or something :)

Other:
Insane diff seems to have an unsnapped slider end on 28:231 according to modding assistant, I don't think it's right tho.
Stats and hitsound delay is fine :)
The purple color in the chorus seems a little off-putting for some reason. I donno if a different color would be suitable instead >//<

The Hero's Journey


00:31:539 (4,1) - Most players at this skill level will use the slider starts for the spacing due to slider leniency. Therefore I would place the starting points further away from each other.
00:32:751 (4,1) - same applies to this, but it's a lot more intuitive because it has the curve on it xd.
01:18:659 (4,5,6) - I'd add some more hitsounds here, since it's a lead-in, a clap extra on 01:18:963 - should do the trick
01:33:205 (5,6,1) - I dislike the transition here a bit due to the pretty steep angle. If you put the 1 more to the right so the angle is sharper, that'd make for nicer emphasis too.
01:43:205 (2) - The drum finish is pretty dull here, use the custom hitsound instead xd

Seems pretty solid overall :) Good luck :3
Topic Starter
Yahuri

Spork Lover wrote:

Heyoooo 2x mod from me lel for one mod from youuu :3

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


Storyboard:
bungo.png is 3597x650. According to the ranking criteria, all storyboard elements have to be within 1920x1080.
rectangle.png is unused. consider using it or removing it :D if i can get a particle generator working, im going to use it in the storyboard
Skin:
On the Spinner skin set, spinner-rpm isn't skinned. I don't know if this is required. If it is, you can just force default or something :) will fix

Other:
Insane diff seems to have an unsnapped slider end on 28:231 according to modding assistant, I don't think it's right tho. omg not again why fixed
Stats and hitsound delay is fine :) yey
The purple color in the chorus seems a little off-putting for some reason. I donno if a different color would be suitable instead >//< seems fine to me, i wanted vivid colors for kiai

The Hero's Journey


00:31:539 (4,1) - Most players at this skill level will use the slider starts for the spacing due to slider leniency. Therefore I would place the starting points further away from each other. i dont think i understand what youre trying to say here :o if youre referring to not following through the slider, i dont think that applies here because 1/2 sliders in this map are long enough to sliderbreak for doing that
00:32:751 (4,1) - same applies to this, but it's a lot more intuitive because it has the curve on it xd. ^
01:18:659 (4,5,6) - I'd add some more hitsounds here, since it's a lead-in, a clap extra on 01:18:963 - should do the trick i prefer doing hitsounds strictly to the music
01:33:205 (5,6,1) - I dislike the transition here a bit due to the pretty steep angle. If you put the 1 more to the right so the angle is sharper, that'd make for nicer emphasis too. which angle are you referring to? also if i move 1 to the right wouldnt it make the angle less sharp lol (its already 180 degrees)
01:43:205 (2) - The drum finish is pretty dull here, use the custom hitsound instead xd fixed

Seems pretty solid overall :) Good luck :3
Thanks~
Cerulean Veyron
Eyy Yahuri! Q

[- - General - -]
  • - Storyboard: 00:39:417 - The black colour-filling you've used here is probably a bit late whereas it should have been completely... "faded in", if my sources are right. I would probably think starting it on 00:39:114 - and keeping this 00:40:024 - part fully dark will probably be best in particular for the next gray verse.

[- - Normal - -]
  1. 01:17:751 (3) - On this slider, you could probably move the anchor a little bit down right in order to make the curve more clearer to notice in gameplay. Or in other way, you can curve it more smoother since it's a bit too.. "scaled" or something.
  2. 01:19:114 - Ehmm... Copy-paste and flipped from 01:09:417 - ? Ehh... Would you mind showing a little more "effort" here? Like, remapping just this part or something? It's just not my kind of personal taste when it comes to mapping stuffs. I would really suggest redoing this into something better on this section for sure.

[- - Hard - -]
  1. 00:28:205 (1) - Just my personal suggestion. Wouldn't this suppose to be a small symmetry alike the next slider 00:30:024 (4) - , but rather like in different kind of sliding position than (4)? The patterning will probably be pretty muc hbetter in consistency and aesthetics, but uhmm... You do what you can over this part, it's up to you~
  2. 01:23:357 (3) - The rhythm composition here is actually fine in most common. But to me, maybe trying out a half slider and a circle replaces to the current one in order to follow the vocal track as a pitch-in a bit more accurate in audibility.
  3. 01:37:296 (1) - I think this slider has a kind of "sharp turn" by the looks of the structure when heading to the next notes after this one. So either you consider redoing this slider for something, or you can simply flip Ctrl + J to flow towards the next notes a little easier. Thoroughly, this slider is actually a duplicate of 01:36:084 (1) - and flipped out pretty much ;p

sugoi neeeee yahuri-saaaan
ok nvm srry for small mod cuz kds farming already good map

Yahuri wrote:

disregard top 3 diffs rip
gj with this map btw
Topic Starter
Yahuri

Cerulean Veyron wrote:

Eyy Yahuri! Q eyyy o/

[- - General - -]
  • - Storyboard: 00:39:417 - The black colour-filling you've used here is probably a bit late whereas it should have been completely... "faded in", if my sources are right. I would probably think starting it on 00:39:114 - and keeping this 00:40:024 - part fully dark will probably be best in particular for the next gray verse. i want to keep the starting point the same, because it marks where the repeating 1/2 guitar pattern is. i moved the ending to 00:40:175 - though.

[- - Normal - -]
  1. 01:17:751 (3) - On this slider, you could probably move the anchor a little bit down right in order to make the curve more clearer to notice in gameplay. Or in other way, you can curve it more smoother since it's a bit too.. "scaled" or something. moved the tail up more
  2. 01:19:114 - Ehmm... Copy-paste and flipped from 01:09:417 - ? Ehh... Would you mind showing a little more "effort" here? Like, remapping just this part or something? It's just not my kind of personal taste when it comes to mapping stuffs. I would really suggest redoing this into something better on this section for sure. h o l y didnt realize i copypasted the whole thing i will remap

[- - Hard - -]
  1. 00:28:205 (1) - Just my personal suggestion. Wouldn't this suppose to be a small symmetry alike the next slider 00:30:024 (4) - , but rather like in different kind of sliding position than (4)? The patterning will probably be pretty muc hbetter in consistency and aesthetics, but uhmm... You do what you can over this part, it's up to you~ nope, the slider shape here 00:30:024 - is present in all diffs to mark the entrance of the kinda "rough" sounding guitar, so i dont want to use the same shape before it otherwise itll ruin the effect imo
  2. 01:23:357 (3) - The rhythm composition here is actually fine in most common. But to me, maybe trying out a half slider and a circle replaces to the current one in order to follow the vocal track as a pitch-in a bit more accurate in audibility. sure~
  3. 01:37:296 (1) - I think this slider has a kind of "sharp turn" by the looks of the structure when heading to the next notes after this one. So either you consider redoing this slider for something, or you can simply flip Ctrl + J to flow towards the next notes a little easier. Thoroughly, this slider is actually a duplicate of 01:36:084 (1) - and flipped out pretty much ;p ehhh i dont really like how the flow looks from 3-1 for ctrl+j, the sharper angle should be fine since theres a beat in between sliders. (the sharp angle thing happens somewhat often in this diff actually)

sugoi neeeee yahuri-saaaan
ok nvm srry for small mod cuz kds farming already good map why not both :P

Yahuri wrote:

disregard top 3 diffs rip
gj with this map btw
Thank you ^-^
Kibbleru
Hero's Journey
00:23:357 (2,1) - minor thing but try not to overlap this
00:49:417 (4,5) - ctrl g gives some better movement imo
01:07:448 (4,7) - u could NC at these parts i guess?

jk i actually have no motivation to mod lo
Topic Starter
Yahuri

Kibbleru wrote:

Hero's Journey
00:23:357 (2,1) - minor thing but try not to overlap this fixed
00:49:417 (4,5) - ctrl g gives some better movement imo im pretty strict with the general DS in this section (only finishes+claps get jumps) so nope
01:07:448 (4,7) - u could NC at these parts i guess? sure

jk i actually have no motivation to mod lo rip
thanks yo
Monstrata
Hero's Journey Home

00:25:781 (1,2,3) - Spacing here felt really low suddenly. Actually, it really closely resembles 00:25:024 (2,3) - so I would recommend spacing them out a bit more so players don't get the rhythm confused due to the spacing.
00:39:114 (5,1,2) - This still belongs with the previous slider and forms a set of two. 00:39:417 (1,2) - Should be a slider. If you listen closely, 00:39:872 (4,6) - contain instrument backing but 00:39:569 (2) - is noticeably softer cuz its not the same grouping musically.
00:54:569 (5,6) - 1/2 slider? 6 doesn't really deserve a click imo lo,
01:11:387 (5,6) - Sounds overmapped honestly. You're mapping instrument because if you were following vocals your rhythm would be 3/4 everywhere. I wouldn't recommend using 1/4 rhythm like this unless its really noticeable here because instrument and vocal rhythms are really different. Unless your rhythm is really clear, its easy to get confused.
01:11:993 (2,3,4,5,6,7,8) - Same. Honestly, i'm not a fan of these rhythm choices, I think you should just go with a simple 1/2 rhythm here because the rhythm choice ends up creating ambiguous rhythms as to vocal/instrument layer. You really shouldn't try and follow both especially when the rhythms are quite different for each.
01:18:659 (4,5,6,1,2,3,4,5,6,7,1,2,3) - Rhythms like this are a lot better. It's just one 1/4 rhythm and its not as confusing.
01:21:084 (5,6,7,1,2,3,4,5,6,7,8) - But yea, same as earlier, I don't think these rhythms are as appropriate because theyre too ambiguous and kinda overmappy xd.
01:36:842 (4,5,6,7,8,1) - Same 01:38:054 (4,5,6,7,8,1) - etc... Rhythms like this is what I would use instead, in order to acknowledge the light blue ticks.

[]

Generally, your triplets just sound really overmapped imo. I suggested some alternative methods of mapping them. If you compare those triplets to stuff like 01:41:236 (2,3,4,5,1,2,3,4,5,6,7,8) - you can clearly hear the 1/4's are much louder and supported here than in those other sections.

Anyways, your diff is mapped pretty neatly, but I can't overlook those triplet overmaps sorry. If you decide to fix them though, let me know and I'll see what I can do. Lower diffs look clean enough.
Topic Starter
Yahuri

Monstrata wrote:

Hero's Journey Home

00:25:781 (1,2,3) - Spacing here felt really low suddenly. Actually, it really closely resembles 00:25:024 (2,3) - so I would recommend spacing them out a bit more so players don't get the rhythm confused due to the spacing. fixed to 1.30x
00:39:114 (5,1,2) - This still belongs with the previous slider and forms a set of two. 00:39:417 (1,2) - Should be a slider. If you listen closely, 00:39:872 (4,6) - contain instrument backing but 00:39:569 (2) - is noticeably softer cuz its not the same grouping musically. although it is true that 00:39:114 (5) - is the start of a new measure and "should" have NC and be paired with 00:39:417 (1,2) - i didn't go with that because the guitar starts a repeating pattern here 00:39:417 (1). each circle has guitar+kick/snare drum. (also, the guitar is softer for 2 on one side of headphones, so thats probably why it sounded softer to you)
00:54:569 (5,6) - 1/2 slider? 6 doesn't really deserve a click imo lo, fixed
01:11:387 (5,6) - Sounds overmapped honestly. You're mapping instrument because if you were following vocals your rhythm would be 3/4 everywhere. I wouldn't recommend using 1/4 rhythm like this unless its really noticeable here because instrument and vocal rhythms are really different. Unless your rhythm is really clear, its easy to get confused. ive been mapping both vocals and instruments throughout the diff, so it seems illogical to me to stop now.
01:11:993 (2,3,4,5,6,7,8) - Same. Honestly, i'm not a fan of these rhythm choices, I think you should just go with a simple 1/2 rhythm here because the rhythm choice ends up creating ambiguous rhythms as to vocal/instrument layer. You really shouldn't try and follow both especially when the rhythms are quite different for each. same
01:18:659 (4,5,6,1,2,3,4,5,6,7,1,2,3) - Rhythms like this are a lot better. It's just one 1/4 rhythm and its not as confusing. i fail to see how this is any better from the repeated rotating triples, its still following the same rhythm style (but cant be the same rhythm because the music is different obviously)
01:21:084 (5,6,7,1,2,3,4,5,6,7,8) - But yea, same as earlier, I don't think these rhythms are as appropriate because theyre too ambiguous and kinda overmappy xd. same
01:36:842 (4,5,6,7,8,1) - Same 01:38:054 (4,5,6,7,8,1) - etc... Rhythms like this is what I would use instead, in order to acknowledge the light blue ticks.
makes sense but i kinda still want to keep clicks on the vocal+kick drum notes, might change later
im not really a fan of 1/4 jump stacking, but it works well with the pattern above so i may implement it

[]

Generally, your triplets just sound really overmapped imo. I suggested some alternative methods of mapping them. If you compare those triplets to stuff like 01:41:236 (2,3,4,5,1,2,3,4,5,6,7,8) - you can clearly hear the 1/4's are much louder and supported here than in those other sections. ok

Anyways, your diff is mapped pretty neatly, but I can't overlook those triplet overmaps sorry. If you decide to fix them though, let me know and I'll see what I can do. Lower diffs look clean enough. ok
thanks~

whee
https://puu.sh/ucPZ7/3be564927c.osz
Topic Starter
Yahuri
All for-rank diffs have been moved to a new mapset. (Normal, Hard, Insane, The Hero's Journey). This mapset is now going for loved.
https://osu.ppy.sh/s/576089
The Hero's Journey kiai is remapped without blue-tick vocals. The original version will stay here, renamed to Complete Guide to Suicide.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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