>>>>PASTEBIN OF THE .osu FILE OF THE MAP I EDITED, FROM 18 NOVEMBER 2016<<<<Hello there. I don't know if you'll ever revive this beatmap, since it's gone to the graveyard, but either you linked me from an external website or someone else did, saying...
From hardcoreignitor, darkSpyrodats pretty cool
now do this one https://osu.ppy.sh/forum/p/5603141
[Timing]
Well, what I immediately noticed is that the hitobjects felt off. I figured it was something to do with the timing. For the first half of the song, the timing was very consistent, so I figured that it was something to do with the offset. What do you know?
The offset is much closer to 688.It wasn't until 3 and half minutes in that I noticed that there was a delay in the song's timing compared to the map's timing. Turns out, at that point,
the BPM of the song starts fluctuating to reflect Angelica's role in the song.
You can see two screenshots of the timing points I came up with to make the map match this BPM fluctuation below.It sure is daunting to add all of these timing points by hand, however, so my advice is to
copy this timing code and
paste it in the [TimingPoints] section of the .osu map file.
[TimingPoints]
688,652.173913043478,4,2,0,100,1,0
209379,666.666666666667,4,2,0,100,1,0
228045,687.677303370788,4,2,0,100,1,0
230795,652.176666666666,4,2,0,100,1,0
249055,674.156666666667,4,2,0,100,1,0
251751,652.173913043478,4,2,0,100,1,0
303924,666.666666666667,4,2,0,100,1,0
314590,689.657303370786,4,2,0,100,1,0
320107,822.652352941176,4,2,0,100,1,0
323406,904.972352941175,4,2,0,100,1,0
327033,652.175172413793,4,2,0,100,1,0
350511,-100,4,2,0,100,0,1
379207,666.666666666667,4,2,0,100,1,1
381207,-100,4,2,0,100,0,0
If you don't know how to open the .osu map file, you can open it by opening the map editor, followed by opening the "File" drop down menu once in the map's editor. After you do both of those, there should be an option to "Open .osu in Notepad."
It's your choice whether to resnap the preview point, but I suggest that you make the timing points match the song's. I might have missed the timing by a nanosecond for at least one of these points though, so even though following this suggestion is an absolute
must, there could be a small error I made within this part of my modding. I didn't find any I've made though, so that's up to you or another modder to find out if I'm wrong. Just make sure to resnap all of the hitobjects once you adjust the timing.
[Standard Beatmap]
While the stuff mentioned above is pretty much a must for your map, this section will be mostly suggestions.
A bold text bullet suggests something highly recommended to take action on. *A starred blue text bullet suggests something that you should consider, but may or may not need to edit.
Any bullet with the question mark circle is a genuine question about the beatmap's structure.
- 00:29:383 (5,1) - Unnecessary break, since, at least on my end after resnapping, it takes the same amount of time for those two notes to be hit as 00:26:774 (4,5) - . Please remove the break by right-clicking it.
- 00:37:209 (3,1) - Unnecessary break. This break is only 1/2 note-tick longer than the last break's, which isn't that much at all. Please remove this break.
- *You may want to consider the area between 00:46:340 (6,1) - . You don't really carry the rhythm of the yellow (by default skin) combo to this part, which could confuse the beginner-level people that you seem to want as your audience for this difficulty.
- 00:48:948 (1,2,3,4) - *Maybe it's better to move this combo section 2 note-ticks to the right, so the end of it has flair to match with the short groovy slowdown that starts at 00:51:557 -
- 01:02:318 (1) - Not sure if spinners at this length are in easy difficulties.
- It's better to start the combo from 01:05:905 (1,2) - at 01:05:579 - , to reflect the electric piano that plays at that moment. I may be saying this out of the way I resnapped my copy of the map, however, and this problem may not be existent to you, but be aware of this nonetheless.
- There's a similar combo group 1-2 measures ahead with this problem. Fix that too, please.
- 01:08:514 - Unnecessary break, with an immediate spinner afterwards that's too short. Please fix
- 01:18:949 (3) - Make this change to be the start of a new combo group, since it takes a bit long for it to be clicked after the slider before it. I feel as though combo groups at this point should be 1 measure each, since it's a little more upbeat than the intro. It just feels awkward for it to stay in the blue combo group.
- 01:21:557 (4) - Same rule as above.
- 01:24:166 (5) - (another)
- 01:29:383 (4) - m8
- 01:31:992 (1) - You were right to make this yellow combo start here, but it's awkward for the yellow combo group to stay as is, since there's, once again, a gap between that and the second hit circle in the combo group.[/b] Make the 2nd yellow circle a start of a new combo group instead.
- 01:40:470 (1,2,3) - Just wondering...why did you place this combo group so it's not snapped to play at the beginning of its measure?
- 01:43:405 (1) - Spinner should be extended to the start of the next measure, since easy maps tend to not have spinners this short. It unfortunately also calls for deleting the circle that's there, but it's a sacrifice that'd be well worth it.
- 01:47:318 (3,1) - Unnecessary break.
- 01:50:253 (1,2) - The gap between these two circles feels awkward. Maybe moving the 2nd and 3rd yellow objects in the group back a few ticks would help, since the spinner that comes up after is once again a bit short
- 01:59:383 (3,1) - Unnecessary break. I don't know what to do with the space between the two notes though. That's for you to decide.
- 02:55:144 (7) - *Awkwardly placed. Maybe move it one white tick to the right in the timing
- 03:03:296 (5,1) - Unnecessary break.
- 03:05:905 (1,1,1) - Other than the slider, this is a weird last-resort period of spinners. The first spinner is alright, but for the rest of the period, try replacing the second spinner with more hit circles. Check some of your other areas for references.
- 03:18:948 - Unnecessary break. From my other bullets, you should know what to do at this point with regards to the length of the break.
- 03:23:188 (1,1) - As far as the slider and the spinner goes, it's another instance of awkward filler. Don't know how to fix this one.
- 03:40:045 (3,1) - Unnecessary break, followed by a loss of rhythm you were actually doing a good job maintaining at the start of this Angelica verse.
- 04:11:751 (1,1,1,1,1,1) - *I know the original ranked Bad Apple! beatmap has a difficulty that spams spinners at one point, to the point it makes sense, but idk if you can get away with doing the same
- Speaking of spinner spam, I would've expected at least another slider in 04:22:185 (1,1) -
- 04:37:837 (6,1) - *ahem*
- 05:51:816 (2,3) - Add at least two more hitcircles here, to make the rhythm consistent.
- 05:55:728 (3) - Convert this circle to a new combo, please, since the outro's combo group lengths should be similar to the intro's.
- 05:58:337 (5,1) - Pretty much the same thing. As the point of two bullets above
- 06:03:554 (2,3) - Aaaand, same, except with only 1 note this time.
- 06:06:163 (3) - Convert this to be a new combo, and then put another hit circle 3 1/1 ticks ahead, to reflect the emphasis on "YOU."
I'm going to let you figure out the last part, but I will definitely say this: [b]I feel as though there are too many spinners in this beatmap. You'll need to figure out which spinners to replace with hit circles and sliders, but make sure to always make their rhythm consistent, as much as in tune with the previous rhythms as possible, with rhythm shifts and variations as needed.