This map has been deleted on the request of its creator. It is no longer available.
Big thanksmindmaster107 wrote:
[Hard]
Turn up the AR to 8.5 - You have a lot of jumps, so a lower AR would be harder to read. 8.5 is well within a 3 star player's abilities, so don't worry. was 8.5 before, but it's a low bpm 1/3 songs. Still, I agree with you, changed to 8.2
00:12:988 (2,1) - These 2 are so close together. Maybe have it begin on the other side of the screen.
00:14:274 (1,2,3,4,5,6) - 4 5 and 6 do not follow the slider heads.
00:17:702 (1,2,3,4,5,6) - Same /\ all fixed
00:20:417 (1,2) - Have this further down to separate it from the previous jump. nah
00:20:845 (1) - Get rid of this. I believe it is ok to undermap the drum roll, as you did the same to 00:20:274 deleted
00:34:131 (1,2) - Move to separate. I try not to make it too difficult
00:46:845 (2) - This is covered partially by the kick slider. fixed
00:47:845 (1,2) - Move to separate.
00:52:702 (1,2) - Bit to far away, considering the spacing between these > 00:50:988 (1,2,1,2,1,2,1,2) It may actually be correct, but it doesn't look like so. Fold the jump so this stack is closer to the middle of the play field. changed the pattern in my own way
01:20:702 (4,5,6) - Shouldn't this be in the middle of where the reverse of 01:19:417 (1,2,3) meet? pattern variation
01:22:131 (1) - Separate.
01:24:131 (4,5,6) - Doesn't follow the pattern of the sliderheads before it.
Thank you so much!srijanfromsd wrote:
M4M #modreqs
from srijanfromsd:
In general, you used quite a few different combinations and creativity, which is good. However, some patterns are not intuitive, be it for rhythm, or for spacing (especially in Normal Difficulty). This mod will try to address those issues, and some other points that come to my attention.Normal00:12:702: This was one of the counter intuitive pattern I was talking about. To click on this slider at the precise moment requires memorization instead of following the rhythm. I would recommend simplifying the beat by decreasing the slider return at 00:12:131 to one return instead of 2 returns, then place the next slider from 00:12:702 to 00:12:560 (Like this: https://drive.google.com/file/d/0B34dX3Pb8MDLZGNZQUNBeDdhNlE/view?usp=sharing) Or you can space the slider at 00:12:702 a little further away from the previous slider. This would place more emphasis on the slider so players can more easily play it intuitively, and not get frustrated. I would personally prefer doing the former since Normal and Easy difficulties should have simple rhythms. But if you want to preserve the rhythm that you have, I would recommend the latter. You are totally right. I didn't really consider this thoroughly. Yet I will adopt the second solution cuz I don't really wanna change this section rhythm-wise
00:19:560: Same concept as at 00:12:702.
00:23:702: Remove the new combo here. Stay consistent with the rest of the song section. fixed
00:31:417 - 00:32:131: Just to change things up, you may want to split this slider into two different sliders like this: https://drive.google.com/file/d/0B34dX3Pb8MDLaGJxTFBDdlVRazA/view?usp=sharing. That way, things don't become "bland" for a lack of better word. At the same time, the pattern isn't changed too much. nah this long repeated slider is exactly what I did in the beginning section
00:33:274: Same concept as at 00:12:702.
00:45:131: Again, maybe split it up into two?
01:14:274: I feel like this slider has one too many slider returns. The last beat is a strong one that you may want to end with a hitcircle. I would recommend reducing the slider from 2 slider returns to one, then placing a hitcircle at the center of the previous 3 sliders. good suggestion, done
00:48:560 - 01:00:417: If you notice, your slider flow is consistently counter clockwise. There is nothing wrong with that kind of flow, but it might be better to change the direction of cursor movement from time to time. yea you are right. I changed half of the slider flow into clockwise
Solid maphardOverall good stuff. The concept and flow are very similar to your other difficulty, which is excellent. I don't have much to say to this difficulty.
Just wanted to point out that between 00:21:131 and 00:27:560, the new combo should be on each slider, not on the hitcircle after. This is true for all combos similar to this since the sliders land on the downbeat of every measure/cycle.
Personal opinion: Hard difficulty is ready for ranking
fixed
Good luck mapping!!!!
Vanillas wrote:
Hi~ from my queueModGL~Normal
normal的問題有點大,給幾個建議好了,可能這個難度需要remap。
- normal難度不建議用1/6來做,會比較難。那裡????
- 檢查一下DS normal難度確保DS相同: https://puu.sh/ua8k6/ed08ae8491.png 據我所知即使是normal也不一定要全部constant ds
- normal難度下一般最大的折返次數是4次,超過的話unrankable,比如00:07:417 (1) - 00:09:131 (1) - 00:10:845 (1) - 00:14:274 (1) - 這種在normal難度下不允許。 這些slider全改了
- 00:08:702 (3,1,2) - normal難度下不一定每一個音都要跟,如果跟了每一個音同時兼顧DS的問題就容易造成Note擠在一起不好看也不好讀圖。Normal難度建議直接把一串折返換成一個滑條。Kiai time的節奏挺好的。
Hard
同樣是給一些建議:
- 00:21:131 (1,2,3) - 發現整張圖大部分是這樣的節奏,這樣重複的話對於一個hard來說有點簡單。可以在不改變節奏型的情況下換用短條配置,擺放也可以多點變化,比如:https://puu.sh/ua9ln/484fdfe571.png 不了這個我是故意的
- 00:46:631這個位置沒有音,然後01:27:631和00:20:274這裡漏了音 fixed
- 總之節奏沒有什麼問題,就是擺放還需要多考慮下。畢竟是個hard diff盡量嘗試下多種擺放配置。
yaleufeu wrote:
NM from my modding queue
Normal1/6 mapping is not allowed where?????
AIMod Issues about spacing
00:07:417 (1,1,1,3,1,1,1,3) - Theses are not allowed in a normal diff fixed
00:48:560 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Really hard to read nah it's fine
01:00:560 (1,2,3,4) - not allowed, 2 maximum stacks on a Normal diff k fixed
01:23:702 (2,3) - avoid theses kind of sliders, they look bad D: kinda adjusted
Hard00:44:845 (2,3,1,2,3,4,5,6,7,1,2,1,2) - This is too hard for a hard diff
00:48:560 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - ^
00:54:560 (2,3) - It feels bad to play this
00:58:274 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This is too hard for a hard diff
01:00:560 (1,2,3,4) - Distance is too high
01:29:702 (1,2,3,4,5,6,7) - ^
all fixed
Gl
yaleufeu wrote:
NM from my modding queue
Normal
1/6 mapping is not allowed where????? nvm it was mapped on 1/3, but i'm not sure if it is allowed in a normal diff tho
osu file format v14
[General]
AudioFilename: The Raising Fighting Spirit.mp3
AudioLeadIn: 0
PreviewTime: 20751
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
Bookmarks: 5702
DistanceSpacing: 1.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 3.299999
[Metadata]
Title:Wakiagaru Toushi
TitleUnicode:沸き上がる闘志
Artist:Toshio Masuda
ArtistUnicode:増田俊郎
Creator:Nostalgic
Version:maki's Extra
Source:NARUTO-ナルト-
Tags:火影忍者 The Raising Fighting Spirit
BeatmapID:0
BeatmapSetID:-1
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1
[Events]
//Background and Video events
0,0,"naruto.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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all fixed huge thanksP A N wrote:
m4m as requested
[Kancho][Hard]
- 00:07:417 (1,2,3) I think it would be better if you make t heir spacing consistent. it will make them looks more aesthetic and more professional like http://puu.sh/uN6p4/f9a20d3898.jpg
- how you use NC is still inconsistent. such as you add NC on every 3 notes here 00:10:845 (1,2,3,1,2,3) meanwhile you didn't on 00:14:274 (1,2,3,4,5,6) and so on. make them consistent.
- 00:15:131 (1,2) - this is also inconsistent with other in term of spacing. you overlapped them here while you use jump on other such as 00:18:560 (1,2). change it to jump like other for consistent will be better imo.
- 00:19:560 (1,2) - they are too close to each other imo, doesn't emphasize the cymbal that well. considering move them further.
- 00:14:274 (1) - you can add finish here.
- you could also add finish on 00:12:702 (1,2) and 00:13:631 (2,3).
- 00:26:274 (7,1) - switch NC to follow what you did.
- 00:27:702 (3,4,1) - there is cymbal on 1 so I think make the spacing from 4 to 1 bigger than spacing from 3 to 4 is more decent and give impact to the cymbal. (might apply to the similar case)
- 00:29:702 (7,1) - same reason as above (about NC) there might have more so this apply to the similar case.
- 00:32:560 (2,3,4) - make these spacing bigger would be nice because it's stronger than other part.
- 00:34:845 - after this part, NC is messing. make them consistent.
- 01:09:131 (2) - add finish on head.
- there are the same problem like on the first part.
- could add note 00:34:560 and 00:34:702
[Normal]
- 00:45:988 (4) - better avoid overlapped here.
- 00:46:417 (1) - if you prefer to emphasize stream here, emphasize 00:20:274 too?
- 00:34:560 - could add umm 2/6 slider? from purple tick to purple. there are sounds there.
- 00:48:560 - this part is more dense than hardest diff, consider reduce the rhythm or increase on hardest diff instead.
- 01:06:131 (2,3,4) - this part is more dense than hardest diff, please reduce the rhythm.
- I think combo is too short, consider use NC on every 2 big white ticks instead?
- still lacks of many hitsounds, please check them o.o
good luck!
- 00:09:988 (3,4) - umm please avoid overlapped like this. make it simple like http://puu.sh/uN87a/2af1afffce.jpg is better and easier to play for normal player.
- 00:08:274 (3,4) - these sliders are hard to read for normal player imo. make the shape simple?
- 00:48:560 (1,1,1,1) - omg no, don't spam NC on easiest diff.
- consider use NC on every 2 big white tick instead, there is just 1,2,1,2,1,2,1,2. it somehow abuse the drain and might cause normal player to fail.
- 00:59:988 (2) - 2 reverse is pretty hard for normal diff I should say, I suggest this rhythm http://puu.sh/uN8jX/670cf59af5.jpg
- 00:57:560 (2) - same reason as above. I don't recommend useing 2 reverses on normal diff (easiest diff)
- and so on, problem is similar with the first part.
Thank you for your modxChorse wrote:
Hello, m4m from my queue.Normal 00:12:131 (4) - short sliders that return more than once are hard to read for newer players, I'd suggest making them into 2 1/3 sliders instead.
00:18:988 (4) - ^
00:32:702 (4) - ^
00:46:417 (4) - ^
01:20:702 (4) - ^
01:27:560 (4) - ^ all fixed
00:48:560 (1,2,3) - these ones are fine because they have enough room between them to make it easier to read.
00:59:988 (2) - this one could be used as a gimmick before the kiai, but if you decide to change the previous ones, you might need to remove this as well to keep it consistent.
00:26:274 (1,2) - could be blanketted better I think done
00:27:988 (1) - could be less curved so it's tail pointed at 00:28:845 (2) - done
00:41:702 (1) - could be slightly less curved. Same with 00:42:560 (2) - but it's copy pasted.won't change this one
01:10:845 (1,2) - might be a bit too curved, but I guess it's okay. i think it's okay tooHard 00:06:560 (3) - This could be mapped in hitcircles since it's almost the same sound as 00:08:702 (4,5,6) - and 00:12:131 (4,5,6) - nah reverse slider fits better
00:20:274 (1,2,3) - might be a bit too difficult for a hard, maybe make 00:20:274 (1,2) - a 1/6 slider instead? triples are fine imo
00:45:131 (1,2,3) - imo you should map them like 00:31:417 (1,2,3) - u r right
00:48:560 (1,2,3,4) - maybe you could to this: https://puu.sh/v4yuC/7e6253cf86.png because currently it ignores 00:49:274 - which is almost the same sound as 00:48:560 (1,2,3) - k i changed them into what i did in insane diff
00:49:417 (1,2,3,4) - ^
00:50:274 (1,2,3,4) - ^
01:01:131 (3,4) - maybe rotate these slightly? no they are meant to be stacked
01:14:845 (3,4) - ^
01:02:131 (2,1) - maybe make the spacing the same as between the sliders 01:02:274 (1,2) - fixed
01:04:631 (2) - I feel like the sound is stronger on 01:04:702 - than anywhere else, so maybe changing this into a hitcircle placed on 01:04:702 - would be a good idea if someone else points this out.you are not wrong but i intend to keep the repeat slider
same with all 1/6 repeat sliders in kiai ^Kancho 00:06:631 - I don't really hear a sound here so I'm not sure this part calls for a 1/6 slider. fixed
00:17:845 (2,3) - I think this overlap could be avoided since it doesn't look very good. nah i think it's fine
00:31:131 (6) - Why is this one mapped differently from the others? You even mapped it with hitcircles in the next section 00:44:702 (6,7,8,1,2,3,4,5,6) - done
00:47:845 (1,2) - this part could be mapped with this rhythm: https://puu.sh/v4zcc/12e26b438e.png changed with sliders
01:07:845 (1,2,3,4,5,6,7) - there's no sound on 01:08:060 - so you could remove 01:08:060 (2) - and move the burst accordingly except there is a sound
Msg me ingame if I messed something up or you don't understand something. Good luck!
osu file format v14
[General]
osu file format v14
[General]
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AudioLeadIn: 0
PreviewTime: 20751
Countdown: 0
SampleSet: Soft
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DistanceSpacing: 1
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[Metadata]
Title:Wakiagaru Toushi
TitleUnicode:沸き上がる闘志
Artist:Toshio Masuda
ArtistUnicode:増田俊郎
Creator:Nostalgic
Version:Mindmaster's Extra
Source:NARUTO-ナルト-
Tags:The Raising Fighting Spirit
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299,311,83273,5,0,0:0:0:0:
337,96,83416,1,0,0:0:0:0:
132,169,83559,1,0,0:0:0:0:
361,341,83702,5,0,0:0:0:0:
389,337,83773,1,0,0:0:0:0:
415,324,83845,2,0,P|444:295|463:254,1,60
364,38,84131,5,0,0:0:0:0:
223,208,84273,1,0,0:0:0:0:
359,187,84416,1,0,0:0:0:0:
200,90,84559,5,0,0:0:0:0:
53,118,84702,1,0,0:0:0:0:
149,230,84845,1,0,0:0:0:0:
254,111,84988,5,0,0:0:0:0:
43,61,85131,1,0,0:0:0:0:
104,267,85274,1,0,0:0:0:0:
384,300,85417,2,0,P|424:254|346:242,1,167.999994873047
121,170,85845,2,0,P|87:137|153:114,1,143.999995605469
267,151,86273,5,0,0:0:0:0:
384,214,86416,1,0,0:0:0:0:
274,285,86559,1,0,0:0:0:0:
202,170,86702,5,0,0:0:0:0:
402,152,86845,1,0,0:0:0:0:
320,331,86988,1,0,0:0:0:0:
103,316,87131,5,0,0:0:0:0:
78,300,87202,1,0,0:0:0:0:
54,282,87273,2,0,P|23:250|10:221,1,60
5,62,87559,5,0,0:0:0:0:
200,189,87702,1,0,0:0:0:0:
67,173,87845,1,0,0:0:0:0:
181,77,87988,1,0,0:0:0:0:
181,77,88059,1,0,0:0:0:0:
181,77,88131,2,0,L|278:126,1,60
464,216,88416,1,0,0:0:0:0:
322,303,88845,5,0,0:0:0:0:
322,303,88916,1,0,0:0:0:0:
322,303,88988,2,0,L|266:273,1,60
48,168,89273,1,0,0:0:0:0:
187,308,89702,5,0,0:0:0:0:
418,202,89988,5,0,0:0:0:0:
84,94,90274,5,0,0:0:0:0:
304,351,90560,5,0,0:0:0:0:
425,48,90845,5,0,0:0:0:0:
9,196,91131,5,0,0:0:0:0:
256,192,91417,5,0,0:0:0:0:
256,192,91560,12,0,93203,2:0:0:0:
Sorry for my belated reply. Thank you so much!squirrelpascals wrote:
Hi, mod from SM8Insane• 00:05:702 (1,2,3,1,2,3) - space this less because these notes arent as intense as the rest of the song? done
• 00:17:988 (3,4,5,6) - giving this a more recognizable square shape will give it structure https://osu.ppy.sh/ss/7740949 k
• 00:24:560 (1) - x426 y117 (then adjust the shape :p )? this will make this pattern neater 00:23:702 (5,6,7,8,1) - nah unnecessary
• 00:32:274 (1) - why the stop in flow here? the guitar is stronger sou this should probably be spaced k done
• 00:34:845 (1) - x66 y237 for a nicer curve from the enxt pattern? fixed
• 00:47:702 - put something here? done
• 00:54:131 (1) - move to 00:53:988 - since youre mapping to guitar k
• 01:04:631 (2) - telling by the angles objects are at, this would look nicer if it pointed more to the right imo done
• 01:11:488 (2) - be consistent with the last pattern i mentioned? fixed
• 01:16:274 (3,5) - didnt you use an offset stack for these in the past? the sudden appearance of a perfect overlap like this will probably confuse the player. Either way is fine, but do it one way throughout your entire map
• 01:23:131 (3,5,6) - 01:26:560 (3,6) - same^ i did use in the previous part and these patterns look fine to me
• 01:25:274 (6) - x48 y103 will give this pattern symmetry, so it will structure it more done
i sliderbroke and choked fc in testplay ah
cool map, just some structural errors here and there but real fun to playHard• 00:12:988 (2,1) - 00:13:846 (2,1) - Make the spacing in these patterns more even? this is intended
• 00:20:417 (3,4) - imo something like this looks nicer, where the slidertail points toward the next pattern and adds visual flow https://osu.ppy.sh/ss/7740998 k fixed
• 00:48:988 (4,1) - 00:49:845 (5,1) - 00:50:702 (5,1) - you should space these patterns more. at the moment they are close together, and should be easier to discern between 1/4 and 1/2 jumps. The spacing you used at 00:50:988 (1,2,1,2,1,2,1,2) - is fine true, fixed
• 00:54:131 (1) - Point the reverse arrow to the right to avoid clutter https://osu.ppy.sh/ss/7741012 done
• 01:01:131 (3,4) - 01:14:845 (3,4) - Remove the perfect overlap, might me hard to read for a hard player k
• 01:02:274 (1) - 01:03:988 (5) - Give these the same curvature as 01:02:702 (2,3,4) - to make it look more uniform? done
• 01:04:845 (3,1) - 01:08:274 (3,1) - 01:16:845 (3,1) - space these objects plz, especially the last pattern changed
• 01:16:845 (3,1,2) - space these
• 01:26:274 (1,2,3) - give these the same amount of overlap
This diff is overall is good, but its just that. it just needs a lot of cleaning upNormal• 00:06:560 (3,4,1) - make this ds more consistent pzl fixed
• 00:12:131 (4,5) - i would recommend 2 circles here. This might look very fast paced to the player, even if its not i nc them instead
• 00:12:702 (1,2,1) - Please use linear flow. linear flow is very much preferred in normal/easy diffs because the readability of patterns for new players is very limited
• 00:15:131 (3,4,1) - overlap aesthetics need work here https://osu.ppy.sh/ss/7741055 fixed
• 00:16:845 (3) - paralleling this to 00:17:702 (1,2) - will add structure https://osu.ppy.sh/ss/7741063 fixed
• 00:18:988 (4,5) - just circles here. I would do this for all of these patterns too
• 00:19:560 (1,2) - and linear flow too. Same also goes for reworking all of these patterns
• 00:33:274 (1,1) - space fixed
• 01:00:560 (1,2,3) - I would recommend making this a reverse slider, because this is a new kind of rhythm that occurs in the song, so the player would probably end up reading this like a normal 1/3 pattern. like you did at 01:14:274 (1) - done
• 01:10:845 (1,2) - recommend spacing the sliderhead from the slidertails for readability done
• 01:11:702 (2,1) - counts as non-linear flow because of the direction of slidertail 2
• 01:16:845 (3,4,1,2,3,4) - i see what you were trying to do here, but this loop doesnt work imo because the structure of 01:18:131 (2,3,4) - is very different from that of 01:16:845 (3,4,1) - . I would visually separate the two patterns here but i think they are good
Aesthetics get in the way of structuring patterns here, which is what makes easier diffs so hard to map. Your restrained in terms of flow and rhythm choice for these diffs and as a result it can be just as hard to map an easy diff as it would be a top diff. Same comment as the hard diff here.
Good luck!