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TO-MAS feat. Chima - FLIP FLAP FLIP FLAP

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Topic Starter
Vivyanne
This beatmap was submitted using in-game submission on vrijdag 23 maart 2018 at 23:17:51

Artist: TO-MAS feat. Chima
Title: FLIP FLAP FLIP FLAP
Source: フリップフラッパーズ
Tags: FLAPPERS ED ENDING featuring Mir HighTec
BPM: 117
Filesize: 9432kb
Play Time: 05:08
Difficulties Available:
  1. Hard: Cocona (3,66 stars, 1016 notes)
  2. Insane: Papika (4,12 stars, 913 notes)
Download: TO-MAS feat. Chima - FLIP FLAP FLIP FLAP
Information: Scores/Beatmap Listing
---------------
「 Flip Flap 」

Mapset with Mir


He mapped Cocona, I mapped Papika

Hitsounds by HibikiDesu
BG Source

Cocona diff (by Mir) is the calm diff in the set, since Cocona is the more calm one of the two in the anime. Since she's always trying to focus at what she's doing a lot of 1/4s of the soft drum are mapped. Cocona also is more complicated than Papika in personality so that makes up for the bigger difference in patterning.
Papika diff (by me) is the more energetic diff regarding spacing since Papika is way more energetic than Cocona. The map resolves around squares and triangles only for structure and left out a lot of 1/4 because Papika can't concentrate well. Papika also is less complicated than Cocona in personality so that makes up for the simpler patterning used.
Combo colours differ since we chose the combo colours depending on the Pure Transformation of the girls.

Mapped on stream
_DT3
PPPPPPPPPPPPPP
C00L
This set is the definition of weebs
N0thingSpecial
should've been named taki & mitsuha
C00L
Mir



EYES EMOJI
tomadoi
add flip to tags

yes
Lilyanna
u should guys named the difficulties one Filp and the other Flap.
/me run
DUUUDDD
lcfc
Pure Illusion
Topic Starter
Vivyanne
the map actually got 6 favs in 30 mins

thats faster than when gabe power got ranked :thOOONkgd:
Flevius
Performance Points (pp) is a ranking metric aiming to be more contextually relevant to a continuous game like osu!. It aims to shift the focus from being on the amount of time played to the actual skill of the player. Performance points are heavily based on map difficulty which is determined by a unique algorithm in every gamemode. Based on this difficulty alone each of your scores is rated and assigned a pp value. Your performance rank is predominantly based on your performance on individual maps. The easiest way to improve it is to improve your scores on difficult songs.
Nao Tomori
flip flap

[cocona]
00:21:767 (2) - whys there a jump to this one ;d 1 is the stronger one imo
00:29:587 (8) - the flute isn't on this one, might as well not overmap it in calm part
00:31:639 (9) - same
01:02:536 (1,2,3) - this is more powerful vocal but same spacing =(
01:22:023 (4) - maybe ctrl g here for jump / angle change
01:25:100 (1) - imo sv increase here could be cool same for 2nd kiai
01:36:639 - eek
02:02:023 (1) - laaaaaaame
02:58:177 - ignoring this and 03:00:228 - feel kinda lame since you overmapped stuff as well
03:25:099 (1,2) - can u make this look better
03:35:356 (1,2,3) - 23 isnt lined up lo
03:43:817 (2,3) - this is kinda meh why not just a triple
04:08:112 - imo u could put it to here cuz low bpm
04:12:279 (1,2,3) - make the overlap size consistent

feels weird to have rly high spacing in this instrumental part but low af in kiais

[papika]
00:12:793 (4,5,1) - can u make this shit look good lol
00:28:690 (4,2) - space the 2 out from 4 like 1 and 3 are
00:39:331 - since u used 1/4 jumps earlier players may expect that here
00:45:613 (5,6,1,2,3) - tbh feels a bit overdone
01:00:228 (7) - same here, there isnt really a beat justifying this large jump
01:16:895 - imo add in some flow break in this part cuz having same flow for a looong time here, which isn't really mirrored by the other half of this kiai which has same direction rotational flow, and 2nd kiai is not based on the same thing either so it seems kinda inconsistent.

02:06:126 (1) - cmon really
02:24:587 (1,2) - doing these without making a triangle is kinda eh (not that you care about aesthetics that much lo)
02:37:386 - to 02:49:203 - is all clockwise flow can u not xd
00:27:844 - around here which is same part doesn't have same gimmick
04:03:261 - spinner here like mir did is cool imo
up to interpretation but i think in this section you should follow strings a bit better with sliders cuz atm it's just a bunch of random 1/2 spam that sorta follows the vocals but the vocals fade in and out so it's kinda inconsistent with what it follows.
like 04:10:741 (3) - what iss this on - there isnt a new bassoon sound or a violin, or even a vocal. so imo nothing justifies a slider
04:20:484 (1,2,3,4,1) - following the flip flap stuff with sliders is better than the 1-2 jump spam, imo do it in the earlier parts too like at 04:05:777 - or 04:12:977 -
04:57:279 - lame ending lul
Topic Starter
Vivyanne
when the first mod on ur map is from a bn lol
how to trigger 99% of the mapping community

Naotoshi wrote:

flip flap

[papika]
00:12:793 (4,5,1) - can u make this shit look good lol blame autostack
00:28:690 (4,2) - space the 2 out from 4 like 1 and 3 are yea
00:39:331 - since u used 1/4 jumps earlier players may expect that here was deciding on doing that but i wanted to get another rythm going since the song was changing so i didnt do it, will do tho if more complain w
00:45:613 (5,6,1,2,3) - tbh feels a bit overdone nerfed slightly
01:00:228 (7) - same here, there isnt really a beat justifying this large jump here there rly is since theres in intensified drum to make up for it
01:16:895 - imo add in some flow break in this part cuz having same flow for a looong time here, which isn't really mirrored by the other half of this kiai which has same direction rotational flow, and 2nd kiai is not based on the same thing either so it seems kinda inconsistent. yea

02:06:126 (1) - cmon really ngl its better this way since the important drum beats are 1/2 d
02:24:587 (1,2) - doing these without making a triangle is kinda eh (not that you care about aesthetics that much lo) good catch
02:37:386 - to 02:49:203 - is all clockwise flow can u not xd yea
00:27:844 - around here which is same part doesn't have same gimmick ??
04:03:261 - spinner here like mir did is cool imo i think reverse is cooler
up to interpretation but i think in this section you should follow strings a bit better with sliders cuz atm it's just a bunch of random 1/2 spam that sorta follows the vocals but the vocals fade in and out so it's kinda inconsistent with what it follows.
like 04:10:741 (3) - what iss this on - there isnt a new bassoon sound or a violin, or even a vocal. so imo nothing justifies a slider
04:20:484 (1,2,3,4,1) - following the flip flap stuff with sliders is better than the 1-2 jump spam, imo do it in the earlier parts too like at 04:05:777 - or 04:12:977 - wanted to use slider for very special sounds, so like the flip flap. mapping more sliders would ruin the impact that the sliders currently have on the beats i want to be most notable when playing. however will change if it becomes a real problem
04:57:279 - lame ending lul wat to do instead ):

thanks nao!
tomadoi
cant mod this, too good

[Cocona]

02:09:715 (1) - why the spacing change here

02:13:305 (2) - looks good but why dont you just use the simple way to form that slider


02:25:100 (2) - put that note on the start of 02:24:074 (6) -

02:50:228 (4) - move the slider to x96 y:64

04:44:074 (5,6,7,8,1) - damn hard pattern, maybe make it a bit easier

04:48:176 (1) - why such a high spcaing when 04:45:099 (1,2,3,4,1,2,3,4,1,2,3,4) - arent spaced that high

05:03:561 - break?


couldnt find anything at papika, i love pp jumps 8-)


gl~
Mir

Naotoshi wrote:

flip flap

[cocona]
00:21:767 (2) - whys there a jump to this one ;d 1 is the stronger one imo
the pitch of the vocal goes up way higher and it's more noticeable hence more spacing
00:29:587 (8) - the flute isn't on this one, might as well not overmap it in calm part
Made kicksliders.
00:31:639 (9) - same
Same.
01:02:536 (1,2,3) - this is more powerful vocal but same spacing =(
Did changes
01:22:023 (4) - maybe ctrl g here for jump / angle change
I prefer it like this because the phrase is repetitive, so the angle should be too
01:25:100 (1) - imo sv increase here could be cool same for 2nd kiai
I think one sv change is enough for me lol it's supposed to be a calmer diff so sv doesn't change as much
01:36:639 - eek
It's intentional because i want the vocal to be held, and the reverse changes flow on the strong note to be opposite so it has some emphasis on it. It's syncopated in a very odd way so this was what I came up with
02:02:023 (1) - laaaaaaame
Sorry
02:58:177 - ignoring this and 03:00:228 - feel kinda lame since you overmapped stuff as well
what exactly am I ignoring? I don't hear anything there lol
03:25:099 (1,2) - can u make this look better
sure
03:35:356 (1,2,3) - 23 isnt lined up lo
kms
03:43:817 (2,3) - this is kinda meh why not just a triple
yeah true tbh
04:08:112 - imo u could put it to here cuz low bpm
I'd rather not because people will inevitably DT this and it makes little difference either way. I'll get more opinions on this.
04:12:279 (1,2,3) - make the overlap size consistent


feels weird to have rly high spacing in this instrumental part but low af in kiais
To me actually the instrumental part feels more intense than the kiai, but I put kiai where it is because chorus and making 1 minute out of 5 a kiai is lol.

Tomadoi wrote:

cant mod this, too good

[Cocona]

02:09:715 (1) - why the spacing change here
because the pitch increases quite highly, but I don't want to make a full streamjump so i forced a little nudge in the cursor

02:13:305 (2) - looks good but why dont you just use the simple way to form that slider
if it looks good it doesn't matter, right? :)


02:25:100 (2) - put that note on the start of 02:24:074 (6) -
why exactly should I do that?

02:50:228 (4) - move the slider to x96 y:64
again if i don't have a reason to do so then I can't really consider this because it's fine to me as it is

04:44:074 (5,6,7,8,1) - damn hard pattern, maybe make it a bit easier
tried something out

04:48:176 (1) - why such a high spcaing when 04:45:099 (1,2,3,4,1,2,3,4,1,2,3,4) - arent spaced that high
brought it closer

05:03:561 - break?
made two spinners instead like hightoc did

couldnt find anything at papika, i love pp jumps 8-)


gl~
Thanks you two! <3
Nao Tomori
also if papika is supposed to be chaotic and disorganized why are all your jumps predefined, organized, neat shapes lol
Topic Starter
Vivyanne

Naotoshi wrote:

also if papika is supposed to be chaotic and disorganized why are all your jumps predefined, organized, neat shapes lol
im not wcx ok, im not gonna make a gabriel drop kick v2
also the map has to fit the song in some way still so d
Nao Tomori
u can still make jumps without them being cookie cutter triangle and squares which goes against the theme you defined tbh
Topic Starter
Vivyanne
edit: now that im reading back, i said energetic, so idk where the chaotic comes from. it was never my idea to make it chaotic in the first place w
Weedy
i dont like sitting
[a waifu]
00:04:844 (4,5,1) - straighten please, weird cocoon triple things are :eggplant:
00:13:049 (6,1) - would move (6) closer to (1)'s head just for time-space eq
00:17:408 (1) - rip sliderart
00:29:972 (2) - move a little down-right bc overlap
00:42:921 (5) - this is on nothing lol
00:48:946 (3,4) - make (4) a straight slider thank, looks really weird
00:50:228 (1) - would've blanketed around 00:48:946 (3) - because it flows better but eh
01:10:228 (2) - would rotate by 30 degrees to show pitch drop
01:14:331 (2) - ^
01:16:895 (1,2) - move to 76|335 and move 01:17:664 (4) - to 177|266 for better looking triangles
01:19:716 (3) - move to 390|145 and move 01:19:973 (4) - to 376|249 for ^
01:20:998 (1,4) - i expected these to be hold sliders because complexity theme and stuff ¯\_(ツ)_/¯
01:23:562 (2) - would do something more like https://osu.ppy.sh/ss/7714987 to represent pitch rise and because cleanliness
01:26:639 (2) - what i said before with the rotating thing
01:29:203 (1,2,1,2) - higher sv maybe? (higher pitch)
01:30:741 (2) - what i said before with the rotating thing (if you dont get the rotating thing forum pm me or pm me in-game z)
01:37:408 (1,2,3) - would make this a straight triple instead of a curving one for cleanliness
02:09:203 (1,2,3,4,1,2,3,1) - i call this one the "lopsided donut stream-desu"
02:12:280 (1) - you have three hundred thousand nodes on a wave slider... :think:
02:17:408 (2) - ^
02:18:433 (1) - def could be better slider
02:37:280 (2) - move to 229|86 because cleaner than slightly curved
02:38:433 (6) - move to 144|134 and move 02:37:921 (4,5,6) - a little down-left to avoid overlap
02:51:254 (1,2) - kinda hard to tell that it's a 1/2 =/
03:12:278 (2) - rotating thing
03:16:382 (2) - rotating thing
03:18:176 (5,6) - :eyes: i thought this was supposed to be the clean diff
03:25:099 (1,2) - better blanket thx (less curve)
03:28:689 (2) - rotating thing
03:32:792 (2) - rotating thing
03:36:382 (4) - would stack under (3) for d r a m a t i c. .a p p e a r a n c e
03:49:715 (1,2) - would make these curve less to fit flow and aesthetic a little more
04:02:023 (1) - arent you supposted to map this because complexity
04:09:202 (3,4) - ctrl g these separately for flow and aesthetic
note: you're not emphasizing the 1/3 violin stuff enough D:
04:40:228 (6,7,8) - not straight z
04:43:561 (2,3,4) - rotate maybe 20 degrees for flow and stuff (why not just horizontal flip 04:43:048 (1) - this and make it into triple??
04:48:561 (2) - would move to 323|26 for better aesthetic
04:57:151 (1) - rip sliderart once more (stop disappointing me mir)
sitting is boring z
Weedy
If you don't mod my map I will come and find you
and hunt you down
(´・◡・`)

my harumachi clover map (´・◡・`)
https://osu.ppy.sh/s/593336
Mir

[[Pika]] wrote:

i dont like sitting
[a waifu]
00:04:844 (4,5,1) - straighten please, weird cocoon triple things are :eggplant: - it's fine
00:13:049 (6,1) - would move (6) closer to (1)'s head just for time-space eq - it's a kickslider so it plays essentially the same lol
00:17:408 (1) - rip sliderart - pause is better effect
00:29:972 (2) - move a little down-right bc overlap - it's meant to be that way so it's okay
00:42:921 (5) - this is on nothing lol - that watery sound in the back has a "beat" on there, at least I hear it that way so I'm keeping this
00:48:946 (3,4) - make (4) a straight slider thank, looks really weird - no thanks
00:50:228 (1) - would've blanketed around 00:48:946 (3) - because it flows better but eh - flow is okay lol
01:10:228 (2) - would rotate by 30 degrees to show pitch drop
01:14:331 (2) - ^ - neither are really meant to show the pitch drop, it's just the reverse flow that's the highlight
01:16:895 (1,2) - move to 76|335 and move 01:17:664 (4) - to 177|266 for better looking triangles - triangle is based on the first note
01:19:716 (3) - move to 390|145 and move 01:19:973 (4) - to 376|249 for ^ - ok
01:20:998 (1,4) - i expected these to be hold sliders because complexity theme and stuff ¯\_(ツ)_/¯ - hold sliders? They don't fit for this song lol there's no reason to have a hold slider
01:23:562 (2) - would do something more like https://osu.ppy.sh/ss/7714987 to represent pitch rise and because cleanliness - it's not meant to show pitch rise and coincidentally the cursor already flows that way anyways
01:26:639 (2) - what i said before with the rotating thing - yeah i don't really think it's necessary and will not reply to the rest of them
01:29:203 (1,2,1,2) - higher sv maybe? (higher pitch) - emphasis on the 1 already is enough to represent the entire pitch rise. I don't want to use many sv changes because the map is more based around clicking and precision, not speed
01:30:741 (2) - what i said before with the rotating thing (if you dont get the rotating thing forum pm me or pm me in-game z)
01:37:408 (1,2,3) - would make this a straight triple instead of a curving one for cleanliness - I think it's okay as it is
02:09:203 (1,2,3,4,1,2,3,1) - i call this one the "lopsided donut stream-desu" - cool me too, it shows the stronger sound on the second 1 because it's noticeably more intense
02:12:280 (1) - you have three hundred thousand nodes on a wave slider... :think:
02:17:408 (2) - ^ - if it looks fine it's fine
02:18:433 (1) - def could be better slider - probably but i like this one because the sound is a bit weirder than the others, hence the slider is too
02:37:280 (2) - move to 229|86 because cleaner than slightly curved - again i think this is fine
02:38:433 (6) - move to 144|134 and move 02:37:921 (4,5,6) - a little down-left to avoid overlap - yeah avoided this
02:51:254 (1,2) - kinda hard to tell that it's a 1/2 =/ - moved it a bit
03:12:278 (2) - rotating thing
03:16:382 (2) - rotating thing
03:18:176 (5,6) - :eyes: i thought this was supposed to be the clean diff - what about it? It's fine
03:25:099 (1,2) - better blanket thx (less curve) - blanket looks fine to me
03:28:689 (2) - rotating thing
03:32:792 (2) - rotating thing
03:36:382 (4) - would stack under (3) for d r a m a t i c. .a p p e a r a n c e - i didn't do that in the first kiai and i don't intend to do it here, i want the movement here
03:49:715 (1,2) - would make these curve less to fit flow and aesthetic a little more - curves are... fine lol
04:02:023 (1) - arent you supposted to map this because complexity - yes im going to map 1/16, 1/12, 1/8, and 1/4 all in one stream good luck playing that xdxdxdx No.
04:09:202 (3,4) - ctrl g these separately for flow and aesthetic - uhh flow seems fine to me here, as does the aesthetic
note: you're not emphasizing the 1/3 violin stuff enough D: -i'm following the drums since they're way more interesting. granted the 1/3 violin is cool and all but i'd map it if i were trying to make a 2* diff, not a 3.6*
04:40:228 (6,7,8) - not straight z - that's so nazi I can't even tell if it's straight or not. looks straight to me so im keeping it as it is lol
04:43:561 (2,3,4) - rotate maybe 20 degrees for flow and stuff (why not just horizontal flip 04:43:048 (1) - this and make it into triple?? - flows fine first of all, second of all i won't horizontal flip because there's no triple in the song that i can hear there
04:48:561 (2) - would move to 323|26 for better aesthetic - doesn't really matter lol, it's fine as long as it's not completely stuck out
04:57:151 (1) - rip sliderart once more (stop disappointing me mir) - again, pause has more emphasis
sitting is boring z
Denying a subjective mod is boring too z :^)

Thanks for at least giving it a shot. Maybe next time try to look for more objective/impactful points rather than just aesthetics because aesthetics are very subjective for every mapper. I denied everything because it's my style (not a meme) and moving the things like you suggested would either be inconsequential or would break what I already have and like.

Seriously tho no hard feelings lol.
Nokashi
Hello there!
Before i start this mod, On behalf of my friend HighTec I have permission to introduce this, only for HighTec's Diff
Also recheck timing, im sure its a bit off

THE BLANKET BOX!


  1. 00:22:536 (5) - Blanket with the triple
  2. 00:24:074 (2,4) - Could be blanketed for that added aesthetic
  3. 00:26:639 (5,6) -
  4. 00:28:690 (4) - Blanketed but make it so it doesnt touch the cirles
  5. 00:35:356 (1,1) -
  6. 00:42:536 (3,5) - Not perfect
  7. 00:48:177 (1,3) - They are so off its disgusting
  8. 01:20:998 (1,2) -
  9. 01:22:023 (4) -
  10. 02:20:485 (1,2) - Oh my god no
  11. 02:24:587 (1,2) -
  12. 03:15:356 (2) -
  13. 03:16:382 (5) -
  14. 03:38:176 (4,6) -
  15. 04:06:382 (2,4) -
  16. 04:14:587 (2,4) - omg clarence

[ General]
  1. Everything is good!

[ Cocona]
  1. 00:29:203 (5,6,7) - Would work better as a normal triple tbh, theres nothing here 00:29:587 - to emphasize
  2. 00:31:254 (6,7,8) - Similar point above. However since this is a repeated occurence, this might subjective but still take it into account
  3. 00:33:562 (6,1) - Deserves a tad bit more spacing, since its based in the sound of this 00:32:536 (2,3) - jump, which had significantly more DS
  4. 00:44:587 (3,4) - Ehh this feels too sharp of an angle for this certain part of the music, maybe move a bit to the left? While still emphasizing 00:44:844 (4,5) - this jump more
  5. 00:49:203 (4,5) - Similar point to above
  6. 00:59:074 (3) - This circle throws me off completely i dont hear anything that can directly support it
  7. 01:16:895 (1,2) - Why did you choose the sudden movement halt with the 1/2 stack, even though the jump that are on the same vocal basis 01:19:203 (1,2) - here dont share the same 1/2 stack. I Believe both should
  8. 01:27:408 (2,3) - Increase spacing spacing since this jump shares the same instrument basis as 01:28:433 (6,7) -
  9. 02:05:100 (3) - Compared to the other 1/3 reverses, The DS of this one is off
  10. 02:15:613 (2) - Circle -> 1/2 slider would work wonders here, since this 02:15:869 - sound, which is the strongest in this set of ticks, will be made clickable
  11. 03:01:254 (9,1) - You could buff this actually, or make it a sharper angle
  12. 03:13:561 (4,5) - Also should be buffed for consistency with 03:13:048 (2,3) - . Taking your style into consideration, maybe 03:13:817 (5) - x:384|y:76 ?
  13. 03:18:946 (1,2,3,4,5) - Similar point as the 1 above about the 1/2 stack
  14. 03:52:535 (4,5,6) - Maybe lower DS on bursts like this one since this section is drastically calmer
  15. 04:12:023 (8,1) - Underwhelming since 04:11:766 (7,8) - is so strong. I Feel like this should be adjusted

[ Papika]
  1. 00:06:895 (3,4,5) - The circles here feel really ambiguous as to what they are following, since the sound you actully went for doesnt land on the beats, it lands about 10-20 ms later so this not snapped to the beats anyway. Why not go for a normal 1/2 starting from here 00:07:151 - like previous measures. If you want to keep 2 circles sure, but delete this 00:06:895 (3) - . It doesnt land on anything at all
  2. 00:10:228 (3,4) - You could try to switch places here, as more emphasis will be put on 00:09:715 (2,3) - which is more noticable
  3. 00:21:510 (1,2) - Definitely Deserves less spacing. Its apparent if you take into consideration the fact that the jump to the downbeat (00:21:254 (6,1) ) has distinctly less DS
  4. 00:23:049 (1,2,3) - Even tho this is this snapped to the beats, 00:29:203 (1,2,3) - 00:31:254 (1,2,3) - these arent if you listen closely. You might want to investigate this and if its indeed off beat you should rethink this whole rhythm choice. ( Best case scenario the offset is off, but im not expert there so i cant really check)
  5. 00:31:767 (1) - Would play better as a 1/1 in my opinion, as the vocal that the sudden momentum of these jumps is based on starts 00:32:536 (3) - here. Adding more emphasis to that vocal by making the previous object a 1/1 instead could work nicely
  6. 00:40:485 (2,3) - I really dont see a reason to have 1/4 snap here. 2 1/2 could have sufficed. Should you decide to keep the 3/4 rhythm, try moving 00:40:998 (3) - to x:245|y:247 to be consistent to the previous 3/4 rhythms and for that added stack neatness. You are Connoiseur of stacks, you can certainly appreaciate this
  7. 00:46:126 (1,2,3,4) - Nerf this so as to make the pattern an actual square without going offscreen
  8. 00:48:946 (2,4) - Stack to sliderend
  9. 00:55:356 (6,7,8) - Maybe try this instead as it will compliment the overall structure of the map nicely
  10. 00:59:972 (6,7) - Move it down a bit as a whole until 01:00:228 (7,3,4) - these are lined up. Something like this ?
  11. 01:18:690 (8) - Line this up with 01:17:921 (5,7) -
  12. 01:25:613 (2,5) - Shape wise i feel like the should be consistent with the previous red anchored shapes here 01:14:331 (5) -
  13. 01:30:740 (5) - Adjust red anchor a bit so it resembles the other red anchored sliders better
  14. 01:31:254 (1,7) - You could stack these tbh
  15. 01:28:690 (7) - Sudden spacing spike out of nowhere, Make it a more gradual increase with previous objects
  16. 01:34:331 (4) - NC to signal the 1/1 gap
  17. 01:39:459 (1) - Feels really sudden to abruptly break the circlular flow you built up with previous jumps. I understand that you wanted a sharp jump of sorts, but you should introduce in a more natural manner, circular flow just dies after that jump so im just being sunjective
  18. 01:49:716 (1,2,3) - This would work better if they were 2 1/2 sliders, like here 01:45:613 (1,2) -. I Really dont think beats like 01:50:100 (2) - are prominent enough to be clickable and 2 1/2 sliders like the first you mapped them after kiai would compliment the music better. Similar point goes to 01:57:921 (1,2,3) -
  19. 02:06:126 (1) - Subjective but as a curve it would be more consistent with the 1/3 reverses
  20. 02:10:228 (6) - At least place it on the side the kickslider is going to end, so it flows more naturally. The player will have to snap to get that and i doubt that should be the intended effect
  21. 02:01:767 (7) - Maybe move to x:439|y:305 so you create a Rhombus with previous circles. Since you play a lot with shapes i figured this would compliment the style better rather than just a shape breaking circle
  22. 02:23:049 (5) - Shouldnt this have a sharper counter clockwise rotation to be consistent with 02:22:023 (3) - which is rotated clockwise. This gradual counter clockwise rotation with the 3 sliders gives off a nice effect and rotating 02:23:049 (5) - this counterclockwise will make the effect more apparent
  23. 02:37:408 (2,3) - This can easily be misread as a 1/2, mainly because there was a 1/2 spacing jump before this that had, ironically less spacing than this 1/4 jump. 3 1/2 sliders would have sufficed. Alternatively, you could tweak the 1/4 snap spacing a bit
  24. 02:50:228 (4) - 1/1 slider instead, theres still music going on and the sudden flowbreak feels somehow abrupt
  25. 02:56:126 (5,8) - Stack bois
  26. 03:00:998 (6,7,1) - You could adjust spacing so the jump to the downbeat is emphasized more?
  27. 03:09:972 (5) - You could NC again to signal the 1/1 distancing, might be misread as 1/2 spacing
  28. 03:14:330 (7,8,9,1) - Feels really lackluster spacing wise, not even the non-kiai section have spacing as low as this. Im not sure that its indeed, so you should buff it more
  29. 03:48:689 (3,4) - This 1/4 spacing isnt differentiated at all with previous 1/2 spacing. Is there to make the different spacing snap more apparent ? Same applies for the all the following 1/4 snaps with 1/2 spacing
  30. 04:15:869 (5) - As it is i feel this is too much for 1/4 spacing. At least stack it under 04:14:587 (2) -
  31. 04:45:099 (1,2,3,4,1,2,3,4) - Even though the song build up these have significantly more spacing than 04:47:151 (1,2,3,4,1,2,3,4,1) - even though they are before in the timeline. This kinda breaks this gradual buildup feeling
  32. 04:59:458 (1) - this circle is not snapped to the beat at all LOL

Good Luck to both of you Friends ~
Mir

Nokashi wrote:

Hello there! - !!!!

[ Cocona]
  1. 00:29:203 (5,6,7) - Would work better as a normal triple tbh, theres nothing here 00:29:587 - to emphasize
  2. 00:31:254 (6,7,8) - Similar point above. However since this is a repeated occurence, this might subjective but still take it into account - eh for both it's like i feel there's a note there and I'd really like to keep it if possible. Will remove if it becomes a big issue lol I already nerfed it from a 5 stream
  3. 00:33:562 (6,1) - Deserves a tad bit more spacing, since its based in the sound of this 00:32:536 (2,3) - jump, which had significantly more DS - yeah
  4. 00:44:587 (3,4) - Ehh this feels too sharp of an angle for this certain part of the music, maybe move a bit to the left? While still emphasizing 00:44:844 (4,5) - this jump more - tried
  5. 00:49:203 (4,5) - Similar point to above - again tried something
  6. 00:59:074 (3) - This circle throws me off completely i dont hear anything that can directly support it - there's a muffled bass sound that has 3 notes there as well as a ding that i just mapped now that i notice
  7. 01:16:895 (1,2) - Why did you choose the sudden movement halt with the 1/2 stack, even though the jump that are on the same vocal basis 01:19:203 (1,2) - here dont share the same 1/2 stack. I Believe both should - well for one the two phrases are different and in the second the slider ends on the downbeat so that kills the stack idea. It's not a bad thing that they don't stack because i do it again at 03:18:946 (1,2) -
  8. 01:27:408 (2,3) - Increase spacing spacing since this jump shares the same instrument basis as 01:28:433 (6,7) - it's gradually increasing based on vocal pitch
  9. 02:05:100 (3) - Compared to the other 1/3 reverses, The DS of this one is off - how is it off it's in the exact same spot as the other one o.O 02:02:023 (1,3) -
  10. 02:15:613 (2) - Circle -> 1/2 slider would work wonders here, since this 02:15:869 - sound, which is the strongest in this set of ticks, will be made clickable forwent click emphasis for movement emphasis because it's a calm part
  11. 03:01:254 (9,1) - You could buff this actually, or make it a sharper angle - done
  12. 03:13:561 (4,5) - Also should be buffed for consistency with 03:13:048 (2,3) - . Taking your style into consideration, maybe 03:13:817 (5) - x:384|y:76 - i actually don't think this needs a buff since as i said before it's more with vocal intensity that i space objects and since it's relatively constant here I decided to space it only slightly higher. It's still higher ds than other parts of the jumps
  13. 03:18:946 (1,2,3,4,5) - Similar point as the 1 above about the 1/2 stack - same reply xd
  14. 03:52:535 (4,5,6) - Maybe lower DS on bursts like this one since this section is drastically calmer - meh I think it's okay, but pointing that out made me realize the rhythm there isn't consistent and skips beats so I fixed that instead
  15. 04:12:023 (8,1) - Underwhelming since 04:11:766 (7,8) - is so strong. I Feel like this should be adjusted - fixed the distance so 1 is stronger
Hehe thanks Noka-chan. <3
Topic Starter
Vivyanne

Nokashi wrote:

Hello there!
Before i start this mod, On behalf of my friend HighTec I have permission to introduce this, only for HighTec's Diff
Also recheck timing, im sure its a bit off

THE BLANKET BOX!


  1. 00:22:536 (5) - Blanket with the triple
  2. 00:24:074 (2,4) - Could be blanketed for that added aesthetic
  3. 00:26:639 (5,6) -
  4. 00:28:690 (4) - Blanketed but make it so it doesnt touch the cirles
  5. 00:35:356 (1,1) -
  6. 00:42:536 (3,5) - Not perfect
  7. 00:48:177 (1,3) - They are so off its disgusting
  8. 01:20:998 (1,2) -
  9. 01:22:023 (4) -
  10. 02:20:485 (1,2) - Oh my god no
  11. 02:24:587 (1,2) -
  12. 03:15:356 (2) -
  13. 03:16:382 (5) -
  14. 03:38:176 (4,6) -
  15. 04:06:382 (2,4) -
  16. 04:14:587 (2,4) - omg clarence

[ General]
  1. Everything is good!

[ Papika]
  1. 00:06:895 (3,4,5) - The circles here feel really ambiguous as to what they are following, since the sound you actully went for doesnt land on the beats, it lands about 10-20 ms later so this not snapped to the beats anyway. Why not go for a normal 1/2 starting from here 00:07:151 - like previous measures. If you want to keep 2 circles sure, but delete this 00:06:895 (3) - . It doesnt land on anything at all well, you know, i mean, i did sorta follow this instrument the whole time even if it was off. i already discussed this with others and they said it was fine. putting the notes to the actual spot where the instrument is would be really frustrating in gameplay so i simplified it.
  2. 00:10:228 (3,4) - You could try to switch places here, as more emphasis will be put on 00:09:715 (2,3) - which is more noticable the off-angle is better emphasis during gameplay
  3. 00:21:510 (1,2) - Definitely Deserves less spacing. Its apparent if you take into consideration the fact that the jump to the downbeat (00:21:254 (6,1) ) has distinctly less DS did something to fit better with the rest
  4. 00:23:049 (1,2,3) - Even tho this is this snapped to the beats, 00:29:203 (1,2,3) - 00:31:254 (1,2,3) - these arent if you listen closely. You might want to investigate this and if its indeed off beat you should rethink this whole rhythm choice. ( Best case scenario the offset is off, but im not expert there so i cant really check) will get an offset check some time i guess, and if it is off in the song then again simplicity sake etc etc
  5. 00:31:767 (1) - Would play better as a 1/1 in my opinion, as the vocal that the sudden momentum of these jumps is based on starts 00:32:536 (3) - here. Adding more emphasis to that vocal by making the previous object a 1/1 instead could work nicely inconsistent with the rest of the sectoin if i were to do so
  6. 00:40:485 (2,3) - I really dont see a reason to have 1/4 snap here. 2 1/2 could have sufficed. Should you decide to keep the 3/4 rhythm, try moving 00:40:998 (3) - to x:245|y:247 to be consistent to the previous 3/4 rhythms and for that added stack neatness. You are Connoiseur of stacks, you can certainly appreaciate this the song changes so the rythm changes. in here there is stuff on the blue tick tho so i decided that i wanted to emphasise that. did the increasing spacing thing too to ramp up the momentum a bit
  7. 00:46:126 (1,2,3,4) - Nerf this so as to make the pattern an actual square without going offscreen only slightly tho
  8. 00:48:946 (2,4) - Stack to sliderend doesn't feel right momentum-wise
  9. 00:55:356 (6,7,8) - Maybe try this instead as it will compliment the overall structure of the map nicely it wouldnt cuz it wouldnt be a perfect triangle ):
  10. 00:59:972 (6,7) - Move it down a bit as a whole until 01:00:228 (7,3,4) - these are lined up. Something like this ? tho i can see from what angle you're looking, it'd be inconsistent cuz 00:58:946 (4,5,7) - triangle 01:00:485 (1,2,3,4) - square ya
  11. 01:18:690 (8) - Line this up with 01:17:921 (5,7) - tilted the triangle slightly to make it possible
  12. 01:25:613 (2,5) - Shape wise i feel like the should be consistent with the previous red anchored shapes here 01:14:331 (5) - o oops
  13. 01:30:740 (5) - Adjust red anchor a bit so it resembles the other red anchored sliders better a
  14. 01:31:254 (1,7) - You could stack these tbh no i shouldnt cuz again it'd create inconsistencies in the perfect triangles
  15. 01:28:690 (7) - Sudden spacing spike out of nowhere, Make it a more gradual increase with previous objects nerfed a little
  16. 01:34:331 (4) - NC to signal the 1/1 gap ya
  17. 01:39:459 (1) - Feels really sudden to abruptly break the circlular flow you built up with previous jumps. I understand that you wanted a sharp jump of sorts, but you should introduce in a more natural manner, circular flow just dies after that jump so im just being sunjective having it unnatural tho makes it stand out
  18. 01:49:716 (1,2,3) - This would work better if they were 2 1/2 sliders, like here 01:45:613 (1,2) -. I Really dont think beats like 01:50:100 (2) - are prominent enough to be clickable and 2 1/2 sliders like the first you mapped them after kiai would compliment the music better. Similar point goes to 01:57:921 (1,2,3) - i believe the rythm mixup is better here since otherwise the section would be overall a pain in the ass to play
  19. 02:06:126 (1) - Subjective but as a curve it would be more consistent with the 1/3 reverses its meant to be inconsistent since the rythm is too
  20. 02:10:228 (6) - At least place it on the side the kickslider is going to end, so it flows more naturally. The player will have to snap to get that and i doubt that should be the intended effect ye
  21. 02:01:767 (7) - Maybe move to x:439|y:305 so you create a Rhombus with previous circles. Since you play a lot with shapes i figured this would compliment the style better rather than just a shape breaking circle yea but squares, half-squares and triangles is all i use so if i made a rhombus it'd be inconsistent again :/
  22. 02:23:049 (5) - Shouldnt this have a sharper counter clockwise rotation to be consistent with 02:22:023 (3) - which is rotated clockwise. This gradual counter clockwise rotation with the 3 sliders gives off a nice effect and rotating 02:23:049 (5) - this counterclockwise will make the effect more apparent but all im doing here tbh is just making y-axis symmetry ):
  23. 02:37:408 (2,3) - This can easily be misread as a 1/2, mainly because there was a 1/2 spacing jump before this that had, ironically less spacing than this 1/4 jump. 3 1/2 sliders would have sufficed. Alternatively, you could tweak the 1/4 snap spacing a bit did something so that slider leniency would still be a hero
  24. 02:50:228 (4) - 1/1 slider instead, theres still music going on and the sudden flowbreak feels somehow abrupt ya
  25. 02:56:126 (5,8) - Stack bois no stack if triangle is ruined
  26. 03:00:998 (6,7,1) - You could adjust spacing so the jump to the downbeat is emphasized more? the downbeat is emphasised in it's own way. due to the lower spacing the note stands out more from the notes before which have their own patterning already and changing stuff there would kill me
  27. 03:09:972 (5) - You could NC again to signal the 1/1 distancing, might be misread as 1/2 spacing i dont like the double new NC thing tho ):
  28. 03:14:330 (7,8,9,1) - Feels really lackluster spacing wise, not even the non-kiai section have spacing as low as this. Im not sure that its indeed, so you should buff it more wat do i do ;w; idk how to fix
  29. 03:48:689 (3,4) - This 1/4 spacing isnt differentiated at all with previous 1/2 spacing. Is there to make the different spacing snap more apparent ? Same applies for the all the following 1/4 snaps with 1/2 spacing players should be used to the abused slider leniency by now tbh
  30. 04:15:869 (5) - As it is i feel this is too much for 1/4 spacing. At least stack it under 04:14:587 (2) - did something else than u suggested
  31. 04:45:099 (1,2,3,4,1,2,3,4) - Even though the song build up these have significantly more spacing than 04:47:151 (1,2,3,4,1,2,3,4,1) - even though they are before in the timeline. This kinda breaks this gradual buildup feeling increased 04:48:176 (1,2,3,4) -
  32. 04:59:458 (1) - this circle is not snapped to the beat at all LOL do u rly not hear a bell LUL

Good Luck to both of you Friends ~
fixed some blankets but left some out cuz they arent visible ingame or they are perfect according to the circle approach thingy

C00L
Here have this sik long mod with well constructed points!
Grrum
Hi. Here for M4M from your queue. Hope this helps!

[Cocona]

00:11:767 (2,3) – This spacing is odd. It's neither the same DS that came before it nor is it a big jump. Also the (4) in 00:11:767 (2,3,4) – doesn't have the same visual spacing from (2) to (3), and you can connect 00:11:254 (1,4) – by making it more linear either with (3) or directly.

01:08:690 (1,2,1,2) – I liked the expression here, good job!

01:20:998 (1) – and 01:22:023 (4) – have kind of weak DS's into them. That makes a DS like 01:32:792 (7,8) – feel very big. I understand the intent behind making these different, but you go a bit too far and make the second part of the chorus feel too intense. If you make the first part a little big stronger by making the DS's stronger though, you've brought the pacing more in line. Same thing applies to some other DS's in this section, for instance 01:17:921 (5) – is kind of a strong note with a small DS, and so are 01:19:203 (1) - and 01:19:973 (4) - . Same thing applies in the next kiai.

02:13:305 (2) – One helpful trick, if you do ctrl + G on this twice, the slider will tell you where its endpoint is. You can use that to make a better stack with 02:14:331 (1) –

02:18:690 – so look at the current position of the slider ball here. It might be nice if the red node were here placed here so that the change in flow occurs on a ½ beat, and it would divide the slider into a more clear fraction, so like: http://puu.sh/v7Yti/25949ad8a7.jpg

02:30:485 (5,1) – In the future, try laying off the large jumps in calm sections. Yeah I know the aesthetics require you to use this kind of spacing, but try finding other aesthetics with nicer spacing.

02:57:408 (1,2,3,4) – This can play awkwardly for some people since it's natural to expect an even number of circles after a slider when doing ¼. Consider a rhythm like: http://puu.sh/v7Zho/6af85945d1.jpg . If so then consider all the other rhythms like that.

03:09:203 (1) – This note is stronger in the music than the other notes, but I don't think it's 3 times as strong, which made this DS feel too big. 03:07:664 (1) – has mostly faded, so I don't think it would look bad if you stacked 03:08:177 (2,3,1) -

[Papika]

00:04:587 (5,6,1) – This is what I see at this pattern: http://puu.sh/v7UgS/e072a4562c.jpg . The stack looks a bit odd to me because the (6) circle goes back into the (5) slider, so it's hard to see what's going on there. This is more of a personal preference, but making the stack clearer by moving (6) and (1) down like so looks better to me: http://puu.sh/v7Ume/e0af35fb82.jpg . Applies to all the other stacks in this section

00:14:844 (4,2) – Find a way to move (4) to the right to avoid the overlap?

00:28:690 (4,1,2,3) – (2) is much closer to (4) than (1) is. The triple could blanket the slider better.

00:35:356 (1,1) – Based on the way you made your wave slider, the first slider doesn't make a nice circle around the next one. If you use a red node in your wave slider, the wave slider will be more circley and give these a nicer look: http://puu.sh/v7V02/855da71ea4.png

00:43:562 (6,7,1,2,3,4,5,6,1,2,3,4,5) – You're setting up really nice aesthetics with that, and I don't want to get in the way of that, but I would like to say that my reaction to this was that using the same DS for so long lacked a bit of emphasis on key notes. So like, the singer gets kind of high pitch and strong at 00:44:074 (1) - , falls to a lower pitch during the measure, then reclaims the high pitch on the next downbeat at 00:46:126 (1) – only to fall down again. It's hard to feel the music without corresponding changes in distance to contrast the low and high notes of the vocals, but again this gets into the argument Mo brings up in his video: https://www.youtube.com/watch?v=hNnF5NL ... e=youtu.be

00:48:177 (1) – This is what I see http://puu.sh/v7V2D/e6b15afdf1.jpg . Try moving this up so it doesn't clip the bottom of the screen.

01:09:459 (3,6) – I don't feel like these are that strong of notes and didn't enjoy a ¼ slider → circle pattern. While normally a bunch of ½ sliders are too calm/boring, the 1/1 'flip flap's are idiosyncratic to the song that using them here brings it out nicely to me.

01:12:536 (8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1) – All of these patterns move in a general clockwise circle. Similar to the point about using contrasting distances, I think it would be nice to use different flows as well to contrast different parts of the music. For instance at 01:16:895 (1) - , the harmony changes drastically from this higher pitched strings to a pretty low pitched strings which makes these two parts feel different. But 01:17:151 (2,3,4) – is the same pattern as 01:15:869 (5,6,7) - , so the map doesn't offer that same contrast the music is doing. Keep 01:20:998 (1,2,3,4,5,6) – though since I liked this pattern and it brought out this section of music nicely.

01:47:151 (5,1) – This is your pattern now. http://puu.sh/v7Wrd/ba177683c7.jpg . This is what it could be: http://puu.sh/v7Wy1/df13a3e8f2.jpg . You also have potential to do blankets at 01:45:613 (1,3) – if you want and at 01:46:639 (3,5) – or whatnot, and you can give yourself room because the DS between 01:44:587 (3,1) – doesn't matter.

02:20:485 (1,2) – This is very close and looks cramped. Moving them just a little bit will still make them feel restful. Ideally you could make the spacing between these have the same visual spacing that 02:22:023 (3,4) – has, but even just something like this would be nicer http://puu.sh/v7WIm/7958bdd3ea.jpg. If you had other patterns that were this close and cramped that you could make some kind of theme around the crampedness that's one thing, but that doesn't look like what you're going for.

02:37:408 (2) – Before you did something visually to indicate this was a ¾ slider. Right now, this (2,3) pattern did not read as ¼ rhythm, so it didn't play amazingly to me. 02:41:510 (2) – yeah like this guy, he does something funky, so it's a better visual cue that it's a ¾ slider and to expect a ¼ rhythm.

03:53:305 (5) – overlaps the HP bar: http://puu.sh/v7X3i/fb738a1576.jpg

Good luck!
Topic Starter
Vivyanne

pinataman wrote:

Hi. Here for M4M from your queue. Hope this helps!

[Papika]

00:04:587 (5,6,1) – This is what I see at this pattern: http://puu.sh/v7UgS/e072a4562c.jpg . The stack looks a bit odd to me because the (6) circle goes back into the (5) slider, so it's hard to see what's going on there. This is more of a personal preference, but making the stack clearer by moving (6) and (1) down like so looks better to me: http://puu.sh/v7Ume/e0af35fb82.jpg . Applies to all the other stacks in this section will be fixing this later after ive done something that is to my own liking

00:14:844 (4,2) – Find a way to move (4) to the right to avoid the overlap? will do when someone else says so, it's not visible ingame so i didnt care much and i kinda wanna prioritize the symmetry fully here

00:28:690 (4,1,2,3) – (2) is much closer to (4) than (1) is. The triple could blanket the slider better. yea

00:35:356 (1,1) – Based on the way you made your wave slider, the first slider doesn't make a nice circle around the next one. If you use a red node in your wave slider, the wave slider will be more circley and give these a nicer look: http://puu.sh/v7V02/855da71ea4.png something something improved blanket something something

00:43:562 (6,7,1,2,3,4,5,6,1,2,3,4,5) – You're setting up really nice aesthetics with that, and I don't want to get in the way of that, but I would like to say that my reaction to this was that using the same DS for so long lacked a bit of emphasis on key notes. So like, the singer gets kind of high pitch and strong at 00:44:074 (1) - , falls to a lower pitch during the measure, then reclaims the high pitch on the next downbeat at 00:46:126 (1) – only to fall down again. It's hard to feel the music without corresponding changes in distance to contrast the low and high notes of the vocals, but again this gets into the argument Mo brings up in his video: https://www.youtube.com/watch?v=hNnF5NL ... e=youtu.be ive seen the video, so i know the map lacks emphasis spacing-wise but when you look closely the flow in general emphasises way more as that's the thing that stands out. i knew it'd be a troublesome thing to have spacing emphasis so therefore i tried to give more emphasis to really important sounds through flow changes. the map overall lacks emphasis tbh but that's what i've given up for the concept (which is described in the map desc)

00:48:177 (1) – This is what I see http://puu.sh/v7V2D/e6b15afdf1.jpg . Try moving this up so it doesn't clip the bottom of the screen. https://gabepower.s-ul.eu/KHyvdms1 this is what i get with every resolution, if someone else mentions it tho ill move it up

01:09:459 (3,6) – I don't feel like these are that strong of notes and didn't enjoy a ¼ slider → circle pattern. While normally a bunch of ½ sliders are too calm/boring, the 1/1 'flip flap's are idiosyncratic to the song that using them here brings it out nicely to me. im not just emphasising the flip flaps here but also the instruments that kick in on 01:09:203 (2,5) - . also with the kicksliders the section becomes more notable, which is what i wanted (im the flap side anyways so /shrug)

01:12:536 (8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1) – All of these patterns move in a general clockwise circle. Similar to the point about using contrasting distances, I think it would be nice to use different flows as well to contrast different parts of the music. For instance at 01:16:895 (1) - , the harmony changes drastically from this higher pitched strings to a pretty low pitched strings which makes these two parts feel different. But 01:17:151 (2,3,4) – is the same pattern as 01:15:869 (5,6,7) - , so the map doesn't offer that same contrast the music is doing. Keep 01:20:998 (1,2,3,4,5,6) – though since I liked this pattern and it brought out this section of music nicely. i think i did some things? kept most of the ds tho as i explained it earlier (sections are more emphasised together than just that one sound)

01:47:151 (5,1) – This is your pattern now. http://puu.sh/v7Wrd/ba177683c7.jpg . This is what it could be: http://puu.sh/v7Wy1/df13a3e8f2.jpg . You also have potential to do blankets at 01:45:613 (1,3) – if you want and at 01:46:639 (3,5) – or whatnot, and you can give yourself room because the DS between 01:44:587 (3,1) – doesn't matter. tho i see what you want i prefer to keep the stacks that i have now since thats more consistent with the rest of the map

02:20:485 (1,2) – This is very close and looks cramped. Moving them just a little bit will still make them feel restful. Ideally you could make the spacing between these have the same visual spacing that 02:22:023 (3,4) – has, but even just something like this would be nicer http://puu.sh/v7WIm/7958bdd3ea.jpg. If you had other patterns that were this close and cramped that you could make some kind of theme around the crampedness that's one thing, but that doesn't look like what you're going for. https://gabepower.s-ul.eu/w4M5h4RK was going for something like this for consistency. i had that what you suggested before but nao told me to change and i agreed.

02:37:408 (2) – Before you did something visually to indicate this was a ¾ slider. Right now, this (2,3) pattern did not read as ¼ rhythm, so it didn't play amazingly to me. 02:41:510 (2) – yeah like this guy, he does something funky, so it's a better visual cue that it's a ¾ slider and to expect a ¼ rhythm. players should know by now that long sliders in more intense sections only have 1/4 gaps

03:53:305 (5) – overlaps the HP bar: http://puu.sh/v7X3i/fb738a1576.jpg if it becomes serious trouble ill change but for now nah cuz it'd break my pattern apart p badly if i did something else

Good luck!
thanks a ton~
sorry for denying but im kinda strict on myself for this map so ;w;
Mir

pinataman wrote:

Hi. Here for M4M from your queue. Hope this helps!

[Cocona]

00:11:767 (2,3) – This spacing is odd. It's neither the same DS that came before it nor is it a big jump. Also the (4) in 00:11:767 (2,3,4) – doesn't have the same visual spacing from (2) to (3), and you can connect 00:11:254 (1,4) – by making it more linear either with (3) or directly. - did something

01:08:690 (1,2,1,2) – I liked the expression here, good job! - ^^

01:20:998 (1) – and 01:22:023 (4) – have kind of weak DS's into them. That makes a DS like 01:32:792 (7,8) – feel very big. I understand the intent behind making these different, but you go a bit too far and make the second part of the chorus feel too intense. If you make the first part a little big stronger by making the DS's stronger though, you've brought the pacing more in line. Same thing applies to some other DS's in this section, for instance 01:17:921 (5) – is kind of a strong note with a small DS, and so are 01:19:203 (1) - and 01:19:973 (4) - . Same thing applies in the next kiai. - well the second part of the kiai is actually way more intense so it's mapped more intensely, everything you pointed out was intentional as i mapped the first kiai section with higher but not too much higher spacing to set up a contrast for the second kiai

02:13:305 (2) – One helpful trick, if you do ctrl + G on this twice, the slider will tell you where its endpoint is. You can use that to make a better stack with 02:14:331 (1) – i tried

02:18:690 – so look at the current position of the slider ball here. It might be nice if the red node were here placed here so that the change in flow occurs on a ½ beat, and it would divide the slider into a more clear fraction, so like: http://puu.sh/v7Yti/25949ad8a7.jpg - tried

02:30:485 (5,1) – In the future, try laying off the large jumps in calm sections. Yeah I know the aesthetics require you to use this kind of spacing, but try finding other aesthetics with nicer spacing. - but it's intentional for the emphasis. I could easily lower this spacing if i wanted to, but i don't. that note is strong so i made higher spacing

02:57:408 (1,2,3,4) – This can play awkwardly for some people since it's natural to expect an even number of circles after a slider when doing ¼. Consider a rhythm like: http://puu.sh/v7Zho/6af85945d1.jpg . If so then consider all the other rhythms like that. - i mapped it like this intentionally to give the complexity feeling that the theme of this map is going with. All the 1/4 here is mapped the way it is because it requires control and concentration, which Cocona has

03:09:203 (1) – This note is stronger in the music than the other notes, but I don't think it's 3 times as strong, which made this DS feel too big. 03:07:664 (1) – has mostly faded, so I don't think it would look bad if you stacked 03:08:177 (2,3,1) - i really like the feeling of this since it's really big ds and slider leniency and whatnot, but if it becomes an issue i will look into your suggestion
Thanks for the mod!
Arphimigon
Hi Tech
Highlighting the main points in bold so you can grasp the main point of each sentence without getting confused in my long sentences!

[Papika]
Noticed the fixated 70% hitsound volume. Not very... atmospheric if I say so myself. Make it quieter at the start (00:19:459 - and before) compared to the next parts, and even louder in the kiai/chorus if possible for the max energetic effect where it's most needed.
(00:17:408 (1) - Heh... imagine this as a tiny really slow long slider for a few beats long...)
00:26:639 (5) - Doesn't really feel very good as a 3/4 slider. The actual vocal this is mapped to is actually trying to cut itself very quickly if you listen to how it is spoken! So this is an unneccesary extension and also adding an unneeded sound where the slider end is that doesn't sound good
00:53:049 (5,6) - I'm sad that at lots of points like these you don't make the slider and the notes in the same straight line :c https://puu.sh/v9nEG/41d846e2e9.png I wouldn't bother changing this unless you want me to find a bunch of examples so this line is incase you do want me to do that
01:29:203 (1,2,3) - Minor thingy that note 3 could make a nice triangle with the end of slider 2 and start of slider 1 same goes 01:30:228 (4,5,6) -
02:02:023 (1,2,3,4,1,2,3,4) - We could make the distances of these sliders follow the pitch of the uh... instrument (I'm bad with instruments), decreasing in spacing until 02:03:946 - and increasing after that
(02:07:664 (4,5,1) - :c sad slider end triple to end this off :c arpi is sad)
02:09:715 (5) - This is still 1/4, not 1/3
03:09:972 (5,1) - I really genuinely disliked the stacking here. Where's the PUNCH to that start of that stream?
03:56:894 (4,5) - Whoa dude this is the hardest/most-distant/weirdest-angled 1/4 snap from a 3/4 slider and it's at this weird calm random place calm down!
05:03:561 - I wanna hit this sound, end the other spinner slightly early let me FEEL this end

[Cocona]
If I repeated anything someone else said then don't bother replying since it's already been addressed before
00:04:844 (4,5,1) - Mapped this full triplet but not 00:08:946 - ? you also map the later triples in this section like 00:10:741 (6,7,1) - but not that one sound I pointed out, confusd
00:29:203 (5,6,7,1) - 00:31:254 (6,7,8,1) - Would be nice to know if you're going to add high or low distancing after 1/4 sliders like this consistently high or low because this inconsistency seems weird (unless there is legit reason, also the rest of map uses high spacing after 1/4 sliders)
01:42:280 (4,5,6,7,8,9,10) - I understand that 10 is there because the triangle but maaaaan it makes that next jump feel out of place. The next jump shouldn't be that snappy angled or weird (imo), it's the lesser strong of the powerful ones coming up next. I think it should serve as a transitional jump, and the 10 note should be more left on the grid. This is pure personal-based tho.
01:45:356 (4,5) - Mapped to nothing!? I'm really curious about this one
02:02:023 (1,2,3,4,1,2,3,4,1,2,3,4) - Hey, teach HighTec to vary his spacing on this part thanks <3
(03:09:203 (1,2) - Lol I read this note as 1/4 after the slider since I thought the slider was 3/4)

nya
Mir

Arphimigon wrote:

[Cocona]
If I repeated anything someone else said then don't bother replying since it's already been addressed before
00:04:844 (4,5,1) - Mapped this full triplet but not 00:08:946 - ? you also map the later triples in this section like 00:10:741 (6,7,1) - but not that one sound I pointed out, confusd - bass is way more noticeable there and i introduce extended sliders fairly early this way so I'd rather keep it uwu
00:29:203 (5,6,7,1) - 00:31:254 (6,7,8,1) - Would be nice to know if you're going to add high or low distancing after 1/4 sliders like this consistently high or low because this inconsistency seems weird (unless there is legit reason, also the rest of map uses high spacing after 1/4 sliders) - no i wasn't that's just a broken stack and for the second one i moved it higher so it's spaced
01:42:280 (4,5,6,7,8,9,10) - I understand that 10 is there because the triangle but maaaaan it makes that next jump feel out of place. The next jump shouldn't be that snappy angled or weird (imo), it's the lesser strong of the powerful ones coming up next. I think it should serve as a transitional jump, and the 10 note should be more left on the grid. This is pure personal-based tho. - agree with this, moved it a bit
01:45:356 (4,5) - Mapped to nothing!? I'm really curious about this one - tbf i'm sure i hear a faint triple in the back and musically it would make sense if there were but if it's mentioned again i'll remove it since it's not a huge issue whether it's mapped or not
02:02:023 (1,2,3,4,1,2,3,4,1,2,3,4) - Hey, teach HighTec to vary his spacing on this part thanks <3 - <3
(03:09:203 (1,2) - Lol I read this note as 1/4 after the slider since I thought the slider was 3/4) - rip arphi but i wanna keep it this way since i always stack 1/4 out from the slider end rather than directly under them
Thanks Arphi <3
Topic Starter
Vivyanne

Arphimigon wrote:

Hi Tech
Highlighting the main points in bold so you can grasp the main point of each sentence without getting confused in my long sentences!

[Papika]
Noticed the fixated 70% hitsound volume. Not very... atmospheric if I say so myself. Make it quieter at the start (00:19:459 - and before) compared to the next parts, and even louder in the kiai/chorus if possible for the max energetic effect where it's most needed. hitsounding is wip so thatll come along with that ye
(00:17:408 (1) - Heh... imagine this as a tiny really slow long slider for a few beats long...) couldnt get it working with the ds that i decided to use to the next note FUK
00:26:639 (5) - Doesn't really feel very good as a 3/4 slider. The actual vocal this is mapped to is actually trying to cut itself very quickly if you listen to how it is spoken! So this is an unneccesary extension and also adding an unneeded sound where the slider end is that doesn't sound good gonna have to disagree cuz theres a sound on the blue tick that i want to emphasise and rythm consistencies
00:53:049 (5,6) - I'm sad that at lots of points like these you don't make the slider and the notes in the same straight line :c https://puu.sh/v9nEG/41d846e2e9.png I wouldn't bother changing this unless you want me to find a bunch of examples so this line is incase you do want me to do that fuk im not straight whatever fixed them i hope
01:29:203 (1,2,3) - Minor thingy that note 3 could make a nice triangle with the end of slider 2 and start of slider 1 same goes 01:30:228 (4,5,6) - oh good one, aligned it better so that triangle
02:02:023 (1,2,3,4,1,2,3,4) - We could make the distances of these sliders follow the pitch of the uh... instrument (I'm bad with instruments), decreasing in spacing until 02:03:946 - and increasing after that not gonna do it cuz im a lazy ass wanted this to be simple and equal too if im gonna keep doing it for the rest of the map too, also map gimmicks together with mir's diff
(02:07:664 (4,5,1) - :c sad slider end triple to end this off :c arpi is sad) im sorry dad but thats what u get when u forget loud 1/4 beats ):
02:09:715 (5) - This is still 1/4, not 1/3 main melody isnt 1/4 and i was trying to follow that with this Yes
03:09:972 (5,1) - I really genuinely disliked the stacking here. Where's the PUNCH to that start of that stream? dont feel like it is that much of an intense starting stream sound anyways, (5) is actually stronger
03:56:894 (4,5) - Whoa dude this is the hardest/most-distant/weirdest-angled 1/4 snap from a 3/4 slider and it's at this weird calm random place calm down! plays fine as ive seen from several testplays but ill change if it becomes needed blah blah you know the drill
05:03:561 - I wanna hit this sound, end the other spinner slightly early let me FEEL this end yea

No real worries here, like both diffs.
Arphi is the best mom <3
HibikiDesu
Really nice map :D Not much else to say except for good luck! :)
Topic Starter
Vivyanne
hitsounds are up

time to find that beginner bn stuff i guess? (^:
nextplay
Not even Flip Flap Flip Flap as Preview Point NotLikeThis
Oh and Random Mod
Mod
No Not Today
:^)
diraimur
flIp flAp FLiP FLaP
this song is stuck in my head thanks
Natsu
General

  1. You need to change the diff names, the top one would be fine as long it's related to the song, the lower diff would need to use a standard diff name. I read your explain in the beatmap description, but still with the current rules you can't have 2 custom names and even if they have some sense of scale, people who don't know the anime wouldn't understand them.
  2. Combo colors are inconsistent and tbh you're using the same BG in both diffs, so there is not justification for it, I guess? , btw both pink combo colors at the lower diff are too similar as well https://osu.ppy.sh/ss/8127817
  3. Unused hitsound normal-hitclap.wav
Papika

  1. I'm wonder that you complained a lot about my jumps and this calm song and your high spacing don't fit IMO, anyways that's your interpretation, so should be fine as long you explain things properly.
  2. 00:00:998 (1,2,3,4,5,6) - The slider-slider sounds really annoying, you should consider adding a silenced slider slide or reduce the volume.
  3. 00:06:895 (3,4,5) - This sounds super inconsistent with the before rhythms, just remove 3 and make 4 and 5 a slider, even if there is a new instrument following both things doesn't sounds nice
  4. 00:21:510 (1,2) - why the huge spacing here, while other similar parts use different spacing, for example 00:25:613 (1,2) - , just compare 00:25:613 (1,2,3,4,5) - vs 00:21:510 (1,2,3,4,5) -
  5. 00:22:536 (5,1,2,3) - this also bother me a lot, the 1/4 spacing is really big, also I think the slider should be a 1/2 one according to the music, specially when other similar parts uses 1/2s 02:39:972 (5,6,7,8) - , I really think you should be more consistent
  6. 00:28:690 (4,1,2,3) - same, if you decide to keep them for w/e reason, then can you atleast add more spacing at the blanket? it almost overlap with the slider and in some skins it will.
  7. 00:35:356 (1) - nazi, the wave slider looks really weird, I'm sure you can improve it, more symmetrycal
  8. 01:06:639 (1,2,3) - the music is increasing at each slider, would be nice to have some SV changes there, or atleast different slider shapes, same for 03:07:664 (1,2,3,4) -
  9. 01:39:715 (2,3,4) - this is totally too much for what the song offer and also the previous 1/4 jumps were a lot smaller compared with this ones, 03:41:766 (2,3,4,2,3,4) - etc
  10. 01:50:100 (2) - something went wrong here, shouldn't the circle be placed at the red tick?, nvm 01:58:305 (2) - I think is on purpose,
    but still doesn't fit the music, since the previous red tick is a lot louder than the bluetick that barely can be heared at 100% speed
  11. 02:06:126 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - ok, you switched to 1/2s and 1/4 rhythms instead of the 1/3s, it's cool, but 02:09:715 (5) - should be 1/4 as well, btw the beats at that part sounds a bit off o.o.
  12. 02:20:869 - 02:24:587 (1,2) - 1 blanket is super off and I don't get that spacing it's too shoort
  13. 03:53:305 (5) - this is touching the HP bar and according to the RC, you need to avoid overlapping it
  14. both spinners in the end are too loud, consider reducing the volume
    mmm I don't like the diff too much, sliders could looks better and what bother me a lot is that regular beats as 04:25:612 (4,5,6,7) - has the same spacing as special moments such as 04:27:664 (5,6,7,8) - , the 1/4 jumps are also too much IMO, anyways remember that these are only my personal points of view.

Cocona
  1. really simple map and patterns, didn't find anything to point out
  2. oh there is a thing, reduce the volume at the 2 last spinners, specially at the last one, it's too loud.
good luck!
Topic Starter
Vivyanne

Natsu wrote:

General

  1. You need to change the diff names, the top one would be fine as long it's related to the song, the lower diff would need to use a standard diff name. I read your explain in the beatmap description, but still with the current rules you can't have 2 custom names and even if they have some sense of scale, people who don't know the anime wouldn't understand them.
  2. Combo colors are inconsistent and tbh you're using the same BG in both diffs, so there is not justification for it, I guess? , btw both pink combo colors at the lower diff are too similar as well https://osu.ppy.sh/ss/8127817 for all those mentioned things,
    im trying to get a QAT on the case.
    diffnames: i have my doubts of it being needed due to it being a 2 diff approval map but now im unsure LOL
    combo colours: they are moreso related to the girls, just like the mapping themselves. that's why they are devided up. will get to look into the pink tho
  3. Unused hitsound normal-hitclap.wav oops
Papika

  1. I'm wonder that you complained a lot about my jumps and this calm song and your high spacing don't fit IMO, anyways that's your interpretation, so should be fine as long you explain things properly. @ending
  2. 00:00:998 (1,2,3,4,5,6) - The slider-slider sounds really annoying, you should consider adding a silenced slider slide or reduce the volume. silenced slider bodies that will be
  3. 00:06:895 (3,4,5) - This sounds super inconsistent with the before rhythms, just remove 3 and make 4 and 5 a slider, even if there is a new instrument following both things doesn't sounds nice repeat slider it is
  4. 00:21:510 (1,2) - why the huge spacing here, while other similar parts use different spacing, for example 00:25:613 (1,2) - , just compare 00:25:613 (1,2,3,4,5) - vs 00:21:510 (1,2,3,4,5) - My intention was to have the shape like this to introduce the theme of the map however i agree it doesnt fit so i'll see if i wanna change it. (it are the highest pitched vocals too so i mean ww)
  5. 00:22:536 (5,1,2,3) - this also bother me a lot, the 1/4 spacing is really big, also I think the slider should be a 1/2 one according to the music, specially when other similar parts uses 1/2s 02:39:972 (5,6,7,8) - , I really think you should be more consistent rhythm changes are there cause the song isnt the exact same as the background noices are different. neither do i think the 1/4 gaps are that much of an issue,
    the bpm is low and slider leniency combined with the low OD should make it easily possible
  6. 00:28:690 (4,1,2,3) - same, if you decide to keep them for w/e reason, then can you atleast add more spacing at the blanket? it almost overlap with the slider and in some skins it will.
  7. 00:35:356 (1) - nazi, the wave slider looks really weird, I'm sure you can improve it, more symmetrycal yea ur right, improved blanket too
  8. 01:06:639 (1,2,3) - the music is increasing at each slider, would be nice to have some SV changes there, or atleast different slider shapes, same for 03:07:664 (1,2,3,4) - 01:07:664 (3) - changed this one but didnt change anything in the other occation to keep this effect
  9. 01:39:715 (2,3,4) - this is totally too much for what the song offer and also the previous 1/4 jumps were a lot smaller compared with this ones, 03:41:766 (2,3,4,2,3,4) - etc
  10. 01:50:100 (2) - something went wrong here, shouldn't the circle be placed at the red tick?, nvm 01:58:305 (2) - I think is on purpose,
    but still doesn't fit the music, since the previous red tick is a lot louder than the bluetick that barely can be heared at 100% speed
    i am damn sure that i hear a drum there but will ask around anyways, to be sure. would then remove the blue tick notes
  11. 02:06:126 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - ok, you switched to 1/2s and 1/4 rhythms instead of the 1/3s, it's cool, but 02:09:715 (5) - should be 1/4 as well, btw the beats at that part sounds a bit off o.o. 02:09:715 (5) - is in 1/3 due to the original drum sound not being there anymore, and thus the main beat became far more dominant so i decided to follow that instead, if that makes any sense. will see if i wanna change the 1/2 stuff cuz it doesnt feel all too right yea
  12. 02:20:869 - 02:24:587 (1,2) - 1 blanket is super off and I don't get that spacing it's too shoort wanted to create a pattern like this instead of a blanket~
  13. 03:53:305 (5) - this is touching the HP bar and according to the RC, you need to avoid overlapping it i tried to fix this but well, i still have no idea how i wanna fix it without ruining the pattern
  14. both spinners in the end are too loud, consider reducing the volume reduced to 50%
    mmm I don't like the diff too much, sliders could looks better and what bother me a lot is that regular beats as 04:25:612 (4,5,6,7) - has the same spacing as special moments such as 04:27:664 (5,6,7,8) - , the 1/4 jumps are also too much IMO, anyways remember that these are only my personal points of view.

Cocona
  1. really simple map and patterns, didn't find anything to point out
  2. oh there is a thing, reduce the volume at the 2 last spinners, specially at the last one, it's too loud.
good luck!
I can understand your concerns about the spacing; I know it's not ideal to keep such a ridiculous concept for patterning over the whole map. However, I did try to compensate for the lack of emphasis with spacing through the other methods that emphasis can be given and make it notable for the player: by mixing up the movement direction and slight changes in the patterning themselves and angle changes. Let's pick the notes that you selected to show your point. 04:25:612 (4,5,6,7) - for as far as I hope you can see, is one of the more generic patterns in the map, with squares occuring legit everywhere in the map. 04:27:664 (5,6,7,8) - on the other hand, is a lot more rare in the map. Due to it being different with a lot harsher movement and changes in spacing within the pattern itself, it should be a lot more noticable when playing the map, since you're not accustomed to having these kind of things. That's what's going on in the map as a whole, with the high amount of switching between squares and triangles. In that sense, spacing is made for the overall feeling of a certain section as opposed to making certain sounds screen jumps and is instead handled with movement instead. I understand your concern about the spacing, but these are the intentions that I initially had while mapping it, which I hope is visible on the VODs too :^>

Thanks for your input, fixed all stuff for Mir btw
Natsu
fair enough about the spacing :o, I still don't get the blue tick rhythms and the pink colors that looks super similar
Topic Starter
Vivyanne

Natsu wrote:

fair enough about the spacing :o, I still don't get the blue tick rhythms and the pink colors that looks super similar
asked around, removing blue tick and changing the pink (i thought i did but fuk LOL)



again many thanks! i'll be waiting for QAT repsonses

edit: did some irc stuff with C00L, noticed that 03:53:305 (5) - was actually offscreen when playing HR so changed that
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