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Kozato - 45nen no Yukizakura

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Topic Starter
Catt
This map has been deleted on the request of its creator. It is no longer available.
Cerberus Roze
[6]

00:25:618 (8,1) - is missing a note in here owo
01:05:853 (1) - i found difficult to play so you could change it to something like example because where i put the longer slider its a stronger sound where the rest of the short sliders are sound the same

some of the song is really hard to hear so good work on that

dont forget you need more diff if you want it ranked

interesting map and song
gl! :P

P.S your username is great LOL
Topic Starter
Catt

Cerberus Roze wrote:

[6]

00:25:618 (8,1) - is missing a note in here owo Fixed this
01:05:853 (1) - i found difficult to play so you could change it to something like example because where i put the longer slider its a stronger sound where the rest of the short sliders are sound the same Fixed this as well

some of the song is really hard to hear so good work on that Thank you

dont forget you need more diff if you want it ranked I'm working on them but I'm not very good at Hard or Normal diffs

interesting map and song
gl! :P

P.S your username is great LOL
Affirmation
From Q, No WIP maps, sorry
Topic Starter
Catt

Neoskylove wrote:

From Q, No WIP maps, sorry
Okay, I get you. Would you be more willing when it's fully finished?
Softwarm
Yo.

[General stuff:]
-Offset is 1089, not 30. (The two notes before the downbeat are part of the pickup.)
-I don't really like the pink combo color, it's the only warm color and it's just about as bright as the light blue. Consider lowering the lumosity?
-You haven't hitsounded Easy?
-The aesthetics seem really weird and inconsistent in a lot of ways, tons of stuff overlaps in weird places, blankets are ehh.
-There are four green lines/Inherited sections that don't seem to do anything in Easy or Normal (00:18:029 00:21:559 01:00:382 01:04:971). In Hard, 00:21:559 01:00:382 01:04:971 aren't used either.
-01:17:324 to 01:25:794 - Use soft sampleset for this section?
-01:59:147 (1) - Take the clap off of the spinner and use soft sample instead.

I mostly focused on rhythm with this as I'm pretty sure that most of the object placement is going to get changed upon further modding.

[Easy:]
-From what I understand, most easy-level maps are supposed to use Distance snap for every object placement (excluding objects that are REALLY far apart on the timeline like 00:08:500 (3) and 00:09:559 (1)), you seem to only use it sporadically.

Guidelines wrote:

Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 2 beats apart and have relatively high spacing on the playfield, time-distance equality doesn’t need to be as precise.
-^ same goes for Normal (to a lesser degree though).
-You often choose to make complex rhythms instead of really regular ones that would make it much easier on newer players. Keep the changes in rhythm to a minimum too, the effect should be something like long stretches of regular rhythm, then a very intuitive transition to some other rhythm, then long stretch of regular rhythm, then intuitive transition, etc...
-Nitpick: Slider anchors off of the slider body don't really have any effect on the gameplay, but they look ugly in the editor. There are a lot of these in easy/normal. :(
Examples
00:03:206 (1)



02:03:559 (8)

  1. 00:09:559 (1) - Make the slider end land on the beat just before it, place a note where the sliderend was, and add a new combo to the note so that the rhythm matches 00:01:088 (1,1,2,3).
  2. 00:11:677 (3,4,5,6,1) - Swap this out for


    (this is to emphasize the chord progression).
  3. 00:18:029 (4) - This slider looks sharp for no reason?
  4. 00:21:559 (2,1,2,3,4,5,1,2) - Make this into



    otherwise you're missing an important sound.
  5. 00:37:441 - Add a note here and stack it with 00:36:735 (1,2) on top of 00:37:794 (1) like


  6. Fill 00:26:853 to 00:27:912 with half-beat notes and stack them on 00:28:265 (1) to make consistent, like

  7. 00:42:382 (6,1,2,3,1,2) - Change this similarly to 00:11:677 (3,4,5,6,1) like this:


  8. 00:48:382 (1,2,3) - Make the rhythm more consistent like


  9. 00:54:029 - Add a note here and stack 00:52:618 (1,2,3,4,5) with 00:54:382 (1).
  10. Why stack 01:02:853 (1) with 01:03:912 (2) and 01:05:324 (2) with 01:06:735 (3)? (And why is 01:03:912 (2) using red anchors? I can't really tell if there's anything special going on in the music to warrant this...)
  11. 01:24:735 (4) - This is a cool looking slider, and it's useful for emphasizing the change in the music. 8-)

    A lot of the same problems repeat after the break, so I'll let you try and find and fiddle with them on your own.
[Normal:]
  1. 00:01:618 (2) - No. Out of my house.
  2. 00:18:029 (1) - Nice! (Though you could get rid of two of those white anchors). 8-)
  3. 00:51:206 (1,2,3) - The music kind of stops and picks back up again here, yet the rhythm you mapped is consistent? Maybe something like this would be better:



    (I centered it in the playfield to distinguish it from the rest of the patterns you had before to make it more readable).
  4. 00:54:735 (1) - Why emphasize this with a cool-looking slider?
  5. I think that 01:21:206 to 01:24:735 should be calmer to make the intense part that starts at 01:24:735 all the more palpable by contrast.
    Edits in accordance with the above idea:
  6. 01:21:206 (1) - Why is this so jagged? Just a normal curved slider would do. (Also make this one measure shorter).
  7. 01:22:265 (2,3) - Get rid of.
  8. 01:23:324 (4) - Change to single note.
  9. 01:24:029 (1,2,3,4) - Get rid of stream.
  10. 01:25:265 (2) Add slider here?
    /end suggestions for that idea
  11. 02:02:853 (1) 02:06:206 (1) 02:06:029 (1) 02:10:265 (1) 02:14:500 (1)- Guess you forgot to finish New Comboing this eh?
[Hard:]
-I can't figure out why you're stacking certain notes over others (most of the time). You sometimes use them to indicate full-measure beats, but then you don't? Examples: 00:31:088 (1,1,1,1) versus 00:18:029 (1,1,1,1,1,1) versus 00:22:618 (1,1,1) / in 00:37:441 (1,1,1,1,1) you mix the ideas of only using New combos to indicate full-measure gaps and New Combos + stacking, what? / 00:54:559 (2,3) - why.

  1. 00:21:559 (3) - Truncate this to end on the previous red tick, and then shift 00:21:912 (4) to the white tick 00:21:559 (3) previously ended on like


  2. 00:25:618 (1)- Whistle
  3. 00:51:206 (3) - Remove this and move 00:51:559 (4) to red tick to emphasize really fast strumming sound.
  4. 01:27:559 (3) - Why the weird overlap?
  5. 01:30:559 (4) - Whistle
[Ocean:]
-Dumb alternative name: Oceanother.
-You've got some nice looking stuff, it's just that uh... there's no "carpet tying the room together" as they say. There's no structure; if I were to look at a measure or two of this map without seeing the rest of the map, I would think it's pretty cool, if a bit unpolished. Looking at each measure in the context of the rest of the map though, that's when the inconsistencies are stark. This is true for the rest of the set.
-I honestly couldn't figure out your pattern of using claps...?
-Countdown enabled? Other weird things:



  1. 00:03:559 (1,2,3) - Change this to emphasize important sounds with clickable parts, and less important sounds with sliderends, like



  2. 00:15:206 (4,5) - New Combo
  3. 00:16:088 (2,3,4) - Whistle
  4. 00:21:559 (1) - Change to 1/8 reverse slider instead of 1/4 and end it on blue tick.
  5. 00:27:912 (4) - Change to whistle, 00:27:912 (4) - add clap, 00:28:619 (6) - clap, 00:28:971 (7,8) - remove claps and instead just increase the volume with Inherited Sections (the chord changes happen where I've indicated to put claps.)
  6. 00:30:118 (2) - 1/8 buzz instead of 1/4, and end on blue tick.
  7. 00:30:382 - Add a note.
  8. 00:42:029 (3,4) - Add new combo and change to this for better flow (I made it a little prettier-looking by messing with rotation stuff, but meh).


  9. 00:42:382 (1,1,1) - Change to 1/8 buzz-sliders? Not sure about this one considering how easy it would be to miss on 1/8s.
  10. 00:52:794 (4,5) - New Combo to make it more consistent with 00:42:029 (3,4).
  11. Put 00:55:441 (4) on top of 00:55:794 (1); there's still a pretty big distance between 00:55:088 (3)'s sliderend and the center of the screen so that the 1/1 is readable.
  12. 01:05:500 (4,5,6) - Add whistle, since you're apparently doing whistles for any triples/streams?
  13. 01:25:265 (3) - Make into 1/8 buzz slider.
  14. 01:42:206 (1) - ^
  15. 01:45:912 (1,2,3) - Make into this for better readability/emphasis of weak sounds with sliderends, and a strong sound with another note:


  16. 00:18:029 (1,2,1,2,1,2,1,2,1,2,1) and 01:50:853 (3,1,2,1,2,1,2,1) - Pretty. 8-) (However, for 00:18:029 (1,2,1,2,1,2,1,2,1,2,1) you might be able to slowly ratchet up the slider velocity while you increase the spacing to give a better buildup. As for 01:50:853 (3,1,2,1,2,1,2,1), since you're not trying to buildup this time, could you increase the spacing a little bit? When I played this it wasn't a smooth movement in each pair of sliders (01:51:206 (1) to 01:51:206 (2) and 01:51:912 (1) to 01:51:912 (2)): the slider velocity makes you move faster than you have to when jumping between the sliders, making it feel janky to play).
  17. 01:59:147 (1) - 1/8 buzz slider.

Message me if you have any questions/clarifications or want to have further conversation about your set (I'd like the in-game chat over forum-pm, but I guess if I'm not available shoot me a message and (hopefully) I'll get back to you).
Topic Starter
Catt

Simurgh wrote:

Yo.

[General stuff:]
-Offset is 1089, not 30. (The two notes before the downbeat are part of the pickup.) I'm not sure about this. I checked LoliSora's map and he had the same timing
-I don't really like the pink combo color, it's the only warm color and it's just about as bright as the light blue. Consider lowering the lumosity?
-You haven't hitsounded Easy? I deleted the easy diff because I really don't know how to do it. It's hard to blanket with a distance snap and I really don't think I could do it well.
-The aesthetics seem really weird and inconsistent in a lot of ways, tons of stuff overlaps in weird places, blankets are ehh. I'm Fixing stuff as I see it
-There are four green lines/Inherited sections that don't seem to do anything in Easy or Normal (00:18:029 00:21:559 01:00:382 01:04:971). In Hard, 00:21:559 01:00:382 01:04:971 aren't used either. Fixed
-01:17:324 to 01:25:794 - Use soft sampleset for this section? Fixed
-01:59:147 (1) - Take the clap off of the spinner and use soft sample instead. Fixed

I mostly focused on rhythm with this as I'm pretty sure that most of the object placement is going to get changed upon further modding.

[Easy:]
-From what I understand, most easy-level maps are supposed to use Distance snap for every object placement (excluding objects that are REALLY far apart on the timeline like 00:08:500 (3) and 00:09:559 (1)), you seem to only use it sporadically.

Guidelines wrote:

Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 2 beats apart and have relatively high spacing on the playfield, time-distance equality doesn’t need to be as precise.
-^ same goes for Normal (to a lesser degree though).
-You often choose to make complex rhythms instead of really regular ones that would make it much easier on newer players. Keep the changes in rhythm to a minimum too, the effect should be something like long stretches of regular rhythm, then a very intuitive transition to some other rhythm, then long stretch of regular rhythm, then intuitive transition, etc...
-Nitpick: Slider anchors off of the slider body don't really have any effect on the gameplay, but they look ugly in the editor. There are a lot of these in easy/normal. :(
Examples
00:03:206 (1)



02:03:559 (8)

  1. 00:09:559 (1) - Make the slider end land on the beat just before it, place a note where the sliderend was, and add a new combo to the note so that the rhythm matches 00:01:088 (1,1,2,3).
  2. 00:11:677 (3,4,5,6,1) - Swap this out for


    (this is to emphasize the chord progression).
  3. 00:18:029 (4) - This slider looks sharp for no reason?
  4. 00:21:559 (2,1,2,3,4,5,1,2) - Make this into



    otherwise you're missing an important sound.
  5. 00:37:441 - Add a note here and stack it with 00:36:735 (1,2) on top of 00:37:794 (1) like


  6. Fill 00:26:853 to 00:27:912 with half-beat notes and stack them on 00:28:265 (1) to make consistent, like

  7. 00:42:382 (6,1,2,3,1,2) - Change this similarly to 00:11:677 (3,4,5,6,1) like this:


  8. 00:48:382 (1,2,3) - Make the rhythm more consistent like


  9. 00:54:029 - Add a note here and stack 00:52:618 (1,2,3,4,5) with 00:54:382 (1).
  10. Why stack 01:02:853 (1) with 01:03:912 (2) and 01:05:324 (2) with 01:06:735 (3)? (And why is 01:03:912 (2) using red anchors? I can't really tell if there's anything special going on in the music to warrant this...)
  11. 01:24:735 (4) - This is a cool looking slider, and it's useful for emphasizing the change in the music. 8-)

    A lot of the same problems repeat after the break, so I'll let you try and find and fiddle with them on your own.
I think I'm just going to find a GD to be honest

[Normal:]
  1. 00:01:618 (2) - No. Out of my house. It's out of your house
  2. 00:18:029 (1) - Nice! (Though you could get rid of two of those white anchors). 8-) Thank you
  3. 00:51:206 (1,2,3) - The music kind of stops and picks back up again here, yet the rhythm you mapped is consistent? Maybe something like this would be better:



    (I centered it in the playfield to distinguish it from the rest of the patterns you had before to make it more readable). I changed it to basically the same thing
  4. 00:54:735 (1) - Why emphasize this with a cool-looking slider? I though it looked cool. It's gone now ;;;;;_;
  5. I think that 01:21:206 to 01:24:735 should be calmer to make the intense part that starts at 01:24:735 all the more palpable by contrast. I think I've fixed it
    Edits in accordance with the above idea:
  6. 01:21:206 (1) - Why is this so jagged? Just a normal curved slider would do. (Also make this one measure shorter).
  7. 01:22:265 (2,3) - Get rid of.
  8. 01:23:324 (4) - Change to single note.
  9. 01:24:029 (1,2,3,4) - Get rid of stream.
  10. 01:25:265 (2) Add slider here?
    /end suggestions for that idea
  11. 02:02:853 (1) 02:06:206 (1) 02:06:029 (1) 02:10:265 (1) 02:14:500 (1)- Guess you forgot to finish New Comboing this eh? NCs added~


[Hard:]
-I can't figure out why you're stacking certain notes over others (most of the time). You sometimes use them to indicate full-measure beats, but then you don't? Examples: 00:31:088 (1,1,1,1) versus 00:18:029 (1,1,1,1,1,1) versus 00:22:618 (1,1,1) / in 00:37:441 (1,1,1,1,1) you mix the ideas of only using New combos to indicate full-measure gaps and New Combos + stacking, what? / 00:54:559 (2,3) - why. Fixed all of this

  1. 00:21:559 (3) - Truncate this to end on the previous red tick, and then shift 00:21:912 (4) to the white tick 00:21:559 (3) previously ended on like


    Done!
  2. 00:25:618 (1)- Whistle Added
  3. 00:51:206 (3) - Remove this and move 00:51:559 (4) to red tick to emphasize really fast strumming sound. Done
  4. 01:27:559 (3) - Why the weird overlap? I thought it flowed quite well. It's removed now
  5. 01:30:559 (4) - Whistle
Done

[Ocean:]
-Dumb alternative name: Oceanother. Lmao. Sorry but no
-You've got some nice looking stuff, it's just that uh... there's no "carpet tying the room together" as they say. There's no structure; if I were to look at a measure or two of this map without seeing the rest of the map, I would think it's pretty cool, if a bit unpolished. Looking at each measure in the context of the rest of the map though, that's when the inconsistencies are stark. This is true for the rest of the set. I'm going to try and idly fix this.
I get what you're saying and I agree

-I honestly couldn't figure out your pattern of using claps...? I'm really really rEaLLy bad at hitsounding
-Countdown enabled? Other weird things:


Fixed
  1. 00:03:559 (1,2,3) - Change this to emphasize important sounds with clickable parts, and less important sounds with sliderends, like



    Done
  2. 00:15:206 (4,5) - New Combo Done
  3. 00:16:088 (2,3,4) - Whistle Done
  4. 00:21:559 (1) - Change to 1/8 reverse slider instead of 1/4 and end it on blue tick. Done
  5. 00:27:912 (4) - Change to whistle, 00:27:912 (4) - add clap, 00:28:619 (6) - clap, 00:28:971 (7,8) - remove claps and instead just increase the volume with Inherited Sections (the chord changes happen where I've indicated to put claps.) Honestly, you're a saint. I cannot hitsound so thank you for the suggestions
  6. 00:30:118 (2) - 1/8 buzz instead of 1/4, and end on blue tick. Done
  7. 00:30:382 - Add a note. Done
  8. 00:42:029 (3,4) - Add new combo and change to this for better flow (I made it a little prettier-looking by messing with rotation stuff, but meh).


    I like it!
  9. 00:42:382 (1,1,1) - Change to 1/8 buzz-sliders? Not sure about this one considering how easy it would be to miss on 1/8s. I think it would be too east to sliderbreak on
  10. 00:52:794 (4,5) - New Combo to make it more consistent with 00:42:029 (3,4). Done
  11. Put 00:55:441 (4) on top of 00:55:794 (1); there's still a pretty big distance between 00:55:088 (3)'s sliderend and the center of the screen so that the 1/1 is readable. Done
  12. 01:05:500 (4,5,6) - Add whistle, since you're apparently doing whistles for any triples/streams? Ye
  13. 01:25:265 (3) - Make into 1/8 buzz slider. Done
  14. 01:42:206 (1) - ^ Done
  15. 01:45:912 (1,2,3) - Make into this for better readability/emphasis of weak sounds with sliderends, and a strong sound with another note:


    Done
  16. 00:18:029 (1,2,1,2,1,2,1,2,1,2,1) and 01:50:853 (3,1,2,1,2,1,2,1) - Pretty. 8-) (However, for 00:18:029 (1,2,1,2,1,2,1,2,1,2,1) you might be able to slowly ratchet up the slider velocity while you increase the spacing to give a better buildup. As for 01:50:853 (3,1,2,1,2,1,2,1), since you're not trying to buildup this time, could you increase the spacing a little bit? When I played this it wasn't a smooth movement in each pair of sliders (01:51:206 (1) to 01:51:206 (2) and 01:51:912 (1) to 01:51:912 (2)): the slider velocity makes you move faster than you have to when jumping between the sliders, making it feel janky to play). Honestly, those patterns are what made me like the map enough to continue. So, thank you~
  17. 01:59:147 (1) - 1/8 buzz slider. Done



Message me if you have any questions/clarifications or want to have further conversation about your set (I'd like the in-game chat over forum-pm, but I guess if I'm not available shoot me a message and (hopefully) I'll get back to you). Mutual?
ARenaissance
M4M! :)

[General]
  1. This song is in 3/4. You have the timing set in 4/4. You can change that in the Timing setup. In the editor, press "f6." You can also navigate to it in the "File, Edit, View, ..." bar by going to Timing --> Timing setup.... There, you'll find a time signature box. Check "3/4 (waltz)" and it'll be timed properly.
  2. You'll need to add hitsounds to the whole map before it gets ranked. If you want, I can point you to a couple of resources that can help you better understand the process of adding them in. In the meantime, your hitsounds are in general a bit too loud. You can change the volume in the Audio tab of the Timing setup.
[Normal]

  1. I highly suggest that you go through and modify the map so that distance snapping is fixed, like with what you would normally do on an Easy difficulty. There are some cases where you can stray from proper distance snapping in Normal, but those are exceptions to the general rule. From the guidelines of the osu!standard ranking criteria (which you should read if you haven't already): "Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hitobjects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality doesn’t need to be as precise." A vast majority of ranked maps adhere to distance snapping for their Normal difficulties. I know it will take a lot of reworking, but if you want this to get ranked, I genuinely believe you'll have to buckle down and do this.
  2. Sometimes, you have slider ends on strong beats. An example would be 01:00:029 (1). Try to avoid these. When there's an emphasized beat, that should be matched in the map with a note that you need to hit. Something like this would be better:
[Hard]

My main qualm with the map here is with spacing. Some of your objects overlap in a way that violates general map aesthetics and makes things feel a bit claustrophobic. I'll point you to a handful examples:

  1. 00:01:088 (1,2,3) - Make it so that none of these touch each other.
  2. 00:03:206 (1,3) - Separate these two a bit more, or make (3) completely overlap into the slider end of (1).
  3. 00:07:618 (1,2,3,4,5) - Increase overlap amount: the pattern before was good.
  4. 00:37:441 (1,1) - These are very close together. Either overlap or pull them further apart. I would suggest pulling them further apart.
  5. 01:00:029 (5,1) - These could be pulled apart.
Continue throughout. I had a similar problem with this for my early maps, and I still have residual problems with it now. It'll take a bit of practice, but you'll learn to spot these with more practice.

[Ocean]

Much better quality over-all! A few nitpicks:

  1. 00:01:088 (3,2) - Objects are too close. Pull them apart a bit.
  2. 00:08:147 (1,3) - ^
  3. 00:11:324 (1) - Making this a reverse slider prohibits me from clicking on the strong downbeat. I would suggest this pattern again:
  4. 00:18:029 - Very impressive part here: I really like how you gradually increase the slider length!
  5. 00:29:677 (1,2) - Modify this so that the fast repeating slider is tapped on the downbeat (or the white-tick). It's counter-intuitive to have it on the yellow beat. This will portray the same idea more naturally:
  6. 00:41:324 (2) - New combo here
  7. 01:32:853 (1,2) - Separate these sliders a bit more.
  8. 02:15:559 (1) - I think a better idea would be putting in a finishing circle on this beat and then immediately following it up with a slider.
Good luck and keep it up! You've got a lot of good ideas going on with this map: I'd love to see you carry it all the way through to ranked.
Einja
hi from my queue o/

Ocean
hitsounds are really loud in the beginning, you should tone them down. Also, od8 is a bit high for a 4* diff, put it to 7 or something close :D


might wanna fix that

00:08:147 (1) - this slider should just be a normal curve slider
00:08:853 (3) - don't let this touch with 00:08:147 (1)
00:17:677 (5,1) - there's a small gap between these notes, so i wouldn't stack these if i were you
00:25:618 (8) - nc here?
00:27:206 (2,3,4,5,6,7,8) - these should be 1/2 sliders tbh
00:28:265 (5) - nc?
00:58:618 (1) - no nc pls
01:20:853 (1,1,1) - make these jumps
01:33:912 (3) - stack this evenly with 01:33:206 (2)
01:39:559 (1,2) - space these out slightly away from each other
02:08:500 (1,1) - ^
Topic Starter
Catt

Einja wrote:

hi from my queue o/

Ocean
hitsounds are really loud in the beginning, you should tone them down. Also, od8 is a bit high for a 4* diff, put it to 7 or something close :D Fixed both of these


might wanna fix that
Fixed in the newest version in pretty sure
00:08:147 (1) - this slider should just be a normal curve slider Fixed this
00:08:853 (3) - don't let this touch with 00:08:147 (1) What do you mean?
00:17:677 (5,1) - there's a small gap between these notes, so i wouldn't stack these if i were you The stack is to emphasis the lack of sound through the lack of movement
00:25:618 (8) - nc here? Fixed
00:27:206 (2,3,4,5,6,7,8) - these should be 1/2 sliders tbh Maybe, I'll test some stuff
00:28:265 (5) - nc? Fixed
00:58:618 (1) - no nc pls Fixed
01:20:853 (1,1,1) - make these jumps Fixed
01:33:912 (3) - stack this evenly with 01:33:206 (2) Done
01:39:559 (1,2) - space these out slightly away from each other Done
02:08:500 (1,1) - ^ Fixed
Topic Starter
Catt

ARenaissance wrote:

M4M! :)

[General]
  1. This song is in 3/4. You have the timing set in 4/4. You can change that in the Timing setup. In the editor, press "f6." You can also navigate to it in the "File, Edit, View, ..." bar by going to Timing --> Timing setup.... There, you'll find a time signature box. Check "3/4 (waltz)" and it'll be timed properly.
  2. You'll need to add hitsounds to the whole map before it gets ranked. If you want, I can point you to a couple of resources that can help you better understand the process of adding them in. In the meantime, your hitsounds are in general a bit too loud. You can change the volume in the Audio tab of the Timing setup. Fixed both
[Normal]

  1. I highly suggest that you go through and modify the map so that distance snapping is fixed, like with what you would normally do on an Easy difficulty. There are some cases where you can stray from proper distance snapping in Normal, but those are exceptions to the general rule. From the guidelines of the osu!standard ranking criteria (which you should read if you haven't already): "Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hitobjects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality doesn’t need to be as precise." A vast majority of ranked maps adhere to distance snapping for their Normal difficulties. I know it will take a lot of reworking, but if you want this to get ranked, I genuinely believe you'll have to buckle down and do this.
  2. Sometimes, you have slider ends on strong beats. An example would be 01:00:029 (1). Try to avoid these. When there's an emphasized beat, that should be matched in the map with a note that you need to hit. Something like this would be better:


    I think I'm just going to rework the Normal diff completely. I'm really struggling with lower diffs at the moment. I'm kind of hoping I can find an Easy and Normal GD because I'm not really sure I know how to do them well at all. The lower diffs are sucking my creativity out and ugh. I hate them.
[Hard]

My main qualm with the map here is with spacing. Some of your objects overlap in a way that violates general map aesthetics and makes things feel a bit claustrophobic. I'll point you to a handful examples:

  1. 00:01:088 (1,2,3) - Make it so that none of these touch each other.
  2. 00:03:206 (1,3) - Separate these two a bit more, or make (3) completely overlap into the slider end of (1).
  3. 00:07:618 (1,2,3,4,5) - Increase overlap amount: the pattern before was good.
  4. 00:37:441 (1,1) - These are very close together. Either overlap or pull them further apart. I would suggest pulling them further apart.
  5. 01:00:029 (5,1) - These could be pulled apart.
Continue throughout. I had a similar problem with this for my early maps, and I still have residual problems with it now. It'll take a bit of practice, but you'll learn to spot these with more practice. Again, I'm having a massive problem with lower diffs. I'm going to rework them based on your advice and the advice of others though

[Ocean]

Much better quality over-all! A few nitpicks:

  1. 00:01:088 (3,2) - Objects are too close. Pull them apart a bit. Done
  2. 00:08:147 (1,3) - ^ Fixed
  3. 00:11:324 (1) - Making this a reverse slider prohibits me from clicking on the strong downbeat. I would suggest this pattern again:
    Fixed this
  4. 00:18:029 - Very impressive part here: I really like how you gradually increase the slider length! Thank you!
  5. 00:29:677 (1,2) - Modify this so that the fast repeating slider is tapped on the downbeat (or the white-tick). It's counter-intuitive to have it on the yellow beat. This will portray the same idea more naturally:

    I moved the slider end to the blue tick and moved the buzz slider onto the white tick. I don't think leaving a 1/8 gap would be intuative as it wolud be the only 1/8 gap in to intire map
  6. 00:41:324 (2) - New combo here Done
  7. 01:32:853 (1,2) - Separate these sliders a bit more.
  8. 02:15:559 (1) - I think a better idea would be putting in a finishing circle on this beat and then immediately following it up with a slider.There's no strong enough sound on the blue tick for this
Good luck and keep it up! You've got a lot of good ideas going on with this map: I'd love to see you carry it all the way through to ranked. Thank you!
niyuji
Hi. From my queue.

You should add some more tags.

[Ocean]
00:00:647 - it's better to use it on certain objects like 00:00:735 (1) -
You place new combos too often. Try to split it into bars because this song is 3/4 you should consider putting nc 00:01:088 (3) - 00:02:147 (1) - 00:03:206 (2) - 00:04:265 (1) - . Others should be removed.
00:00:735 (1,2,3) - You should pick a spacing you want to use and continue doing that because atm it's inconsistent and really confusing when playing. You could try something like this:

00:06:559 (4,2) - slider overlaps and it visually looks bad. Try to move 00:07:088 (2) - somewhere to the left a little
00:10:618 (1,1,1) - whe ncs here?
00:26:500 (1,2) - looks bad. Try to create a blanket here

00:36:735 (1,2,3,1,1) - after 00:36:735 (1,2,3) - suddenly you use small spacing. Do big instead because it's confusing.
00:44:500 (3,1) - same overlaps. Avoid please.
01:24:029 (2,1) - check blankets again. Make sure they're perfect.
01:34:265 (1,1,2) - Bad choice here. First it's overlapping, second it's bad blanketed.

I don't want to repeat myself all over. My discernment applys to all your diffs.
Recheck your visuals (blankets, slider shapes), new combo placements and flow. Flow should be either as smooth as possible or sharp and snapable. Try to copy paste your sliders when you feel like using them again. Don't draw them again. It will be quicker and better.

Good luck
BanchoBot
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