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toby fox - sans. [Osu|CatchTheBeat]

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AnneKitsune
Easy
I don't see anything wrong here. Great job!
Normal
Not a lot of stuff to say.
Sometimes, the slider head is not in perfect sync with the actual sound, but its just by a very small margin.
Hard
Nothing much to say here.

Basically, this map is really standard and aims to be easy for beginners. It does reach this goal pretty well.
The only thing I see that could be improved at this point is the aesthetics of some sliders.
Some of them are not inclined, like here 00:31:875 (3) - and here 00:21:093 (2) - and here 00:39:375 (1) -
Its just a question of preference, but most people prefer when they are like this 00:14:531 (5) -
- Frontier -
from q

[General]
  1. You could add "sans the skeleton, frisk, character" in tags as this map does.
  2. Adding custom soft-hitclap in this map may great. Using default soft-hitclap here seems not fit with the song.
  3. Tick out "Widescreen Support" since your map has no storyboard.
  4. I think countdown is unnecessary so maybe you should tick out enable countdown too.

[Easy]
  1. Looks like Distance Snap in this diff isn't consistent. (I'm not sure what actual DS here is T_T) You should fix DS here.
  2. Maybe change CS to 2? CS in Normal is 3 and Hard is 4.
[Normal]
  1. Seems like SV in Normal is faster than Hard. You should avoid this.
  2. 00:00:468 (2,3) - not perfectly blanket. Maybe move (2) to x:191 y:163.
  3. 00:10:078 (1,2) - ^, also in (2) and (3)
  4. 00:12:890 (4,1) - ^
  5. 00:35:390 (4,1) - ^
[Hard]
  1. AR8 is kinda fast for this kind of song. Maybe reduce to AR7?
Sorry for a very bad mod T_T.
GL~
Topic Starter
-Keitaro

dankmemes5577 wrote:

Easy
I don't see anything wrong here. Great job!
Normal
Not a lot of stuff to say.
Sometimes, the slider head is not in perfect sync with the actual sound, but its just by a very small margin.
Hard
Nothing much to say here.

Basically, this map is really standard and aims to be easy for beginners. It does reach this goal pretty well.
The only thing I see that could be improved at this point is the aesthetics of some sliders. nopee it seems fine, be more spesific plz
Some of them are not inclined, like here 00:31:875 (3) - and here 00:21:093 (2) - and here 00:39:375 (1) - no, they look pretty good, just see the pattern, etc
Its just a question of preference, but most people prefer when they are like this 00:14:531 (5) - not really.
sorry no kds

- Frontier - wrote:

from q

[General]
  1. You could add "sans the skeleton, frisk, character" in tags as this map does. thanks for that!
    Applied~
  2. Adding custom soft-hitclap in this map may great. Using default soft-hitclap here seems not fit with the song. Added now, this hitsound seems syncs with the song.
  3. Tick out "Widescreen Support" since your map has no storyboard. oh whoops! I didn't really check about that, thanks for reminding~
  4. I think countdown is unnecessary so maybe you should tick out enable countdown too. ok disabled

[Easy]
  1. Looks like Distance Snap in this diff isn't consistent. (I'm not sure what actual DS here is T_T) You should fix DS here. :thinking:
  2. Maybe change CS to 2? CS in Normal is 3 and Hard is 4. Too big
[Normal]
  1. Seems like SV in Normal is faster than Hard. You should avoid this. why does everyone complaining this ;-; Its still acceptable
  2. 00:00:468 (2,3) - not perfectly blanket. Maybe move (2) to x:191 y:163.
  3. 00:10:078 (1,2) - ^, also in (2) and (3) nope, its blanket perfectly
  4. 00:12:890 (4,1) - ^
  5. 00:35:390 (4,1) - ^
[Hard]
  1. AR8 is kinda fast for this kind of song. Maybe reduce to AR7? The jump would look bad
Sorry for a very bad mod T_T. its helpful enough ^^
GL~ thx!
Thanks for the mod~
Cris-
M4M from your queue (t/579508)

Remember mod my map: https://osu.ppy.sh/s/580549

Normal
  1. Reduce AR to 5 please
  2. 00:01:875 (1,2) - Separate this, actually is very close together
  3. 00:08:437 (5) - Move this a bit up, actually is offscreen
  4. 00:14:062 (4,5,1) - Make this part how this > 00:39:375 (1,2,3)
  5. 00:23:437 (3) - Make this more circular
  6. 00:29:062 (3) - Set the tail directly to the next circle
  7. 00:33:750 (1) - Ugly slider, please change this
  8. 00:43:125 (4) - Closed jump, please make this more open

Hard
  1. 00:17:109 (2,3) - Closed jump
  2. 00:18:281 (5,6,7) - Consider stack this
  3. 00:18:750 (1,2) - Stack
  4. 00:19:687 (4) - Why this ends in 1/8? End this at 00:20:039
  5. 00:21:328 (4,5,6) - Closed jump
  6. 00:25:781 (5,1) - Move this further
  7. 00:27:187 (4,5) - Fix blanket
  8. 00:28:593 (3) - Set this at x:244 y:352
  9. 00:28:828 (4) - ^ x:328 y:320
  10. 00:42:187 (3) - End this at 00:42:539

Good job with this mapset :D
Good luck!~
Topic Starter
-Keitaro

Cris_1 wrote:

M4M from your queue (t/579508)

Remember mod my map: https://osu.ppy.sh/s/580549

Normal
  1. Reduce AR to 5 please ok decrase again, this time is now fixed, due to Normal wiki
  2. 00:01:875 (1,2) - Separate this, actually is very close together Since its a slider, Its fine, its not breaking DS through
  3. 00:08:437 (5) - Move this a bit up, actually is offscreen It doesnt even touch the scorebar
  4. 00:14:062 (4,5,1) - Make this part how this > 00:39:375 (1,2,3) No, they not sounds the same
  5. 00:23:437 (3) - Make this more circular ok
  6. 00:29:062 (3) - Set the tail directly to the next circle No, DS
  7. 00:33:750 (1) - Ugly slider, please change this noo, others will ruin other sliders/circle. And using Red anchor only is not really good here.. And I try to blanket it too (and that is a Gero-ish slider either :p)
  8. 00:43:125 (4) - Closed jump, please make this more open I'm not really sure about this.. Coz its still a 1/1 gap and seems good here. NC instead

Hard
  1. 00:17:109 (2,3) - Closed jump It should be fine, since placing it others will ruin the pattern.
  2. 00:18:281 (5,6,7) - Consider stack this A no would be better
  3. 00:18:750 (1,2) - Stack nooo plz no anti jump
  4. 00:19:687 (4) - Why this ends in 1/8? End this at 00:20:039 If you listen with 50& speed, it ends with 1/8 or maybe 1/16
  5. 00:21:328 (4,5,6) - Closed jump Same as above
  6. 00:25:781 (5,1) - Move this further ok
  7. 00:27:187 (4,5) - Fix blanket It just feels kinda weird becouse of the spacing, but that blanket is good imo
  8. 00:28:593 (3) - Set this at x:244 y:352 Good idea
  9. 00:28:828 (4) - ^ x:328 y:320 ok and some modification
  10. 00:42:187 (3) - End this at 00:42:539 Same as above

Good job with this mapset :D thx~
Good luck!~
thanks for the mod~
Misery
Hi! From the OSUWOT modq. Sorry for late, irl matters kicked me atm. A bit concerned about combo color blending on the background, but I think it's fine. The map is already very, very polished so I don't think I need to discuss more stuff.

Easy
-00:15:000 (5) - NC?

Normal
-00:07:968 (4) - NC?
-00:30:000 (5) - NC?

Hard
-00:16:875 (1) - would be cool if this circle goes exactly the same to the path of circle 3 and slider 4 so... move a bit lower? (12 pixels lower I suggest). Example: 00:20:625 (1,2,3,4,5,6)
-00:40:078 (4) - is fine if this slider curves upwards

I don't think I could say anything more bc this is good already. Good luck! :) (also hs 40% is better imo)
Topic Starter
-Keitaro

[- Mizki -] wrote:

Hi! From the OSUWOT modq. Sorry for late, irl matters kicked me atm. A bit concerned about combo color blending on the background, but I think it's fine. The map is already very, very polished so I don't think I need to discuss more stuff.

Easy
-00:15:000 (5) - NC?

Normal
-00:07:968 (4) - NC?
-00:30:000 (5) - NC?

Hard
-00:16:875 (1) - would be cool if this circle goes exactly the same to the path of circle 3 and slider 4 so... move a bit lower? (12 pixels lower I suggest). Example: 00:20:625 (1,2,3,4,5,6)
-00:40:078 (4) - is fine if this slider curves upwards

I don't think I could say anything more bc this is good already. Good luck! :) (also hs 40% is better imo) noo too low
ok fixed all~
thx btw~
Aniviuh
From #modreq chat

I recommend either using ctrl 1 for tiny grid size or turning off grid snapping because some spacings are a bit awkard, just one i'm looking at now
00:02:343 (3)
Easy
There should be a green line in the beginning?
00:15:000 (1) - Blanket is slightly off. (Near the beggining to close and at the end a bit wider.)
00:17:812 (4,1) - Blanket is slightly off.
00:40:312 (4,1) - Fixing the grid snapping would fix this blanket.

Normal:

00:11:250 (1,2,3) - *Optional* The sliders here should be different, like this combo 00:03:750 (1,2,3)
00:28:593 (2,3) - Why is this so different from this? 00:06:093 (1,2,3).


This is a fine map, but it's important to stay consistent with aspects you start off with to be repeated later on in the song. Especially of the song rhythmically doesn't change.

Hope this helps!
Map I'm working on if you are interested: t/536476
Topic Starter
-Keitaro

ViolentBoo wrote:

From #modreq chat

I recommend either using ctrl 1 for tiny grid size or turning off grid snapping because some spacings are a bit awkard, just one i'm looking at now
00:02:343 (3)
Easy
There should be a green line in the beginning? nope
00:15:000 (1) - Blanket is slightly off. (Near the beggining to close and at the end a bit wider.)
00:17:812 (4,1) - Blanket is slightly off.
00:40:312 (4,1) - Fixing the grid snapping would fix this blanket.

Normal:

00:11:250 (1,2,3) - *Optional* The sliders here should be different, like this combo 00:03:750 (1,2,3) nah, I prefer the original one, saving more space
00:28:593 (2,3) - Why is this so different from this? 00:06:093 (1,2,3). Fore some reason, I made some parts different so its not boring, new players should learn how to learn new pattern when they're in the middle of the map.


This is a fine map, but it's important to stay consistent with aspects you start off with to be repeated later on in the song. Especially of the song rhythmically doesn't change. same as above tho

Hope this helps!
Map I'm working on if you are interested: t/536476
thx for the mod~
Fixed all except the red thingy
Weedy
short map for short map m4m go mod this https://osu.ppy.sh/s/593336

note:
numberhere|numberhere is a coordinate
find a note's coordinate on the top right, next to distance snap (it's in yellow

general
check your offset im pretty sure it's like -10

easy
00:00:000 (1) - maybe relax this curve a little https://osu.ppy.sh/ss/7846199
00:00:937 (2) - why not just make this just a straight slider? either remove the red node or make the angle a little more obvious is what i'd do ¯\_(ツ)_/¯
00:02:812 (4,1) - blanket nazi ♥
00:11:250 (1) - would be better if you flipped this horizontally for sound change & motion emphasis https://osu.ppy.sh/ss/7846213
00:14:062 (4,1) - blanket nazi ♥
00:17:812 (4,1) - see above
00:16:406 (2,3) - i'd shift these a little more up to make the slider flow break more emphasized
00:20:625 (3,4) - make these parallel?
00:30:000 (1) - relax this angle a little bit, you've mostly used curves and wide angles. https://osu.ppy.sh/ss/7846239 weird image but i hope you get what im saying
00:36:562 (4) - why not just copy paste 00:35:625 (3) - like you've done previously?
00:37:500 (1) - for this section, i'd change the rhythm a little bit because the bass line changes. maybe have the rhythm be just 00:37:500 (1,2) - until the spinner or something, it makes for a less boring experience if there's a little variation <3

normal
00:00:000 (1) - would move to around 90|19 coordinate for more intended slider flow
00:03:281 (5,1) - maybe make (5) curvier so it blankets with (1) better
00:07:031 (3) - feels weird not being able to click a downbeat in a normal ¯\_(ツ)_/¯
00:10:078 (2,3) - nice blanket kek, would change (3) so it doesnt look like failed blanket
00:17:812 (3,1) - blanket nazi ♥
00:20:625 (1,2) - this aesthetic could be better imo, you just need to shift (1) down-left to about 119:198 but then your ds is ruined :think:
00:20:625 (1,2,3,4) - emphasis is a little lower than i'd like, perhaps change flow more to show that you're prioritizing the chiptune synth over the bassline?
00:32:343 (2,3) - i personally dont like this type of blanket very much but eh
00:30:937 (3,4,1) - fix distance snap please
00:42:187 (3,1) - spacing is kinda misleading but eh

hard
00:03:750 (1,2) - blanket nazi ♥
00:14:062 (1,2,3,4,1) - why is there such a big spacing between (1) and (2), the chiptune synth doesn't really represent that
00:12:890 (4,1,2,3,4,1,2,3,4,1) - monstrata found :eyes:
00:16:640 (5,1,2,3) - clean this half-xegon up
00:18:281 (5,6,7) - this triple is barely on anything, a reverse slider'd work better here imo
00:19:687 (4,5) - why didnt you use this rhythm more at the start
00:21:562 (5,6,7,8) - wide jumps are bad for newer players imo, too much horizontal movement
00:25:312 - rip sound
00:31:406 (1,2,3,1) - move the second (1) more to around 153|75 for aesthetic
00:42:656 (4) - would flip this on the y axis instead https://osu.ppy.sh/ss/7846385
00:44:765 (8) - why not place at 121|17 instead?
Topic Starter
-Keitaro

[[Pika]] wrote:

short map for short map m4m go mod this https://osu.ppy.sh/s/593336

note:
numberhere|numberhere is a coordinate
find a note's coordinate on the top right, next to distance snap (it's in yellow

general
check your offset im pretty sure it's like -10

easy
00:00:000 (1) - maybe relax this curve a little https://osu.ppy.sh/ss/7846199
00:00:937 (2) - why not just make this just a straight slider? either remove the red node or make the angle a little more obvious is what i'd do ¯\_(ツ)_/¯
00:02:812 (4,1) - blanket nazi ♥
00:11:250 (1) - would be better if you flipped this horizontally for sound change & motion emphasis https://osu.ppy.sh/ss/7846213
00:14:062 (4,1) - blanket nazi ♥
00:17:812 (4,1) - see above What? flip horizontally? nono, it will overlap with 00:17:812 (4) - and doesn't flow good
00:16:406 (2,3) - i'd shift these a little more up to make the slider flow break more emphasized Example plz? I need to keep the DS consistent tho
00:20:625 (3,4) - make these parallel? good eye tho
00:30:000 (1) - relax this angle a little bit, you've mostly used curves and wide angles. https://osu.ppy.sh/ss/7846239 weird image but i hope you get what im saying Curve instead :3
00:36:562 (4) - why not just copy paste 00:35:625 (3) - like you've done previously? I do prefer the original one, but changed a bit
00:37:500 (1) - for this section, i'd change the rhythm a little bit because the bass line changes. maybe have the rhythm be just 00:37:500 (1,2) - until the spinner or something, it makes for a less boring experience if there's a little variation <3 I dont sure about this tho, through its not really boring for an easy diff, also, changing them might ruin everything, including SR, so I still want to keep them

normal
00:00:000 (1) - would move to around 90|19 coordinate for more intended slider flow DS :/
00:03:281 (5,1) - maybe make (5) curvier so it blankets with (1) better
00:07:031 (3) - feels weird not being able to click a downbeat in a normal ¯\_(ツ)_/¯
00:10:078 (2,3) - nice blanket kek, would change (3) so it doesnt look like failed blanket
00:17:812 (3,1) - blanket nazi ♥
00:20:625 (1,2) - this aesthetic could be better imo, you just need to shift (1) down-left to about 119:198 but then your ds is ruined :think: found another way :3
00:20:625 (1,2,3,4) - emphasis is a little lower than i'd like, perhaps change flow more to show that you're prioritizing the chiptune synth over the bassline? Due to ^ I changed 00:20:625 (1,2) - tho, should be fine now imo
00:32:343 (2,3) - i personally dont like this type of blanket very much but eh ¯\_(ツ)_/¯
00:30:937 (3,4,1) - fix distance snap please
00:42:187 (3,1) - spacing is kinda misleading but eh ¯\_(ツ)_/¯

hard
00:03:750 (1,2) - blanket nazi ♥
00:14:062 (1,2,3,4,1) - why is there such a big spacing between (1) and (2), the chiptune synth doesn't really represent that I want to keep the SR to 3*, so I made them a bit chill, through they have the same instrument, so its fine to do that imo
00:12:890 (4,1,2,3,4,1,2,3,4,1) - monstrata found :eyes:
00:16:640 (5,1,2,3) - clean this half-xegon up
00:18:281 (5,6,7) - this triple is barely on anything, a reverse slider'd work better here imo nooo
00:19:687 (4,5) - why didnt you use this rhythm more at the start wdym?
00:21:562 (5,6,7,8) - wide jumps are bad for newer players imo, too much horizontal movement not really tho, its a chill jump, 128BPM with 1/2 jump is still chill.
00:25:312 - rip sound lol, but already sounded with hitsound tho
00:31:406 (1,2,3,1) - move the second (1) more to around 153|75 for aesthetic
00:42:656 (4) - would flip this on the y axis instead https://osu.ppy.sh/ss/7846385
00:44:765 (8) - why not place at 121|17 instead? gud idea
thx for the mod~

Pika wrote:

monstrata found :eyes:
Wikozo
Easy

In 00:00:703 add circle and will be cool.
do kiai :)

Normal

In 00:20:390 add circle bcs there is a clear sound
do kiai :)

Hard

00:40:898 (6) - remove bcs there is no clear sound in this moment
do kiai :)
_______________________________________________________________________

Generally do kiai in this moment (00:22:500) to this moment (00:45:000) in every diff :) Good map bro B)
Topic Starter
-Keitaro

Wikozo wrote:

Easy

In 00:00:703 add circle and will be cool. Noo its easy I dont want a 1/2
do kiai :)

Normal

In 00:20:390 add circle bcs there is a clear sound No there isn't
do kiai :)

Hard

00:40:898 (6) - remove bcs there is no clear sound in this moment There is a sound there
do kiai :)
_______________________________________________________________________

Generally do kiai in this moment (00:22:500) to this moment (00:45:000) in every diff :) Good map bro B) nope, it has the same sound with before that part, so no kiai.
Im sorry rejected all.
Rizen
Easy
  1. 00:11:250 (1) - remove finish? doesn't really fit when finish was used recently at 00:06:562 (4) - . orr consider moving the finish to the slider head at 00:15:000 (1) - (don't forget to whistle because of that bell sound)
  2. 00:15:000 (1) - clap at slider end?
  3. 00:33:750 (1) - finish is a bit excessive since you used it again at 00:37:500 (1) -
  4. 00:41:250 (1) - remove finish for consistency with 00:18:750 (1) - ?
  5. need to be careful with DS. even though it's on, it can still cause aesthetics issues such as at 00:26:250 (1,2,3) - when the DS is at their extremities
  6. overall, look out with your finish usage as it is a bit inconsistent considering the song just loops itself twice
Normal
  1. consider revising the hitsounds here... they're a bit of a mess compared to the other two diffs
  2. 00:02:343 (2) - move this a little higher to give more visual spacing with 00:01:875 (1) - ?
  3. 00:05:625 (5,1) - consider ctrl+g the rhythm so it's circle then slider? this is due to me thinking the red tick should be clickable
  4. 00:06:328 (2,4) - consider reworking the pattern here so this overlap doesn't happen since it looks rather awkwardly placed
  5. 00:28:359 (1,2,3) - perhaps a 1/2 slider, 1/1 slider then circle would work better, similar to what you did at 00:05:859 (1,2,3) - . that held instrument at 00:28:827 - should be mapped with a 1/1 slider imo
  6. 00:39:375 (1,2,3) - keep visual spacing between the sliders the same?
Hard
  1. 00:10:078 (7) - forgot to hitsound this slider tick
  2. 00:22:265 (4,1) - reposition circle 4 so there is spacing emphasis to sldier 1? slider 1 is on a rather prominent large white tick so spacing emphasis for it would be nice
  3. 00:28:828 (4,5) - DS, maybe move slider 5 a bit so DS between the two is 1.2x
  4. 00:32:578 (3,4,1) - keep DS between the objects the same would be better imo, no reason to decrease it to circle 1
  5. 00:43:593 (3,4) - doesn't make sense to space circle 4 this far out imo, that sound intensity is basically the same as 00:43:359 (2,3) - which has smaller spacing. would make more sense to space circle 5 and/or circle 6 more
gl
Topic Starter
-Keitaro

Rizen wrote:

Easy
  1. 00:11:250 (1) - remove finish? doesn't really fit when finish was used recently at 00:06:562 (4) - . orr consider moving the finish to the slider head at 00:15:000 (1) - (don't forget to whistle because of that bell sound)
  2. 00:15:000 (1) - clap at slider end?
  3. 00:33:750 (1) - finish is a bit excessive since you used it again at 00:37:500 (1) -
  4. 00:41:250 (1) - remove finish for consistency with 00:18:750 (1) - ?
  5. need to be careful with DS. even though it's on, it can still cause aesthetics issues such as at 00:26:250 (1,2,3) - when the DS is at their extremities
  6. overall, look out with your finish usage as it is a bit inconsistent considering the song just loops itself twice
Normal
  1. consider revising the hitsounds here... they're a bit of a mess compared to the other two diffs
  2. 00:02:343 (2) - move this a little higher to give more visual spacing with 00:01:875 (1) - ?
  3. 00:05:625 (5,1) - consider ctrl+g the rhythm so it's circle then slider? this is due to me thinking the red tick should be clickable
  4. 00:06:328 (2,4) - consider reworking the pattern here so this overlap doesn't happen since it looks rather awkwardly placed
  5. 00:28:359 (1,2,3) - perhaps a 1/2 slider, 1/1 slider then circle would work better, similar to what you did at 00:05:859 (1,2,3) - . that held instrument at 00:28:827 - should be mapped with a 1/1 slider imo
  6. 00:39:375 (1,2,3) - keep visual spacing between the sliders the same?
Hard
  1. 00:10:078 (7) - forgot to hitsound this slider tick
  2. 00:22:265 (4,1) - reposition circle 4 so there is spacing emphasis to sldier 1? slider 1 is on a rather prominent large white tick so spacing emphasis for it would be nice
  3. 00:28:828 (4,5) - DS, maybe move slider 5 a bit so DS between the two is 1.2x
  4. 00:32:578 (3,4,1) - keep DS between the objects the same would be better imo, no reason to decrease it to circle 1
  5. 00:43:593 (3,4) - doesn't make sense to space circle 4 this far out imo, that sound intensity is basically the same as 00:43:359 (2,3) - which has smaller spacing. would make more sense to space circle 5 and/or circle 6 more
gl
Applied all~
thanks for the mod!
Incomp
Hey there. From #modreqs.

[Hard]
00:14:062 (1,2) - I don't think this jump is justified by the song.

[Normal]
00:32:812 (3) - This slider isn't a perfect blanket, and it doesn't lead to 00:33:515 (4) - properly.

[Easy]
I couldn't find anything wrong with this diff.

This map is obviously heavily polished, and that's good. This short mod is either proof of that or the fact that I'm not good enough at mapping to find issues with maps of this quality. If you don't find any of my two critiques useful, don't give me kudosu.

Better get ranked soon.
Topic Starter
-Keitaro

Incomp wrote:

Hey there. From #modreqs.

[Hard]
00:14:062 (1,2) - I don't think this jump is justified by the song.

[Normal]
00:32:812 (3) - This slider isn't a perfect blanket, and it doesn't lead to 00:33:515 (4) - properly.

[Easy]
I couldn't find anything wrong with this diff.

This map is obviously heavily polished, and that's good. Thank you >///< This short mod is either proof of that or the fact that I'm not good enough at mapping to find issues with maps of this quality. If you don't find any of my two critiques useful, don't give me kudosu.

Better get ranked soon.
Thanks for the mod, applied all~
CucumberCuc
Hi
M4M

[Easy]
00:00:937 (2,3) are close
00:05:156 (2,3) 1 times right
00:08:437 (2,3) start slider 1 times up, circle 1 times down
00:16:875 (3) end slider 1 times up
00:24:375 (3) 1 times down
00:31:873 (3) 1 times up

[Normal]
00:02:343 (2,3) are close
00:04:687 (3,4) ^
00:07:968 (3) 2 times left
00:09:140 (3) 1 times right
00:14:531 (5) slider end ^
00:26:953 (2) 1 times left
00:27:890 (4,5) are close
00:28:828 (2) 1 times left and end slider 1 times up
00:34:687 (3,4) are close
00:37:500 (1,2) slightly far
00:42:890 put circle

[Hard]
00:09:843 (6,7) slightly far
00:11:953 (2) 1 times right
00:16:640 (5,1,3,4) maybe 5,1 and 3,4 stack?
00:19:687 (4,5) are close
00:23:203 (2) 1 times left
00:42:187 (3,4) are close
Topic Starter
-Keitaro

CucumberCuc wrote:

Hi
M4M

[Easy]
00:00:937 (2,3) are close ?
00:05:156 (2,3) 1 times right break ds
00:08:437 (2,3) start slider 1 times up, circle 1 times down no for de circle
00:16:875 (3) end slider 1 times up
00:24:375 (3) 1 times down
00:31:873 (3) 1 times up

[Normal]
00:02:343 (2,3) are close ???
00:04:687 (3,4) ^ ^
00:07:968 (3) 2 times left
00:09:140 (3) 1 times right nah
00:14:531 (5) slider end ^ breaks aesthetic
00:26:953 (2) 1 times left breaks stack
00:27:890 (4,5) are close ???
00:28:828 (2) 1 times left and end slider 1 times up no, breaks DS :<
00:34:687 (3,4) are close ???
00:37:500 (1,2) slightly far
00:42:890 put circle No for jump

[Hard]
00:09:843 (6,7) slightly far its stacked so its ok
00:11:953 (2) 1 times right breaks DS
00:16:640 (5,1,3,4) maybe 5,1 and 3,4 stack? Im trying to make a triangle here :^)
00:19:687 (4,5) are close 1/8 so fine
00:23:203 (2) 1 times left
00:42:187 (3,4) are close saem as above.
lul nazi mod.
well thx through!
Macanache
Hello!
I am from #modreqs and we agreed to a M4M(my map: https://osu.ppy.sh/s/606814)

I am new to modding so don't expect much from me. Im just going to give my own opinion.

Easy and Normal look perfect.

[Hard]
00:07:031 (4,5,6,1) - Check the distance snapping. 00:07:968 (5,6,1) - are not equal.

00:19:687 (4,5) - Are you sure about this? Seems a little awkward to me.

00:24:140 (4,1,2) - Don't look equal.

00:42:187 (3,4) - again.

00:07:968 (5) - NC. 00:08:437 (1) - Remove NC. 00:08:906 (2) - NC.
Topic Starter
-Keitaro

Macanache wrote:

Hello!
I am from #modreqs and we agreed to a M4M(my map: https://osu.ppy.sh/s/606814)

I am new to modding so don't expect much from me. Im just going to give my own opinion.

Easy and Normal look perfect.

[Hard]
00:07:031 (4,5,6,1) - Check the distance snapping. 00:07:968 (5,6,1) - are not equal. okay

00:19:687 (4,5) - Are you sure about this? Seems a little awkward to me. its fineeee

00:24:140 (4,1,2) - Don't look equal. okay

00:42:187 (3,4) - again. same

00:07:968 (5) - NC. 00:08:437 (1) - Remove NC. 00:08:906 (2) - NC. nah
thx for the mod~
MBomb
gd as promised with hitsounds

a
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,468.75,4,2,2,65,1,0


[Colours]
Combo1 : 18,124,255
Combo2 : 0,128,192

[HitObjects]
16,192,0,5,12,0:0:0:0:
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464,192,937,1,2,0:0:0:0:
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280,192,1875,5,2,0:0:0:0:
72,192,2109,2,0,L|192:192,1,100
304,192,2578,1,0,0:0:0:0:
192,192,2812,1,0,0:0:0:0:
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16,192,3750,5,8,0:0:0:0:
288,192,4218,2,0,L|392:192,1,100,2|0,0:0|0:0,0:0:0:0:
176,192,4687,1,2,0:0:0:0:
400,192,5156,2,0,L|264:192,1,100
168,192,5625,5,2,0:0:0:0:
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392,192,6328,2,0,L|496:192,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
184,192,7031,2,0,L|64:192,1,100,2|0,0:0|0:0,0:0:0:0:
392,192,7500,5,8,0:0:0:0:
128,192,7968,2,0,L|256:192,1,100,2|0,0:0|0:0,0:0:0:0:
440,192,8437,1,2,0:0:0:0:
228,192,8906,2,0,L|92:192,1,100,0|0,0:0|0:0,0:0:0:0:
336,192,9375,5,2,0:0:0:0:
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352,192,10078,2,0,P|376:152|320:152,1,100,2|0,0:0|0:0,0:0:0:0:
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280,192,12187,1,2,0:0:0:0:
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96,192,15000,5,8,0:0:0:0:
368,192,15468,2,0,L|232:192,1,100,2|0,0:0|0:0,0:0:0:0:
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280,192,16406,2,0,L|136:192,1,100,0|0,0:0|0:0,0:0:0:0:
392,192,16875,5,2,0:0:0:0:
88,192,17109,2,0,P|32:176|16:128,1,100,2|0,0:0|0:0,0:0:0:0:
224,192,17578,2,0,L|96:152,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
336,192,18281,2,0,L|408:192,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
24,192,18750,5,8,0:0:0:0:
224,192,19218,2,0,L|104:192,1,100,2|0,0:0|0:0,0:0:0:0:
336,192,19687,1,2,0:0:0:0:
124,192,20156,2,0,L|252:192,1,100,0|0,0:0|0:0,0:0:0:0:
432,192,20625,5,2,0:0:0:0:
136,192,20859,2,0,L|16:192,2,100,2|2|0,0:0|0:0|0:0,0:0:0:0:
344,192,21562,1,2,0:0:0:0:
136,192,21796,1,0,0:0:0:0:
256,192,22031,1,2,0:0:0:0:
48,192,22265,1,0,0:0:0:0:
352,192,22500,5,12,0:0:0:0:
120,192,22968,2,0,L|8:192,1,100,2|0,0:0|0:0,0:0:0:0:
232,192,23437,1,2,0:0:0:0:
432,192,23906,2,0,P|496:152|480:120,1,100,0|0,0:0|0:0,0:0:0:0:
360,192,24375,5,2,0:0:0:0:
152,192,24609,2,0,L|48:192,1,100,0|0,0:0|0:0,0:0:0:0:
168,192,25078,1,0,0:0:0:0:
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Topic Starter
-Keitaro

- Magic Bomb - wrote:

gd as promised with hitsounds
Added~
Thanks for the GD!
Hollow Delta
From #modreqs doing m4m

General
The 2 combo colors are too similar to rank. I suggest blue and white instead. There is no kiai so it should be fine.
For the std diffs every soft finish should be slightly quieter. They stick out way too much considering the calm nature of the song.

Easy
00:00:937 (2) - Considering the simplicity of your mapping style you should compliment the slider tick by lining up the red anchor on it.
^ I personally think you should map these kinds of sliders with that in mind across all diffs just for aesthetics.

Normal
The SV is way too high compared to hard which has 1.5 and Easy which is .6
Besides the sv, the next biggest issue seems to be the overall aesthetics. You have your main ideas down, but they need polishing. 00:08:906 (2,3,1) - These for example would look better if that corner lined up with 2, and the visual spacing at 00:13:828 (3,5) - could be spread out more so it fits into the overall structure better. Also this 00:23:437 (3,4) - blanket could be improved.

Hard
00:21:562 (1,2,3,4) - These aren't intuitive. (In other words, they play bad) https://puu.sh/vI4Ub/904fa0ac6d.png I put the 4 notes into 2 antijumps (Stacks or stops, whatever you wanna call them) and spaced them out more. I felt my way played and looked better, but if you can think of a better way you gotta change that.
00:30:000 - Minor inconsistency with the hitsounding. You need a finish here.

Overall the Normal (sadly) might need to be redone, and the Hard diff is in dire need of polishing, but it shouldn't take too long to fix considering the length of the song. gl
Topic Starter
-Keitaro

Bubblun wrote:

From #modreqs doing m4m

General
The 2 combo colors are too similar to rank. I suggest blue and white instead. There is no kiai so it should be fine.
For the std diffs every soft finish should be slightly quieter. They stick out way too much considering the calm nature of the song.

Easy
00:00:937 (2) - Considering the simplicity of your mapping style you should compliment the slider tick by lining up the red anchor on it.
^ I personally think you should map these kinds of sliders with that in mind across all diffs just for aesthetics.
Well, imo it still fine if I didnt put the red anchor in the 1/2 tick, even so the whole map is almost has the same positition in red anchor,
which is in 1/8 or 1/4, so it will be really no problem :^)

Normal
The SV is way too high compared to hard which has 1.5 and Easy which is .6 SV is fine guys plz this is a slow BPM map :<
Besides the sv, the next biggest issue seems to be the overall aesthetics. You have your main ideas down, but they need polishing. 00:08:906 (2,3,1) - These for example would look better if that corner lined up with 2, and the visual spacing at 00:13:828 (3,5) - could be spread out more so it fits into the overall structure better. Also this 00:23:437 (3,4) - blanket could be improved. okay so this might be a lil bit problem, well aesthetic seems fine to me, you'll ask "why the heck is this using 2 circle instead of 1 slider" well thats becouse if I use any slider instead of these 2 circle, it will flow bad and couse way more horrible aesthetic, and "why not stacking" no, firstly, almost, or maybe no stacks in this diff, so if I do stacks it will just mess up the whole diff with "inconsistency".

Hard
00:21:562 (1,2,3,4) - These aren't intuitive. (In other words, they play bad) https://puu.sh/vI4Ub/904fa0ac6d.png I put the 4 notes into 2 antijumps (Stacks or stops, whatever you wanna call them) and spaced them out more. I felt my way played and looked better, but if you can think of a better way you gotta change that. This is slowly increasing the spacing, so its fine. Also testplayers is fine with that
00:30:000 - Minor inconsistency with the hitsounding. You need a finish here.

Overall the Normal (sadly) might need to be redone, and the Hard diff is in dire need of polishing, but it shouldn't take too long to fix considering the length of the song. gl
No answer = fixed
added custom finish, combo colour should be fixed now, and the blanket too, also the finish you mention in hard.

well thanks for the mod!
anna apple
M4M: https://osu.ppy.sh/s/600882

General

  1. Your hitsounding is different across all diffs, you should try to make them the same.
  2. You must have some sort of sound for either soft-slidertick.wav or soft-sliderslider.wav. Ranking criteria states You must not silence both slider ticks and slider slides together.
  3. There is a 4ms delay on soft-hitwhistle.wav you should aim to reduce this even though 4ms is not unrankable.
  4. The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases.
  5. Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties.
  6. Raise overall hitsounds to 60 or 65, right now they blend too well with the song and are hard to hear for me.

Easy

  1. 00:07:500 - you should consider making this beat clickable, since you never put this sound on a slider end past this point or before this point.
  2. The base SV is very low, and the Distance snap is very high, you should greatly consider using a high SV so that 1/1 will not overlap with a 1.0 - 1.2 DS.

Normal

  1. 00:07:968 (1) - why is there a pause before and after this point? you don't have something similar to this in the rest of the map.
  2. 00:32:343 (1) - remove NC
  3. also, when you remap this to fix the SV problem, you should not have long chains of 1/2 rhythm.

Hard

  1. 00:07:031 (4) -
  2. 00:07:968 (5) - nc this and 00:08:437 (1) - remove this nc, then nc 00:09:375 -
  3. 00:30:468 (1,2,3,1,2,3) - you should not NC based on symmetry because the song does not support it. so remove 00:31:406 (1) - and 00:32:109 (1) - , then NC 00:31:875 (3) -
  4. 00:43:125 (1,2,3,1,2,3,4,5) - this is same as above, i would remove nc 00:43:828 (1) - q
strickluke
MB's Platter

00:00:000 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - insert hyperdash
Topic Starter
-Keitaro

borborygmos wrote:

M4M: https://osu.ppy.sh/s/600882

General

  1. Your hitsounding is different across all diffs, you should try to make them the same. But they're the same '-'
  2. You must have some sort of sound for either soft-slidertick.wav or soft-sliderslider.wav. Ranking criteria states You must not silence both slider ticks and slider slides together. Oh whoops I accidently add that, removed
  3. There is a 4ms delay on soft-hitwhistle.wav you should aim to reduce this even though 4ms is not unrankable. I think its should be fine.
  4. The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
  5. Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..

    Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
  6. Raise overall hitsounds to 60 or 65, right now they blend too well with the song and are hard to hear for me.

Easy

  1. 00:07:500 - you should consider making this beat clickable, since you never put this sound on a slider end past this point or before this point.
  2. The base SV is very low, and the Distance snap is very high, you should greatly consider using a high SV so that 1/1 will not overlap with a 1.0 - 1.2 DS.

Normal

  1. 00:07:968 (1) - why is there a pause before and after this point? you don't have something similar to this in the rest of the map.
  2. 00:32:343 (1) - remove NC
  3. also, when you remap this to fix the SV problem, you should not have long chains of 1/2 rhythm.

Hard

  1. 00:07:031 (4) - what?
  2. 00:07:968 (5) - nc this and 00:08:437 (1) - remove this nc, then nc 00:09:375 -
  3. 00:30:468 (1,2,3,1,2,3) - you should not NC based on symmetry because the song does not support it. so remove 00:31:406 (1) - and 00:32:109 (1) - , then NC 00:31:875 (3) -
  4. 00:43:125 (1,2,3,1,2,3,4,5) - this is same as above, i would remove nc 00:43:828 (1) - q

why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.

anyway thanks for modding!
elena2705
Hi~
Just mod it...
Everithing is primitively...?
Why do you not use yellow combo colour?

Hard

Why at the beginning usual clap and 00:01:875 (1) - here also. It is strange...

Normal

00:31:875 (1) - why it is in one combo? 00:35:625 (1) - here not in one combo...

Easy

Good, very good)

So... Good luck :) :) :)
Topic Starter
-Keitaro

elena2705 wrote:

Hi~
Just mod it...
Everithing is primitively...? what no :<
Why do you not use yellow combo colour? not match with BG

Hard

Why at the beginning usual clap and 00:01:875 (1) - here also. It is strange... ? its like that and no probs about it.

Normal

00:31:875 (1) - why it is in one combo? 00:35:625 (1) - here not in one combo... ?? I dont get it

Easy

Good, very good)

So... Good luck :) :) :)
elena2705
So...
When i said primitively, i told about song>< So don't woory)
Yellow colour will be good! (Yellow eye in BG) And contrast is good! Just try, it fits:

probs??? About what you?
But now i can't see about what i told you....Maybe it's my computer lags? So, sorry :o
Topic Starter
-Keitaro

elena2705 wrote:

So...
When i said primitively, i told about song>< So don't woory) oh lool
Yellow colour will be good! (Yellow eye in BG) And contrast is good! Just try, it fits: sorry but the yellow color is not dominant enough to be used as combo colour.

probs??? About what you?
But now i can't see about what i told you....Maybe it's my computer lags? So, sorry :o
anna apple

Error- wrote:

M4M: https://osu.ppy.sh/s/600882

[notice]

General

[list]
[*]The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
[*]Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..

Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
;)

why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.

anyway thanks for modding!
Because the guidelines say you should set it according to the song, if you think the tick rate will be too high on one diff it will be too high on the other's also, thus you should lower all tick rates to one. otherwise they should all be 2.

As for the base SV, it should go up progressively, though right now the Base SV is higher than the Hard diff,


Difficulty Spread
Generally star rating is a value which is calculated based on the objects in a map in order to estimate how difficult the map is. Hence, it should be treated as such and it should be noted that it cannot be used to determine how difficult a map actually is with 100% accuracy.
As a nominator, you may want to value linear spreads. This means that the difficulty progression throughout the mapset is approximately even. Gameplay wise this will never be perfectly possible so one difficulty will be further apart from another in most if not all cases. However, if you encounter a really large gap in comparison to the rest of the set, it should be addressed properly. Common issues in this sector are:
Large increase in density from one difficulty level to the next: If one difficulty is twice as dense as the previous one, while the density increase otherwise is much smaller, you may want to investigate if adding another difficulty between the two makes sense.
Large increase in complexity of the spacing concept from one difficulty level to the next: If one difficulty is completely snapped to one distance and the difficulty that follows it is consisting mostly of jump patterns, reducing the amount of jumps in the jumpy difficulty can be used to balance out the spread, provided that it does not impact the difficulty gap to other difficulties in a harmful way.
Large differences in difficulty spikes between two difficulties. If a difficulty has a difficulty spike which makes it significantly harder, it should also be present in some form in the preceding and following difficulties.
this would be considered a Large difference in difficulty spikes created by the SV change (for slider speed) and the increase in spacing. Also consider making base SV for the easy higher, since the difference in slider speed and speed between objects is so drastically different for no reason.
Julie
Mod~
[General]

I mostly mention it in Normal. But look how you spread your rhythm
Easy : all 1/1
Normal : all 1/2
Hard : all 1/2 (maybe 2-3 1/4)
I'm pretty sure you could do a bit more of 1/1 in the Normal, just because you are adding more slider and less tapping notes doesn't necessarily mean is going to be easier. Holding a slider or tapping, still mean you have your finger on your keyboard instead of resting.

[Easy]

00:07:968 (6,7) - Check AI mod, seem like the spacing here is a bit too far from each other https://puu.sh/vJdsA/80ee78db9d.png. Is only a few pixel, can move it easily xD.

[Normal]

00:06:562 - This is the only difficulty that is using soft-slidertick3.wav. While on the same part in hard, you're using another hitsound and is both by the same creator. Is it normal? Feel kinda unconsistent and the other one seem to fit more.
And the other weird thing is 00:06:328 (2) - your slider is having a half empty slider slide, and the middle of the slider, you can hear a slider slide if you use default skin.

00:10:078 (2) - ^

00:19:687 (3,1) - Hey look the first break here, while the rhythm is nearly the same as the part before. I know is going to be a pain in the ass removing some pattern and all, due to spacing consistent, but hey, right now beginning till this point, the rhythm look a lots like hard. Probably better if you add a bit more break.

Adding break can be quite easy, for example here 00:25:312 - try not putting anything here and have a note here 00:25:546 -. You're leaving a 1/1 break with no tapping or holding for normal player, instead of always have to keep the same rhythm nearly the same as Hard.

00:43:125 (1,2,3,4) - Weird that it have to be the only part with reverse, but anyway that's not the main issue. 00:43:359 (2,3) - Look at these 2, same pattern, symmetrical placement, why? Doesn't really fit the song if you ask me, in the song it feel like these 2 part should really feel different.
00:44:062 - Same as 00:44:531 -
00:44:296 - same as 00:44:765 - . Not the same as 00:43:359 - in the song.


[Hard]

00:14:765 (6,1) - Pretty sure you could do some nice jump, it feel too plain and same distance nearly the whole diff, then at this part 00:17:343 (3,4) - you make a huge jump, nearly triple what the rest of the jump are before that. So probably better make some few jump before that part as well.

00:19:687 (4) - I'm pretty sure you snap the end for that weird double fast sound, the thing is that double sound is pretty quick and is on a 1/16 snap at 00:20:126 - .

00:20:625 (1,2,3,4) - I saw these kind of mapping style a lots, where you want to keep notes near to each other so it look good, but does it really fit the song?
00:20:625 (1,2,3,4) - Like you're making the jump more and more big mostly starting at (2). While for me, it seem like the song is going lower and lower pitch, even the volume, here 00:20:859 - is the loudest, so a higher jump here 00:20:625 (1,2) - would make more sense no?

00:28:593 (3,4) - You make a normal spacing here, while here 00:17:343 (3,4) - which should give nearly the same vibe in the song, have a huge spacing.

00:31:875 (1,2,3,4) - Same reason as 00:20:625 (1,2,3,4) -

00:42:187 (3) - Same reason as 00:19:687 (4) -, the end should be snap at 00:42:626 - .

00:43:125 (1,2,3) - Why is this spacing suddenly so close?! Feel to me is an important sound, mostly there a huge double sound at 00:43:359 - , you don't need to map the double, since it might be hard to be accurate here, but at least make the spacing that fit the song and give the same intensity as the song.
Topic Starter
-Keitaro

borborygmos wrote:

a

Error- wrote:

M4M: https://osu.ppy.sh/s/600882

[notice]

General

[list]
[*]The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
[*]Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..

why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.

anyway thanks for modding!
Because the guidelines say you should set it according to the song, if you think the tick rate will be too high on one diff it will be too high on the other's also, thus you should lower all tick rates to one. otherwise they should all be 2.

As for the base SV, it should go up progressively, though right now the Base SV is higher than the Hard diff,


this would be considered a Large difference in difficulty spikes created by the SV change (for slider speed) and the increase in spacing. Also consider making base SV for the easy higher, since the difference in slider speed and speed between objects is so drastically different for no reason.
Okay I already contact Julie for their opinion about SV, Im going to remap with 1.2 SV or something around it, Julie says its recommended to use SV between Hard and Easy, just like you say also, even so its "necessaraly unrankable." as Julie said.
So expect me finish this around some daysz even this is a less than a minute map, becouse I have so much task in real life, school, etc.

Also thanks Julie for the mod and your suggestions :3
blobdash
hello
i was stalking your profile and saw you were trying to rank a toby fox song and i like undertale too hehe

[hard]
00:09:843 (5,6) - spacing, reduce it by moving (5) between (2) and (4)

[normal]
00:19:687 (3) - make it linear
00:42:187 (3,1) - add a circle on the red tick
00:07:500 (4) - new combo
ignore if you're remapping, but yeah sv is kinda high
though i don't think you need to remap, just lower the SV while checking the scaling box and after that resnap everything, it's better than remapping

[easy]
00:07:500 (5) - New combo

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side?

start looking for beatmap nominators, there's no major issues on this map.
MBomb

FruityEnLoops wrote:

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side? - In CtB, the direction followed by the sound isn't as important as the emphasis put on by distancing and stuff, as if all HDashes to the note were on the same side, it would end up feeling quite repetitive.

start looking for beatmap nominators, there's no major issues on this map.
Thanks for the mod.
Topic Starter
-Keitaro
Normal remapped, but applying mod this wednesday.

FruityEnLoops wrote:

hello
i was stalking your profile and saw you were trying to rank a toby fox song and i like undertale too hehe

[hard]
00:09:843 (5,6) - spacing, reduce it by moving (5) between (2) and (4) no bc stack

[normal]
00:19:687 (3) - make it linear
00:42:187 (3,1) - add a circle on the red tick
00:07:500 (4) - new combo
ignore if you're remapping, but yeah sv is kinda high
though i don't think you need to remap, just lower the SV while checking the scaling box and after that resnap everything, it's better than remapping

[easy]
00:07:500 (5) - New combo

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side?

start looking for beatmap nominators, there's no major issues on this map.
sorry for no kds due to only apply the new combo.
thanks for mod
celerih
I'm here because MBomb is a slut and I love memes
[
MBomb's Platter
]

  1. 00:00:000 (1) - Kind of mean to have a note all the way to the left for the first.
  2. 00:06:328 (4) - Hiving a reverse here doesn't really represent the song well. Either you have one continuous slider for the bass, or you use a circle on 00:06:328 - and a 1/2 slider on 00:06:562 - since a slider middle for 00:06:562 - is kind of weak
  3. 00:10:078 (3) - I find it weird this is the only place you use a curved slider like this in the map. You could make it straight, or use curved sliders on 00:14:531 (4) - and 00:20:156 (4) - for more diversity
  4. 00:21:796 (4,5) - Reduce the distance here a bit so it's more easily walkable
  5. 00:28:828 (4) - Same thing as on 00:06:328 (4) -
MBomb

celerih wrote:

I'm here because MBomb is a slut and I love memes
[
MBomb's Platter
]

  1. 00:00:000 (1) - Kind of mean to have a note all the way to the left for the first. - Don't really see it as an issue, even if it's not predicted, it's literally the first note in the map. I also like it there to have a better lead-in into the following patterns.
  2. 00:06:328 (4) - Hiving a reverse here doesn't really represent the song well. Either you have one continuous slider for the bass, or you use a circle on 00:06:328 - and a 1/2 slider on 00:06:562 - since a slider middle for 00:06:562 - is kind of weak - This is intended to have the effect of a continous slider, whilst acknowledging the note on the 1/1 tick there.
  3. 00:10:078 (3) - I find it weird this is the only place you use a curved slider like this in the map. You could make it straight, or use curved sliders on 00:14:531 (4) - and 00:20:156 (4) - for more diversity - Added a few more curved sliders, not in those places though.
  4. 00:21:796 (4,5) - Reduce the distance here a bit so it's more easily walkable - Done.
  5. 00:28:828 (4) - Same thing as on 00:06:328 (4) - - Same as there.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,468.75,4,2,2,65,1,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

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