forum

Jun Ishikawa - Toki Meguru Ginga Saikyou no Senshi

posted
Total Posts
54
Topic Starter
Hollow Delta
This beatmap was submitted using in-game submission on Monday, January 08, 2018 at 1:49:00 PM

Artist: Jun Ishikawa
Title: Toki Meguru Ginga Saikyou no Senshi
Source: 星のカービィ ロボボプラネット
Tags: kirby planet robobot nintendo hal laboratory galacta meta knight hoshi no kaabi puranetto
BPM: 170
Filesize: 4871kb
Play Time: 00:52
Difficulties Available:
  1. Easy (1.4 stars, 42 notes)
  2. Extra (5.26 stars, 220 notes)
  3. Hard (2.82 stars, 88 notes)
  4. Insane (4.54 stars, 192 notes)
  5. Light Insane (3.37 stars, 119 notes)
  6. Normal (1.92 stars, 69 notes)
  7. Ultimatum (5.92 stars, 254 notes)
Download: Jun Ishikawa - Toki Meguru Ginga Saikyou no Senshi
Information: Scores/Beatmap Listing
---------------
Don't remember why I discontinued this set.

No harm in trying again. Lets try to find a BN
That was quick. Lets find another xdd
That was also quick. Thanks to everyone for helping me qualify my first personal set!

(redl if downloaded before 11/17 for metadata fix)

metadata: https://www.amazon.co.jp/dp/B01N531571 Disk 2, Track 38
ErunamoJAZZ
IRC
00:44 Bubblun: Hi
00:45 ErunamoJAZZ: Hi
00:45 Bubblun: I saw you wanted mods.
00:45 Bubblun: Could we m4m?
00:45 ErunamoJAZZ: for what map?
00:45 *Bubblun is listening to [https://osu.ppy.sh/b/1260329 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi]
00:49 ErunamoJAZZ: lol,the last diff xD
00:49 Bubblun: Yea it's crazy
00:50 Bubblun: So far only 1 guy has beaten it, and he's like 300 in the leaderboards.
00:50 ErunamoJAZZ: 00:15:658 (1,2,3) - triples like this are annoying
00:50 Bubblun: Yea cause they require more precision
00:51 ErunamoJAZZ: well... reading looks crtptic
00:51 Bubblun: I think it's just because it's fast.
00:52 Bubblun: Fast because of the fact it's an alt map
00:52 ErunamoJAZZ: 00:39:129 (1,1,1,1,1,1) - by example, its impossible know those 1/3 the first time
00:53 Bubblun: Not much I could really do besides not map it.
00:53 Bubblun: But that's boring, so I just applied nc on them all so the player knows to contrast
00:53 ErunamoJAZZ: a different color (not green) will be more obvious, I think
00:54 Bubblun: Yea you're right.
00:54 Bubblun: idk what other color to use though.
00:54 ErunamoJAZZ: 00:41:158 (1,2,3,4,5,6) - those jumps, well... most of players die here?
00:54 ErunamoJAZZ: xD
00:54 Bubblun: So far only 2 people have test played it.
00:55 Bubblun: One was about 1K in rank
00:55 Bubblun: The other was 300
00:55 Bubblun: Only the 300 passed that part.
00:55 Bubblun: The other can't even get far enough to see that part.
00:55 Bubblun: So... I can't tell
00:55 ErunamoJAZZ: for try harder players will be okay
00:55 Bubblun: lol
00:55 ErunamoJAZZ: not sure if for rank tbh xDD
00:55 Bubblun: I mean it's technically extra, so it's not meant for non-try hard players lol
00:56 Bubblun: Ranking shouldn't be an issue, as even crazier maps have gotten ranked in the past.
00:56 ErunamoJAZZ: its difficunt to know if something is fine if fo myself I cant play a map xD
00:56 Bubblun: I can't play it either.
00:57 Bubblun: That doesn't mean I can't understand lol
00:57 ErunamoJAZZ: its true, mapping is about creativity
00:57 Bubblun: I like creativity, but I want quality as well.
00:58 Bubblun: You're not the first person to mention it's too hard to judge
00:58 ErunamoJAZZ: but modding is about more matters
00:58 Bubblun: So what I'd like to do is get the rankability stuff out of the way
00:58 ErunamoJAZZ: like playability, rankability, and yeah, quality :P
00:59 Bubblun: Well not every mapper cares about creativity.
00:59 ErunamoJAZZ: and for last times, Lovebility (?
00:59 ErunamoJAZZ: xD
00:59 Bubblun: Lovability lol
00:59 Bubblun: For the messy, unstructured maps that play good
00:59 Bubblun: And some technical ones here and there
00:59 Bubblun: tbh loved would be good too. I just want a scoreboard on this
01:01 Bubblun: But yea if you could help me out that'd be great. I'd like to get rankability issues out of the way now so I don't have to wait for a bn to tell me lol
01:02 ErunamoJAZZ: to judge this, its necessary play the maps xD
01:02 Bubblun: Hmm, you're not wrong.
01:02 ErunamoJAZZ: but its 1am here, I cant play xD
01:02 Bubblun: But to rank it you simply need to understand how it works. (Or doesn't)
01:03 ErunamoJAZZ: nahh man, any map need to be played
01:03 Bubblun: lol
01:03 ErunamoJAZZ: all will look fine in editor
01:03 Bubblun: Well if that's the case what powerful bn ranked Promethean Kings xDD
01:03 ErunamoJAZZ: true
01:04 ErunamoJAZZ: they asked someone to play this
01:04 ErunamoJAZZ: with NF (?
01:04 Bubblun: lol
01:04 ErunamoJAZZ: xD
01:04 Bubblun: nf = easy pass
01:04 Bubblun: also = 100% playability
01:05 ErunamoJAZZ: maps are like food
01:05 ErunamoJAZZ: must ate to know if its good
01:05 Bubblun: Cause simply smelling and looking isn't enough...
01:06 ErunamoJAZZ: exactly
01:06 Bubblun: So what you're saying is we need to SMELL OUR MAPS?
01:06 Bubblun: I'll put my nose to my screen right now and be like 'shit'
01:06 ErunamoJAZZ: ahahhahaha
01:06 *ErunamoJAZZ is editing [https://osu.ppy.sh/b/1260880 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi [Easy]]
01:07 ErunamoJAZZ: 00:08:423 (3) - why not extend with a repeat?
01:07 Bubblun: Yea that's a good idea
01:07 ErunamoJAZZ: 00:14:070 (3) - blanket?
01:08 Bubblun: Done
01:08 ErunamoJAZZ: 00:23:952 (1,2) - avoid stacks in Easys pls
01:08 ErunamoJAZZ: noobs are cofusing with
01:08 Bubblun: There it's okay because it's over 1/1 and it's a slow part.
01:09 Bubblun: To put a jump there would ruin the mood
01:10 Bubblun: So was that my mod? lol
01:11 ErunamoJAZZ: I wasjust checking something
01:11 Bubblun: lol
01:11 Bubblun: I would've still modded back.
01:11 ErunamoJAZZ: mm.. nope, I am not agree. The point is...
01:12 Bubblun: I think the point is my map smells bad
01:12 ErunamoJAZZ: 00:23:952 (1,2) - this stack is different to 00:26:776 (1,2) - (this feels fine)
01:13 Bubblun: Okay, I get you
01:13 ErunamoJAZZ: and this is bc the approach circle is visible
01:13 ErunamoJAZZ: so, new players usually dont understand what to do
01:13 ErunamoJAZZ: xD
01:13 Bubblun: I get it
01:13 Bubblun: Mistake on my part
01:14 ErunamoJAZZ: I have a question
01:15 Bubblun: I might have an answer
01:15 ErunamoJAZZ: why 1.2x as base SV?
01:15 ErunamoJAZZ: why not jusr 1.0x?
01:15 ErunamoJAZZ: just*
01:15 Bubblun: It was for consistency across all diffs, but it is overboard maybe
01:16 Bubblun: There's 1 bit I'm not sure how to handle
01:16 ErunamoJAZZ: due long sliders, it feels fast
01:16 Bubblun: Yea you're not the first to point it out either
01:16 Bubblun: I'll work it out later
01:16 Bubblun: 00:43:011 (1) - What about this?
01:17 Bubblun: Close to the reverse arrow is a strong note on a 1/4 tick
01:17 Bubblun: 00:43:011 (1) - Right here
01:17 ErunamoJAZZ: 00:35:247 (1) - first this
01:17 ErunamoJAZZ: the flow is a bit strange
01:18 Bubblun: It's not like circles though where the player is snapping.
01:18 ErunamoJAZZ: 00:32:423 (1,2,3) - circular flow, and then the strange slider, idk xD
01:18 ErunamoJAZZ: keep for now, but look how noobs play it
01:19 Bubblun: I had a noob player try it.
01:19 Bubblun: I didn't watch him though
01:19 Bubblun: He told me it was 'average'
01:26 ErunamoJAZZ: okay
01:27 Bubblun: 00:43:011 (1) - What do you think of this?
01:27 ErunamoJAZZ: this is.. a strange solution, but will works
01:27 ErunamoJAZZ: https://puu.sh/vdevb/322aedf17f.png
01:27 Bubblun: Never thought of that. Will try it.
01:28 ErunamoJAZZ: note I started the spinner in 00:45:835 -
01:29 Bubblun: Move it there?
01:29 ErunamoJAZZ: 00:45:835 - to 00:47:247 -
01:30 ErunamoJAZZ: its a bit more long
01:30 Bubblun: Okay.
01:30 ErunamoJAZZ: that before
01:32 *ErunamoJAZZ is editing [https://osu.ppy.sh/b/1255332 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi [Normal]]
01:33 Bubblun: I think the same sv issue is in this diff cause I had the same idea lol
01:33 ErunamoJAZZ: 00:13:188 (2,3) - 00:30:835 (3,1) - 00:32:246 (3,1) - etc
01:34 ErunamoJAZZ: for a norma, feels betterif stack circles over slider head
01:34 ErunamoJAZZ: normal*
01:34 Bubblun: Okay.
01:35 ErunamoJAZZ: also, check aimod
01:35 ErunamoJAZZ: https://puu.sh/vdeMU/77e55df140.png
01:35 Bubblun: It's for the slow bits.
01:36 Bubblun: The jumps got too big, so I just didn't use ds on them
01:37 *ErunamoJAZZ is editing [https://osu.ppy.sh/b/1260218 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi [Hard]]
01:37 ErunamoJAZZ: 00:50:070 (1) - misleading spacing xD
01:38 ErunamoJAZZ: its better if keep the same spacing as before, ie, 1.0
01:38 Bubblun: I think it's just the coloring that threw it off.
01:38 Bubblun: Cause it's the same distance as 00:48:835 (1,2) -
01:39 ErunamoJAZZ: okay
01:39 ErunamoJAZZ: remove the NC
01:39 Bubblun: Done
01:40 *ErunamoJAZZ is editing [https://osu.ppy.sh/b/1256521 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi [Insane]]
01:41 ErunamoJAZZ: 00:41:158 (3,4) - 00:41:600 (8,9) - wtf xD
01:41 Bubblun: Yea it's confusing, but it's supported.
01:42 ErunamoJAZZ: imho, stacks were a bad idea
01:42 ErunamoJAZZ: ^^U
01:42 Bubblun: lol
01:42 ErunamoJAZZ: oh, 00:43:541 (6) - this is off
01:43 Bubblun: I think the stack pokes it up a bit.
01:43 Bubblun: I'll adjust it then
01:44 Bubblun: Went ahead and fixed the others.
01:44 ErunamoJAZZ: 00:43:452 - https://puu.sh/vdf6j/4a55c531d8.png
01:45 Bubblun: WHOOPS fixed
01:46 *ErunamoJAZZ is editing [https://osu.ppy.sh/b/1260329 Jun Ishikawa - Toki Meguru Ginga Saikyoo no Senshi [Extra]]
01:46 ErunamoJAZZ: 00:39:129 (1,1,1,1,1,1) - aaaaaaaa jajajaj
01:46 ErunamoJAZZ: oh, this look... awful xD
01:47 Bubblun: Who's gonna look that deep into the structure? lol
01:48 ErunamoJAZZ: just looking, all are sleeping here
01:49 ErunamoJAZZ: and... bc I cant play this, it is all :)
01:49 Bubblun: lol
01:49 ErunamoJAZZ: good luck with the mapset
01:49 Bubblun: Thanks.
01:49 ErunamoJAZZ: get many test plays
01:49 Bubblun: I'll look at yours tonight probably.
01:49 ErunamoJAZZ: not only 2 xDD
01:49 Bubblun: If not, then tomorrow evening
01:49 Bubblun: Technically I got 3 lol
01:49 Bubblun: But yea I will
01:50 ErunamoJAZZ: many = 20 or more
01:50 Bubblun: lol
01:50 Bubblun: I'd like to have that many modders.
01:50 ErunamoJAZZ: modders =/= testplayers
01:51 Bubblun: modders can give better feedback however
01:51 ErunamoJAZZ: testplay will help you to found errors
01:51 ErunamoJAZZ: testplayers*
01:51 Bubblun: True
Duck with Hat
From #Modreqs

I hope this interests you.

I added a Fade out at the end of your MP3 so it doesn't end like nothing happens.

https://puu.sh/vdqfU/1cca07a195.mp3
Topic Starter
Hollow Delta

Duck with Hat wrote:

From #Modreqs

I hope this interests you.

I added a Fade out at the end of your MP3 so it doesn't end like nothing happens.

https://puu.sh/vdqfU/1cca07a195.mp3
I think you had the old mp3. The one I have now already has a fade.
Dilectus
Ultimatum
00:16:894 (1,2,3,4,5) - Was the point here that the player is supposed to wiggle up and down with their cursor? Cause atm you can just rest your cursor ontop of these and still hit them all.
00:17:600 (1,2,3,4) - Same for patterns like these.
00:40:894 - Consider improving aestetics in this part because atm, it looks a bit messy. http://osu.ppy.sh/ss/7773178 is an example of what you could do.
Holy crap i cant mod this

Extra
00:09:129 (1,2,3,4,1,2,3,4,1) - Doesn't flow well. Perhaps this works better? http://osu.ppy.sh/ss/7773235
00:12:658 (1,2,3,4) - Should've just made rhythm consistent cause it doesn't sound any different musically.
00:14:070 (1,2,3) - This rhythm sounds more correct imo. http://puu.sh/vdLAU/c9212527b2.jpg
00:39:129 (1,1,1,1,1,1) - There's no way that anyone could read this without retrying a couple of times cause its clearly set up visually to be a normal stream. I suggest you rework this part visually for readability.

Insane
00:41:776 (9) - Unstack cause of the change of melody?
00:42:835 (9) - ^
00:43:629 (7) - ^
00:44:423 (7) - ^
00:45:482 (9) - ^
00:46:100 (5) - ^
00:46:717 (2,3,4) - Triangle is off

Hard
00:51:835 - Missing beat
00:51:482 (1,1,1) - Current rhythm doesn't follow music. Try this? https://puu.sh/vdMq0/bb9ad76e27.jpg

Not a big fan of frequent kick sliders in hard difficulties. But I guess it's fine.

---

Good luck!
Topic Starter
Hollow Delta

DavidEd wrote:

Ultimatum
00:16:894 (1,2,3,4,5) - Was the point here that the player is supposed to wiggle up and down with their cursor? Cause atm you can just rest your cursor ontop of these and still hit them all. I mean, you can. It's much easier to just click between the circles.
00:17:600 (1,2,3,4) - Same for patterns like these.
00:40:894 - Consider improving aestetics in this part because atm, it looks a bit messy. http://osu.ppy.sh/ss/7773178 is an example of what you could do. While I do agree it's a little sloppy, the reason the circles are stacked on each other is so they play better. It's unintuitive to just throw 340bpm taps out of nowhere at the player so least I could do is make it as playable as possible.
Holy crap i cant mod this lol it's fine

Extra
00:09:129 (1,2,3,4,1,2,3,4,1) - Doesn't flow well. Perhaps this works better? http://osu.ppy.sh/ss/7773235 Actually this flows worse. Reason being is because the way I have it now the player has to draw 2 loops. Your suggestion forces the player spin, stop, move down, then start spinning from an identical spot.
00:12:658 (1,2,3,4) - Should've just made rhythm consistent cause it doesn't sound any different musically. The 1/4 in the background kicks in, which is why I mapped it like this.
00:14:070 (1,2,3) - This rhythm sounds more correct imo. http://puu.sh/vdLAU/c9212527b2.jpg Not quite sure where you're taking me. I'll ask you about it later.
00:39:129 (1,1,1,1,1,1) - There's no way that anyone could read this without retrying a couple of times cause its clearly set up visually to be a normal stream. I suggest you rework this part visually for readability. This is supposed to be 1/3 (It got unsnapped for some reason) the best I could do is apply nc on each 1/3 so the player can contrast.

Insane
00:41:776 (9) - Unstack cause of the change of melody? Reason they're stacked like that is because the melody stops. To have the player move to hit them wouldn't best fit the song.
00:42:835 (9) - ^
00:43:629 (7) - ^
00:44:423 (7) - ^
00:45:482 (9) - ^
00:46:100 (5) - ^
00:46:717 (2,3,4) - Triangle is off Fixed

Hard
00:51:835 - Missing beat Fixed
00:51:482 (1,1,1) - Current rhythm doesn't follow music. Try this? https://puu.sh/vdMq0/bb9ad76e27.jpg I adjusted it a bit.

Not a big fan of frequent kick sliders in hard difficulties. But I guess it's fine. I know it's complicated, I can't think of a simpler way to map it while being accurate though.

---

Good luck!
Mir
Hi M4M!

[ General]
  1. Can I ask why green for combo colors when green doesn't show up in the BG at all? Try pinks and blues and maybe an orange-ish color instead to be more fitting.

[ Easy]
Your combos are very short, consider making an NC every four measures. Overall I can't say much about this diff because imo it's flawed in the sense that it's not dense enough to compensate for the complicated rhythm usage later on in the map. Also you mapped this very center-focused and the flow for this map is very... unorthodox for a low-diff where one would expect objects to follow some sort of clear path. This in turn gives the map a sense of lack of structure.

  1. 00:07:011 (1,2,3,1,2,3,4,1,2,3,4,1) - You're very cramped up here, I suggest moving your objects around a bit more. That said you use 00:08:423 (3) - to map the same set of sounds as the rest but never use this reverse again. I suggest to change it to be consistent.
  2. 00:26:776 (1,2,1) - Why not have the slider start from underneath 2 instead of all the way up there? Would make more sense as a pattern imo.
  3. 00:29:600 - From here on you map so little of the song and skip huge portions that you can map with sliders. 00:31:011 (2,3) - These can both be 1/1 sliders. // 00:33:835 (2,3) -
  4. 00:34:541 (3) - Try to center this a bit better. http://i.imgur.com/uDtfyeu.png
  5. The kiai is less dense than your intro and the rhythm is way too complicated for an Easy player to understand. You should definitely fill in some of the gaps you make so that the rhythm is more constant, 00:42:305 - 00:44:952.
The best way to fix this would be to consider a remap after looking at how other Easy difficulties handle complex rhythm. :c

[ Normal]
Isn't CS 4 a massive jump from CS 2.2 easy. I recommend nerfing it to 3 or something. I think your HP should be nerfed as well to something around 3-4 and your AR can DEFINITELY be nerfed to like 5.

Overall your SV is imo way too high. When 00:40:188 (2,3) - is the spacing for 1/1 it looks like a bit of an issue at least to me. Especially on so high a BPM. I recommend lowering your base SV so that the spacing gets lower.

Same issue with flow as I had with Easy, it's very angular and sharp and feels more like flow you'd use in a Hard difficulty or higher. In lower diffs generally I think it makes sense to have flow be as comfortable as possible and use rhythm density to highlight song intensity.

Comboing as well seems too short.

  1. 00:07:011 (2) - NC since song actually starts here? Depends on your preference though.
  2. 00:08:070 (4,1) - Flows kind of uncomfortable for a normal player. Would suggest doing something like this instead: http://i.imgur.com/WAIFJKq.png // 00:10:894 (3,1) -
  3. 00:14:070 (1,2,3) - Stops following the same sound as 00:12:658 (1,2,3) - even though it's still going on in the back. It wouldn't be bad if you had stopped following it at 00:15:482 (1,2,3) - but you do. I recommend making this seem more consistent.
  4. 00:25:188 (3,4) - Gap feels very unintuitive to play. Try this http://i.imgur.com/X40pdmr.png which follows the music better and server for a slightly better transition.
  5. 00:30:305 (2,3,1) - What is this rhythm that doesn't exist in the song? If it does exist it's not noticeable enough for a Normal player to hear and tap to. What would make more sense to map in this difficulty is the 1/1 drums in the back.
  6. 00:37:011 - Should be mapped, it's the kiai and the note density dropping off isn't really befitting of its intensity thus far, and the introduction of the high-pitched noise calls for a higher intensity part anyways.
  7. 00:40:894 (1,2) - Also flows very uncomfortably for a Normal player, and is more Hard-difficulty flow. I can't give you a suggestion to fix this easily however.
  8. 00:42:305 (2,1,2,1,2,1,2,1) - Most intense part of the song but not mapped with nearly as much rhythm density as the previous parts. Would recommend mapping more notes here.
  9. 00:47:247 - Same in terms of lack of rhythm. It just feels so empty and so much is being skipped that could be mapped it just doesn't make the diff interesting or fun here.
Eheh... maybe work on this difficulty a lot. I don't think it needs to be remapped per se, but definitely reworked.

[ Hard]
00:06:658 (1,2) - You use these difficulty elements from a normal without much rhythm density at all. Kicksliders are already hard to read for Hard players. Your usage of kicksliders throughout this difficulty ruins your spread since the Normal is so undermapped - but if you map the Normal with more density you could get away with a 1/4 repeat here. I disagree with the usage of kicksliders in general for this difficulty with regards to the current spread.

Spacing is kind of all over the place visually and the structure is very weak overall. 00:32:776 (2,3,4,5,1) - like this for example could be way better visually like this if anything: http://i.imgur.com/qHYFMAu.png. But yeah.

  1. 00:07:011 - Rhythm throughout the first part is very inconsistent since you map the same sounds so many different ways. Should stick to like 1 or 2 ways and use them interchangeably instead of 3 to 4 different ways. You also throw in jumps seemingly randomly since 00:09:305 (3,4) - is a jump but 00:10:894 (4) - isn't.
  2. 00:08:423 (1) - No emphasis on downbeat like you start to do later?
  3. 00:09:835 (1,3) - :eyes: That pixel overlap.
  4. 00:10:894 (4) - Lul bezier slider.
  5. 00:17:600 (1) - Definitely too short.
  6. 00:29:600 (2) - NC?
  7. 00:37:717 (4) - Not a 1/4 reverse but still following the same thing as 00:37:364 (3) - ?
  8. 00:41:247 (3) - Ending these on the red feels very awkward cuz it sounds very clickable. I would shorten these by 1 tick (ideally 2) and make the red clickable for each one.
  9. 00:52:541 (4) - +1 reverse tbh, just move the circle closer.

[ Insane]
  1. 00:12:835 - From here your consistency just goes out the window lol. Each time it seems to vaguely follow the main rhythm but you also seem to be trying to map the background layer which is so obscure that it's really hard to hear what this rhythm is truely mapped to. Example: 00:12:835 (1,2,3,4,1,2,1,2,1) - all 1/2 and 1/4 spam but the song isn't doing that. I recommend reworking this part to be more consistent and to follow a clearer rhythm.
  2. 00:17:952 (1,1,1,1) - Unnecessary NC spam. Makes the player expect something different when there isn't anything different. I recommend removing all NCs from here.
  3. 00:21:482 (1,2,3) - Could tidy this up a bit more. Like this maybe http://i.imgur.com/AJy2s5E.png
  4. 00:23:952 (1) - No drill hitsounds? o;
  5. 00:35:247 (1,2,3) - Either overlap these more or space it tbh cuz looks kinda unsightly.
  6. 00:39:747 (3) - Should be 1/3.
  7. 00:40:188 (1,2) - No 1/4 in the insane despite doing it for the Hard? It's weird to have such a rhythm density disparity. I recommend kicksliders here.
  8. 00:41:158 (3,4,8,9) - No. Unstack the first or the second because this is like, completely unreadable lol.
  9. 00:44:864 (3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,1) - are the same intensity as 00:43:805 (1,2,3,4,5,6) - if not higher so why decrease spacing?
Again structure issues but it's late for me so I'll pass on mentioning it in detail. Just introducing this concept 00:40:894 (1,2,3,4,5,6,7,8,9) - so late is completely unfair and imo should be removed and replaced because you never introduce this anywhere else earlier.

I'll mod the rest tomorrow, it's 2:30 AM for me and I need sleep.
Topic Starter
Hollow Delta

Mir wrote:

Hi M4M!

[ General]
  1. Can I ask why green for combo colors when green doesn't show up in the BG at all? Try pinks and blues and maybe an orange-ish color instead to be more fitting.
I used green because it contrasts the background.
[ Easy]
Your combos are very short, consider making an NC every four measures. Overall I can't say much about this diff because imo it's flawed in the sense that it's not dense enough to compensate for the complicated rhythm usage later on in the map. Also you mapped this very center-focused and the flow for this map is very... unorthodox for a low-diff where one would expect objects to follow some sort of clear path. This in turn gives the map a sense of lack of structure. Yea it's shorter numbers, but that naturally happens for easier difficulties. If I increased it wouldn't land on every strong note of the song.

  1. 00:07:011 (1,2,3,1,2,3,4,1,2,3,4,1) - You're very cramped up here, I suggest moving your objects around a bit more. That said you use 00:08:423 (3) - to map the same set of sounds as the rest but never use this reverse again. I suggest to change it to be consistent. It's big cs. Not much I can really do about it. Plus it's not the same set of sounds. They're similar, but they're not the same. Which is why I never copy them in the other diffs.
  2. 00:26:776 (1,2,1) - Why not have the slider start from underneath 2 instead of all the way up there? Would make more sense as a pattern imo. Hmm yea, point taken.
  3. 00:29:600 - From here on you map so little of the song and skip huge portions that you can map with sliders. 00:31:011 (2,3) - These can both be 1/1 sliders. // 00:33:835 (2,3) - How would that make it anymore interesting? That's 4 2/1 sliders in a row. That's not only tiring for newbies, but boring.
  4. 00:34:541 (3) - Try to center this a bit better. http://i.imgur.com/uDtfyeu.png I broke ds a bit, but it looks better now.
  5. The kiai is less dense than your intro and the rhythm is way too complicated for an Easy player to understand. You should definitely fill in some of the gaps you make so that the rhythm is more constant, 00:42:305 - 00:44:952. This is as simple as the rhythm gets. It's a naturally complex song, so what else could I simplify?
The best way to fix this would be to consider a remap after looking at how other Easy difficulties handle complex rhythm. :c

[ Normal]
Isn't CS 4 a massive jump from CS 2.2 easy. I recommend nerfing it to 3 or something. I think your HP should be nerfed as well to something around 3-4 and your AR can DEFINITELY be nerfed to like 5. Yea the cs jump is high. I nerfed the stats a bit though.

Overall your SV is imo way too high. When 00:40:188 (2,3) - is the spacing for 1/1 it looks like a bit of an issue at least to me. Especially on so high a BPM. I recommend lowering your base SV so that the spacing gets lower. Based on the criteria, 180 is the middleground when it comes to bpm. So no, 170 is not a high bpm. There's very little 1/1 in the diff so of course they stick out.

Same issue with flow as I had with Easy, it's very angular and sharp and feels more like flow you'd use in a Hard difficulty or higher. In lower diffs generally I think it makes sense to have flow be as comfortable as possible and use rhythm density to highlight song intensity.

Comboing as well seems too short.

  1. 00:07:011 (2) - NC since song actually starts here? Depends on your preference though. Yea I think it makes sense.
  2. 00:08:070 (4,1) - Flows kind of uncomfortable for a normal player. Would suggest doing something like this instead: http://i.imgur.com/WAIFJKq.png // 00:10:894 (3,1) - Fixed
  3. 00:14:070 (1,2,3) - Stops following the same sound as 00:12:658 (1,2,3) - even though it's still going on in the back. It wouldn't be bad if you had stopped following it at 00:15:482 (1,2,3) - but you do. I recommend making this seem more consistent. I can't map the noise in the background as it's all 1/4. That's just an emphasized beat.
  4. 00:25:188 (3,4) - Gap feels very unintuitive to play. Try this http://i.imgur.com/X40pdmr.png which follows the music better and server for a slightly better transition. I messed with it a bit.
  5. 00:30:305 (2,3,1) - What is this rhythm that doesn't exist in the song? If it does exist it's not noticeable enough for a Normal player to hear and tap to. What would make more sense to map in this difficulty is the 1/1 drums in the back.
    Not all of the 1/1 drums are priority though. The rhythm's supported though because you can hear a strong sound at 00:34:541 (2) -

  6. 00:37:011 - Should be mapped, it's the kiai and the note density dropping off isn't really befitting of its intensity thus far, and the introduction of the high-pitched noise calls for a higher intensity part anyways. Yea you're right.
  7. 00:40:894 (1,2) - Also flows very uncomfortably for a Normal player, and is more Hard-difficulty flow. I can't give you a suggestion to fix this easily however.
    That part's weird because of all the prioritized notes on 1/4 ticks. I might remap this section.

  8. 00:42:305 (2,1,2,1,2,1,2,1) - Most intense part of the song but not mapped with nearly as much rhythm density as the previous parts. Would recommend mapping more notes here. Yea it would make sense.
  9. 00:47:247 - Same in terms of lack of rhythm. It just feels so empty and so much is being skipped that could be mapped it just doesn't make the diff interesting or fun here. ^
Eheh... maybe work on this difficulty a lot. I don't think it needs to be remapped per se, but definitely reworked.

[ Hard]
00:06:658 (1,2) - You use these difficulty elements from a normal without much rhythm density at all. Kicksliders are already hard to read for Hard players. Your usage of kicksliders throughout this difficulty ruins your spread since the Normal is so undermapped - but if you map the Normal with more density you could get away with a 1/4 repeat here. I disagree with the usage of kicksliders in general for this difficulty with regards to the current spread.

Spacing is kind of all over the place visually and the structure is very weak overall. 00:32:776 (2,3,4,5,1) - like this for example could be way better visually like this if anything: http://i.imgur.com/qHYFMAu.png. But yeah. Fixed.

  1. 00:07:011 - Rhythm throughout the first part is very inconsistent since you map the same sounds so many different ways. Should stick to like 1 or 2 ways and use them interchangeably instead of 3 to 4 different ways. But...they're not the same part. I did use 2 ways to map it, but each for their respective part.You also throw in jumps seemingly randomly since 00:09:305 (3,4) - is a jump but 00:10:894 (4) - isn't. They're both near identical in length.
  2. 00:08:423 (1) - No emphasis on downbeat like you start to do later? That's because later this part doesn't repeat itself.
  3. 00:09:835 (1,3) - :eyes: That pixel overlap. What am I looking at here?
  4. 00:10:894 (4) - Lul bezier slider. ^
  5. 00:17:600 (1) - Definitely too short.
  6. The criteria states it can't be less than 2 beats.
  7. 00:29:600 (2) - NC? Done
  8. 00:37:717 (4) - Not a 1/4 reverse but still following the same thing as 00:37:364 (3) - ?
  9. It's variation. It's done properly though because this part doesn't repeat itself.
  10. 00:41:247 (3) - Ending these on the red feels very awkward cuz it sounds very clickable. I would shorten these by 1 tick (ideally 2) and make the red clickable for each one.
  11. They end on white ticks. Plus the priority on each note should be enough support to hear them.
  12. 00:52:541 (4) - +1 reverse tbh, just move the circle closer. This simplification is okay as it's the end, and not as intense.

[ Insane]
  1. 00:12:835 - From here your consistency just goes out the window lol. Each time it seems to vaguely follow the main rhythm but you also seem to be trying to map the background layer which is so obscure that it's really hard to hear what this rhythm is truely mapped to. Example: 00:12:835 (1,2,3,4,1,2,1,2,1) - all 1/2 and 1/4 spam but the song isn't doing that. I recommend reworking this part to be more consistent and to follow a clearer rhythm. This is not the same part though. Yea the original rhythm is going on in the background but it's no longer priority. This rhythm is supported because of the noise at 00:13:364 - sounds like it's winding up.
  2. 00:17:952 (1,1,1,1) - Unnecessary NC spam. Makes the player expect something different when there isn't anything different. I recommend removing all NCs from here. The nc spam is just an aesthetic effect to compliment the shakiness of the stream.
  3. 00:21:482 (1,2,3) - Could tidy this up a bit more. Like this maybe http://i.imgur.com/AJy2s5E.png Done
  4. 00:23:952 (1) - No drill hitsounds? o;
  5. I think the hitsound copier goofed there. Fixed
  6. 00:35:247 (1,2,3) - Either overlap these more or space it tbh cuz looks kinda unsightly. Done
  7. 00:39:747 (3) - Should be 1/3. Just that slider is 1/4. It's not 1/3
  8. 00:40:188 (1,2) - No 1/4 in the insane despite doing it for the Hard? It's weird to have such a rhythm density disparity. I recommend kicksliders here. Yea idk what I was thinking there.
  9. 00:41:158 (3,4,8,9) - No. Unstack the first or the second because this is like, completely unreadable lol. It's supported by the song. The priority is on the first 2 1/4 notes, and the stream stops at the 1/2 pause.
  10. 00:44:864 (3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,1) - are the same intensity as 00:43:805 (1,2,3,4,5,6) - if not higher so why decrease spacing? I really can't tell the difference.
Again structure issues but it's late for me so I'll pass on mentioning it in detail. Just introducing this concept 00:40:894 (1,2,3,4,5,6,7,8,9) - so late is completely unfair and imo should be removed and replaced because you never introduce this anywhere else earlier. There's no where else to really introduce that concept. If it does become a problem I'll be prepared to change it.


I'll mod the rest tomorrow, it's 2:30 AM for me and I need sleep.
Thanks for the mod
Shiirn
please don't respond to mods like that. it's really horrible.
vipto
I'm gay
xLolicore-
formatting gore
also im gay
Crowie
i'm gore
Topic Starter
Hollow Delta

Shiirn wrote:

please don't respond to mods like that. it's really horrible.
Yea you're right. I should go back and fix it.
Mir
No kudosu, part two of mod.

[ Extra]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - So I got HighTec to playtest these squares and they played awfully, which I can kind of understand. I think this 1/4 jump is just too big and they play too harshly. Maybe lower the distance or something.
  2. 00:17:952 (1,1,1,1) - This is what I meant for the insane. You use NC spam for 1/4 for "visual effect" but then use it for readability's sake when you do this 1/3 00:39:129 (1,1,1,1,1,1,1) - without any reverse sliders. That leads to misreading and is a misuse of NC spam in the first place. Remove it for visual effect for both this diff and the insane for this reason.
  3. 00:45:835 (2) - Strong beat on slider end? // 00:46:452 (2) - 00:43:364 (3) -

[ Ultimatum]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - Yeah these also played bad since the flow is like... lol. If you're gonna do 1/4 streamjumps that are like 1/3 of the screen you need to make it flow (actually I just wouldn't do it at all but eh) well otherwise it's just not playable.
  2. 00:17:952 (1,1,1,1,1) - Same issue with Extra. 00:39:129 (1,1,1,1,1,1) - // 00:23:952 (1,1,1,1) -
  3. 00:21:482 (1,2,3) - Could make visual spacing more even. http://i.imgur.com/2JPlqRp.png
  4. 00:29:600 - SV in relation to spacing is too low. You have to wait for your cursor on top of the next doubles to hit them properly. You need more spacing here in general for this to play smoother atm it plays really badly.
  5. 00:35:070 (2,1) - Overlap better? http://i.imgur.com/QYOQtfl.png
  6. 00:35:511 (2,3,4) - Visual distance could be improved. http://i.imgur.com/FZbB3W5.jpg
  7. 00:36:658 (7) - What is this streamjump emphasizing? It should just be part of the stream, not for aesthetic's sake.
  8. 00:40:894 - From here the map becomes an unplayable mess and just isn't passable the way you mapped it. https://puu.sh/vehwN/76514fcdae.osr <- Replay from HighTec. He has 2k combo on Boogie so he can at least play technical maps. And he had this to say about it http://i.imgur.com/urs1hBl.png

    The flow is too angular and the AR actually is too low for this to be readable. If anything to fix this you need to make this area flow circular like this: http://i.imgur.com/f8KSaem.png or it's just not playable. See rrtyui's "Exit This Earth's Atomosphere" for reference.
Topic Starter
Hollow Delta

Mir wrote:

No kudosu, part two of mod.

[ Extra]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - So I got HighTec to playtest these squares and they played awfully, which I can kind of understand. I think this 1/4 jump is just too big and they play too harshly. Maybe lower the distance or something. Messed with it a bit.
  2. 00:17:952 (1,1,1,1) - This is what I meant for the insane. You use NC spam for 1/4 for "visual effect" but then use it for readability's sake when you do this 1/3 00:39:129 (1,1,1,1,1,1,1) - without any reverse sliders. That leads to misreading and is a misuse of NC spam in the first place. Remove it for visual effect for both this diff and the insane for this reason. Fixed
  3. 00:45:835 (2) - Strong beat on slider end? // 00:46:452 (2) - 00:43:364 (3) - The note it lands on is of similar strength to the one it starts on, so it should be okay.

[ Ultimatum]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - Yeah these also played bad since the flow is like... lol. If you're gonna do 1/4 streamjumps that are like 1/3 of the screen you need to make it flow (actually I just wouldn't do it at all but eh) well otherwise it's just not playable. Considering how this diff is completely mapped around 1/4 jumps it should be fine for this one.
  2. 00:17:952 (1,1,1,1,1) - Same issue with Extra. 00:39:129 (1,1,1,1,1,1) - // 00:23:952 (1,1,1,1) - Fixed
  3. 00:21:482 (1,2,3) - Could make visual spacing more even. http://i.imgur.com/2JPlqRp.png ^
  4. 00:29:600 - SV in relation to spacing is too low. You have to wait for your cursor on top of the next doubles to hit them properly. You need more spacing here in general for this to play smoother atm it plays really badly. This didn't seem like an issue to any of the test players. I'll keep it in mind.
  5. 00:35:070 (2,1) - Overlap better? http://i.imgur.com/QYOQtfl.png Done
  6. 00:35:511 (2,3,4) - Visual distance could be improved. http://i.imgur.com/FZbB3W5.jpg This really just seems like an alternative. It doesn't seem any better or worse visually or in playability.
  7. 00:36:658 (7) - What is this streamjump emphasizing? It should just be part of the stream, not for aesthetic's sake. There was a 1/1 beat there I paused at to transition into the triplets.
  8. 00:40:894 - From here the map becomes an unplayable mess and just isn't passable the way you mapped it. https://puu.sh/vehwN/76514fcdae.osr <- Replay from HighTec. He has 2k combo on Boogie so he can at least play technical maps. And he had this to say about it http://i.imgur.com/urs1hBl.png
    replay is kinda irrelevant now cause I'm updating it lol but we already discussed this.
    The flow is too angular and the AR actually is too low for this to be readable. If anything to fix this you need to make this area flow circular like this: http://i.imgur.com/f8KSaem.png or it's just not playable. See rrtyui's "Exit This Earth's Atomosphere" for reference.
Spork Lover
Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)

Eks dee <3 M4M return, sorry for late :D

General

Looked at stuff, and didn't find anything (except for the off-screen object on the easy)

Easy


00:16:541 - I would add a note here, since "recovery before a spinner starts" isn't a thing x]
00:31:011 (2,1) - I would make something else with this overlap, since it doesn't really do much atm. You can still make it chaotic without making it reading based (https://osu.ppy.sh/ss/7804564 )
00:39:482 (2) - a lot of this slider is pretty cramped up in the bottom and is overlapping the hiterror line (which is a guideline, and should be followed to easies imo)
00:43:011 (1) - Off-screen xd

normal is incomplete, so not modding that ^^

Hard

00:23:952 (1) - The hitsound volume should be increased, as the song is a lot easier to hear the sounds on in this section (It also looking weird, 'cause the sound you follow isn't 1/4)
00:40:188 (1,1) - Making some Ctrl+G stuff so they are similar, or something like https://osu.ppy.sh/ss/7804586 this to make it feel a little more linear?

Insane

00:09:747 (5,1) - Since you use a disconnect here, maybe use it more often on stuff like 00:18:217 (4,1) - too?
00:18:305 (1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,1,2,1) - I feel like there should be a few more clap hitsounds overall here. I only hear 2 I think, and the song still counts for a few more i think
00:49:717 (1,2) - I'd switch NC to make the NC happen on the mid-way on the measure instead (It's also a stronger beat than the prior).

Extra

00:18:217 (4,1) - same for this as the insane, since it's used even more here (if not, I'd make some descending spacing stuff or something xd)
00:36:658 (3,1) - switch NC 'cause downbeat
00:40:541 (3) - NC since you NC'ed 00:36:305 (1) -
00:49:717 (1,2) - same as insane

Ultimatum


00:17:600 (1,2,3,4) - You are asking the player to snap here unless he stays still (which really sucks if you try this with HR xd Maybe a square is better here?)
00:39:129 (1,1,1,1,1,1) - hmm, I'd probably advice you to use the same spacing for all 6
00:49:717 (1,2) - lul
00:52:541 (3) - inconsistent NC with extra

I feel like the chaotic nature of the easier difficulties will make those early diffs hard to pass through the ranking process (or rather, I don't think BN's would agree to them xd)

Good luck though dude ^^
Topic Starter
Hollow Delta

Spork Lover wrote:

Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)
You sock
Topic Starter
Hollow Delta

Spork Lover wrote:

Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)

Eks dee <3 M4M return, sorry for late :D

No reply = Fix

General

Looked at stuff, and didn't find anything (except for the off-screen object on the easy)

Easy


00:16:541 - I would add a note here, since "recovery before a spinner starts" isn't a thing x] It helps to prepare the player for the spinner.
00:31:011 (2,1) - I would make something else with this overlap, since it doesn't really do much atm. You can still make it chaotic without making it reading based (https://osu.ppy.sh/ss/7804564 )
00:39:482 (2) - a lot of this slider is pretty cramped up in the bottom and is overlapping the hiterror line (which is a guideline, and should be followed to easies imo)
00:43:011 (1) - Off-screen xd

normal is incomplete, so not modding that ^^

Hard

00:23:952 (1) - The hitsound volume should be increased, as the song is a lot easier to hear the sounds on in this section (It also looking weird, 'cause the sound you follow isn't 1/4)
00:40:188 (1,1) - Making some Ctrl+G stuff so they are similar, or something like https://osu.ppy.sh/ss/7804586 this to make it feel a little more linear?
Doing that would create a difficult antijump, so no change.

Insane

00:09:747 (5,1) - Since you use a disconnect here, maybe use it more often on stuff like 00:18:217 (4,1) - too? This is a different part, and it's also of a different intensity, so the concept doesn't need to be here.
00:18:305 (1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,1,2,1) - I feel like there should be a few more clap hitsounds overall here. I only hear 2 I think, and the song still counts for a few more i think
00:49:717 (1,2) - I'd switch NC to make the NC happen on the mid-way on the measure instead (It's also a stronger beat than the prior).

Extra


00:18:217 (4,1) - same for this as the insane, since it's used even more here (if not, I'd make some descending spacing stuff or something xd) Same reason as before, since the song dies down it's unsupported.
00:36:658 (3,1) - switch NC 'cause downbeat It separates the 2 rhythms, so I'll just keep both colors there.
00:40:541 (3) - NC since you NC'ed 00:36:305 (1) -
00:49:717 (1,2) - same as insane

Ultimatum


00:17:600 (1,2,3,4) - You are asking the player to snap here unless he stays still (which really sucks if you try this with HR xd Maybe a square is better here?) The map is built around these, so the player should know how to hit these by now.
00:39:129 (1,1,1,1,1,1) - hmm, I'd probably advice you to use the same spacing for all 6 The stream isn't consistent, so the dive in the spacing is accurate. Reason I didn't do it in the other diffs is because I thought it was too complex for said diffs.
00:49:717 (1,2) - lul
00:52:541 (3) - inconsistent NC with extra


I feel like the chaotic nature of the easier difficulties will make those early diffs hard to pass through the ranking process (or rather, I don't think BN's would agree to them xd) Yea it sucks. Not stopping me though

Good luck though dude ^^
Thanks for the mod
-Keitaro
heyo M4M

[Spread]
1.91* to 3.47* kek, add a diff around 2.5*

[Easy]
00:12:306 (4,3) - Stack them up?
00:16:541 - Add a circle, I guess to follow the previous pattern.
00:38:070 (1) - I dont know if this shape will work, considering 00:39:482 (3) - might broke the aesthetic. Something like this could be better.
00:42:658 (3,1,2) - These seems a bit, offbeat? while 00:43:011 (1) - might end 00:43:364 and 00:43:805 (2) - starts 00:43:717.
00:45:835 (1) - I believe most people will not ready for this spinner :/

[Normal]
00:00:305 (1) - starts 00:00:129
00:17:600 (1) - Aren't this too fast for Normal?
00:31:011 (1) - This might be moved to x:232 y:236 becouse of the sharp angle in 00:30:305 (3,1) - its up to you too.
00:41:247 (2,2,1) - why try to use straight slider? before this you mostly use curve sliders
00:43:011 (1) - if you still want to keep this, please fix the shape.

[Hard]
tbh AR 8 is still too slow but its hard :<
00:09:129 (2,3) - hmm, to hard imo for a Hard diff or just add a reverse so it will be the same as 00:09:482 (4) -
if you still want to keep it, 00:13:364 (3) - fix this.
00:16:894 (4,5,6) - Move this a bit far so it will not overlap 00:16:011 (2) -
00:39:835 (1) - its 1/3 :3

To be honest this looks like a 4* diff.

[Insane]
00:11:952 (1,2,3,4,1) - follow 00:09:129 (1,2,3,4,5) - for consistency?
00:20:423 (5,6,1) - are you trying to create a triangle? if yes fix plz
00:39:482 (2,3) - repeat 00:39:129 (1,4) - for consistency :3
00:46:717 (2) - move this around x:64 y:128 for a perfect triangle

[Extra]
ooo fast :3

00:14:070 (1) - place this around x:152 y:216 for consitent spacing with 00:13:364 (1,3) -
00:21:482 (1,2,3) - still not the same spacing, a bit right and down, yeah, nazi :p
00:31:364 (2,3) - Create a triangle with 00:30:747 (7,8) - ?
00:39:923 (2,3,4,1) - why not same spacing?
00:44:864 (3,4) - becouse 00:42:217 (3,4) - is stacked, maybe stack them too?

Sorry cant mod last diff, a bit confused with AR9.7 kek xD

anyway gl!
Topic Starter
Hollow Delta

Error- wrote:

heyo M4M

[Spread]
1.91* to 3.47* kek, add a diff around 2.5* rip me

[Easy]
00:12:306 (4,3) - Stack them up? Fixed
00:16:541 - Add a circle, I guess to follow the previous pattern. I don't see how that's any better than the spinner. The spinner rn covers more of the song than a hitcircle could.
00:38:070 (1) - I dont know if this shape will work, considering 00:39:482 (3) - might broke the aesthetic. Something like this could be better. Fixed
00:42:658 (3,1,2) - These seems a bit, offbeat? while 00:43:011 (1) - might end 00:43:364 and 00:43:805 (2) - starts 00:43:717. That's because the sound I mapped is 1/4. This is a simplified way to map 1/4 while staying readable. To a player of this level they'll read it as 1/2 spacing.
00:45:835 (1) - I believe most people will not ready for this spinner :/ It's long, and it's the final spinner, so it's a good finisher.

[Normal]
00:00:305 (1) - starts 00:00:129 Fixed
00:17:600 (1) - Aren't this too fast for Normal? It's just barely the minimum required time, so it should be okay.
00:31:011 (1) - This might be moved to x:232 y:236 becouse of the sharp angle in 00:30:305 (3,1) - its up to you too. I don't see it any better, so no change.
00:41:247 (2,2,1) - why try to use straight slider? before this you mostly use curve sliders Because this is the kiai. I use sharp, technical sliders to compliment the aggression.
00:43:011 (1) - if you still want to keep this, please fix the shape. I don't understand what's wrong with it. It's offcentered because it's unique, and it's node lines up with the tick, so it's complimentary.

[Hard]
tbh AR 8 is still too slow but its hard :<
00:09:129 (2,3) - hmm, to hard imo for a Hard diff or just add a reverse so it will be the same as 00:09:482 (4) -
if you still want to keep it, 00:13:364 (3) - fix this. I've decided I'll rename this to Light Insane and map an actual 'Hard' diff, so keeping this for now. Also it's a unique part of the song, so they don't need to be consistent.
00:16:894 (4,5,6) - Move this a bit far so it will not overlap 00:16:011 (2) - Fixed
00:39:835 (1) - its 1/3 :3 No, this is 1/4. The rest however is 1/3 though.

To be honest this looks like a 4* diff. Yea you're right so I figure I'll give the diff a proper name.


[Insane]
00:11:952 (1,2,3,4,1) - follow 00:09:129 (1,2,3,4,5) - for consistency? It's a good buildup for the diff spike, so no change.
00:20:423 (5,6,1) - are you trying to create a triangle? if yes fix plz What was I thinking?.. fixed
00:39:482 (2,3) - repeat 00:39:129 (1,4) - for consistency :3 I adjusted the pattern slightly, but the rhythm stays the same as it's accurate.
00:46:717 (2) - move this around x:64 y:128 for a perfect triangle Fixed

[Extra]
ooo fast :3

00:14:070 (1) - place this around x:152 y:216 for consitent spacing with 00:13:364 (1,3) - The slightly extra spacing is fine as it's a hitcircle with extra exaggeration than the sliders.
00:21:482 (1,2,3) - still not the same spacing, a bit right and down, yeah, nazi :p
I didn't like the way my own pattern looked so I changed it to a stack lol

00:31:364 (2,3) - Create a triangle with 00:30:747 (7,8) - ? Fixed
00:39:923 (2,3,4,1) - why not same spacing? Because it goes from 1/3 to 1/4, so the spacing will decrease.
00:44:864 (3,4) - becouse 00:42:217 (3,4) - is stacked, maybe stack them too?
No, because the circle hear has a more distinct beat, so it'll stick out more.


Sorry cant mod last diff, a bit confused with AR9.7 kek xD lol

anyway gl!
BOUYAAA
hi
I try not to repeat myself too much so things might apply in several places
i'm not az fan of the combo colors


easy :

00:08:423 (3,1) - current positioning implies that 1 is clickable on it's tail. I recommend easy difficulties stay as readable as possible so putting the object like that https://puu.sh/vHGjz/9722934ffa.jpg is probably better since ambiguity is left out

00:11:247 (3,4,1) - same, i wouldn't assume beginners will be able to read 4 ast the next object here

00:16:894 (1) - rythm doesn't change and yet you decide to map a spinner. song doesnt justify it at all to me

00:27:482 - prominent sound you ignore for some reason. You mapped both others so map all of them

00:29:600 (1,3) - the whole mapping field is open and you force overlaps, idk dude

00:39:129 (2,3) - 00:44:952 (2,3) - why stack?

00:45:835 (1) - same remark as before, spinner is not justified here, the rythm of the section doesn't change in anyway

normal :


00:11:247 (1) - objects are far apart in the timeline but still this could be very easily misinterpreted

00:37:011 - part of the main melody but for some reason this is left out. also flow and readability wise this is lol 00:36:658 (4,5) -

00:38:600 (2,3) - flow pls, your slider is pointing away from this object

00:40:188 (5,6,2) - why overlap. like rn the next logical object to click after that stack is the end of the slider. They are on the screen at the same time too

00:43:011 (1,2,3) - 00:43:011 (1,2,3) - 1 points at 3's end thus making it less intuitive and hard to read


hard :


There are alot of things that I disagree with in this diff
At that bpm, kickslider patterns are something you usually encounter in higher insanes and extras. things like 00:09:129 (2,3) - are very counterintuitive and certainly not fit for this diffivclty level
the diff is still kinda cluttered for the skill level it's aiming at imo 00:14:070 (1,2,3,4) - entangled patterns like this one are still a pain to read at low ar. If you're not convinced you could still ask a random #400k-#300k player and see if he's able to get through, might just be me after all

00:11:247 (1,1) - why do you follow 3/4 rythm and suddently 1/2
Same here 00:14:070 (1,1) - 1/1 seems the most logical one here

00:17:600 (1) - 1/4 repeating sliders are probably more suited to represent individual 1/4 beats that a spinner don't you think?

Insane :


00:07:276 (1,1,1) - I don't quite get the nc spam. Imo it's not needed. Same for other diffs.
00:07:541 (1) - also seems to be quite inconsistent 00:09:129 (1) - here you should nc 00:08:952 (2) - to follow what you did in the first measure
sometimes you do weird things like single note nc 00:12:658 (1,1) -

00:20:070 - why not map this note as a filler same question for next iterations lol

00:41:600 (8,9) - idk if this is due to me alternating everything but this is very hard to play for me. I'd suggest you space the stacked note out so that it's easier to get what's happening here


Extra :


00:11:247 (1) - imo this should be spaced further. the beat the slider is mapped to is strong compared to it's predescessors (new phrase). There is no reason for it to be closer than 00:10:541 (1) -

00:19:011 (3,4) - why break flow here? The slider is mapped to a super weak beat. I'd suggest you ctrl g that

00:24:129 (1) - no reason to separate those either imo, there is no beat there si a simple buzz slider would represent that better

Ultimatum :

This is a bit hard for me tbh, not sure i'll give you meaningful comments lol
most of it seems fine though idk

I hope everythign makes sense. Gl!
Topic Starter
Hollow Delta

BOUYAAA wrote:

hi
I try not to repeat myself too much so things might apply in several places
i'm not az fan of the combo colors


easy :

00:08:423 (3,1) - current positioning implies that 1 is clickable on it's tail. I recommend easy difficulties stay as readable as possible so putting the object like that https://puu.sh/vHGjz/9722934ffa.jpg is probably better since ambiguity is left out I don't think it's an issue as at this low of an ar as it's easy to see the slider unwrap out of it's head.

00:11:247 (3,4,1) - same, i wouldn't assume beginners will be able to read 4 ast the next object here There's different coloring an numbering, so again I don't think this is an issue.

00:16:894 (1) - rythm doesn't change and yet you decide to map a spinner. song doesnt justify it at all to me This was done to map the stuff at 00:17:600 - only reason I extended it was so it's easier to play.

00:27:482 - prominent sound you ignore for some reason. You mapped both others so map all of them Done

00:29:600 (1,3) - the whole mapping field is open and you force overlaps, idk dude It's circular and the distance on the timeline is decent, so it shouldn't be an issue.

00:39:129 (2,3) - 00:44:952 (2,3) - why stack? For contrast. They're not the same parts.

00:45:835 (1) - same remark as before, spinner is not justified here, the rythm of the section doesn't change in anyway Just a simplified way to map all the chaotic stuff here again.

normal :


00:11:247 (1) - objects are far apart in the timeline but still this could be very easily misinterpreted I don't see how.

00:37:011 - part of the main melody but for some reason this is left out. also flow and readability wise this is lol 00:36:658 (4,5) - 5 is aiming in the direction of 4, so for this case it's still intuitive.

00:38:600 (2,3) - flow pls, your slider is pointing away from this object For this case no, because of the follow circle the player will play the cornered slider as if it were a straight one.

00:40:188 (5,6,2) - why overlap. like rn the next logical object to click after that stack is the end of the slider. They are on the screen at the same time too They're overlapped because the song builds up for the kiai.

00:43:011 (1,2,3) - 00:43:011 (1,2,3) - 1 points at 3's end thus making it less intuitive and hard to read Fixed



hard :


There are alot of things that I disagree with in this diff
At that bpm, kickslider patterns are something you usually encounter in higher insanes and extras. things like 00:09:129 (2,3) - are very counterintuitive and certainly not fit for this diffivclty level
the diff is still kinda cluttered for the skill level it's aiming at imo 00:14:070 (1,2,3,4) - entangled patterns like this one are still a pain to read at low ar. If you're not convinced you could still ask a random #400k-#300k player and see if he's able to get through, might just be me after all I talked about this diff with the previous modder, I'm renaming it to Light Insane so the concepts are more fitting and am mapping another Hard right now

00:11:247 (1,1) - why do you follow 3/4 rythm and suddently 1/2
Because the song isn't consistent at this part. It alternates between 2 similar, but different rhythm, so I compliment that by alternating as well.

Same here 00:14:070 (1,1) - 1/1 seems the most logical one here Fixed

00:17:600 (1) - 1/4 repeating sliders are probably more suited to represent individual 1/4 beats that a spinner don't you think? Nah the spinner still fits as it covers all of them anyway.

Insane :


00:07:276 (1,1,1) - I don't quite get the nc spam. Imo it's not needed. Same for other diffs. They're changing slider velocities, so the nc is to compliment that.
00:07:541 (1) - also seems to be quite inconsistent 00:09:129 (1) - here you should nc 00:08:952 (2) - to follow what you did in the first measure Not quite, as that's not a slider, the player doesn't need the nc to let them know of a sv change when there is no slider.
sometimes you do weird things like single note nc 00:12:658 (1,1) - That was a mistake. Fixed

00:20:070 - why not map this note as a filler same question for next iterations lolBecause it's not accurate

00:41:600 (8,9) - idk if this is due to me alternating everything but this is very hard to play for me. I'd suggest you space the stacked note out so that it's easier to get what's happening here I know it's hard to play, but it's complimentary of the song so I don't need to change it.


Extra :


00:11:247 (1) - imo this should be spaced further. the beat the slider is mapped to is strong compared to it's predescessors (new phrase). There is no reason for it to be closer than 00:10:541 (1) - I'm stuck due to the border, but even if I could fix it without ruining the pattern the spacing difference isn't large enough to contrast.

00:19:011 (3,4) - why break flow here? The slider is mapped to a super weak beat. I'd suggest you ctrl g that They're close enough, and it's temporary muscle memory so it's still intuitive.

00:24:129 (1) - no reason to separate those either imo, there is no beat there si a simple buzz slider would represent that better
There is a beat there though. If it becomes an issue I can simply extend the first slider though so maybe


Ultimatum :

This is a bit hard for me tbh, not sure i'll give you meaningful comments lol
most of it seems fine though idk

I hope everythign makes sense. Gl!
Cirno
Hi! m4m here.

[Legend]

  1. This is just a subjective suggestion.
  2. This could be an issue.
  3. This is a potentially unrankable issue.
[General]

  1. Artist should be in the original script, and romanised artist should be in 'surname firstname' format. I'm suggesting "石川 淳" & "Ishikawa Jun", but please find a metadata checker for proper metadata.
  2. No apparent reason for kiai time to be split. Consider merging them.
[Insane]

  1. You have 2 combo colors. New combo tricks like 00:07:011 (1,1,1) - would look prettier if you have 3 colors instead.
  2. 00:12:129 (2,4) - Maybe whistle on slider heads?
  3. 00:12:658 (1) - Sampleset = Drum for consistency
  4. 00:14:247 (2,3,4) - Looks like artificial difficulty, as most other triplets are stacked and there is not a distinct musical cue for this pattern.
  5. 00:14:776 (1,2) - Sampleset = Drum on 3rd repeat
  6. 00:16:188 (1,2) - Does not flow too well. Remove (2) and add 1 repeat?
  7. 00:16:541 (3,4) - ^
  8. 00:26:776 (1,2,3) - Move to x:332 y:224?
  9. 00:29:600 (1,1) - Sampleset = Drum on slider head like 00:32:423 (1) -
  10. 00:35:247 (1,2,3,4,5,6,1) - This part does not seem to be following anything major in the music?
  11. 00:37:011 (2) - Move to 00:37:100 - , remove 1 repeat, and add circle at 00:36:923 - to follow lead properly.
  12. 00:39:129 (1) - Replace with circle and add 1/6 repeating slider at 00:39:247 - to follow lead properly.
  13. 00:39:658 (3) - Move to 00:39:717 - to follow lead properly.
  14. 00:40:188 (1) - Replace with 1/6 repeating slider for better transition between lead/drum parts.
  15. 00:46:541 (1,2) - Swap NC?
  16. 00:50:070 (1) - Remove NC?
[Light Insane]

  1. 00:09:129 (2,3) - These 1/4 slider -> circle jumps are too hard for a 3.5* "Light Insane". Consider using DS or replacing with repeat sliders. Other occurrences: 00:11:952 (2,3) - 00:14:776 (3,4) - , etc.
  2. 00:09:835 (1,2,3,4,1,2,3,4) - Apply whistle pattern of 00:06:658 (1,2,1,2,3,4,1,2,3,4) - ?
  3. 00:13:364 (3,4) - Replace with 1/2 sliders, as there are no major sounds at 00:13:452 - and 00:13:805 - to follow.
  4. 00:14:070 (1) - End at 00:14:247 - and add circles at 00:14:335 - 00:14:423 - ?
  5. 00:15:482 (1) - ^
  6. 00:16:717 - Add note.
  7. 00:17:423 - ^
  8. 00:17:600 (1) - This spinner is very short. Consider replacing with repeating sliders.
  9. 00:18:658 - Why isn't this part mapped? 2 breaks in a 1min song is not very appropriate.
  10. 00:26:776 (1,1,1) - Remove NC on the 2nd and 3rd ones? Also, the first object is too low and obstructed by the timing bar. Move the circles up to avoid this.
  11. 00:29:952 (2) - Start at 00:30:041 - and add circle at 00:29:952 - to follow riff properly.
  12. 00:31:364 (2) - 00:32:776 (2) - 00:34:188 (2) - ^
  13. 00:35:247 - to 00:40:894 - Same rhythm issues as [Insane].
  14. 00:52:541 (4,1) - Remove (1) and add 2 repeats for same rhythm as [Insane]?
[Hard]

  1. A fair amount of rhythm/hitsounds issues for [Insane]/[Light Insane] also apply here. I will skip all the repetition. Please check this diff after checking mods for those diffs.
  2. 00:18:658 - Why isn't this part mapped?
  3. 00:36:835 (1) - Move to 00:36:923 -
  4. 00:43:011 (1,1) - 6 repeats are kind of hard to anticipate. Consider replacing first two repeats with circles, and end at 00:42:835 - (7 notes in total) instead.
  5. 00:51:835 (2) - This anti-jump is not very easy to read for a 3* [Hard].
  6. 00:52:894 (1) - Remove NC?
[Normal]

  1. 00:09:129 (2) - Move to 00:08:952 - ?
  2. 00:11:953 (2,3) - ^
  3. 00:17:600 (1) - The guidelines suggest to avoid spinners less than 3 beats for Normals.
  4. 00:18:658 - Why isn't this part mapped?
  5. 00:37:011 - Add note?
  6. 00:46:894 (5,1) - Replace with 1/2 repeating sliders?
[Easy]

  1. 00:18:658 - Why isn't this part mapped?
  2. 00:29:600 (1,2,3) - Not a very pretty overlap. Stack (2,3) instead?
  3. 00:32:423 (1,2,3) - ^
  4. 00:44:600 (1,2) - Replace with a slider to make this more lenient for new players.
That's all! Good luck with your map!
Topic Starter
Hollow Delta

Cirno wrote:

Hi! m4m here.

[Legend]

  1. This is just a subjective suggestion.
  2. This could be an issue.
  3. This is a potentially unrankable issue.
[General]

  1. Artist should be in the original script, and romanised artist should be in 'surname firstname' format. I'm suggesting "石川 淳" & "Ishikawa Jun", but please find a metadata checker for proper metadata.
    There are ranked maps of songs by Ishikawa whose name is typed this way. I'm not confident on the metadata as I had to search for it myself. Prob gonna have a smart guy get if for me.
  2. No apparent reason for kiai time to be split. Consider merging them. The kiai is split to compliment each section. Each split is for the strong downbeat on each one.
[Insane]

  1. You have 2 combo colors. New combo tricks like 00:07:011 (1,1,1) - would look prettier if you have 3 colors instead. Those don't need a different color as it's not a sudden spike.
  2. 00:12:129 (2,4) - Maybe whistle on slider heads? No, because the emphasis isn't on those and the pattern is simple enough for the player to understand.
  3. 00:12:658 (1) - Sampleset = Drum for consistency
  4. 00:14:247 (2,3,4) - Looks like artificial difficulty, as most other triplets are stacked and there is not a distinct musical cue for this pattern. That burst of the kiai marked an increase in difficulty, so the pattern fits.
  5. 00:14:776 (1,2) - Sampleset = Drum on 3rd repeat Not sure what you're trying to point out here. Try to explain this to me later if you can.
  6. 00:16:188 (1,2) - Does not flow too well. Remove (2) and add 1 repeat? The reason this is still intuitive is because it creates a sharp angle. While the slider is facing the exact opposite of the upcoming note, because it's a kick slider it's treated like a regular circle, so this is still playable.
  7. 00:16:541 (3,4) - ^ ^
  8. 00:26:776 (1,2,3) - Move to x:332 y:224? I figured it'd be too confusing to read.
  9. 00:29:600 (1,1) - Sampleset = Drum on slider head like 00:32:423 (1) -
    Done
  10. 00:35:247 (1,2,3,4,5,6,1) -
    This part does not seem to be following anything major in the music?
    It's following the basic beat. It becomes really chaotic here so I just used repeats when possible.
  11. 00:37:011 (2) - Move to 00:37:100 - , remove 1 repeat, and add circle at 00:36:923 - to follow lead properly. That doesn't work, as there's no priority anywhere else but where 1 is.
  12. 00:39:129 (1) - Replace with circle and add 1/6 repeating slider at 00:39:247 - to follow lead properly. The emphasis isn't there, so that'll only be more complicated to read.
  13. 00:39:658 (3) - Move to 00:39:717 - to follow lead properly. Snapping error. Fixed
  14. 00:40:188 (1) - Replace with 1/6 repeating slider for better transition between lead/drum parts. This switches back to 1/2 and 1/4 rhythm so it doesn't fit.
  15. 00:46:541 (1,2) - Swap NC? The emphasis is here, so I'm keeping it.
  16. 00:50:070 (1) - Remove NC? It's a unique sound, so it fits.
[Light Insane]

  1. 00:09:129 (2,3) - These 1/4 slider -> circle jumps are too hard for a 3.5* "Light Insane". Consider using DS or replacing with repeat sliders. Other occurrences: 00:11:952 (2,3) - 00:14:776 (3,4) - , etc. Even though it's 3.5 sr, it still classifies as a Light Insane, so this rhythm is fitting.
  2. 00:09:835 (1,2,3,4,1,2,3,4) - Apply whistle pattern of 00:06:658 (1,2,1,2,3,4,1,2,3,4) - ? This part has it's own unique sounds that prevented me from simply copying it over.
  3. 00:13:364 (3,4) - Replace with 1/2 sliders, as there are no major sounds at 00:13:452 - and 00:13:805 - to follow. It's simplification as like you said, no strong sounds. So I covered it with the hitsounds.
  4. 00:14:070 (1) - End at 00:14:247 - and add circles at 00:14:335 - 00:14:423 - ? The suggestion works, but it doesn't seem any better or worse than what it originally was, so keeping it.
  5. 00:15:482 (1) - ^ ^
  6. 00:16:717 - Add note. I could've placed a slider here but I chose not to because it gives the player a slight break before the triple.
  7. 00:17:423 - ^ ^
  8. 00:17:600 (1) - This spinner is very short. Consider replacing with repeating sliders. It's short, but it fits. Perfect signal for a break too.
  9. 00:18:658 - Why isn't this part mapped? 2 breaks in a 1min song is not very appropriate. Because at this note density it's near impossible to map that part without ruining the mood of the song.
  10. 00:26:776 (1,1,1) - Remove NC on the 2nd and 3rd ones? Also, the first object is too low and obstructed by the timing bar. Move the circles up to avoid this. Good call. Fixed.
  11. 00:29:952 (2) - Start at 00:30:041 - and add circle at 00:29:952 - to follow riff properly. While the rhythm supports it, the parts of the song I've been emphasizing didn't include any doubles so this rhythm would be more surprising to the player.
  12. 00:31:364 (2) - 00:32:776 (2) - 00:34:188 (2) - ^ Again, I don't see the issue.
  13. 00:35:247 - to 00:40:894 - Same rhythm issues as [Insane]. Just because the higher diff did it doesn't mean I can do it in the lower diffs without ruining the rhythm. Because it's easier I'm limited to how much of the rhythm I can map.
  14. 00:52:541 (4,1) - Remove (1) and add 2 repeats for same rhythm as [Insane]? ^
[Hard]

  1. A fair amount of rhythm/hitsounds issues for [Insane]/[Light Insane] also apply here. I will skip all the repetition. Please check this diff after checking mods for those diffs.
  2. 00:18:658 - Why isn't this part mapped? It's because this note density wouldn't allow me to map this part without ruining the mood of the song.
  3. 00:36:835 (1) - Move to 00:36:923 - There is no audible sound there.
  4. 00:43:011 (1,1) - 6 repeats are kind of hard to anticipate. Consider replacing first two repeats with circles, and end at 00:42:835 - (7 notes in total) instead. That's not where the reverse ends, also I think this is as simple as the rhythm gets.
  5. 00:51:835 (2) - This anti-jump is not very easy to read for a 3* [Hard]. I don't see why not as there are no other notes on screen to tell the player otherwise.
  6. 00:52:894 (1) - Remove NC? It's the start of a new section, so the NC is fitting.
[Normal]

  1. 00:09:129 (2) - Move to 00:08:952 - ? That's not where the emphasis is.
  2. 00:11:953 (2,3) - ^ ^
  3. 00:17:600 (1) - The guidelines suggest to avoid spinners less than 3 beats for Normals. Yea, 'less than.' This is the best I can do.
  4. 00:18:658 - Why isn't this part mapped? Because this note density doesn't allow me to map this part without ruining the mood.
  5. 00:37:011 - Add note? I don't see how that would make it better as there's even stronger emphasis on 00:37:364 (5) -
  6. 00:46:894 (5,1) - Replace with 1/2 repeating sliders? Again, I don't see how this is any better.
[Easy]

  1. 00:18:658 - Why isn't this part mapped? I've already explained why before.
  2. 00:29:600 (1,2,3) - Not a very pretty overlap. Stack (2,3) instead? I might just remove this diff since the normal is under 2* I don't need it, plus the intensity of the song doesn't give a lot of lee-way for me to undermap this.
  3. 00:32:423 (1,2,3) - ^
  4. 00:44:600 (1,2) - Replace with a slider to make this more lenient for new players.
That's all! Good luck with your map!

Thanks for the mod
Nao Tomori
placeholder
Topic Starter
Hollow Delta
yoooooo
Nao Tomori
[ultimatum]
00:05:600 - tbh start ur custom breaks here lol

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before.

similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others)

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_?

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good

00:41:511 (7,8,9) - man fuck these patterns i always break on them..

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead.

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different?

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol

00:26:070 - 1/2 slider tbh

[normal]
00:17:600 (1) - same
and same for the slider

00:50:070 (2,1) - fix blanket!!!

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Topic Starter
Hollow Delta

Naotoshi wrote:

[ultimatum]
00:05:600 - tbh start ur custom breaks here lol assuming you meant 'end break' which I fixed. Some reason on Normal it doesn't let me move it.

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason. I think the rhythm is okay, as I create contrast through the patterns. I gave this pattern a swirling motion in contrast to the repetitive motion at 00:07:364 - which I think works well.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before. I'm not quite sure what you want me to understand.
Granted this song is very dense, I feel like my rhythm still works as to compliment said density of the rhythm. My goal while mapping this was to have as little 'gaps' in rhythm as possible as to fit it's chaotic, dense feel.
Your rhythm works, though it's not something I would do in an Extra. (I think I used this rhythm in the one of the earlier diffs xd)


similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating. At this speed, these don't really play like kick sliders anymore xP. I understand your point though, but I don't think it makes the map less interesting to play because it contrasts that 'burst' in kiai, and only lasts a few seconds.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right. Fixed. Good suggestion. cs3 made it a bit difficult to fit this section in, which is why I initially mapped it this way.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz Fixed.
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all. I'm not sure what phrasing is. If you're talking about my shift on the red tick, this rhythm is done throughout the mapset. Granted you pointed out a similar issue with the final diff, this rhythm works because it represents the song best.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others. I think the kick sliders here are more interesting, as it's different to the double I used at 00:41:158 (3,4) - 00:44:864 - It compliments that slight change in the feel of the kiai.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others) Fixed

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_? I stil feel this rhythm is okay. It captures the unique sounds played here. I don't think placing the first beat of a 1/4 rhythm, then skipping the next and placing a triple better captures the feel here, as the only reason to skipping that note is for simplification.

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good Yea u right xdd. Fixed

00:41:511 (7,8,9) - man fuck these patterns i always break on them.. I understand where you're coming from, but my intent for this pattern was to be difficult. Not in spacing, but in control. The player isn't prepared for patterns like this, so I'll fix it.

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao it's not that bad shut up xdd

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap This part has a 1/8 layer and a 1/3 layer at once, it's weird. Naturally I was like 'oh 1/8 to 1/4 SIMPLIFICATION' Fixed.
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead. fixed

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different? It sounds okay to me, as it compliments the dip into the 2/1 rhythm at the end.

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol A few modders have pointed this out, I think it still fits here as it compliments the sound, and is long enough to fit the guideline in the criteria (A minimum of 2 bars)

00:26:070 - 1/2 slider tbh I don't see why a 1/2 slider would be better here. I think the circle actually makes this part sound more empty to compliment the song.

[normal]
00:17:600 (1) - same The criteria has a guideline suggesting the spinner be at least 2 bars. The spinner here is 3 bars, and really wouldn't fit in the map with any other length.
and same for the slider

00:50:070 (2,1) - fix blanket!!! dammit. fixed

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Appreciate the professional outlook. Thanks for the mod.
Nao Tomori
extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending.

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Topic Starter
Hollow Delta

Naotoshi wrote:

extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes. Okay I finally get what you mean.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending. I tried switching these parts, However it makes the spread worse. (I'll explain through irc)

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive I extended the spinner.

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Nao Tomori
i hope qats dont demote me for this b4b

bubble 4 bubblun

Topic Starter
Hollow Delta
dammit
Irreversible
General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D:
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) -
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean

Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
Topic Starter
Hollow Delta

Irreversible wrote:

General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D: I initially mapped it denser than this, but it involved 1/4 rhythm which multiple modders encouraged I don't include, so I simplified it.
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here I feel this rhythm still works because it visually looks like 1/2 rhythm, but the slider tail ends on a 1/4, so the player doesn't exactly have to listen for the 1/4 gap, they simply have to look at the spacing.

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) - Yes, but I felt the player might get confused because having 1/2 stack next to a 1/4 stack might misdirect how the player would read it.
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean This part was a pain in the ass to map. Half of the 'important sounds' are on 1/4 ticks which I can't map interestingly without the sr going REEEEEEE.
I get what you mean, but for this particular diff I feel this is as complex as it can get.


Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here Yes, but I shifted it the other way for aesthetics. The middle of the circle is still in the predicted path however.

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
no reply is fuxed

*fixed

thx for modding
Irreversible
Normal:
00:37:011 (1) - Looks like a really cheap fix. The overlap isn't really suitable for this kind of difficulty and the flow isn't really superb as well.. please some more effort
00:43:011 (1) - Could you at least make the thunder shape a bit more .. equal then? so that the sides are the same length, would just make sense with the song

Hard:
00:16:894 (1,1) - Visual spacing. http://puu.sh/yV4qn/dbf165d7b5.jpg
00:40:894 (1) - I'd simplify it then, honestly. It really plays unintuitive, and for a hard diff this just ends up being frustrating and really off to play..
Topic Starter
Hollow Delta
fixed all
Irreversible
alright!
Nao Tomori
alright confirmed changes, they look good. lets give it a shot
Kurai
Metadata DQ, unicode artist needs to be changed to 石川淳 and source to 星のカービィ ロボボプラネット
show more
Please sign in to reply.

New reply