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Yusadesu - Now Loading!!!!

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Topic Starter
emilia
This beatmap was submitted using in-game submission on Friday, September 8, 2017 at 7:52:50 PM

Artist: Yusadesu
Title: Now Loading!!!!
Source: NEW GAME!
Tags: fourfolium ED
BPM: 193
Filesize: 4514kb
Play Time: 01:29
Difficulties Available:
  1. Easy (1.51 stars, 120 notes)
  2. Extra (5.52 stars, 323 notes)
  3. Hard (3.57 stars, 286 notes)
  4. Insane (4.51 stars, 317 notes)
  5. New Game!!!! (6.22 stars, 340 notes)
  6. Normal (2.07 stars, 160 notes)
Download: Yusadesu - Now Loading!!!!
Information: Scores/Beatmap Listing
---------------


Thank you to all modders and BNs for helping!

-Mo-, Mir, Kagetsu, Karen and Pentori
- Darkness -
im flying to estonia
Histoire
im flying to estonia
ikaNyai
im flying to estonia
Penguiness
The more I listen to the audio, the more I like the singing...
OsuSupportSucks
From M4M thread. My map is here

All of my mods are my own opinion. I am in no way an experienced mapper so i do not expect many of my mod to change your map
I am not very good at modding lower difficulties so i will start from Insane. I am also picky.

Insane

00:04:675 (2,4) - These two notes can be blanket'ed better
00:55:504 - to 01:15:400 - the clap hitsound should be more frequent. The hitsounding feels slow for this part of the song. I cant really explain very well. You have a clap every 2/1 beat. Personally i think it sounds better every 1/1 beat. Also like to point out that this applies to all difficulties
General
There isn't much to fault with this diff.

Extra

00:38:094 (1,2) - These two notes can be blanket'ed better
00:55:504 - same clapping issue as listen above
01:04:364 (2,3) - This doesn't sound quite right. Sounds better as a 1/2
General
Once again there isn't really much to fault with this difficulty.

bird rooftop

00:55:504 - claps.
01:15:400 (1) - This would be better if it was centered between the two sliders (01:15:089 (2,3) - )
General
Once again there isn't really much to fault with this difficulty.

Overall

Overall this song gave me stage 4 testicular cancer.
The mapping is done pretty well as there isn't much to fault. I can see the map getting ranked in the future!
Topic Starter
emilia

T r i s t a n wrote:

From M4M thread. My map is here

All of my mods are my own opinion. I am in no way an experienced mapper so i do not expect many of my mod to change your map
I am not very good at modding lower difficulties so i will start from Insane. I am also picky.

Insane

00:04:675 (2,4) - These two notes can be blanket'ed better made it more obviously not a blanket
00:55:504 - to 01:15:400 - the clap hitsound should be more frequent. The hitsounding feels slow for this part of the song. I cant really explain very well. You have a clap every 2/1 beat. Personally i think it sounds better every 1/1 beat. Also like to point out that this applies to all difficulties ok i think i'll go with this, but im really afraid of modders after thinking its overdone (rip)
General
There isn't much to fault with this diff.

Extra

00:38:094 (1,2) - These two notes can be blanket'ed better similar to above
00:55:504 - same clapping issue as listen above
01:04:364 (2,3) - This doesn't sound quite right. Sounds better as a 1/2 keeping rhythmic consistency, also i just think this edgy rhythm is cooler to play xd
General
Once again there isn't really much to fault with this difficulty.

bird rooftop

00:55:504 - claps.
01:15:400 (1) - This would be better if it was centered between the two sliders (01:15:089 (2,3) - ) prefer incremental distance from kicks to slider, and it feels cooler this way
General
Once again there isn't really much to fault with this difficulty.

Overall

Overall this song gave me stage 4 testicular cancer. haha ngl same
The mapping is done pretty well as there isn't much to fault. I can see the map getting ranked in the future! thanks for the mod!
Topic Starter
emilia
oh no
Topic Starter
emilia
mis
mindmaster107
Not done.

I am modding this under Nostalgic's M4M. He will still do his, but considering that most problems were on my end, I will mod your map 2.

Also because YUSADESU VOICE TOO CUTE. **now loading**

From the two diffs I played, no hitsounds.
Also OD8 Feels too easy on 6 stars.

[Extra]

Everything is perfect in my eyes. I can die happy in the angelic voice!

[bird rooftop]
00:09:493 (1,2,3,4,5,6,7,8) - If you are trying to switch direction of rotation for every object placement on a strong beat, this section of jumps don't seem to do that compared to the jumps before and after. You could argue that it is 00:07:472 (3,4,5,6,7) with smaller spacing, in that case sure? IMO You should have a less intense variant of this pattern to compensate.
00:32:032 (2,3,4) - If you are paying attention to significant sounds, maybe use a back and forth for these due to the drums?

00:50:529 (1,2) - I think maybe some notification that there is a gap would be nice. Maybe an NC, or separating it from the jumps by using a more coherent pattern, or do what you did for 00:53:327 (3,4) and just layer it on top.
00:51:307 (5,6) - I think the 6 should be where 00:50:840 (2,4) are to match the notes they represent, and to make the jumps look less random.

01:21:618 (1,2,3,4,5,6,7,8) - I noticed that you go for jumps following circular flow when the music gets intense. This implies this bit is not very intense, yet you gave it full screen jumps. Shrink it, or match 00:52:084 (3,4,5,6,7,8) in the style of jumps. OR change 00:51:773 (1,2,3,4,5,6,7,8) shrug I dunno.
Topic Starter
emilia

mindmaster107 wrote:

Not done.

I am modding this under Nostalgic's M4M. He will still do his, but considering that most problems were on my end, I will mod your map 2. bless

Also because YUSADESU VOICE TOO CUTE. **now loading**

From the two diffs I played, no hitsounds.
Also OD8 Feels too easy on 6 stars.

[Extra]

Everything is perfect in my eyes. I can die happy in the angelic voice!

[bird rooftop]
00:09:493 (1,2,3,4,5,6,7,8) - If you are trying to switch direction of rotation for every object placement on a strong beat, this section of jumps don't seem to do that compared to the jumps before and after. You could argue that it is 00:07:472 (3,4,5,6,7) with smaller spacing, in that case sure? IMO You should have a less intense variant of this pattern to compensate. ii have absolutely no idea what youre talking about here because for jumps rotations can technically never change. every 2 points can be drawn as clockwise/anticlockwise. also, as long as jumps remain intense and intuitive it doesnt matter what "rotation" i'm holding.
00:32:032 (2,3,4) - If you are paying attention to significant sounds, maybe use a back and forth for these due to the drums? theres no reason to esp since the rhythm is already mapped correctly

00:50:529 (1,2) - I think maybe some notification that there is a gap would be nice. Maybe an NC, or separating it from the jumps by using a more coherent pattern, or do what you did for 00:53:327 (3,4) and just layer it on top. only NC'd bc AR compensates
00:51:307 (5,6) - I think the 6 should be where 00:50:840 (2,4) are to match the notes they represent, and to make the jumps look less random. theres really not much reason to, my jumps were never meant to have any structure to begin with

01:21:618 (1,2,3,4,5,6,7,8) - I noticed that you go for jumps following circular flow when the music gets intense. This implies this bit is not very intense, yet you gave it full screen jumps. Shrink it, or match 00:52:084 (3,4,5,6,7,8) in the style of jumps. OR change 00:51:773 (1,2,3,4,5,6,7,8) shrug I dunno. again referring to previous reply i have no idea what you're trying to say. but i shrank the jumps anyways cuz i felt the intensity wasnt that warranted
would be cool if u can hit up nostalgic for me
mindmaster107
Got u fam
Topic Starter
emilia
im flying to estonia
Nostalgic
safe flight and have fun there!

牛gay木
  • [General]
  1. countdown is bad
  2. widescreen support is also bad
  3. check ai mod: 192 kbps // preview point
  4. maybe you should consider buying Yusadesu a metronome
  • [brid roftoop]
  1. 00:04:208 (5,4) - stack or no stack this is the question. If they are meant to be overlapped then they are definitely placed too closely
  2. 00:10:737 (1,2,3,1) - add finish?
  3. 00:13:224 (1) - ^ (and apply to all diffs)
  4. 00:47:887 there's a cymbal sound right here tho not that obvious. Maybe you can make 00:47:732 (7) a slider and end at the red tick
  5. i feel like the kiai section could have a higher sv
  6. 00:58:768 (4) - 248 120?
  7. 01:13:535 (5) - 293 106?
  8. 01:14:312 (2,1) - improve blanket only if u want
  9. 01:22:861 (1,2,3,1) -add finish?
  10. and imho his criticism is still valid here
  • [isnaen]
  1. 00:21:773 (6) - larger spacing?
  2. 00:34:985 (3,1) - overlap instead of stack?
  3. 00:57:991 (1) - ctrl j and then blanket with 00:57:680 (6) ?

i think that's it. GL :)
Topic Starter
emilia

Nostalgic wrote:

safe flight and have fun there!

牛gay木
  • [General]
  1. countdown is bad
  2. widescreen support is also bad fix both
  3. check ai mod: 192 kbps // preview point ok i'll fix the sound Q soon
  4. maybe you should consider buying Yusadesu a metronome i wanna die its in the process of fix
  • [brid roftoop]
  1. 00:04:208 (5,4) - stack or no stack this is the question. If they are meant to be overlapped then they are definitely placed too closely i have no idea whats going on here
  2. 00:10:737 (1,2,3,1) - add finish? nah, they arent cymbals
  3. 00:13:224 (1) - ^ (and apply to all diffs) ok
  4. 00:47:887 there's a cymbal sound right here tho not that obvious. Maybe you can make 00:47:732 (7) a slider and end at the red tick its actually on the white tick, and yea i added
  5. i feel like the kiai section could have a higher sv any higher and the sliders will start to look ugly
  6. 00:58:768 (4) - 248 120?
  7. 01:13:535 (5) - 293 106? what is the point of changing the coordinates?
  8. 01:14:312 (2,1) - improve blanket only if u want made it less of a blanket
  9. 01:22:861 (1,2,3,1) -add finish? ^
  10. and imho his criticism is still valid here this makes literally no sense in this context,
    if you could care to explain maybe i'll hear you out??
  • [isnaen]
  1. 00:21:773 (6) - larger spacing? ok
  2. 00:34:985 (3,1) - overlap instead of stack? no reason to change
  3. 00:57:991 (1) - ctrl j and then blanket with 00:57:680 (6) ? nope that looks bad

i think that's it. GL :)
Fursum
Hello from my queue.

Sorry for the short mod, I guess I'll shoot a star.

Here are my non-warmed up first tries. I attached my version of the map too.

[Easy]

00:52:472 (1,1) - Space is 1/2 short than what it should be according to guidelines. Its a bit hard to fit a spinner without skipping sounds though.

01:29:700 (1) - This is discouraged in the guidelines.

[Normal]

00:01:410 (2,3) - Consider adding a circle to the white tick.
Topic Starter
emilia

Fursum wrote:

Hello from my queue.

Sorry for the short mod, I guess I'll shoot a star.

Here are my non-warmed up first tries. I attached my version of the map too.

[Easy]

00:52:472 (1,1) - Space is 1/2 short than what it should be according to guidelines. Its a bit hard to fit a spinner without skipping sounds though. think this is acceptable because its not after the spinner thats too short

01:29:700 (1) - This is discouraged in the guidelines. will consider changing, though its really just a hold note

[Normal]

00:01:410 (2,3) - Consider adding a circle to the white tick. will consider ig
DeletedUser_2179411
Hi .. Mod from Queue ..


General :

* No error here .. but this map really good mapped and it has so many good ideas .. Good job :D

Easy :

  1. 00:00:789 (1) - Here i think you should change this slider to here x:152 , y: 149 .. cause look at this http://i.imgur.com/TzrXdDh.png .. to hard to read especially it's the start of this map and the lowest diff .. you have to make it more clear .. and not confusing the player ..
  2. 00:03:276 (1) - Move it to x:298 , y:273 .. cause it touch this slider 00:01:721 (2) -
  3. 00:16:333 (2,3,4,1) - Here make it like this http://i.imgur.com/SqpHfdo.png .. cause circle no.4 touch slider 2 .. which make it a bit off .. circle 4 x:28 , y:142 .. slider 3 x:125 , y:171 ..
  4. 00:20:063 (3) - Stack this slider with the reverse of this slider 00:16:954 (3) - to make it organized ..
  5. 00:23:172 (1) - Move this slider to x:308 , y:285 .. to fix blanket with the next slider ..
  6. 00:33:120 (1) - How about if you make it like this ? http://i.imgur.com/1FAX6Qx.png .. i think like this would be more beautiful ..
  7. 00:42:757 (4) - Make this circle here x:200 , y:228 .. and make the other two sliders like this http://i.imgur.com/k91Lc1J.png to give it more impact ..
  8. 01:29:700 (1) - Make this one slider cause repeating is too hard for the beginners to read ..
Normal :

  1. 00:02:654 (3) - How about if you make it like this http://i.imgur.com/vMHCgCa.png .. to make it more impact to it ..
  2. 00:18:198 (6) - Make this slider to two circles on the white line .. i feel like the first circle will follow the end of the drum and the second will follow the vocal too .. and the second circle make it NC ..
  3. 00:33:120 (1) - How about if you make this slider like this http://i.imgur.com/BncAddY.png ?
* The rest are fine to me ..

Hard :


  1. 00:02:809 (4) - I think here stack 4 with the next slider which is 5 .. cause the beat is so close ..and it would make it more impact for it .. just move this circle 00:02:732 (3) - to x:339 , y:366 .. and stack 4 ..
  2. 00:06:851 (1) - I don't think you should ignore this beat here 00:07:006 - it's so strong i think you should make it something like this http://i.imgur.com/4kz27td.png .. like 00:04:364 (1,2,3,4) -
* That's all .. Good luck on Rank this ! :D
Kagetsu
don't read
04:01 Emilia: hi!
04:01 Emilia: do u have time to check if my map is ready for bub/rank
04:02 Kagetsu: maybe
04:02 Kagetsu: what map
04:02 *Emilia is editing [https://osu.ppy.sh/b/1272065 Yusadesu - Now Loading!!!! [bird rooftop]]
04:02 Emilia: this thing
04:02 Emilia: ignor the bg
04:02 Emilia: i can blast it with stars if you think its ready
04:04 Kagetsu: looks good visually
04:04 Kagetsu: but i think it's a bit overdone lol
04:04 Emilia: a
04:04 Emilia: which section?
04:05 Emilia: i can consider nerfing the jumps if it means bub i guess
04:05 Kagetsu: the kiai for example
04:05 Kagetsu: stuff like 00:55:970 (2,3,4,5,6) -
04:06 Emilia: o
04:06 Emilia: if i make all those jumps less than 3.0 DS is that ok
04:07 Kagetsu: hmm idk
04:07 Emilia: does it really need to go lower
04:07 Kagetsu: i think it's about the rhythm rather than spacing
04:08 Kagetsu: like this thing 00:56:592 (6) - having so much impact
04:08 Emilia: rhythm
04:08 Kagetsu: while it isn't that strong tbh
04:08 Emilia: oh
04:08 Emilia: ok i'll decrease that
04:09 Kagetsu: who is yusadesu btw
04:09 Emilia: shes a friend of mine who likes covering songs
04:09 Emilia: LOL
04:10 *Kagetsu is listening to [https://osu.ppy.sh/b/1145513 Yusadesu - Re:TrymenT]
04:10 Emilia: ye p
04:10 Emilia: she covered that too
04:11 Emilia: ok i nerfed that jump
04:11 Emilia: do u think u can bub tho
04:12 Kagetsu: LOL
04:12 Kagetsu: really
04:12 Kagetsu: it was just an example ):
04:12 Emilia: yea like
04:12 Emilia: hMMmmm
04:12 Emilia: i can't find any other jump thats too intense for that section
04:12 Emilia: at least imo
04:13 Kagetsu: well
04:13 Emilia: ok you know what
04:13 Emilia: i found like 3 more jumps
04:13 Emilia: taht were a little bad
04:13 Emilia: try updating it ?
04:13 Kagetsu: little
04:14 Emilia: little
04:14 Kagetsu: it's just that there are sometimes where i don't get what you're following
04:15 Emilia: example?
04:15 Kagetsu: 00:56:747 (1,2,3,4,5,6) -
04:15 Kagetsu: previous combo was kinda following vocals
04:15 Emilia: 00:56:747 (1,2,3,6) - voca 00:57:058 (2,3,4,5) - drum
04:16 Kagetsu: oh well
04:16 Kagetsu: that's obvious
04:16 Kagetsu: thing is
04:16 Kagetsu: that the sudden change to drums
04:16 Kagetsu: doesn't make much sense
04:16 Kagetsu: something similar happens here 01:01:721 (1,2,3,4,5) -
04:17 Emilia: 01:01:721 (1,2,3,4,5,6) - you can't like expect me to map 1 slider for this whole part right
04:17 Emilia: switching tracks work as long as the map is still intuitive enough to play right?
04:17 Kagetsu: no lol
04:17 Kagetsu: at least converting 01:01:721 (1,2) - into a slider?
04:17 Kagetsu: or something like that
04:18 Emilia: i think in that place synth is a little louder though
04:18 Kagetsu: so that stronger beats are properly contrasted from the weaker ones
04:18 Kagetsu: yeah, tbh i doubt we'll reach an agreement
04:19 Kagetsu: but that's fine
04:19 Kagetsu: i mean, it's just my personal opinion
04:19 Emilia: uh
04:19 Emilia: yea what you say makes sense though
04:19 Emilia: i can agree with you
04:19 Emilia: but idk if you'd be willing to bub if i were to change that
04:20 Kagetsu: uhm
04:20 Kagetsu: i don't expect the map to change that much
04:20 Kagetsu: so idk
04:20 Kagetsu: i would be destroying your mapping ideas
04:20 Kagetsu: and i don't want to do that
04:20 Kagetsu: lol
04:21 Emilia: i mean
04:21 Emilia: if its for rank i guess its worth
04:22 Emilia: and besides, no other BN literally wants to bat an eye at my map
04:22 Kagetsu: why is that
04:23 Emilia: i dont know
04:23 Emilia: i dont know them i guess
04:23 Emilia: i dont know anyone realy
04:23 Emilia: ive never been too involved in mapping myself recently
04:23 Emilia: until i wanted to rank this thing
04:23 Kagetsu: oh
04:25 Emilia: yea
04:25 Emilia: but i guess no ones really receptive
04:26 Emilia: even though it objectively isnt too trash
04:26 Kagetsu: i mean
04:26 Kagetsu: it doesn't look bad
04:26 Kagetsu: it's just that it's a jump fest ):
04:27 Kagetsu: i can't tell what notes are being emphasized
04:27 Emilia: nothing is emphasised technically
04:27 Emilia: because the quality of the song is so similar in the whole kiai
04:27 Emilia: the intensity is kept at about the same
04:27 Emilia: until the ending jumps ofc
04:27 Emilia: which is much higher in intensity
04:27 Emilia: compared to 2.5ds it can go up to 3.4 maybe
04:28 Emilia: if its really only it being a jumpfest that its a concern idk what to do lo
04:28 Kagetsu: uh... i'm usually fine with jumps
04:28 Kagetsu: but the rhythm could definitely be improved
04:29 Kagetsu: cuz 1/2 circles doesn't really match the song, especially in the kiai
04:29 Kagetsu: you should be using more sliders
04:29 Kagetsu: instead of circles
04:30 *Emilia is editing [https://osu.ppy.sh/b/1027065 fourfolium - Now Loading!!!! [Extra]]
04:30 Emilia: then i look at this
04:30 Emilia: and i get confused
04:31 Kagetsu: uh
04:31 Kagetsu: every bn has his own standards i guess
04:31 Kagetsu: is not like i would be complaining if your map gets ranked
04:31 Kagetsu: qualified**
04:32 Kagetsu: but yeah, i also disagree with that one
04:32 Emilia: :i see
04:32 Emilia: well is it ok if i fix some rhythms now
04:32 Emilia: and get you to check backl?
04:33 Emilia: cuz no BN has been as responsive as u and it would be p cool if u could
04:33 Kagetsu: well... as i said i don't expect the map to change that much
04:34 Kagetsu: but i'm always open to check it
04:34 Emilia: alright
Topic Starter
emilia

Rose Melody wrote:

Hi .. Mod from Queue ..


General :

* No error here .. but this map really good mapped and it has so many good ideas .. Good job :D

Easy :

  1. 00:00:789 (1) - Here i think you should change this slider to here x:152 , y: 149 .. cause look at this http://i.imgur.com/TzrXdDh.png .. to hard to read especially it's the start of this map and the lowest diff .. you have to make it more clear .. and not confusing the player .. dont see a difference between suggestion and what i have now tbh
  2. 00:03:276 (1) - Move it to x:298 , y:273 .. cause it touch this slider 00:01:721 (2) -
  3. 00:16:333 (2,3,4,1) - Here make it like this http://i.imgur.com/SqpHfdo.png .. cause circle no.4 touch slider 2 .. which make it a bit off .. circle 4 x:28 , y:142 .. slider 3 x:125 , y:171 ..
  4. 00:20:063 (3) - Stack this slider with the reverse of this slider 00:16:954 (3) - to make it organized .. that will make it odd since my map has no stacks
  5. 00:23:172 (1) - Move this slider to x:308 , y:285 .. to fix blanket with the next slider ..
  6. 00:33:120 (1) - How about if you make it like this ? http://i.imgur.com/1FAX6Qx.png .. i think like this would be more beautiful .. i tried to but it doesnt match up with the sliders before and after :(
  7. 00:42:757 (4) - Make this circle here x:200 , y:228 .. and make the other two sliders like this http://i.imgur.com/k91Lc1J.png to give it more impact .. nah doesnt look good imo
  8. 01:29:700 (1) - Make this one slider cause repeating is too hard for the beginners to read .. will consult BNs since its just a hold note technically

    fixed most aesthetic issues
Normal :

  1. 00:02:654 (3) - How about if you make it like this http://i.imgur.com/vMHCgCa.png .. to make it more impact to it .. doesnt really make sense to me
  2. 00:18:198 (6) - Make this slider to two circles on the white line .. i feel like the first circle will follow the end of the drum and the second will follow the vocal too .. and the second circle make it NC .. nah i've been skipping drum and vocal a lot bc of spread :/
  3. 00:33:120 (1) - How about if you make this slider like this http://i.imgur.com/BncAddY.png ? remade slider
* The rest are fine to me ..

Hard :


  1. 00:02:809 (4) - I think here stack 4 with the next slider which is 5 .. cause the beat is so close ..and it would make it more impact for it .. just move this circle 00:02:732 (3) - to x:339 , y:366 .. and stack 4 .. ok
  2. 00:06:851 (1) - I don't think you should ignore this beat here 00:07:006 - it's so strong i think you should make it something like this http://i.imgur.com/4kz27td.png .. like 00:04:364 (1,2,3,4) - have been skipping similar stuff anyways, it makes more sense to me like that
* That's all .. Good luck on Rank this ! :D
big ups!
LimePixel
Hi! NM request from my Q :)

[Easy]
01:06:073 (2) - Really small but, change this slider so it curves into the next for better circular flow. It's still an easy diff after all

[Extra]
00:53:638 (4) - Make a NC so that the player knows it's different from this 00:53:172 (2,3) gap and doesn't click immediately.
00:53:949 (6) - Hitcircle on no sound?
01:16:799 (2) - Move up so that hitting 01:16:954 (3,4) doesn't feel as awkward and doesn't move far away from the pattern

[bird rooftop]
00:04:985 (3,4) - Both objects are mapped on the same sound. I suggest replacing the slider 00:05:141 (4), with 2 hitcircles, one at the start and one at the end of the slider (in the timeline). This will fit much better as the part that follows this slider has similar jumps. (Like you did here 00:07:628 (4,5,6))

01:04:364 (2) - Ctrl+G?


That's pretty much it. Hope this helps :)
Topic Starter
emilia

LimePixel wrote:

Hi! NM request from my Q :)

[Easy]
01:06:073 (2) - Really small but, change this slider so it curves into the next for better circular flow. It's still an easy diff after all

[Extra]
00:53:638 (4) - Make a NC so that the player knows it's different from this 00:53:172 (2,3) gap and doesn't click immediately.
00:53:949 (6) - Hitcircle on no sound? yea, cuz there isnt the same sound in the music
01:16:799 (2) - Move up so that hitting 01:16:954 (3,4) doesn't feel as awkward and doesn't move far away from the pattern

[bird rooftop]
00:04:985 (3,4) - Both objects are mapped on the same sound. I suggest replacing the slider 00:05:141 (4), with 2 hitcircles, one at the start and one at the end of the slider (in the timeline). This will fit much better as the part that follows this slider has similar jumps. (Like you did here 00:07:628 (4,5,6))

01:04:364 (2) - Ctrl+G? nah, prefer bigger emphasis


That's pretty much it. Hope this helps :)
really nice suggestions! accept all with no comment
Celektus
Hi! Saku told me to mod your map... so I tried. I hope it helps somewhat.

Overall please search for another Clap sound since yours sounds more like a Kick drum. In case it's because you also want to use these in the section with just Kick drums then either look into how multiple customs work or even better use another addition since claps seem very exclusiv to Snares.

While on that subject The Kick section I talked about (starting here 00:13:224 (1) - ) has Kicks on every White tick and not every 2nd. that sure adds rhythm, but it's also not really what the song is doing I think, so consider making all kick sounds hitsounded.

Also, look at AIMod if you need to I can compress you mp3 to 192kb/s unless you just want to do it yourself since it's not really hard.


[Easy]



  1. I don't really get why you used 2 different rhythms for these 2 parts 00:03:276 (1,2,3,4) - 00:05:763 (1,2,3,4) - I think depending on what you were going for that one of these is better than the other. Specifically the reverse reminds me of the ones in the intro and making it different form the intro could be better.
I don't have much to say besides that and maybe removing some notes in calmer sections to reduce density if you care.

[Normal]

  1. I think you could try and make one of these 2 repeats a bit different from the other or make one not a repeat at all 00:02:032 (3,4) - since 4 is arguably more special than 3 and should probably get a bit more emphasis or like i said at least a different object from 3. I'd suggest to make 3 part of this blanket circle 00:00:789 (1,2) - and make 4 just a 1/2 slider, that kinda creates a break between 4 and the next combo, but I think it worth the work around.

  2. I think prioritizing the Snare here over the guitar isn't really the best choice 00:04:830 (4,5) - since this way you skip a Guitar sound on the red tick between these 00:04:830 (4,5) - I would suggest to have a slider on both the red ticks with the Guitar sound and a circle on the white tick where your current slider ends. That might not be as intuitive to play rhythm, but the song supports it I think as you did this with these too 00:03:897 (2,3) - If my suggestions isn't as good still think of a solution for that complaint maybe.

    Similar things like this are Overall in this section and later on with the Vocals so If you think that you can Prioritize the Lead elements over the Snare or map both in some way than I'd be very happy ;_;

[Hard]

  1. this is a triple not a double 00:02:343 (2,3) - you can kinda hear a kick on the red tick

  2. it would better I think to make the sound on this slider end clicked 00:03:276 (1) - since it's a stronger Tick which would be more intuitive than starting to click on a red tick again. 00:03:742 (2) -

  3. You could ctrl + G this pattern 00:03:897 (3,4) - so that the slider only has a strong sound on it's head like these 00:04:364 (1,2) - You could actually look for that in a few other places in this section and maybe some others, I'm only referring to ctrl + G some of your Rhythm and then make the placements work how you think they should.

    here is for example it's a bit different since that section is calm again 00:14:312 (4,1) - but you have both vocals on 4 and the slider end of 1. Which some people like me who follow the slider relevancy idea will say is less optimal and since the Kick is constant 1/1 Ctrl +Ging the rhythm of this doesn't seem like it might conflict with some other idea you might have. that pattern also is followed by a slider with a Vocal on a slider end again 00:14:778 (2) -

  4. Vocals on slider ends trigger nazis like me pls make clicked o..o 00:13:224 (1) -

  5. I'm not sure how important this is so feel free to completely disregard this... I think it might be a good ideas to try and cover this repeat slider 00:32:809 (6) - as little as possible because of 2 reasons I guess.

    1. You should never cover the 100% so the less you cover them the better I assume

    2. on some skins with overly lagre reverse arrows this might look super crammed

  6. In your kiai you have some distances that would be jumps I think, tho a lot of them aren't into strong sounds in my opinion I'll point out one or two.

    1. 00:57:213 (3,4) - this seems to be a jump even though it's into a slider with no strong sounds like a Vocal consider swapping 00:57:058 (2,3) - this would also be more consistent with the angles of these 00:55:504 (1,2,3) - in case that's what your going for ofc.

    2. I think this sone is also a bit big compared to some other distances 01:02:032 (2,3) -

    3. this pattern kinda emphasizes the Vocal 01:07:628 (5,1,2) - but the jump is out of it and not into it which most people will consider uncommon or even wrong.

      same here 01:10:426 (1,2) -

[Insane]

  1. this Distance should probably be smaller 00:01:877 (4,1) - since I don't really see 1 as a strong sound. just to clarify jumps into these are fine since they are strong sounds 00:01:410 (3,2) -

  2. in this pattern 00:04:985 (3,4,5) - only 3 and 5 are strong imo so 3 into 4 should be smaller I'd say. same here 00:07:472 (3,4,5) -

  3. no strong sound and the section is very calm so this should be smaller too 00:14:778 (2,3) -

  4. the repeat here doesn't start on a strong sounds so make the spacing smaller here again 00:16:333 (3) - I'd suggest to make a 90° angle between these 2 00:16:177 (2,4) -


    I think it's getting a bit redundant to point out every jump I see as too big since there is a lack of strong a strong sound so I'll stop pointing them out for now look at your response and point out more in case you can agree with what I said.

  5. it's a bit inconsistent to fully overlap this I think 00:35:607 (1) - since most of the patterns that are similar to this are only slightly overlapped like: 00:41:825 (1) - 00:44:934 (4) - 00:45:555 (1) -

  6. It would be nice if these circles with Vocals on the could be emphasized a bit more as the rest of the jumps in that jump pattern 00:51:151 (4,1,5) - for example through wider/sharper angles or obviously more spacing

  7. these are the only wide angle in that jump pattern and I don't get why 00:52:550 (6,7,8) - to me it seems inconsistent with all the sharp ones before it

  8. make this more pattern more a e s t h e t i c pls 01:29:545 (1,1,2,3,4) -

[Extra]

this diff also has a few jumps that don't go into strong sounds like in the Insane those follow mostly the same complaints so I'm gonna point them out once you replied to my current complaints to see if you want that kinda feedback, if not depending on what you say I'll look into the map again differently.

  1. I think this kind of gap should either be used or more in this section or avoided 00:44:934 (4,1) - My main point is that it could be more consistent

  2. You could try and create a pattern with more consistent or specific angles here 01:29:545 (1,1,2,3,4) - not too important, but could be a bit nicer.
Topic Starter
emilia

Celektus wrote:

Hi! Saku told me to mod your map... so I tried. I hope it helps somewhat.

Overall please search for another Clap sound since yours sounds more like a Kick drum. In case it's because you also want to use these in the section with just Kick drums then either look into how multiple customs work or even better use another addition since claps seem very exclusiv to Snares.

While on that subject The Kick section I talked about (starting here 00:13:224 (1) - ) has Kicks on every White tick and not every 2nd. that sure adds rhythm, but it's also not really what the song is doing I think, so consider making all kick sounds hitsounded. for now i think the hitsounds are ok unless BN tells me to change

Also, look at AIMod if you need to I can compress you mp3 to 192kb/s unless you just want to do it yourself since it's not really hard. will do it soon, some more things in the mp3 still need to be fixed


[Easy]



  1. I don't really get why you used 2 different rhythms for these 2 parts 00:03:276 (1,2,3,4) - 00:05:763 (1,2,3,4) - I think depending on what you were going for that one of these is better than the other. Specifically the reverse reminds me of the ones in the intro and making it different form the intro could be better. for variety. in any case, both those sections sound different anyway
I don't have much to say besides that and maybe removing some notes in calmer sections to reduce density if you care. why would i have to lmao ??

[Normal]

  1. I think you could try and make one of these 2 repeats a bit different from the other or make one not a repeat at all 00:02:032 (3,4) - since 4 is arguably more special than 3 and should probably get a bit more emphasis or like i said at least a different object from 3. I'd suggest to make 3 part of this blanket circle 00:00:789 (1,2) - and make 4 just a 1/2 slider, that kinda creates a break between 4 and the next combo, but I think it worth the work around. any other rhythmic choice and the aes will be messed up

  2. I think prioritizing the Snare here over the guitar isn't really the best choice 00:04:830 (4,5) - since this way you skip a Guitar sound on the red tick between these 00:04:830 (4,5) - I would suggest to have a slider on both the red ticks with the Guitar sound and a circle on the white tick where your current slider ends. That might not be as intuitive to play rhythm, but the song supports it I think as you did this with these too 00:03:897 (2,3) - If my suggestions isn't as good still think of a solution for that complaint maybe. it plays completely ok. and i have to make compromises in a normal. mapping every single rhythm present should be left to extras or sometimes even impossible to do and have it make sense

    Similar things like this are Overall in this section and later on with the Vocals so If you think that you can Prioritize the Lead elements over the Snare or map both in some way than I'd be very happy ;_; literally makes no sense because accommodation to rhythm is very important in a normal (if you've made one before)

[Hard]

  1. this is a triple not a double 00:02:343 (2,3) - you can kinda hear a kick on the red tick will consider

  2. it would better I think to make the sound on this slider end clicked 00:03:276 (1) - since it's a stronger Tick which would be more intuitive than starting to click on a red tick again. 00:03:742 (2) - starting a slider on a red tick is unintuitive, what you've described here is completely astray from music theory. theres no real reason for me to change it

  3. You could ctrl + G this pattern 00:03:897 (3,4) - so that the slider only has a strong sound on it's head like these 00:04:364 (1,2) - You could actually look for that in a few other places in this section and maybe some others, I'm only referring to ctrl + G some of your Rhythm and then make the placements work how you think they should. no real reason to. substituting hitcircles with sliders is fairly common in hards and emphasis is subjective

    here is for example it's a bit different since that section is calm again 00:14:312 (4,1) - but you have both vocals on 4 and the slider end of 1. Which some people like me who follow the slider relevancy idea will say is less optimal and since the Kick is constant 1/1 Ctrl +Ging the rhythm of this doesn't seem like it might conflict with some other idea you might have. that pattern also is followed by a slider with a Vocal on a slider end again 00:14:778 (2) -

  4. Vocals on slider ends trigger nazis like me pls make clicked o..o 00:13:224 (1) - vocal isnt even the track im following?

  5. I'm not sure how important this is so feel free to completely disregard this... I think it might be a good ideas to try and cover this repeat slider 00:32:809 (6) - as little as possible because of 2 reasons I guess.

    1. You should never cover the 100% so the less you cover them the better I assume

    2. on some skins with overly lagre reverse arrows this might look super crammed as of right now its 100% readable
  6. In your kiai you have some distances that would be jumps I think, tho a lot of them aren't into strong sounds in my opinion I'll point out one or two.

    1. 00:57:213 (3,4) - this seems to be a jump even though it's into a slider with no strong sounds like a Vocal consider swapping 00:57:058 (2,3) - this would also be more consistent with the angles of these 00:55:504 (1,2,3) - in case that's what your going for ofc.

    2. I think this sone is also a bit big compared to some other distances 01:02:032 (2,3) -

    3. this pattern kinda emphasizes the Vocal 01:07:628 (5,1,2) - but the jump is out of it and not into it which most people will consider uncommon or even wrong.

      same here 01:10:426 (1,2) - no change to any "jumps". minor distance variation is important in a hard. DSing everything just makes it boring. as long as the patterns still flow well and that it allows for the increase in distance i dont see the issue at all. it should not be a requirement to make all distances the same for the sake of it.*(will be using the asterisk to describe similar replies)

[Insane]

  1. this Distance should probably be smaller 00:01:877 (4,1) - since I don't really see 1 as a strong sound. just to clarify jumps into these are fine since they are strong sounds 00:01:410 (3,2) - *

  2. in this pattern 00:04:985 (3,4,5) - only 3 and 5 are strong imo so 3 into 4 should be smaller I'd say. same here 00:07:472 (3,4,5) - *

  3. no strong sound and the section is very calm so this should be smaller too 00:14:778 (2,3) - *

  4. the repeat here doesn't start on a strong sounds so make the spacing smaller here again 00:16:333 (3) - I'd suggest to make a 90° angle between these 2 00:16:177 (2,4) - might consider? but there is no real reason for me to change it since i've been doing it sometimes throughout the map


    I think it's getting a bit redundant to point out every jump I see as too big since there is a lack of strong a strong sound so I'll stop pointing them out for now look at your response and point out more in case you can agree with what I said.

  5. it's a bit inconsistent to fully overlap this I think 00:35:607 (1) - since most of the patterns that are similar to this are only slightly overlapped like: 00:41:825 (1) - 00:44:934 (4) - 00:45:555 (1) - you notice how the ones you pointed out all have 1/4 timing difference when the actual mod is not?

  6. It would be nice if these circles with Vocals on the could be emphasized a bit more as the rest of the jumps in that jump pattern 00:51:151 (4,1,5) - for example through wider/sharper angles or obviously more spacing *

  7. these are the only wide angle in that jump pattern and I don't get why 00:52:550 (6,7,8) - to me it seems inconsistent with all the sharp ones before it an explanation for this would be: i intended the wide angle jump and the decreased distance to justify the difference between the song to the slowed lead-in towards the chorus. but the real explanation is that my cursor comfortably goes there so i map it like that

  8. make this more pattern more a e s t h e t i c pls 01:29:545 (1,1,2,3,4) - no idea what u meant but i changed it

[Extra]

this diff also has a few jumps that don't go into strong sounds like in the Insane those follow mostly the same complaints so I'm gonna point them out once you replied to my current complaints to see if you want that kinda feedback, if not depending on what you say I'll look into the map again differently.

  1. I think this kind of gap should either be used or more in this section or avoided 00:44:934 (4,1) - My main point is that it could be more consistent i literally have no idea what you're trying to say here. this is the only time in the whole song that theres nothing on the redtick

  2. You could try and create a pattern with more consistent or specific angles here 01:29:545 (1,1,2,3,4) - not too important, but could be a bit nicer. the jump pattern is already intuitive as it is?
way too pedantic. not everything has to fit in a cookie mould, thats just boring despite the fact that its ALREADY SO BORING
Celektus
Btw im aware that my suggestions are subjective I just sound always a bit pedantic while writing so my bad. I just suggested what I saw as a possible inconsistencies with the still very narrow mindset I have. It's OK to not agree with me, but please don't assume that I'm trying to disregard your intentions.

Right now I just don't see how you justify your to me slightly uncommon spacing. If you think that's fine then I assume Im just missing something.

Anyway I really don't want you to think bad of me. I might just don't know certain things or sound condescending the way I wrote.

I'll shoot one or 2 stars since this is definitely rankable.
Ayesha Altugle
Why the bg change tho? The old one is way better. xD
Topic Starter
emilia

Shizuku- wrote:

Why the bg change tho? The old one is way better. xD
haha many bn cvomplain
flake
Now Loading!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

rank ee
JeZag
hello, for m4m

this is pretty good, not much to say is there. i really did try in mod ;w;


easy is good

normal
00:00:789 (1,2,3) - the problem with current rhythm is that 00:01:877 should be there and 00:02:343 should be clickable since it is important. try this rhythm instead:

01:12:291 (4,1,2,3,4,5) - instead of this rhythm, try something with groups of 3 beats. it is simple enough for normal and more interesting too. something like this:


hard
00:46:643 (4,1) - this rhythm might be better ctrl + G so that 00:46:954 is a click. up to you because it sort of messes with NC and stuff too
01:29:545 (1) - consider making this 1/4 slider + hitcircle at end. its harder to read but being able to click 01:29:700 feels good

insane
00:11:669 (3,1) - this feels too close compared to alll the previous DS and stuff. even most of the DS in the calm section is larger than this.
00:57:680 (6) - consider making this hitcircles because it feels like it should be more "active" due to the vocals enunciating words and stuff (compare this to 01:00:167 (5) which is better suited as 1/2 due to vocals)

extra
00:46:799 (1,2) - just like hard, this feels better ctrl + G for rhythm and stuff imo

retry is good. i tried to find something but i cant really

the last diff is basically same as retry (and i know theres a difference but i cant even find it) so i'll just say this is good toooooooo
Topic Starter
emilia

JeZag wrote:

hello, for m4m

this is pretty good, not much to say is there. i really did try in mod ;w; understandable


easy is good

normal
00:00:789 (1,2,3) - the problem with current rhythm is that 00:01:877 should be there and 00:02:343 should be clickable since it is important. try this rhythm instead:

i referred to the ranked version and its pretty similar to mine in terms of emphasis, so idk i'll consider it mb
01:12:291 (4,1,2,3,4,5) - instead of this rhythm, try something with groups of 3 beats. it is simple enough for normal and more interesting too. something like this:

nah, its just a normal anyways. no real reason to add more hitcircles just in case it messes up my spread

hard
00:46:643 (4,1) - this rhythm might be better ctrl + G so that 00:46:954 is a click. up to you because it sort of messes with NC and stuff too if more people mention this i might change, cuz i think it plays comfortably atm
01:29:545 (1) - consider making this 1/4 slider + hitcircle at end. its harder to read but being able to click 01:29:700 feels good changed to the best of my ability

insane
00:11:669 (3,1) - this feels too close compared to alll the previous DS and stuff. even most of the DS in the calm section is larger than this. good catch
00:57:680 (6) - consider making this hitcircles because it feels like it should be more "active" due to the vocals enunciating words and stuff (compare this to 01:00:167 (5) which is better suited as 1/2 due to vocals) nah, am basically sacrificing a lot of vocals to be sliders tbh. for the sake of spread really

extra
00:46:799 (1,2) - just like hard, this feels better ctrl + G for rhythm and stuff imo ^

retry is good. i tried to find something but i cant really

the last diff is basically same as retry (and i know theres a difference but i cant even find it) so i'll just say this is good toooooooo
big ups
YokesPai
From my modding queue~
Mod
  • Hard
  1. Move 00:16:954 (1) - to x:238 y:204 for better triangle.
  2. Move 00:18:820 (3) - to x:137 y:108 for better triangle.
  3. Move 00:20:063 (3) - to x:406 y:143 for better triangle.
  • Insane
  1. 01:12:913 (1,2,3,4) - Make these a square?
  • Extra
  1. Didn't find anything
  • bird rooftop
  1. 00:27:058 (2,3,5,6) - Spacing inconsistencies (slider head from 2 not the same distance away from 3 and 6 etc. Example of distance being the same: 00:41:980 (2,4,6) - )
I didn't find much.. The mapset's really good!
Good luck for rank and hope this mod helps :)
niyuji
hey, m4m



bird rooftop
00:04:208 (5,4) - super nazi but it would be nice to keep similar spacing here aswell 00:05:296 (5,7) -
00:05:763 (1,2) - check placement

00:06:695 (4,1) - could be aligned better

00:17:576 (3,2) - stack?
00:19:286 (6,4) - hmm could be stacked
00:22:084 - you could map guitar here
00:23:483 (2,3) - could be aligned better
00:24:260 (6,1) - not sure tho but i think you could emphazise vocal here by placing 00:24:415 (1) - on the previous red tick 00:24:260 (6) - (optional)
00:28:612 (2,2) - stack? i see that you use ds to keep consistent spacing but in this you forget about the visuals
00:33:586 (2,1) - blanket?
00:39:338 (1,2) - ^
00:40:581 (1,2,3) - you see what do i mean by visuals?

better to fix that

then also accordingly fix 00:41:514 (1) -
00:44:934 (3,4,5) - recheck (for a better cut square) https://puu.sh/w7Lfr/a3ff98631d.jpg
00:47:110 (7,8,9) - ~~~flow
01:02:654 (6,1) - and 00:57:991 (1,2) - check spacing it's about ~0,10 different; keep it consistent
01:16:022 (3,1) - blanket?
01:15:400 - starting here the offset is broken. Especially in this part here 01:20:374 -
Extra
00:07:939 (6,3) - stack?
00:09:182 (4,2) - blanket?
00:09:182 (4,3) - too close
00:10:270 (4,1) - blanket?
00:12:136 (1,2) - overlap isn't nice
00:16:022 (2,3,4) - placement could be better + 00:16:177 (3,4) - too close
00:18:820 (4,5,6) - visuals, again

00:22:084 - guitar? no? okay :(
00:27:524 (3,5,2) - hm okay but what about 00:30:011 (3,5) - could be the same spacing
00:39:649 (2,3) - blanket?
00:57:680 (5,1) - ^
01:00:478 (1) - almost off screan, move up a little
01:08:871 (5,1) - blanket?
01:17:265 (5) - could be moved a little so it's equally spaced according to other circles 01:16:643 (1,2,4) -

01:20:374 - same problem with offset
01:24:260 (1,2) - maybe blanket here?

Good luck :)
Underdogs
sorry it took time

Easy
  1. 00:12:136 (2,3) - Subjectively speaking this placement is not my preference. I know you have limited space here, and thus why this is subjective. As suggestion, putting the circle a bit above could fix this tiny problem
  2. 00:25:659 (1) - I think it's better for you to make this slider the same as 00:30:633 (1) - for consistency reason (and vocal is pretty much the same)
  3. 00:48:664 (2,3) - This is visually a bit too close. Space them a bit more?
  4. 00:51:773 (3,1) - Place the spinner a bit further (in timeline) from 00:51:773 (3) - . It's to give players the necessary time to get ready for a spinner. Or I think better map that section, rather than a spinner because there is not enough recovery time with that song's BPM.
  5. 00:59:234 (3,1) - I'm not sure breaking flow here is intuitive, then again it's just me being picky and shiz
  6. 01:25:037 (3,1) - What I meant by spacing the notes between spinner to prepare players. As suggestion, map 01:25:037 (3) - as a circle and put the spinner at the big tick

Normal
  1. 00:02:654 (4) - rhythm suggestion
  2. 00:14:312 (3) - Drag this to the right. Flows better
  3. 00:18:198 (1,2) - I'm not sure if this flow works. It flows rather awkward in terms of slider body
  4. 00:30:633 (1) - Move to the right?
  5. 00:52:395 (6,1) - Also space the notes between slider and spinner for easier readability. Do not worry about spinner recovery. I think current one should be enough
  6. 01:25:037 (3) - I think the slider end should be clickable since it's a strong beat before spinner
  7. 01:29:700 (1) - 2 1/2 slider fits better here since it's Normal

Hard
Nerf this diff spacing :thinking:
  1. 00:06:851 (1) - increase spacing here for consistency with 00:04:364 (1) - spacing
  2. 00:16:643 (4) - Spacing is rather high for a sound that does not hold something special. Decrease spacing?
  3. 00:23:483 (2) - ^
  4. 00:32:187 (3,4,5,6) - Note is too dense imo. Reduce the note you have placed here?
  5. 00:39:182 (4) - Move this upwards for better flow
  6. 00:58:612 (3) - Decrease spacing?
  7. Legit get another diff of 2.7* or somewhere around that. Current transition is a bit too much for players to cope with

other diff is overall solid. good luck with further processing
Chalwa
Hellow from q xd
general:
this bg is too big (so much). convert it too 1920x1200 (it lag on my pc xd)
song is on 320 kbps, so you must change it to 192 kbps.
easy:
00:00:789 - inherited point is useless here imo
00:15:711 (1) - make it parallel with 00:13:845 (2) and then ctrl + j it cause now i think this two doesn't look great.
00:41:825 (3) - you can also copy 00:41:203 (2) and do ctrl + j here, but the way which you made is good too
01:27:835 - you can remove a useless inherited points from here and this three next
normal:
00:25:504 (5,1) - kinda nazi thing, but you can improve this blanket imo
00:55:970 - and 01:05:918 - i think you can put note here for emphasise kiai and chorus on easy you made the same rhythm here
01:29:700 (1) - make two 1/2 sliders here, cause on easy you made the same thing on easy, so for nice spread you can do it here
hard:
pls nerf this triplets and spacing, cause now spread between this diff and normal is kinda broken, cause on normal you made small 1/2 patterns and with kinda low spacing.
00:09:493 (1) - this shape doesn't fit as well here i think. you can remove second anchor point and make it something like on screen: https://chalwa.s-ul.eu/AVNdsWPX
00:23:794 (3,4,1) - flow here is a bit uncomfortable, but it's hard to change, but if you move a circle to up it will be better imo
00:53:172 (2,3) - with previous pattern someone can think it's still 1/2 gap between both notes when it's 1/1. move 00:53:638 (3) to right and then try to good ds 00:53:949 (4)
00:58:457 (2,3) - jumps are fine on hard, but this ds is too high imo, move 00:58:612 (3) to 15/261 or similliar
01:29:545 (1,1) - make ds here smaller cause it's kinda unexpected for hard players.

i suck...
gl
vekt0r
hi, m4m from your queue
btw aimod has 3-4 problems

hard:
spacing for 00:28:146 (1,2,3) - and 00:29:390 (1,2,3) - create different feelings, even though the music means for them to be the same
00:32:187 (3,4,5,6) - here higher ds would actually help to make it less cluttered
00:37:162 (2) - if you want to reduce density a bit, you could made this a circle since there’s nothing on the tail (maybe 00:34:675 (2) -, 00:39:649 (2) - too even though vocals)
00:47:110 (2) - i would suggest removing this (or making it not clickable), since both the drum and guitar lines make a point of skipping this note
00:53:172 (2,3) - make the gap clearer, it’s actually the same spacing as 00:51:773 (1,2,3,4) - right now
01:15:400 (1) - imo a triple ending here fits well, especially considering the only two triples right now are in the slow intro
01:29:545 (1,1) - all your 1/4 sliders have been repeat sliders overlapping with the next note, so this is very unexpected for hard

bird rooftop:
just for aesthetics i would recommend consistent spacing for your overlap structuring, especially for back-and-forths: for example 00:46:799 (5,7) - is too close compared to the others
00:24:260 (6,1,2,3) - at 00:26:747 (1,2,3) - you’re clearly following vocal/guitar, but here you’re following drums; i think you should follow the vocal for both (or neither) since imo the music is the same
00:46:799 (5) - missing nc here, no reason to connect the two measures
00:47:110 (7) - same as 00:47:110 (2) - in hard
00:53:016 (1,2,3,4,5,6) - not much of a problem but this seems like it should have larger spacing than the previous jumps
why do you often have reduced spacing to the downbeat in the first half of the kiai, and then not in the second half?
00:59:234 (1) - nothing special here but this slider is more curved than the rest so it looks weird, tbh just copy/paste sliders

good luck!
Topic Starter
emilia
most mods i received were aesthetics related, so i just picked out some that i liked

basically no change to rhythm, bc i prefer my current rhythm choices/it will make my map too dense/messy etc.

ty for mods
Ozu
Where previous BG (゜Д゜;≡;゜д゜)
-Mo-
Loading mod, please wait...
2017-07-22 14:45 Emilia: ACTION is listening to [https://osu.ppy.sh/b/1281732 Yusadesu - Now Loading!!!!]
2017-07-22 14:47 -Mo-: Looks like your standard jump map for your standard anime ED
2017-07-22 14:48 -Mo-: Can't see anything majorly wrong with it so there's that
2017-07-22 14:48 Emilia: yea but apparently there are a lot of issues
2017-07-22 14:48 Emilia: cuz no one wants to rank it
2017-07-22 14:48 Emilia: LMAO
2017-07-22 14:49 Emilia: thanks for looking at it for me though big ups
2017-07-22 14:49 Emilia: most people wouldnt even be willing to do that
2017-07-22 14:49 -Mo-: Some jumps seem like they're there without much support from the music if I had to give any critisism
2017-07-22 14:50 Emilia: oh
2017-07-22 14:50 Emilia: could you give me the rough time stamps
2017-07-22 14:50 Emilia: like prior kiai/kiai/after kiai
2017-07-22 14:50 Emilia: cuz i'd fix em up real good if its overdone
2017-07-22 14:50 Emilia: which is understandable cuz i think everything is pretty playable LOL
2017-07-22 14:51 -Mo-: Mostly during kiai I think
2017-07-22 14:51 Emilia: during kiai?
2017-07-22 14:51 Emilia: hm
2017-07-22 14:51 Emilia: ok since you're in my map rn
2017-07-22 14:51 Emilia: pop the timestampss for me
2017-07-22 14:51 Emilia: i'll give it a good resizing
2017-07-22 14:51 -Mo-: 00:57:213 (3,4) -
2017-07-22 14:52 -Mo-: 01:09:649 (3,4) -
2017-07-22 14:53 -Mo-: 00:53:016 (1) - This one I can see it being a bit weird to handle
2017-07-22 14:53 -Mo-: Makes sense to place a beat here, but it feels like the same as the rest of the jumps in this section, even though this is muted
2017-07-22 14:54 Emilia: fixed 1st, cuz i htink its bad too
2017-07-22 14:54 Emilia: 2nd i think the vocal inflection justifies it a little
2017-07-22 14:54 Emilia: 3rd i fixed somewhat
2017-07-22 14:54 Emilia: mostly the emphasis is within the hitsounds, but now that i've shifted the distance and added NC it hink it looks neater
2017-07-22 14:54 Emilia: anything else?
2017-07-22 14:55 -Mo-: Hm, looking at that third one again
2017-07-22 14:56 -Mo-: Would be cool to remove it al together and just make 00:53:172 (2,3) - Cross screen
2017-07-22 14:56 Emilia: ah i've gotten that suggestion i think
2017-07-22 14:56 -Mo-: Ah
2017-07-22 14:57 Emilia: i'll go with that then
2017-07-22 14:57 Emilia: since it doesnt really affect what i htink of it
2017-07-22 14:57 Emilia: i'll stack 1 on 8
2017-07-22 14:57 -Mo-: The pause would prepare the player for cross-screens quite well I think
2017-07-22 14:57 Emilia: ahh i see
2017-07-22 14:58 Emilia: makes for an interesting gameplay experience
2017-07-22 14:58 Emilia: at least more interesting than mindless jumps
2017-07-22 14:58 -Mo-: Indeed
2017-07-22 14:59 -Mo-: 00:47:110 (3,4,5) - This is kinda weird spacing emphasis too
2017-07-22 14:59 Emilia: any other gross jumps that need nerfing?
2017-07-22 14:59 Emilia: stacked 5 on slider 1 in next combo's tail end
2017-07-22 15:00 Emilia: i hope this plays well and looks nice
2017-07-22 15:00 -Mo-: Also if you stacked the 1/1 gaps, maybe stack 00:50:529 (1,1) - too
2017-07-22 15:00 Emilia: eep
2017-07-22 15:01 Emilia: would it be confusing?
2017-07-22 15:01 Emilia: considering that the last slider was a stack-ish
2017-07-22 15:01 -Mo-: Maybe if you killed the NC
2017-07-22 15:01 Emilia: oh sounds like a good idea
2017-07-22 15:01 -Mo-: Could also just increase spacing from the slider too if you wanted
2017-07-22 15:02 Emilia: yea but then it wouldnt be consistent
2017-07-22 15:02 Emilia: cuz most 3/4 in my map is an overlap
2017-07-22 15:02 Emilia: i think
2017-07-22 15:02 -Mo-: Alright
2017-07-22 15:02 -Mo-: 01:03:897 (6,1) -
2017-07-22 15:02 -Mo-: 01:04:364 (2,3) -
2017-07-22 15:02 -Mo-: 01:14:778 (1,2) -
2017-07-22 15:04 Emilia: considering those are the more intense parts of the song i think nonstack was suitable there
2017-07-22 15:04 -Mo-: Right
2017-07-22 15:05 Emilia: otherwise it';d be: 00:12:913 (2,1) - 00:57:991 (1,2) - 01:07:939 (1,2) -
2017-07-22 15:05 Emilia: 01:10:115 (6,1) - 01:11:669 (1,2) - 01:20:063 (6,1) -
2017-07-22 15:05 Emilia: yea the stacked ones happen a little more often
2017-07-22 15:06 -Mo-: 01:20:374 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Not sure why but for some reason I feel like these jumps feel like they don't fit the music
2017-07-22 15:06 -Mo-: Probably because each note doesn't sound like strong distinct notes like you would with normal jumping beats
2017-07-22 15:07 -Mo-: Guess it's the song though
2017-07-22 15:08 Emilia: hm
2017-07-22 15:08 Emilia: will consider fixing it!
2017-07-22 15:08 Emilia: cuz mainly its to make a distinction between this and the front part
2017-07-22 15:09 Emilia: which sound the same other than the fact that this part exists
2017-07-22 15:09 Emilia: but
2017-07-22 15:09 -Mo-: Other than that I think everything else is consistent
2017-07-22 15:09 Emilia: yea i think i'll probably fix it
2017-07-22 15:09 Emilia: alright, sounds good
2017-07-22 15:09 -Mo-: I don't really work with 6+ star maps often though
2017-07-22 15:09 -Mo-: Take it how you will
Mir
gave some general advice about rhythm consistency, emphasis, and pointed out the timing was completely off in the second half but seems emilia knew that already xd
SPOILER
17:37 Emilia: hey!
17:37 Emilia: dont mind giving my map a look?
17:37 Mir: link me
17:38 *Emilia is listening to [https://osu.ppy.sh/b/1281732 Yusadesu - Now Loading!!!!]
17:39 Emilia: dont have to mod, i just want BN opinions!
17:39 Mir: ok i'll give a small opinion
17:42 Mir: i don't agree with a lot of the jumps you did
17:42 Mir: uhh
17:42 Emilia: care to point out a few sections?
17:42 Mir: yea sec
17:43 Mir: 01:10:426 - this part has lots of vocals on it but they're only followed 01:11:669 (1,2) - this once
17:43 Mir: also there's some emphasis on 01:12:913 (1,5,1) -
17:43 Mir: but i don't really see any in the jumps
17:44 Emilia: oh interesting
17:44 Mir: 01:21:618 - is it just me or is this timing completely off
17:44 Emilia: yea the timing is off LOL
17:44 Emilia: you're the first BN to notice it
17:44 Emilia: but yea fixing mp3 soon
17:45 Emilia: for the jumps i was really just increasing the intensity as the song went on
17:45 Mir: kk also 00:53:016 (1) - this circle doesn't need such spacing
17:45 Emilia: so maybe i'll implement emphasis
17:45 Emilia: oh yea
17:45 Emilia: that thing
17:45 Mir: probably stacking like this or something http://i.imgur.com/aFAyaHv.jpg migth work
17:45 Emilia: it was fixed before but i forgot to update it
17:45 Emilia: yea i stacked it prior
17:45 Mir: otherwise it's not that bad
17:46 Emilia: hm
17:46 Emilia: interesting
17:46 Mir: some minor aesthetic nuisances that kinda tilt me but otherwise ye
17:46 Mir: just the general anime map xd
17:46 Emilia: cuz no BNs seem interested in bubbing
17:46 Emilia: yea i thought so as well
17:46 Mir: 01:11:358 (6,7,1) - oh now that i see it this flow seems a bit weird
17:46 Emilia: just BNs didnt seem receptive somehow
17:46 Mir: it's probably the song if im honest
17:46 Mir: uhh i don't particularly hate it, it's just like.. weird.. i guess?
17:46 Emilia: hm
17:47 Emilia: ok i see ;/
17:47 Emilia: cuz its somehow either a "its alright, but the SR is too high for me to work with" or "the song is shit"
17:47 Mir: yeah i can see that happening
17:47 Emilia: only been those responses
17:47 Emilia: im at a loss tbh :sob:
17:47 Mir: i mean i can't really see why the sr would be too high, like isn't the already ranked version around this sr too
17:48 Emilia: yea exactly
17:48 Emilia: but they're just
17:48 Emilia: against it for some reason
17:48 Mir: it sounds more like an excuse than anything rofl
17:48 Emilia: perhaps its bc im new to mapping??
17:48 Emilia: feels the same to me
17:48 Emilia: but what can i do
17:48 Emilia: im a measly mapper begging for bubs :dab
17:49 Mir: well it could be like, a combination of things that just add up and make the map seem unappealing
17:49 Mir: like for example those aesthetic nuisances i mentioned
17:49 Mir: or the lack of emphasis
17:49 Mir: or just some other stuff that i didn't really see at first glance
17:49 Emilia: yea the emphasis thing i can understand
17:49 Emilia: understandable
17:49 Emilia: would be cool if u could point em out real quick
17:49 Emilia: so i know what to fix
17:49 Emilia: at least
17:49 Emilia: cuz its always these responses like "i just kinda dont like it"
17:50 Mir: sure i can give some examples
17:50 Emilia: that get me 100% lost
17:50 Emilia: please do!
17:50 Mir: 01:01:410 (5,1) - not that noticeable in-game but in editor that these aren't exactly mirrored, minor to me but may not be to others
17:51 Mir: 01:04:364 (2,3) - blanket seems a bit tight compared to how you did all the other ones
17:51 Emilia: cuz its 3/4 tho
17:51 Mir: 01:16:022 (3,1) - possible blanket
17:51 Mir: 01:03:897 (6,1) - you already establish spaced 3/4 from slider end here
17:51 Mir: that means 01:04:364 (2,3) - this is more expectable regardless of spacing
17:52 Mir: so you can loosen that blanket
17:52 Emilia: yea i know i can but
17:52 Emilia: doesnt this make it more consistent
17:52 Emilia: because the thing is i dont think i had any immediately blanketting notes
17:53 Mir: not really, it makes it more inconsistent actually because the blanket distance changes for this one time, and while i can see where you're coming from it kinda just works if you loosen the blanket cuz you already introduced that spaced 3/4 and the player will have already picked up on that for the next slider seeing as they're all in the same combo
17:53 Mir: lol wall of text
17:53 Emilia: well tbh players can pick up on anything with this ar xd
17:53 Mir: yeah tru
17:53 Emilia: i just feel more comfortable with this
17:54 Mir: there are some possible nuances with rhythm that may be putting people off idk
17:54 Mir: but i can give some examples
17:54 Emilia: and if anything i had prior tight blankets before 00:04:053 (4,1) -
17:54 Emilia: oh yea sure thatd be cool too
17:54 Emilia: cuz i fixed most of what u mentioned
17:54 Mir: 00:06:384 (3) - so here there's two distinct guitar notes but a slider is used to dilute the second one where two circles would cover both in a way that gives both of them click emphasis
17:55 Mir: 00:07:472 (3,4,5) - here though you did the opposite where there isn't any audible note at 4 and debatably 5 but you used circles instead which gives them too much emphasis imo
17:56 Mir: 00:08:871 (3) - here you also did the slider covering thingy but didn't at 00:09:493 (1,2) - despite being similar sounds
17:57 Mir: 00:13:224 (1,2,3,1,2,3,4,5,6,1) - here it's not really clear to me what you're following cuz various instruments land on various objects
17:57 Mir: 00:13:535 - vocal on slider end 00:13:845 - on head 00:14:312 (1) - both00:15:400 (5) - same
17:57 Mir: so im not entirely sure what's being followed there
17:57 Mir: 00:15:711 (1,2,3,1,2) - this is a lot better tho
17:58 Emilia: ok i'll attempt to explain the 1st and 2nd: so the 1st i thought that the guitar felt more "extended" in the sense that its being dragged on instead as compared to being 2 sounds, and the 2nd is because i heard a synth i think on 4, and since it was more prominent to me i mapped that in
17:59 Emilia: the 3rd i think i can fix, because it does sound a bit off with that emphasis (i was just mapping to feeling)
17:59 Emilia: the 4th about the unsure following i think shouldnt be too bad, because in the front part-ish i was following vocal, but afterwards when the vocals got boring and died down i swapped over to drums
18:00 Emilia: the 5th actualyl follows the same concept as the 4th, its just there happened to be vocals
18:00 Emilia: liek with the emphasis and the drums
18:01 Mir: i can agree with the first thingy but the second thingy i kinda disagree with cuz the synth is fairly irrelevant to the layer being followed so if it's followed only once it kinda doesn't really fit in with the rhythm that's used
18:01 Mir: imo of course
18:02 Emilia: hmm
18:02 Emilia: i'll consider it
18:02 Mir: the 4th thing i can understand but in order to prevent the vocals from becoming "boring" i might have tried to use more 1/2 sliders
18:02 Mir: like for example
18:02 Mir: http://i.imgur.com/WDk311G.png starting from 00:13:224 -
18:03 Mir: that's how i'd do it
18:03 Emilia: yea thats the thing, it was that originally until some BN told me to stick to vocals because there needed to be distinction between this part and the next part, aka 1/2 spam: 00:23:172 (1,2,3,4,5,6,1,2,3,4,5,6) -
18:03 Emilia: if u checked my 2nd top diff i think its mapped more similarly to that
18:03 Emilia: 1/2s
18:03 Mir: the second diff is even more ambiguous imo cuz uhh
18:04 Mir: 00:13:845 (4) - following vocals 00:14:467 (1) - isn't cuz vocal is on the circle before 00:15:089 (4) - same case
18:04 Mir: so idk if i should be modding according to vocals or drums
18:05 Emilia: oh
18:05 Emilia: its all drum basically
18:05 Emilia: its the typical 1/2 metronome spam for drums
18:05 Emilia: for this diff its not vocal at all
18:05 Mir: i see, well i wouldn't map drums over vocals any day so it's harder for me to identify when a mapper is deliberately ignoring vocals
18:05 Mir: usually i have to be told lol
18:05 Emilia: yea thats true
18:05 Emilia: i see
18:06 Emilia: i'll flip all the emphasis onto the vocals i
18:06 Emilia: but then again
18:06 Emilia: somehow the next part is alright?
18:06 Mir: kinda the same deal
18:06 Mir: sec
18:06 Emilia: mh
18:06 Mir: since you're following drums right
18:06 Mir: the snare would probably be a slider
18:07 Mir: 00:23:483 (2) - tho here it's not
18:07 Emilia: mhm
18:07 Mir: 00:25:348 (5) - and here it is
18:07 Mir: 00:27:213 (2) - here too
18:07 Mir: 00:27:835 (5) - but here it isn't
18:07 Mir: you get what im trying to say?
18:07 Mir: it's kinda inconsistent in itself which makes it even more difficult to discern what's followed
18:08 Emilia: i see what u mean
18:09 Emilia: i'll fix up all of those then
18:09 Mir: ideally you want to prioritize beats with sliders, like snares for example if you're following drums closely
18:09 Mir: so it's a lot clearer that you're following drums not vocals
18:10 Emilia: yea that makes sense
18:10 Mir: a really really generic rhythm to follow drums that applies nearly everywhere is http://i.imgur.com/hHuE1JG.png
18:11 Mir: i think it can work within your map too since the drumline is fairly basic
18:13 Emilia: hmmm
18:13 Emilia: alright
18:13 Emilia: i'll get to fixing the consistency issues you mentioned
18:13 Emilia: since i guess i mapped it senselessly
18:14 Mir: mapping with feeling is good, but you need to make sure that feeling stays consistent if you get my drift
18:14 Mir: i think the map as it stands is like.. almost rankable, but you need to get very specific bns to rank it
18:15 Mir: ideally you want the map to be as receptive to bns as possible i think
18:15 Mir: but yeah good luck with this!
18:15 Emilia: aa thanks so much
18:15 Emilia: i'll try my best i guess
18:15 Mir: ~
18:16 Emilia: thanks for looking through
18:16 Emilia: really appreciate someone actually helping LOL
18:16 Emilia: if u really want to you can post and i'll smack a kds for u
18:16 Mir: ayyy
good luck!!!
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