forum

Yura Hatsuki - Shadows ~Kage Iro Yousei Ehon~

posted
Total Posts
116
show more
-Nya-
Hi, from queue.

General:
  1. Personally, I really don’t like the default clap hitsound that you used. In this case a custom hitsound would be best imo. You can always see what hitsounds ranked mapsets used and try to find one that you like.

Magical Book of Illustrations:
  1. 00:00:391 (1,2,3) –Since the music here is exactly similar, I suggest using the same distance spacing. If you make one spacing: 00:00:819 (2,3) – larger than the other one: 00:00:391 (1,2) – but the music’s intensity is exactly the same then it don’t really make sense and looks inconsistent.
    There’s probably a lot more similar situations like this in this diff. I may point out a few more, but try finding others as well. I usually follow the golden rule that only strong beats in the music should be accompanied with larger spacing. Not everyone agrees with this but I feel this kind of mindset supports the tempo/intensity of the music the best.
  2. 00:02:105 (1,2,3) –Same as above. Try to let the spacings remain consistent if the music sounds exactly the same in that section.
  3. 00:07:248 (1) –You forgot a finish hitsound here. There’s a cymbal sound in the background of the music. This will apply to the other diffs as well.
  4. 00:07:891 (4,1) –Hmm, this spacing may be on the edge of being too difficult. I feel ¼ jumps like this are more suited for expert diffs. There’s nothing wrong with having a jump there but I suggest you nerf the jump just a bit. This will obviously apply to all the other similar situations too and I think there’s a lot. You can use a similar distance for these like this one: 00:08:319 (3,4) –
  5. 00:08:319 (3) –There’s another clear beat in the middle of this slider that can be mapped out to emphasize it. It’s a bit weird to play that part without the middle beat being mapped out. You can add a repeat slider there on 1/6 like you did previously.
  6. 00:10:033 (3) -^, there’s probably more similar situations like this, so just go over the diff and fix the others as well if you decide to follow my suggestion.
  7. 00:10:676 (1,3) –This overlap bothered me. I feel there’s better places for this to be placed. Perhaps you can stack the two tails on top of each other. That will look neater.
  8. 00:29:319 (6,7,1) –Rather make the spacings of these three similar. It’ll look neater and aesthetically better. It looks a bit out of place now (the 1) I know you did it because of the louder beat but a few pixels more won’t make a difference while playing so rather just make the spacings similar.
  9. 00:52:891 (1) –Unnecessary combo imo. There’s not really anything in the music that would suggest a combo here. Rather remove NC here.
  10. 00:59:962 (1) –You’re not allowed to silence the head of a slider. Players want feedback when clicking on a slider’s head or on a circle. It’s allowed to silence slidertails or spinners though. Also, the beat on the head of this slider is rather strong with a finish so raise the volume to emphasize that.
  11. 01:31:462 (2,3) –Try to perfect this stack. It’ll look neater.

I guess the rest of the diff will mostly just be similar issues that I already listed above. If you agree with a suggestion of mine, just go over the diff and make sure that you applied that suggestion to every relevant situation to avoid inconsistency. Most of the stuff mentioned above, like the spacing, silenced sliderhead, beats that are not mapped out, etc. will apply elsewhere as well.

Hard:
  1. I realized that the kiai times have the same slider velocities as the Insane (1.20X) I don’t think this is a good idea since there’s no difference in difficulty then regarding the slider velocities. I suggest either making the slider velocity of Hard lower or the SV of Insane higher.
  2. 00:09:391 (2,1) –Nazi. This can look better (I really don’t like slight overlaps, lol) Just move the two objects away from each other a bit so they don’t slightly touch.
  3. 00:22:676 (1,2) –Why did you decide to add a jump here? Since you didn’t add a jump anywhere else previously at the start of the vocals. I’m just not sure if it’s a mistake or not. If it’s not a mistake, then try to be consistent with your spacings by placing other jumps at strong vocals too (but not too many though) You can perhaps add one here too: 00:23:962 (4) – (a small jump) since the vocal is also strong and almost similar to the previous strong vocal. This will apply to the rest of the diff in similar situations, like: 01:49:676 (4) – etc.
  4. 00:36:391 (1,2) –I see you added another jump here, but the spacing differ from 00:22:676 (1,2) – though. Try to keep the spacing consistent. The spacing here: 00:36:391 (1,2) – is a bit too big imo so try to make it similar to the spacing of 00:22:676 (1,2) – There’s probably more similar cases like this so ensure that these type of similar spacings remain consistent.
  5. 00:57:819 (3) –To follow the flow better and to see this slider better, just lift this slider upwards a bit. Like this:
    Almost like a stair-effect.
  6. 01:40:891 (2) –Same as 00:57:819 (3) – Just move (2) a bit to the right, so it can be seen better.
  7. 02:08:105 (4,5) – Why is this slider placed so closely to 02:08:105 (4) - ? There’s a pause between them so the spacing should support that. Use distance spacing to ensure that players don’t get confused since they can click this earlier then they must.
  8. 02:15:391 (4) – Shouldn’t there be a clap here too? It just sounds empty since the previous sliders had claps but this one don’t. This will apply to the other diffs too, including the Insane.

Normal:
  1. Your difficulty settings for this diff is quite low, almost Easy settings. I suggest raising HP and OD to 4. You can make AR 4.5. It will be better for spread since the Hard’s settings isn’t that low so you don’t want the Normal’s settings to be too low either.
  2. Hmm, a slider velocity jump from 1.6X to 1.00X is rather big. I also feel the slider speed in the Normal is rather slow atm, usually it’s a bit higher, like 1.1 or 1.2x. It’s even the same as your Easy’s speed so I really feel you can lift the slider velocity here.
  3. 00:56:962 (1) –In a Normal and Easy I feel any part of a slider shouldn’t be hidden to ensure that beginners can see the object clearly. I suggest rather avoiding the slight overlap here to make the object completely visible. Like:
  4. 01:03:391 (6,2) –Please perfect the stack here so it looks better.
  5. 01:12:391 (4) –Rather add new combo here and remove new combo here: 01:12:819 (1) – since the stronger sound is on 01:12:391 (4) – Also, for consistency with the other NC’ing patterns.
  6. 01:29:105 (2,3,4) –Personally I would have mapped this part away from 01:26:105 (1,2,3) – since the patterns look squished together now, so rather try mapping 01:29:105 (2,3,4) – somewhere else where it’s not causing any unnecessary overlaps.
  7. 01:54:605 (7) –Consider removing this note. It’s not that important for the music and also to shorten the current combo a bit. The pause there is also nice to give players a quick breather.
  8. 02:38:105 (4) –Same as 01:12:391 (4) –
  9. 04:11:533 (6) –I think there should be a finish on the tail of this slider since a cymbal can be heard in the background. This will apply to the other diffs too.
  10. 04:21:552 (1) –The current placement of this object bothers me. I would rather place it far away from 04:19:301 (1) – to avoid the overlapping and also to prevent confusion since players might think they have to hit it earlier.

Easy:
  1. 00:53:105 (4,2) –Avoid too many of this kind of stacks in an Easy since it can cause visualization problems for beginners. You usually want the entire object beneath to be faded out so the object above is clearly visible. I noticed you stacked quite a few times in this diff and I don’t think that’s a good idea. Usually once or twice is fine as long as the object can be seen clearly, but be careful not to do it too many times.

You used quite a lot of ½ spacings in this diff. Usually it’s fine if you don’t have any other alternatives, but in this case I suggest mapping the Easy a bit more simpler so it’s more beginner-friendly.

Good Luck~
Topic Starter
Sakurauchi Riko

-Nya- wrote:

Hi, from queue.

General:
  1. Personally, I really don’t like the default clap hitsound that you used. In this case a custom hitsound would be best imo. You can always see what hitsounds ranked mapsets used and try to find one that you like. i cant custom hitsounds and people dont agree with my choices anyways so.... will see

Magical Book of Illustrations:
  1. 00:00:391 (1,2,3) –Since the music here is exactly similar, I suggest using the same distance spacing. If you make one spacing: 00:00:819 (2,3) – larger than the other one: 00:00:391 (1,2) – but the music’s intensity is exactly the same then it don’t really make sense and looks inconsistent.
    There’s probably a lot more similar situations like this in this diff. I may point out a few more, but try finding others as well. I usually follow the golden rule that only strong beats in the music should be accompanied with larger spacing. Not everyone agrees with this but I feel this kind of mindset supports the tempo/intensity of the music the best.
  2. 00:02:105 (1,2,3) –Same as above. Try to let the spacings remain consistent if the music sounds exactly the same in that section.
  3. 00:07:248 (1) –You forgot a finish hitsound here. There’s a cymbal sound in the background of the music. This will apply to the other diffs as well.
  4. 00:07:891 (4,1) –Hmm, this spacing may be on the edge of being too difficult. I feel ¼ jumps like this are more suited for expert diffs. There’s nothing wrong with having a jump there but I suggest you nerf the jump just a bit. This will obviously apply to all the other similar situations too and I think there’s a lot. You can use a similar distance for these like this one: 00:08:319 (3,4) – the player doesnt play this as a 1/4 jump; he clicks the sliderhead and continues with the circle like it is 1/2 rhythm. I think a larger spacing between slidertail and circle in 1/4 rhythm doesnt make it really difficult since, as i mentioned, you play this as 1/2 (because you dont actually click the slidertail). theoretically i agree with that this is too difficult but practically it plays smooth with no huge difficult spike. also yes, this happens a lot in the difficulty but it is straight consistent (like 2.9-3.1 DS) so this should be no concern on my side. oh and 00:08:319 (3,4) – is actually 1/6 and therefore a whole different spot from what you mentioned above, so i use for this always the same pattern (the stack) to indicate that this is no usual rhythm.
  5. 00:08:319 (3) –There’s another clear beat in the middle of this slider that can be mapped out to emphasize it. It’s a bit weird to play that part without the middle beat being mapped out. You can add a repeat slider there on 1/6 like you did previously. please refer to my ealier posts, i explained this already in detail
  6. 00:10:033 (3) -^, there’s probably more similar situations like this, so just go over the diff and fix the others as well if you decide to follow my suggestion.
  7. 00:10:676 (1,3) –This overlap bothered me. I feel there’s better places for this to be placed. Perhaps you can stack the two tails on top of each other. That will look neater. 00:11:319 (3,4) - would be too close to each other and i want to keep the blanket and stack for 00:10:248 (4,1,4) - . i will reconsider if anyone says the same of course.
  8. 00:29:319 (6,7,1) –Rather make the spacings of these three similar. It’ll look neater and aesthetically better. It looks a bit out of place now (the 1) I know you did it because of the louder beat but a few pixels more won’t make a difference while playing so rather just make the spacings similar.
  9. 00:52:891 (1) –Unnecessary combo imo. There’s not really anything in the music that would suggest a combo here. Rather remove NC here. i think a rhythm change to 1/6 deserves a new combo because its very different from previous rhythm
  10. 00:59:962 (1) –You’re not allowed to silence the head of a slider. Players want feedback when clicking on a slider’s head or on a circle. It’s allowed to silence slidertails or spinners though. Also, the beat on the head of this slider is rather strong with a finish so raise the volume to emphasize that. woops, messed up the green lines, fixed
  11. 01:31:462 (2,3) –Try to perfect this stack. It’ll look neater.

I guess the rest of the diff will mostly just be similar issues that I already listed above. If you agree with a suggestion of mine, just go over the diff and make sure that you applied that suggestion to every relevant situation to avoid inconsistency. Most of the stuff mentioned above, like the spacing, silenced sliderhead, beats that are not mapped out, etc. will apply elsewhere as well.

Hard:
  1. I realized that the kiai times have the same slider velocities as the Insane (1.20X) I don’t think this is a good idea since there’s no difference in difficulty then regarding the slider velocities. I suggest either making the slider velocity of Hard lower or the SV of Insane higher.
  2. 00:09:391 (2,1) –Nazi. This can look better (I really don’t like slight overlaps, lol) Just move the two objects away from each other a bit so they don’t slightly touch.
  3. 00:22:676 (1,2) –Why did you decide to add a jump here? Since you didn’t add a jump anywhere else previously at the start of the vocals. I’m just not sure if it’s a mistake or not. If it’s not a mistake, then try to be consistent with your spacings by placing other jumps at strong vocals too (but not too many though) You can perhaps add one here too: 00:23:962 (4) – (a small jump) since the vocal is also strong and almost similar to the previous strong vocal. This will apply to the rest of the diff in similar situations, like: 01:49:676 (4) – etc. i made a jump because the vocal feels really stroing for me and the transition between the emphasized vocal and the vocal before is really high imo. it makes sense to add also jumps at the spots you suggested since the voice pitches up so it deserves alkso emphasis, so yeah added those jumps and wanted to explain why did jump there:D
  4. 00:36:391 (1,2) –I see you added another jump here, but the spacing differ from 00:22:676 (1,2) – though. Try to keep the spacing consistent. The spacing here: 00:36:391 (1,2) – is a bit too big imo so try to make it similar to the spacing of 00:22:676 (1,2) – There’s probably more similar cases like this so ensure that these type of similar spacings remain consistent. thats an accident i use 1.5x DS for every jump except there because accident xD so i hope i didnt miss any inconsistencies
  5. 00:57:819 (3) –To follow the flow better and to see this slider better, just lift this slider upwards a bit. Like this:
    Almost like a stair-effect.
  6. 01:40:891 (2) –Same as 00:57:819 (3) – Just move (2) a bit to the right, so it can be seen better.
  7. 02:08:105 (4,5) – Why is this slider placed so closely to 02:08:105 (4) - ? There’s a pause between them so the spacing should support that. Use distance spacing to ensure that players don’t get confused since they can click this earlier then they must.
  8. 02:15:391 (4) – Shouldn’t there be a clap here too? It just sounds empty since the previous sliders had claps but this one don’t. This will apply to the other diffs too, including the Insane.

Normal:
  1. Your difficulty settings for this diff is quite low, almost Easy settings. I suggest raising HP and OD to 4. You can make AR 4.5. It will be better for spread since the Hard’s settings isn’t that low so you don’t want the Normal’s settings to be too low either.
  2. Hmm, a slider velocity jump from 1.6X to 1.00X is rather big. I also feel the slider speed in the Normal is rather slow atm, usually it’s a bit higher, like 1.1 or 1.2x. It’s even the same as your Easy’s speed so I really feel you can lift the slider velocity here. i think because i use many 1/2 rhythms in the normal (because i use some in easy to make it more various) its an advantage (for being straightforward) to have slower sv, also because its low bpm. usually you see this increase in higher bpm songs (like 170+). imo the normal has already an increase of speed and difficulty because of the 1/2's and the slight DS increase. i will cosider this for sure, because you were actually the only one pointing this out since now, so yeah... I personally see no problem because i clearly see an increase of the difficulty while playing both diffs. applied the setting adjustments
  3. 00:56:962 (1) –In a Normal and Easy I feel any part of a slider shouldn’t be hidden to ensure that beginners can see the object clearly. I suggest rather avoiding the slight overlap here to make the object completely visible. this slider overlaps the shape by less than 20% so its sliderpath is clearly visible. i think every human being is able to follow a slow shape that is fully visible. dont underestimate normal players ;_; Like:
  4. 01:03:391 (6,2) –Please perfect the stack here so it looks better.
  5. 01:12:391 (4) –Rather add new combo here and remove new combo here: 01:12:819 (1) – since the stronger sound is on 01:12:391 (4) – Also, for consistency with the other NC’ing patterns.
  6. 01:29:105 (2,3,4) –Personally I would have mapped this part away from 01:26:105 (1,2,3) – since the patterns look squished together now, so rather try mapping 01:29:105 (2,3,4) – somewhere else where it’s not causing any unnecessary overlaps. the first object after the reverse slider is stacked and tbh i think that you will not notice the overlap ingame because its so much time in between. like its not visually overlapping, only if you mark them
  7. 01:54:605 (7) –Consider removing this note. It’s not that important for the music and also to shorten the current combo a bit. The pause there is also nice to give players a quick breather.
  8. 02:38:105 (4) –Same as 01:12:391 (4) –
  9. 04:11:533 (6) –I think there should be a finish on the tail of this slider since a cymbal can be heard in the background. This will apply to the other diffs too.
  10. 04:21:552 (1) –The current placement of this object bothers me. I would rather place it far away from 04:19:301 (1) – to avoid the overlapping and also to prevent confusion since players might think they have to hit it earlier.

Easy:
  1. 00:53:105 (4,2) –Avoid too many of this kind of stacks in an Easy since it can cause visualization problems for beginners. You usually want the entire object beneath to be faded out so the object above is clearly visible. I noticed you stacked quite a few times in this diff and I don’t think that’s a good idea. Usually once or twice is fine as long as the object can be seen clearly, but be careful not to do it too many times.

You used quite a lot of ½ spacings in this diff. Usually it’s fine if you don’t have any other alternatives, but in this case I suggest mapping the Easy a bit more simpler so it’s more beginner-friendly. its always clicking one time the 1/2 so no difficulty there. Its just for not having only 1/1 which would suck sooooo much

Good Luck~
unmentioned is fixed!
Thank you sooo much for your mod, it was very helpful:)


edit: i removed the sv increase in hard at kiais so its less similar to insane and fits better in the gap
double edit: i did sv 1.1 in normal so it fits better in the gap (easy 1.0, normal 1.1 and hard 1.6x sv)
tatemae

  • [Magical Book of Illustrations]
  1. 00:00:391 (1,2,3,1) - http://puu.sh/v732I/d5716127cd.png I suggest to make an sharp angle here 00:01:248 (1) - for better flow and spacing emphasize
  2. 00:03:819 (1,1,2,3) - overlaps looks meh
  3. 00:32:319 (5,1,2) - I believe that you can avoid linear flow
  4. 00:59:855 (1,1,1) - http://puu.sh/v759Z/31bf18b6f8.png maybe try this for better aesthetics
  5. 02:25:569 (1,1,1) - http://puu.sh/v75lm/d255a250aa.png ^
  6. 03:04:676 (2,3,4) - these sounds pretty strong. I suggest to unite them in one pattern and to increase spacing http://puu.sh/v75zM/c9334d0fd9.png
  7. 03:42:391 (4,5) - more aesthetics http://puu.sh/v75EU/276c956895.png
  8. 03:43:248 (1) - offscreen
  9. 00:46:462 (8) - I don't hear any sound here..o.O its overmap
Topic Starter
Sakurauchi Riko

Loreley wrote:


  • [Magical Book of Illustrations]
  1. 00:00:391 (1,2,3,1) - http://puu.sh/v732I/d5716127cd.png I suggest to make an sharp angle here 00:01:248 (1) - for better flow and spacing emphasize
  2. 00:03:819 (1,1,2,3) - overlaps looks meh
  3. 00:32:319 (5,1,2) - I believe that you can avoid linear flow
  4. 00:59:855 (1,1,1) - http://puu.sh/v759Z/31bf18b6f8.png maybe try this for better aesthetics
  5. 02:25:569 (1,1,1) - http://puu.sh/v75lm/d255a250aa.png ^ i like both, think thats just personal preference and current one should be no problem since it flows well
  6. 03:04:676 (2,3,4) - these sounds pretty strong. I suggest to unite them in one pattern and to increase spacing http://puu.sh/v75zM/c9334d0fd9.png
  7. 03:42:391 (4,5) - more aesthetics http://puu.sh/v75EU/276c956895.png
  8. 03:43:248 (1) - offscreen
  9. 00:46:462 (8) - I don't hear any sound here..o.O its overmap cant say anything other than i do hear sounds there xD its the same sound i emphasize with the 1/4's in that section and its different at that spot here. same thing is at 02:12:176 (8) - (i tihnk you hear it clearer here).
unmentuioned changed
thanks for mod! :)
Akitoshi
Riko best gril 👀
Topic Starter
Sakurauchi Riko

Akitoshi wrote:

Riko best gril 👀
<3 Thank you very much :3
Topic Starter
Sakurauchi Riko

Naotoshi wrote:

yheaj

[top diff]
00:08:319 (3) - these are sooooo lame, why nt at least put a repeat slider there? look rigth at the post above you lol http://puu.sh/vpeYZ/52b6ccab9e.png . to sum that up: its very awkward to make a good visual looking pattern with reverse 1/6 slider because the next object must (according to my ds'ing) overlap the reverse slider, it'd look very cramped and ugly. also more reasons in the post above

00:16:033 (2,3) - you repeat this rhythm a lot, how about ctrl g the first of 2 in each pair to avoid monotony?
( 00:29:748 (2,3) - would be the next one for example) doesnt make sense to me to map the vocal at 00:16:033 - in the first pattern but in the next pattern that is exactly the same, not to map the vocal

00:41:533 (1,2) - maybe make the vocals all clickable? i know it'd be weird to have them the same tapping as a bunch of drums, but you could distinguish them visually somehow. i think the transition between vocal and drums are important here, and since the drums are in focus here its appropriate to map the drums as circles. it would be werid for the player because he could not tell what hes actually playing to, that current wayx he at least knows when the srums begin. furthermore, seperating them visually with both parts being ciclres would cause an unreasonable difficult spike, at least i wouldnt know an other way except DS

00:42:069 (5,6,7,1) - the instruments are having a climax here, why make the spacing smaller >.> for 00:42:069 (5,6,7) - i want to represent the drums (i do that visual pattern a lot in the map at aimilar spots) but indeed its a bit wasted for the sound at 00:42:391 (1) - . ill do a nerfed version of 01:25:998 (7,1) - to emphasize that sound

00:43:569 (3) - don't see point of mapping these. this section is calmer, so it should be less dense right? so why stick in triples everywhere that make the density super high? either this or only mapping 1/1 beats basically, I did that in the first version of the map and it was so lame, even lamer than you think my map currently is lo... It has already a calm character by doing simple straightforward patterns with equal DS (and sv decrease)

00:58:676 - why map this note - the melody ends right before. imo deleting it creates a cool effect. i agree with that, but people be like "why you dont map this sound lol" so i keep it i guess

01:16:462 (2,3,4) - ctrl g on this rhythm definitely follows the vocals better. it would follow the vocal better yes but you would also miss strong drum at 01:16:783 - . Also, the whole 3 choruses are built around that and changing that would rather harm the map in its current state, lets be honest I'd have to basically remap the whole kiais since everything relates to each other visually.

01:34:676 - song got higher pitch / more intense here, why not a sv / spacing increase? i think doing that only here would be kinda unexpectable and random... dunno will consider it

01:37:676 (4) - tbh feels a bit lame since the sldier end is stronger than the slider head but at the same time 01:38:105 (1) - gets more emphasized because before that sound is only slider and sliderend, doing circle on that red tick (on the sldiertail) would cause losing the emphasis for the downbeat, because its not special anymore

01:39:819 (1,2,3,4,5,6) - imo this is bad use of layering since the first triple follows drums and the second one follows the melody but you mapped them identically. making them different from each other is better used reverse for drum sounds. also 01:40:676 (1,2) - you dont really use kicksliders for 2 drum sounds anywhere else so why here? because on 01:40:676 - and 01:40:891 - are special sounds that dont appear anywere else, I dont want to ignore them since they are really noisy

02:30:283 (4,5,7) - ctrl g here also follows the vocals better imo. but then 02:30:605 - is not seperated but theres a vocal while at the blue tick right before isnt, that way it would be mapped as same which is not right imo. currently 02:30:283 - is different from the object before (bcuz noticeable vocal) and 02:30:605 - is different from previous object also with vocal, so i think this is appropriate

03:25:462 (6) - laaaaame eh
not really a fan of how much you simplified the rhythm in this flute section lol its low bpm and around 4.5* technical 1/6 rhythm would be not appropriate for this difficulty. i almost think that 01:29:105 (1,2,3,4) - this is already too hard but still strightforward so its ok. but yeah its an Insane after all

yeah basically i think you followed drums and vocals over the instrumental melody a lot and that kind of makes the map feel like it wasted potential for harder rhythm to me. parts like 01:20:319 - have cool stuff happening in the background that just gets ignored entirely for vocal and drum focus.
this is entirely based on my view of the map, nothing objective. but parts like the flute solo definitely seem to have more potential for cool rhythms and instead it's just kind of like.. mapped like a dnb map.

sorry for being so late and sorry that i evidently disagree with you on how to map this song. good luck!
thanks for your mod.....

EDIT: alright you guys won... after so many complains about skipping the 1/6 beat in beginning and ending I finally decided to change it. 00:08:105 (1,2,3,4) - and other similar spots are now exactly mapped to the music with the reverse slider for the 1/6 beats, thank you
Natsu
PLACEHOLDER

general

  1. get alacat or ImKwan to check the artist lol, because I see that almost every other map uses Hatsuki Yura instead of yura hatsuki
top diff

  1. 00:13:462 (3) - add a NC? it would hl the spacing and the change of pattern, also the spacing is too big 00:13:248 (2,3) - would be nice if you reduce it a bit.
  2. 00:14:533 (2,3) - I don't get why you reduce the spacing, when the 00:14:319 (1,2,3,4) - beats follows a similar melody
  3. 00:25:462 (7) - don't kill but this kind of sliders aren't nice for visuals, there are a lot in the map so idk if you are willing to make them better, the direction of the slider to the next object plus the weird curve make them look bad
  4. 00:38:962 (5,6,7,8) - again look at the slider is weird and the weird direction of it make the flow super weird, you're actually abusing the slider leniency a lot, which isn't good.
  5. 00:43:248 (1,2) - a slider would introduce the section a lot better, the triple is placed at really soft beats that doesn't fit the calm part of the song
  6. 00:50:105 (1,2) - same as above, the reason here is that the former triplet have heavy beats then the later one is mapped too soft beats with the same spacing making it weird to play.
  7. 00:58:891 (1,2,3,4) - again I don't get why the spacing is different
  8. 01:06:819 (7,8,9) - this is what I really dislike about the map, I can play this properly enterily, but this throw me off everytime, use a consistent spacing, I mean you can increase it, but don't make 8 and 9 that different from 7 and 1, 01:20:533 (7,8,9,1) - etc, they work well with streams, but with triplets are super weird
  9. I like the map, but I really dislike the bolded things ^
Hard

  1. 01:03:069 - triplets would be better for a hard, the 1/4 and circle isn't that comfortable for this lvl of diff
  2. really great hard diff
Normal

  1. 01:12:819 (2,3,4) - doens't looks nice visually talking, you can make it better, there are probably more
  2. 01:38:962 (2,3,4,5,6,7) - too dense, 5 and 6 could be a slider instead
Easy

  1. 00:18:391 (5,6) - I'm fine with the 1/2 transitions between slider to slider, but not slider to circle, it's too complicate for a easy diff, make this a slider 00:18:391 (5,6) - , also probably there are more
  2. 00:26:962 (2,3) - In cases like this one, just extend the slider to the circle point and delete the circle
I'm a tier 2 bn now and I'm supposed to qualify things not to bubble, so if you get a bubble from a tier 1 bn you can find me to qualify this.
Zonthem
so sad that no one want to bubble it right now :'(
Topic Starter
Sakurauchi Riko

Zonthem wrote:

so sad that no one want to bubble it right now :'(
patience is key I guess >>
A s h e m u
wow Rikophy
Topic Starter
Sakurauchi Riko

A s h e m u wrote:

wow Rikophy
Sakurauchi Phyloukz
Natsu
I edited my post: p/5988215
Topic Starter
Sakurauchi Riko

Natsu wrote:

PLACEHOLDER

general

  1. get alacat or ImKwan to check the artist lol, because I see that almost every other map uses Hatsuki Yura instead of yura hatsuki alacat already confirmed the artist on lan wings' map p/5973004 . from what ive read the artist changed her name from Hatsuki Yura to Yura Hatsuki to adapt to western name style, thats why there are different maps with different romanisation
top diff

  1. 00:13:462 (3) - add a NC? it would hl the spacing and the change of pattern, also the spacing is too big 00:13:248 (2,3) - would be nice if you reduce it a bit. added nc and reduced spacing
  2. 00:14:533 (2,3) - I don't get why you reduce the spacing, when the 00:14:319 (1,2,3,4) - beats follows a similar melody in first place the spacing difference is in order to create that pattern. i must say while playing the map the spacing difference doesnt stand out, it plays like its same spacing imo
  3. 00:25:462 (7) - don't kill but this kind of sliders aren't nice for visuals, there are a lot in the map so idk if you are willing to make them better, the direction of the slider to the next object plus the weird curve make them look bad
  4. 00:38:962 (5,6,7,8) - again look at the slider is weird and the weird direction of it make the flow super weird, you're actually abusing the slider leniency a lot, which isn't good. fixed all of them. the pattern dont change the direction in itself anymore
  5. 00:43:248 (1,2) - a slider would introduce the section a lot better, the triple is placed at really soft beats that doesn't fit the calm part of the song yes, this feels so much better
  6. 00:50:105 (1,2) - same as above, the reason here is that the former triplet have heavy beats then the later one is mapped too soft beats with the same spacing making it weird to play. yes, fixed
  7. 00:58:891 (1,2,3,4) - again I don't get why the spacing is different as above
  8. 01:06:819 (7,8,9) - this is what I really dislike about the map, I can play this properly enterily, but this throw me off everytime, use a consistent spacing, I mean you can increase it, but don't make 8 and 9 that different from 7 and 1, 01:20:533 (7,8,9,1) - etc, they work well with streams, but with triplets are super weird i can understand that the huge spacing between 9 and 1 plays awkwardly but the spacing between 7 and 8 is the same thing i use over and over again (00:18:176 (2,3) - 00:50:533 (3,4) - 03:23:105 (4,5) - and so on). I reduced the spacing between 9 and 1 drastically so they have only a very little visual gap between them, indeed it plays way better because you can actually play it like a triple now. But i want the DS increase from 9 to 1 to be visually seeable because such DS increase is kind of the concept of the map
  9. I like the map, but I really dislike the bolded things ^
Hard

  1. 01:03:069 - triplets would be better for a hard, the 1/4 and circle isn't that comfortable for this lvl of diff did
  2. really great hard diff
Normal

  1. 01:12:819 (2,3,4) - doens't looks nice visually talking, you can make it better, there are probably more mm.., i dont really get why they look bad visually, I could only make the rotation from horizontal/vertical axis with the same degree but thats it
  2. 01:38:962 (2,3,4,5,6,7) - too dense, 5 and 6 could be a slider instead yes, fixed
Easy

  1. 00:18:391 (5,6) - I'm fine with the 1/2 transitions between slider to slider, but not slider to circle, it's too complicate for a easy diff, make this a slider 00:18:391 (5,6) - , also probably there are more changed
  2. 00:26:962 (2,3) - In cases like this one, just extend the slider to the circle point and delete the circle changed, except 04:16:676 (2,3) - because idk how i would make the circle a slider here but i guess thats fine since after the circle theres a 2/1 gap to the next object
I'm a tier 2 bn now and I'm supposed to qualify things not to bubble, so if you get a bubble from a tier 1 bn you can find me to qualify this.
Thank you so much Natsu :) much appreciated!!
A s h e m u
100SP yea
Topic Starter
Sakurauchi Riko

A s h e m u wrote:

100SP yea
ahhhh crazy!! im so grateful, thank you so much! ><
Akitoshi
it's happening
Topic Starter
Sakurauchi Riko
guess not
Fu Xuan
d
Akitoshi
-_
-Mo-
placeholder

General
- 02:19:248 - This seems like a good place to put a finish in my opinion.

Hard
- 00:55:462 - Tail seems to be missing a whistle.
- 01:48:819 (2,3,4) - Would be neat to have these evenly spaced in my opinion. I can't see much reason why 2-3 are close while 4 is spaced.
- 02:51:819 (1,2) - These might as well be the same shape, and they seem noticably off right now.

Magical Book of Illustrations
- 02:56:748 - Somehow I felt as if the slider should be split and a new one should start here. It would work as a better build up in my opinion rather than having the second slider be held down longer than the first, and there are sounds on the red tick to back it up.
- 03:06:819 - None of the other 1/6 sliders seem to end on the white tick, so I feel this beat should be replaced with a circle so that it's easier to play the stream starting on a stronger beat.
- 03:20:962 (1) - 03:27:819 (1) - Not too important, but I guess these could be 1/8 reverse sliders if you want to highlight these sounds better.

No KD, I modded this not so long ago. Call me back.
Icekalt
After such a long time.

It's happening!!!!!!!!!!!!

(btw Mo - its the 100th post in this thread lol)
Topic Starter
Sakurauchi Riko

-Mo- wrote:

placeholder

General
- 02:19:248 - This seems like a good place to put a finish in my opinion. yes

Hard
- 00:55:462 - Tail seems to be missing a whistle. fixed
- 01:48:819 (2,3,4) - Would be neat to have these evenly spaced in my opinion. I can't see much reason why 2-3 are close while 4 is spaced. the vocal on 01:48:819 (2,4) - each sliderhead is emphasized, unlike the head of 01:49:248 (3) - which is clearly weaker imo. i do the same on the prrevious section 00:23:105 (2,3,4) -
- 02:51:819 (1,2) - These might as well be the same shape, and they seem noticably off right now. fix

Magical Book of Illustrations
- 02:56:748 - Somehow I felt as if the slider should be split and a new one should start here. It would work as a better build up in my opinion rather than having the second slider be held down longer than the first, and there are sounds on the red tick to back it up. yes, so much better
- 03:06:819 - None of the other 1/6 sliders seem to end on the white tick, so I feel this beat should be replaced with a circle so that it's easier to play the stream starting on a stronger beat. changed
- 03:20:962 (1) - 03:27:819 (1) - Not too important, but I guess these could be 1/8 reverse sliders if you want to highlight these sounds better. i did these with 1/8 sliders before but people complained about it and indeed the playability suffers from such short reverses imo. i think simplifying the rhythm here is the best for the player

No KD, I modded this not so long ago. Call me back.
Thank you so much -Mo- !! :)
-Mo-
Went over some some minor stuff + tick hitsounding in hard and rhythm density in Normal.

Bu
A s h e m u
rank soon foooo ↑
Natsu
slider tick hitsounds are too loud, tbh why would you hitsound something that you aren't mapping, anyways reduce the volume a lot on them, like 30 or 40%
Topic Starter
Sakurauchi Riko

Natsu wrote:

slider tick hitsounds are too loud, tbh why would you hitsound something that you aren't mapping, anyways reduce the volume a lot on them, like 30 or 40%
I did hitsound the sliderticks to keep the whistle sound every red tick consistent, as the song provides. But at the same time I want to emphasize the vocal with these slider that need slidertick hitsound. in my opinion it works fine to do both, emphasis on vocal and consistency in hitsounds - and it doesnt sound wrong while playing at all, you dont get confused with the non clickable hitsound.

I did sldiertick volume 40% for 1st and 2nd chorus, 50% for the last chorus and the rest has 30% volume (hard diff aswell). different % to adjust to the volume change in each section. Although I personally dislike having different volume for the sliderticks because the sound in the music stays obviously the same - but yeah did it now that way

updated
Natsu
today later~

log
2017-07-18 17:36 Natsu: yo
2017-07-18 17:37 Natsu: ACTION is editing [https://osu.ppy.sh/b/1181174 Yura Hatsuki - Shadows ~Kage Iro Yousei Ehon~ [Magical Book of Illustrations]]
2017-07-18 17:37 Natsu: 03:06:391 (8,1) - can you add more spacing here?
2017-07-18 17:37 Sakurauchi Riko: yes sure
2017-07-18 17:38 Natsu: 03:06:176 (7,8,1) - maybe make them looks the same spacing
2017-07-18 17:38 Sakurauchi Riko: did
2017-07-18 17:39 Natsu: 03:31:676 (2,3) - stack them
2017-07-18 17:39 Natsu: it's kinda hard to read, because u used that kind of spacing for some 1/2s before
2017-07-18 17:39 Sakurauchi Riko: yea true
2017-07-18 17:40 Natsu: 03:40:891 (3,4,1,2,3,4,5,1,2,3) - the beats without hs here are kinda hard to hear
2017-07-18 17:40 Natsu: either add whistles to them or up the volume
2017-07-18 17:41 Natsu: to every diff btw
2017-07-18 17:41 Sakurauchi Riko: i can add whistles to the vocal
2017-07-18 17:42 Sakurauchi Riko: its only mapped in the highest diff
2017-07-18 17:42 Sakurauchi Riko: did whistles
2017-07-18 17:42 Natsu: kk
2017-07-18 17:43 Sakurauchi Riko: 03:44:319 (2,4) - except of the heads of those
2017-07-18 17:43 Natsu: that's fine
2017-07-18 17:43 Sakurauchi Riko: okay
2017-07-18 17:46 Natsu: https://osu.ppy.sh/ss/8621961
2017-07-18 17:46 Natsu: 01:26:962 (3,4,5) - something like that prob would work better for a hard
2017-07-18 17:47 Sakurauchi Riko: true, its smoother movement with that
2017-07-18 17:48 Natsu: 02:52:676 (3,4,5) - here too
2017-07-18 17:49 Natsu: 04:04:676 (3,4,5) -
2017-07-18 17:49 Sakurauchi Riko: did all
2017-07-18 17:53 Natsu: normal AR 5 OD 4
2017-07-18 17:53 Natsu: it's more balanced with the rest
2017-07-18 17:54 Sakurauchi Riko: did
2017-07-18 17:55 Natsu: that's all, let me know when ready
2017-07-18 17:59 Sakurauchi Riko: updated and ready
2017-07-18 18:05 Natsu: sec
2017-07-18 18:07 Sakurauchi Riko: ah actually
2017-07-18 18:07 Sakurauchi Riko: 04:19:301 (1) -
2017-07-18 18:07 Sakurauchi Riko: idk if i should extend this to 1/8 tick
2017-07-18 18:07 Sakurauchi Riko: because i tihnk theres quiet sound
2017-07-18 18:08 Sakurauchi Riko: or keep simplified
2017-07-18 18:10 Natsu: let me see
2017-07-18 18:25 Natsu: 1/4 is fine
2017-07-18 18:25 Natsu: sorry was washing dishes lol
2017-07-18 18:25 Sakurauchi Riko: no problem
2017-07-18 18:26 Sakurauchi Riko: i found hitsound issue
2017-07-18 18:26 Sakurauchi Riko: 03:21:605 (4) - forgot to set soft addition here
2017-07-18 18:26 Sakurauchi Riko: on the tail
2017-07-18 18:26 Natsu: kk tell me when all it's ready
2017-07-18 18:27 Sakurauchi Riko: what about the sldier?
2017-07-18 18:27 Natsu: it's better like it is
2017-07-18 18:27 Sakurauchi Riko: alright
2017-07-18 18:27 Natsu: tbh 1/4 plays better than the 1/8
2017-07-18 18:27 Sakurauchi Riko: yea thats what i was thinking
2017-07-18 18:28 Sakurauchi Riko: okay updated
2017-07-18 18:36 Natsu: last thing
2017-07-18 18:36 Natsu: 01:25:248 (1,2,3,4,5,6,7) - vs 02:50:962 (1,2,3,4,1,2,3) -
2017-07-18 18:36 Natsu: the former pattern plays a lot better
2017-07-18 18:37 Sakurauchi Riko: i did this group of 3 because the drum at 02:51:498 (1) - gets noticeably louder
2017-07-18 18:37 Sakurauchi Riko: but i feel like that only happens there
2017-07-18 18:38 Sakurauchi Riko: on the other one its the white tick
2017-07-18 18:38 Natsu: 02:51:391 (4) - still this is the stronger one
2017-07-18 18:38 Sakurauchi Riko: should i make it the same?
2017-07-18 18:38 Natsu: 04:02:962 (1,2,3,4,5,6,7) - 01:25:248 (1,2,3,4,5,6,7) - and aslo u would be consistent
2017-07-18 18:38 Natsu: yeah or people will complain tbh
2017-07-18 18:39 Sakurauchi Riko: alright
2017-07-18 18:41 Sakurauchi Riko: should i remove the finish at 02:51:391 (4) -
2017-07-18 18:41 Sakurauchi Riko: because on first kiai there is no finish sound
2017-07-18 18:43 Natsu: ye
2017-07-18 18:45 Sakurauchi Riko: updated, removed in other diffs aswell ofc
2017-07-18 18:56 Natsu: 03:43:676 - ah i found a problem in normal the break is delayed
2017-07-18 18:57 Sakurauchi Riko: ahh
2017-07-18 18:58 Natsu: thee rest is ready
2017-07-18 18:59 Sakurauchi Riko: okay fixed
Natsu
cool
Topic Starter
Sakurauchi Riko
Thank you Natsu! :)
Icekalt
gratz :)
Venix
congratz!
tatemae

gratz gratz
A s h e m u
gratz !!!!!!!!!!!
-NanoRIPE-
grats!
Topic Starter
Sakurauchi Riko
Thank You guys :)
Please sign in to reply.

New reply