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Himeringo - Yonjuunana

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micchi_chi
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ARenaissance
M4M from my queue. As requested here is my map for your convenience.

I see you chose a long song. Good for you!! osu! needs more 3+ minute maps with full spreads. I'll shoot a kudosu star your way for this reason alone.

[General]


Fun map over-all. The circular flow is nice and steady in lots of places, the spacing is over-all very clean. My three main problems with the map right now are with rhythm choice, slider flow, and overlaps.

In many places of the map, I'm having a tough time working out what it is you're mapping to. If you start mapping to, say, the vocals, then you should at least complete the phrase mapping to vocals. In many parts of the map (many of which aren't included in my piece by piece feedback), you either switch too frequently between drums, instruments, and vocals, or you don't seem to map to anything concrete at all. This is something that I was struggling with my own map before, so I've grown kind of twitchy about it, so you'll have to pardon me if I come off as too picky with this. Nonetheless, try and make sure you know why every note is placed in terms of how it reflects the song.

Especially in the second part of the map, slider flow starts to become a bit wonky. In general, approaching a slider that goes in a different direction is uncomfortable flow for players. It can be utilized to emphasize parts of a song, but in many cases for this map, I don't see why it's there. I highlighted where some of these are in Reunion of Goodbye, since that's the map where this issue most dominantly persists.

I know you said that most overlap is on purpose, but I'm almost positive that what I highlighted is unintentional. I showed you all the instances of this that I could find, but I'm not the best at picking these out, so look for them yourself.

[Reunion of Goodbye]

00:20:268 (1,2,3) - Since you're mapping to the vocals at the pickup, I think you should map the vocals here too. The rhythmic choice seems a bit jarring at the moment.

00:29:512 (2) - Both the melody and the drums emphasize both beats equally: I think two circles would be better here.

00:48:698 (2) - This slider is counter-intuitive to the emphasis of the song: the vocals prioritize the white tick over the red tick, and nothing seems to prioritize the red tick more. I would do two circles with appropriate spacing instead.

01:00:558 (5,3) - I don't think this overlap is intentional, and if it is...I don't like it.

01:10:151 (5) - Slider flow is strange here. Maybe push (4) up a bit, rotate (5) by -90 degrees, and move it to the left of (4) so that it flows into the next slider better? There are other ways to do it, but I don't really see why there should be uncomfortable flow here.

01:25:326 (4) - Similar problem. This would be better to the right of (3) and rotated a bit.

01:29:686 (6,2) - Too close for comfort: I would separate them.

01:53:582 (1) - A ctrl+g would improve flow here.

02:08:058 (1) - Here as well. I don't really see a reason for uncomfortable flow.

02:17:128 (5,2) - This overlap is unpleasant.

03:33:698 (4,1) - More overlap issues. I don't believe this is intentional here.

[Hard]

00:02:128 (4) - Really strange slider placement here. I would move it back to the red tick and bring the last slider closer to it. The slider that comes afterwards could then be brought back by 1/2 a beat and reverse-arrowed.

01:25:675 (3,4) - Sliders are a bit too close.

02:24:279 (3,4,5,6) - This stack causes overlap. Bring (6) a bit further away.

03:48:698 (1,2) - I would put a short 1/4 slider here instead to mimic the drum roll, rather than a simple pick-up circle.

04:04:221 (2,3) - Slider-to-circle would map the drums better than circle-to-slider here since snares have more emphasis than kicks.

04:16:082 (5,6,7) - I would map this the same way 04:14:686 (1,2,3,4) was mapped, since it's the exact same drum pattern.

04:34:744 (2,3,4,5) - Why not make this a perfect square?

04:35:442 (6,1) - I would stack these for emphasis: it's a bit confusing as is.

[Normal]

You may be using too many chains of sliders and circles with 1/2 gaps between them. Be careful with this: the Standard Ranking Criteria recommends that you use these sparingly.

00:02:128 (4) - Similar to my comment in hard: I don't really get this rhythm choice. Why is the slider head on a beat that has nothing emphasizing it?

00:07:012 (3,4) - This is another rhythm I don't really like. It doesn't seem to map to anything in the song. I would much prefer a 1/2 slider followed by a 1/1 gap and a 3/2 slider after it.

02:31:431 (1,2,3,4,5,6,7,1) - A chain like this is FAR too long for normal. Like I said before, you have these in a lot of places in this map: this one's just particularly bad. If you don't find a way to break these apart, I have doubts that you'll be able to get this ranked.

03:59:686 (5,1) - This overlap is kind of ugly.

04:23:582 (2,4) - These don't seem to be mapping to anything.

[Easy]

This map is mostly good. Just a few things.

00:00:733 (1) - You can make this slider more symmetrical.

00:40:675 (2) - I think this would be better on 00:40:500.

02:18:349 (2,3) - I would rethink this pattern; it doesn't seem to reflect the song. Something like this would be better in my opinion:


Very fun map over-all! Good luck, and don't give up on it!
Wriothesley
From my Q :D Sorry for slow mod, I've been lazy. (5 days, my latest mod ever :c sorry)

General:
Kiais should start at 01:18:524 02:36:314 and 03:57:244 they are directly after the cymbal count in and are strong beats.

Easy
00:00:733 (1,1,2) - I object to this emphasis. The line goes, "Shoujou no koe ga jibun wo nao yonderu". The emphasis is on the sho in shoujou, the ga, the ji in jibun, the wo, and the ru in yonderu. Instead of a reverse slider, the ga is strong enough that it deserves at least a slider tail. Then, probably a a circle on ji in jibun or a 1 meaure slider, then you could have that reverse slider on wo naoyon, and then a circle on the ru. That's what I would do at least, but you are free to do as you please. I just don't agree with this emphasis at all.
00:18:872 (2) - less of a problem, but I would just have a a circle on this. you have a slider on mostly nothing. it also ends in the middle of a word.
00:40:675 (2) - everything else is mapped to drums, why is this mapped to vocals?
01:18:175 is a massively strong beat, or more precisely, 01:18:698 but for an easy I would just do a slider from 01:18:175 to 01:18:698. They literally have the cymbals do a count in for this beat to emphasize it. Should be the start of kiai, let alone get a note. Your note, 01:18:524 (1) is on a relatively insignificant drumbeat. You should be mapping vocals here, especially in an easy. Listen to how loud the vocals are here compared to that drum. The drum is what's known as a downbeat. Don't map on the downbeat.
I just don't agree overall with mapping to the soft drum beats and guitar over the vocals that are clearly emphasized. I think this diff should be reworked. Sorry :/
Not gonna point out every instance of when the song builds up and you map to some soft drums on the downbeats in the background, but there's a lot more.

Normal
00:07:710 (4,5) - you mapped these to quiet cymbals that are about as loud as a whisper over the strong beat on 00:07:535 I just don't understand dude
The strong beat is once again on 01:18:698. This should be mapped with a circle on 01:18:175, one on 01:18:349, and nothing on 01:18:524 (1). The slider 01:18:872 (1) should be moved to start on 01:18:698
I have serious issues with you mapping to quiet percussion when vocals are 2-3x as loud. It's counterintuitive and at difficulties like easy and normal, just wrong.
Sorry to be so harsh >< I just don't know any other way to say it.

Hard
00:23:756 (3,4,5,6) - I like how the beat on 6 is properly emphasized with a longer jump, but the 3 and 6 overlap is kinda ugly. I'd rotate by 25 degrees clockwise around *playfield* center. Jump is still reasonable, I think.
00:29:338 (2,3,4,5) - ^
00:31:779 (2,1,2,3,4,1) - i don't like this patterning. move 2 to the right (the first 2), in the direction the slider before it was pointing because flow is broken. move 4 and 1 down so its the same jump but slightly below the following slider, and stack them.
00:42:942 (2,3,4) - why
00:51:489 (3,5) - this one is particularly egregious.
even if it's on purpose, these look bad to me. go through and fix some of the ugly overlaps. some look nice, but others don't
i'll point out the ones that I find really bad
02:39:803 (1,2,3)
03:17:128 (4,5)
just so I don't sound totally negative, I'm gonna point out some positives.
02:59:338 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - is mapped really well. accurately reflects the music.
last but not least
04:34:744 (2,3,4,5,6) - these jumps seem out of the blue. maybe make them more easy to follow.

Reunion of Goodbye
00:19:919 (4,5) - what is this mapped to?
00:36:489 (4,1) - this flow is really strange and not emphasizing anything in particular
00:45:384 (1,2,3,4,5) - this patterning looks bad and flows worse.
01:15:558 (2,3,4,1) - the jump from 4,1 jump is like 2x as big as the others. It should be bigger than the others because of emphasis, but this is a little overkill imo
01:53:582 (1,2,3) - what is this counterintuitive flow emphasizing?
01:54:803 (6,1) - ^
02:07:012 (3,4) - this flow is just too weird, even if emphasizing the no you ni
02:50:965 (1,2,3) - what is this counterintuitive flow emphasizing?
02:56:024 (6,7,1) - because 6,7 is a jump, you should put 1 under 7 where the slider is pointed. it's super important for flow.
03:11:198 (3,4,5,6) - i dont like how this pattern looks
now for a positive!
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - is a perfect representation of the music. love it.
04:02:477 (2,3,4,5) - would put a bigger angle between 3 and 4 for looks and flow.

despite recommending a lot of changes, I really like the Reunion of Goodbye diff. Good luck!
Nikakis
Feel sad that this mapset is dead,i love it,please revive it asap.
Topic Starter
micchi_chi

Nikakis wrote:

Feel sad that this mapset is dead,i love it,please revive it asap.
your wish has been granted

ARenaissance

ARenaissance wrote:

M4M from my queue. As requested here is my map for your convenience. < gonna mod back asap

I see you chose a long song. Good for you!! osu! needs more 3+ minute maps with full spreads. I'll shoot a kudosu star your way for this reason alone. < can't agree more xD thx btw

[General]


Fun map over-all. The circular flow is nice and steady in lots of places, the spacing is over-all very clean. My three main problems with the map right now are with rhythm choice, slider flow, and overlaps.

In many places of the map, I'm having a tough time working out what it is you're mapping to. If you start mapping to, say, the vocals, then you should at least complete the phrase mapping to vocals. In many parts of the map (many of which aren't included in my piece by piece feedback), you either switch too frequently between drums, instruments, and vocals, or you don't seem to map to anything concrete at all. This is something that I was struggling with my own map before, so I've grown kind of twitchy about it, so you'll have to pardon me if I come off as too picky with this. Nonetheless, try and make sure you know why every note is placed in terms of how it reflects the song.

Especially in the second part of the map, slider flow starts to become a bit wonky. In general, approaching a slider that goes in a different direction is uncomfortable flow for players. It can be utilized to emphasize parts of a song, but in many cases for this map, I don't see why it's there. I highlighted where some of these are in Reunion of Goodbye, since that's the map where this issue most dominantly persists.

I know you said that most overlap is on purpose, but I'm almost positive that what I highlighted is unintentional. I showed you all the instances of this that I could find, but I'm not the best at picking these out, so look for them yourself.

[Reunion of Goodbye]

00:20:268 (1,2,3) - Since you're mapping to the vocals at the pickup, I think you should map the vocals here too. The rhythmic choice seems a bit jarring at the moment. < I think the sound here 00:20:965 is wayyy to big to be ignored if I map the vocals. Besides, the previous sets of 1/2 sliders here 00:17:477 (1,2,3,4,1,2,3) - is actually mapping the instrumental so mapping the instrumental at this part here is pretty solid imo. Let's take these circles 00:19:919 (4,5) - as a nice lead up instead of just mapping vocal.

00:29:512 (2) - Both the melody and the drums emphasize both beats equally: I think two circles would be better here. < Yeah, I worried too much about variation then...

00:48:698 (2) - This slider is counter-intuitive to the emphasis of the song: the vocals prioritize the white tick over the red tick, and nothing seems to prioritize the red tick more. I would do two circles with appropriate spacing instead. < I think it's the same as these sliders 00:35:093 (2,4,4) - it follows the drum at red tick. I've been using this rhythm for a while so I think it's pretty consistent.

01:00:558 (5,3) - I don't think this overlap is intentional, and if it is...I don't like it. < made them more overlapped instead of just touched.

01:10:151 (5) - Slider flow is strange here. Maybe push (4) up a bit, rotate (5) by -90 degrees, and move it to the left of (4) so that it flows into the next slider better? There are other ways to do it, but I don't really see why there should be uncomfortable flow here. < hmmm not that uncomfortable imo. I honestly like this pattern pretty much because it made some nice back and forth movement. I do made (5) pointed more upward for to make it more comfortable tho.

01:25:326 (4) - Similar problem. This would be better to the right of (3) and rotated a bit. < this one make a pretty nice overall visual imo xD and it's not that bad when played too I think

01:29:686 (6,2) - Too close for comfort: I would separate them. < they barely have time to appear together, it wont' be visible in gameplay so I think it wouldn't hurt to keep.

01:53:582 (1) - A ctrl+g would improve flow here. < this one need to be emphasized. Broken flow increase the emphasize.

02:08:058 (1) - Here as well. I don't really see a reason for uncomfortable flow. < same as above I think ^

02:17:128 (5,2) - This overlap is unpleasant. < yeah, made them more overlapped

03:33:698 (4,1) - More overlap issues. I don't believe this is intentional here. < fix ^

[Hard]

00:02:128 (4) - Really strange slider placement here. I would move it back to the red tick and bring the last slider closer to it. The slider that comes afterwards could then be brought back by 1/2 a beat and reverse-arrowed. < wow, this rhythm is really overally bad xD what the hell I was thinking about then xDDD well, this slider emphasize the guitar key change I guess so I think I'll keep.

01:25:675 (3,4) - Sliders are a bit too close. < damn, you're right

02:24:279 (3,4,5,6) - This stack causes overlap. Bring (6) a bit further away. < I wanted to keep DS here... maybe just let this one slip by.

03:48:698 (1,2) - I would put a short 1/4 slider here instead to mimic the drum roll, rather than a simple pick-up circle. < the drum roll is at 1/6 pattern actually and I think using it at Hard would be pretty excessive (?)

04:04:221 (2,3) - Slider-to-circle would map the drums better than circle-to-slider here since snares have more emphasis than kicks. < it mapped the big vocal at once too so I think the red tick has more emphasize here.

04:16:082 (5,6,7) - I would map this the same way 04:14:686 (1,2,3,4) was mapped, since it's the exact same drum pattern. < yeah, screw old me

04:34:744 (2,3,4,5) - Why not make this a perfect square? < sure

04:35:442 (6,1) - I would stack these for emphasis: it's a bit confusing as is. < nah, this one is actually a pretty common pattern.

[Normal]

You may be using too many chains of sliders and circles with 1/2 gaps between them. Be careful with this: the Standard Ranking Criteria recommends that you use these sparingly. < actually using 1/2 gaps for Normal is pretty normal, it's the purpose of Normal after all, to introduce 1/2 gaps. It's fine as long as the DS kept consistent.

00:02:128 (4) - Similar to my comment in hard: I don't really get this rhythm choice. Why is the slider head on a beat that has nothing emphasizing it? < yeah, key change. And I actually wanted to keep the rhythm at beat for Normal most of the time.

00:07:012 (3,4) - This is another rhythm I don't really like. It doesn't seem to map to anything in the song. I would much prefer a 1/2 slider followed by a 1/1 gap and a 3/2 slider after it. < Similar as above actually, I prefer to follow the main beat for Normal for silent part like this because even though the sound that it's following is not really clear, it would rarely be misleading. The vocal had pretty complicated beat imo.

02:31:431 (1,2,3,4,5,6,7,1) - A chain like this is FAR too long for normal. Like I said before, you have these in a lot of places in this map: this one's just particularly bad. If you don't find a way to break these apart, I have doubts that you'll be able to get this ranked. < yeah right, broken them

03:59:686 (5,1) - This overlap is kind of ugly. < they barely have time together in gameplay so I think I could let this one slip by

04:23:582 (2,4) - These don't seem to be mapping to anything. < filler, pretty useless I think, removed them.

[Easy]

This map is mostly good. Just a few things.

00:00:733 (1) - You can make this slider more symmetrical. < never meant to make it symmetrical tho.

00:40:675 (2) - I think this would be better on 00:40:500. < it is actually

02:18:349 (2,3) - I would rethink this pattern; it doesn't seem to reflect the song. Something like this would be better in my opinion: < yep, the current actually real sucks xD


Very fun map over-all! Good luck, and don't give up on it!

thank you for mod :3

SakuraKaminari

SakuraKaminari wrote:

From my Q :D Sorry for slow mod, I've been lazy. (5 days, my latest mod ever :c sorry) < sorry for late reply

General:
Kiais should start at 01:18:524 02:36:314 and 03:57:244 they are directly after the cymbal count in and are strong beats. < nah, the chorus actually starts at big white tick, the vocal before that is just the lead up to chorus.

Easy
00:00:733 (1,1,2) - I object to this emphasis. The line goes, "Shoujou no koe ga jibun wo nao yonderu". The emphasis is on the sho in shoujou, the ga, the ji in jibun, the wo, and the ru in yonderu. Instead of a reverse slider, the ga is strong enough that it deserves at least a slider tail. Then, probably a a circle on ji in jibun or a 1 meaure slider, then you could have that reverse slider on wo naoyon, and then a circle on the ru. That's what I would do at least, but you are free to do as you please. I just don't agree with this emphasis at all. < the rhythm on Easy don't have to be detailed actually, what's important is to keep the rhythm simple. Since the first part is silent, I wanted to make the rhythm simpler than any other part of the song. Putting too much detail on it would ruin this and make the emphasize on the big part gone.
00:18:872 (2) - less of a problem, but I would just have a a circle on this. you have a slider on mostly nothing. it also ends in the middle of a word. < it follows the exact same thing as 00:17:477 (1) - so I wanted to make the map the same too. And on Easy, I think it's better to follow main beat (white tick) even it don't really fit since it would be easier to read for new players and is rarely misleading.
00:40:675 (2) - everything else is mapped to drums, why is this mapped to vocals? < there's a big snare drum there.
01:18:175 is a massively strong beat, or more precisely, 01:18:698 but for an easy I would just do a slider from 01:18:175 to 01:18:698. They literally have the cymbals do a count in for this beat to emphasize it. Should be the start of kiai, let alone get a note. Your note, 01:18:524 (1) is on a relatively insignificant drumbeat. You should be mapping vocals here, especially in an easy. Listen to how loud the vocals are here compared to that drum. The drum is what's known as a downbeat. Don't map on the downbeat. < correction : down beat is where the biggest beat is at. In Osu! it's also called big white tick because it's where the biggest white tick should be placed.

wikipedia wrote:

the first beat of the bar (downbeat) is usually the strongest accent in the melody and the likeliest place for a chord change
, check this the wikipedia page of beats https://puu.sh/wyRUR/b9dd23b1bd.png; Mostly you SHOULD map on downbeat because the sound there usually real huge. The 4th beat is called upbeat, I think this is the terminology you're talking about. And I really disagree that the sound here is big 01:18:175 I agreed about the vocal but not with the cymbal stuff. Yes the drum sound you hear is indeed cymbal, but not the cymbal that need to be emphasized. The cymbal that need to be emphasized is the big one, usually also called crash. It what you hear at the start of the chorus here 01:18:872 and other big part like here 01:25:675 The cymbal you're hearing at 01:18:175 is just hi-hat which used as lead up and it don't count as big. The kick here 01:18:524 (1) - is much much much bigger, thus more worth to be mapped. About why I don't map the vocal, as I said at my note, I kinda disliked mapping vocal so I prefer to map just the kick instead which created enough lead up for chorus at Easy. This one is more to preference I guess. But really, this "cymbal" you're talking about is not as big as you thought. Not all cymbals are big.
I just don't agree overall with mapping to the soft drum beats and guitar over the vocals that are clearly emphasized. I think this diff should be reworked. Sorry :/
Not gonna point out every instance of when the song builds up and you map to some soft drums on the downbeats in the background, but there's a lot more.

Normal
00:07:710 (4,5) - you mapped these to quiet cymbals that are about as loud as a whisper over the strong beat on 00:07:535 I just don't understand dude < just like Easy, I still prefer to map to main beat at Normal. As I said before, it's easier to play on main beat and it would reduce the probability of mislead the player even though the sound is not real clear. The vocal lands on pretty difficult beats and I think it would mislead the players more if I follow vocal instead. Beside, there's guitar chord change there so I think there's still something to follow...
The strong beat is once again on 01:18:698. This should be mapped with a circle on 01:18:175, one on 01:18:349, and nothing on 01:18:524 (1). The slider 01:18:872 (1) should be moved to start on 01:18:698 < The timing you mentioned seems to be at mess :/ but I think it's the same thing as Easy all over again so I think you can refer to Easy.
I have serious issues with you mapping to quiet percussion when vocals are 2-3x as loud. It's counterintuitive and at difficulties like easy and normal, just wrong.
Sorry to be so harsh >< I just don't know any other way to say it.

Hard
00:23:756 (3,4,5,6) - I like how the beat on 6 is properly emphasized with a longer jump, but the 3 and 6 overlap is kinda ugly. I'd rotate by 25 degrees clockwise around *playfield* center. Jump is still reasonable, I think. < this kind of overlap is pretty common actually. It's the exact same thing as 00:23:407 (2,5) - and it's not bad at all at least in my opinion.
00:29:338 (2,3,4,5) - ^ ^
00:31:779 (2,1,2,3,4,1) - i don't like this patterning. move 2 to the right (the first 2), in the direction the slider before it was pointing because flow is broken. move 4 and 1 down so its the same jump but slightly below the following slider, and stack them. < the flow is not broken. Even though it's doesn't completely follow the previous slider shape, it doesn't mean it's broken. There's a thing called slider leniency in gameplay which allows you to not follow the slider completely till the tail but still got perfect score. This kind of slider quality makes this kind of pattern is not as broken as it seemed. This is how the flow looked like in actual gameplay https://puu.sh/wyRd9/8a7ecdb395.jpg and beside, if it does actually broken, it would make a nice emphasize thus I decided to keep. And I think you told me to move (4) because it's overlapped but as I said, that kind of overlap are common. Refer to first mod
00:42:942 (2,3,4) - why < nice back and fort flow, I don't see anything wrong.
00:51:489 (3,5) - this one is particularly egregious. < not that bad actually
even if it's on purpose, these look bad to me. go through and fix some of the ugly overlaps. some look nice, but others don't
i'll point out the ones that I find really bad
02:39:803 (1,2,3) < okay, fixed this one
03:17:128 (4,5) < not that bad
just so I don't sound totally negative, I'm gonna point out some positives.
02:59:338 (1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - is mapped really well. accurately reflects the music. < thanks
last but not least
04:34:744 (2,3,4,5,6) - these jumps seem out of the blue. maybe make them more easy to follow. < hmmmm don't really seems wrong to me.

Reunion of Goodbye
00:19:919 (4,5) - what is this mapped to? < vocal, the "keso" from "kujikesou" part. Take that as a nice lead up to (1) as well.
00:36:489 (4,1) - this flow is really strange and not emphasizing anything in particular < (4) is mapping the kick and snare of the drum (well not really nicely actually, just let it pass by) and let the flow break to emphasize (1)
00:45:384 (1,2,3,4,5) - this patterning looks bad and flows worse. < https://puu.sh/wyRsh/c4e138aa05.jpg not that bad imo.
01:15:558 (2,3,4,1) - the jump from 4,1 jump is like 2x as big as the others. It should be bigger than the others because of emphasis, but this is a little overkill imo < sure you haven't really seen much "jump maps" xD this one is still pretty normal.
01:53:582 (1,2,3) - what is this counterintuitive flow emphasizing? < (4) -> (1), yes. The (1,2,3) flow is pretty good actually https://puu.sh/wyRwk/5312c1292c.jpg
01:54:803 (6,1) - ^ < yes
02:07:012 (3,4) - this flow is just too weird, even if emphasizing the no you ni < eh, it's not that weird really. https://puu.sh/wyREC/0f355f4a1c.jpg pretty pointy, yeah, but slider leniency would come and save the day.
02:50:965 (1,2,3) - what is this counterintuitive flow emphasizing? < there's no problem with flow here http://puu.sh/wyRzR/9eb60c8ee0.jpg slider leniency totally do its thing.
02:56:024 (6,7,1) - because 6,7 is a jump, you should put 1 under 7 where the slider is pointed. it's super important for flow. < slider leniency again https://puu.sh/wyRJg/f0b5b7cd9b.jpg . And (7)'s pointy kick shape actually make the player expected the next notes to be at the side (where (1) is now) not right under, some other modder told me so before.
03:11:198 (3,4,5,6) - i dont like how this pattern looks < hmm this one actually is not really good. Any suggestion? tried to change it my own way for now.
now for a positive!
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - is a perfect representation of the music. love it.< yep
04:02:477 (2,3,4,5) - would put a bigger angle between 3 and 4 for looks and flow. < it makes a pretty nice tricky movement imo https://puu.sh/wyRPw/b3501dbbf9.jpg

despite recommending a lot of changes, I really like the Reunion of Goodbye diff. Good luck!

Thank you for mod ^^
Nikakis
yay :) !
faygo
hello NM~
sorry for short mod cuz i never modded a map with like 50 stars and its hard :/

Reunion of Goodbye


00:07:186 (6,7,1) doesn flow too pretty using linear flow here
00:55:326 (2,3) Not very familiar with hitsounding but why these two particular notes use soft sampleset
01:43:204 (3) Why hitsound omitted here
02:56:198 (7) Maybe a bit curved upwards instead for better visuals and flow? something like this (http://i.imgur.com/cHAj5A9.jpg)?
04:23:233 (2,3,4) There's not really a sound for you to do a triple
04:35:791 (7) NC here instead of 2 circles after?

very solid map in general, good job and good luck in ranking ^^
Topic Starter
micchi_chi
Faygor

Faygor wrote:

hello NM~
sorry for short mod cuz i never modded a map with like 50 stars and its hard :/ < no worry

Reunion of Goodbye


00:07:186 (6,7,1) doesn flow too pretty using linear flow here < right o-o moved (7) to form more circular flow
00:55:326 (2,3) Not very familiar with hitsounding but why these two particular notes use soft sampleset < (3) is not using soft and I use soft for (2) because there's no drum sound there. I did that to some other notes tho so it's not sudden.
01:43:204 (3) Why hitsound omitted here < huh? .-.
02:56:198 (7) Maybe a bit curved upwards instead for better visuals and flow? something like this (http://i.imgur.com/cHAj5A9.jpg)? < that actually looks pretty good :D
04:23:233 (2,3,4) There's not really a sound for you to do a triple < hmmm right, but I think it still sounds good with hitsound so I'll just keep xD I think it's a pretty good filler notes tho :3
04:35:791 (7) NC here instead of 2 circles after? < I NCed here 04:36:140 (1) - because it's following a very different sound from prev notes (solely guitar sound while the previous one was following big drums) and here 04:35:791 (7) - is still following more similar sound to prev notes so I think the current NCing is more appropriate.

very solid map in general, good job and good luck in ranking ^^

Thanks for mod ^^
NACO969
wow 50 stars .... This is hard to mod tho ( specialy for me , i´m such new on this ) Anyways :
Reunion of Goodbye
01:18:524 (1,1) I found these too far from each other . In addition to the slow one first , its quite hard to expect and follow...
01:49:570 (1) I would prefer a longer slider instead of a reverse slider ... it fits better (for me )
01:51:140 (1) I found this section a bit empty ... You could add a slider to represent the sustained note or something else
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) You could change the pattern each 8 notes or even rotate it a bit... ( As you want .. i found that jumps very simple)
03:33:176 (2,4,1,4,5,6) These circles can be more distants froom the last and next slider ( and from each other the last ones) because of the coming speed and flow from the jumps section.
03:45:384 (2,3) Maybe turn them as a (1) (new combo ) to keep the HP bar
03:57:505 (4,5,6) Too sharp angle ?¿
04:18:785 (6,1) I found them just a bit to separete from the last slider..
04:18:872 (1,2,3,4,5,6,7,8) A harder jumps would fit better with the sounds and the section itself. They are like a normal jumps but they are more than that in my opinion
As I said , this map is so done ... :D If this mod doesn´t help you I´m apologise. 50 SP are too much and your map is very well made.I tested it with HD , HR and HR HD and is very fun to play :) so I´ll wait for it and gain some score.
Good luck with your map !!
Topic Starter
micchi_chi
NACO969

NACO969 wrote:

wow 50 stars .... This is hard to mod tho ( specialy for me , i´m such new on this ) Anyways :
01:18:524 (1,1) I found these too far from each other . In addition to the slow one first , its quite hard to expect and follow... < I think some other modder tell me to move these further before.... I think it did become too far, fix
01:49:570 (1) I would prefer a longer slider instead of a reverse slider ... it fits better (for me ) < lol, I worried too much about variation then xD fixed but with two 1/2 sliders instead
01:51:140 (1) I found this section a bit empty ... You could add a slider to represent the sustained note or something else < considering the quite silent sound, I think the current 1/2 reverse slider emphasized the sound just enough
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) You could change the pattern each 8 notes or even rotate it a bit... ( As you want .. i found that jumps very simple) < hmmmh I see no problem here...
03:33:176 (2,4,1,4,5,6) These circles can be more distants froom the last and next slider ( and from each other the last ones) because of the coming speed and flow from the jumps section. < their distance is not too different from the jump section imo and since the music kinda slow down here, I think using the same distance as the quick jump section would be more inappropriate.
03:45:384 (2,3) Maybe turn them as a (1) (new combo ) to keep the HP bar < okay
03:57:505 (4,5,6) Too sharp angle ?¿ < hehe, yeah, adding some difficulty here, don't really hurt tho so I think I'll keep xD
04:18:785 (6,1) I found them just a bit to separete from the last slider.. < fix
04:18:872 (1,2,3,4,5,6,7,8) A harder jumps would fit better with the sounds and the section itself. They are like a normal jumps but they are more than that in my opinion < hmmm what do you mean by harder jump? .-.
As I said , this map is so done ... :D If this mod doesn´t help you I´m apologise. 50 SP are too much and your map is very well made.I tested it with HD , HR and HR HD and is very fun to play :) so I´ll wait for it and gain some score.
Good luck with your map !!

Thank you for mod ^^ it's actually quite useful :3
YukiZura-
modding from my q
im very sorry first of all because late mod :?

[notice]
Hard


00:01:954 - this part is empty ... maybe put single note there
00:03:349 - same as 00:01:954 -
00:07:884 - maybe put 1/2 slider here 00:07:710 - to fill this gap 00:07:884 -
00:38:058 - empty... 00:37:710 (3) - turn this slider into reverse slider i think will solve the problem.. consistensy is important
01:00:384 (3,4,5,6,7,8) - sorry but this part is messy af :?
01:02:128 (1,2) - use copy and paste.. too much slider shape make map look messy
01:03:175 (3,1) - if you want to blanket this.. blanket it properly :)
01:18:524 - maybe this one make it distance instead of stand because the loud sound make it a good emphasis part ;)
01:23:756 (6) - nc here?
01:52:012 (7,1) - swap nc?
02:56:896 - this part has a sound on it .. try slow the song to 25% you can here it clearly ;)
03:03:175 (4,5) - no need to make this 03:03:175 (4) - into 3/4 slider .. because first of all it is unnecessary and second at this part 03:04:221 (6,7,1) - and 03:07:710 (1,2,3,4,5) - they is no 3/4 slider on it and that two part is good enough .. :)
03:35:093 - nc here i think better
03:35:617 - and remove nc here
04:01:256 (2,3,4,5,6) - messy :(
04:26:372 - hmm there is no sound here to put a hit circle tho :(

the song is fantastic tho :D and that 50 stars :o
btw gudluck ^^
YukiZura-
oh fuck im drunk .. i already mod your map wtf LOL
i thought i didn't mod your map yet ..
welp my memory is getting old :cry:
..
just take it as an extra mod xD.. or just leave it be

sorry :o
Antlia-
Mod from queue

Easy

00:20:268 (1) Shorten this slider and add a spinner after it
00:37:361 (2,3) put a circle on the white tick between these
01:15:384 (4) place a spinner after this note, the break makes no sense
01:52:012 (3) new combo here

Normal

check distance snap with aimod
00:58:989 (5) make this a circle
03:50:616 (2) why are you suddenly stacking things

Hard

00:31:779 (2,1) space these a little more
01:29:338 (6,7) make this part a kick stream
01:52:012 (7) new combo here

Reunion of goodbye

00:00:646 (2) remove this
00:57:768 (4) you don't need any 1/8 sliders
01:17:477 (2) new combo here
tbh this diff is really good, I really enjoy it!

Solid mapset, Gl on rank
Blizs
Fourty-seven.... candies for you :3

Easy

  1. On the starting point, it seems like you're placing the whistle sound for every 2nd and 4th beat (even for the sliderticks). Here's the point that you misplaced them :
    00:07:710 (2) - remove whistle on the tail and head.
    00:08:756 (3) - put whistle
    00:09:105 (1) - put whistle on the last point
  2. And here are some unused green lines :
    03:15:558 - (Not sure if this green line was necessary even it has slider on it)
    03:15:907 -
    04:08:582 - (Not sure about this too)
    04:08:931 -
    04:25:675 -
  3. And a note. If you really want to reduce the SR of this diff, it was impossible except if you want to reduce the usage of 3/2 notes gap and give more 2 beat gaps. I've tried to remove all the 1/2 note gaps in the diff (eg. : 01:11:198 (2,1) - , 01:11:198 (2,1,2,3) - , etc.). But the SR was only reduced from 1.68 to 1.67 . Out of that, I think it's fine to keep this diff as it be. The SR doesn't seem really a big problem since the rankable Easy diff max SR was 2.00 . yeah but I just hope that you would consider about replacing those 1/2 with a pattern that gave them at least 1 beat gap for every notes. That's the only thing that makes me feel weird for an Easy diff. Other than that, everything is fine ;)

Normal

  1. 01:12:768 (3,4) - How about ctrl+g on them ? I think it would be easier to read and fir better for new players if we put the slider on the white tick. Or if you want to use a reversed slider instead, that would be good too since they has a same sound on them (snares).
  2. 01:30:907 (2) - umm.. yeah.. why did you ignore the snare ? I see you ddn't ignore it on the other points like this (eg. : 02:49:047 (2) - , 04:10:151 (3) - )
  3. 01:48:872 (6) - Did you misplaced claps on the head and the last point ? they seems not really deserve to be there.
  4. 02:45:384 (1) - Again did you misplaced claps on the head ?
  5. 02:45:384 (1,2,3,4,5,6,7,1) - It seems that you put too many 1/2 gap notes here. It would plays a bit hard for new players that starting to touch the Normal diff. Maybe you could remove 02:48:000 (7) - ? It would make it looks like 01:29:338 (5) - and easier to catch.

Hard

  1. 00:27:070 (4) - I think it's better to use a 1 beat slider instead of a reversed slider like you did on 00:24:279 (6) - and 00:29:861 (5) - .There was nothing that deserve a note on the reverse point and It would increase the emphasis effect if you put a 1 beat slider instead. I think your problem here was the minimum mapping area of the top right corner, that's why you put a reversed slider there. Maybe you could apply this for 00:26:721 (2,3,4) - (or you could make them looks more pretty than what I made xd).
  2. 01:45:210 (4) - Now here, I think it's better to not ignore the drum on 01:45:384 - since it was an audible sound and you didn't ignore it on 01:44:686 (3) - and 01:48:175 (5) - . Maybe you could apply the pattern on 01:48:000 (4,5) - here. It sounds great and I like it ><
  3. 02:39:279 (8) - It seems a bit weird if you ignore the drum snare here. You didn't ignore it on the other points like this (eg : 01:21:140 (8) - , 01:32:128 (7) - , 02:50:617 (7) - , etc. ). I think it's better to not ignore the snare here too.
  4. 03:03:175 (4) - I think this point isn't that strong to be an extended slider. I think put a circle instead of an extended slider to continue the 1 beat circle combo on 03:02:128 (1,2,3) - seems good.
  5. 03:52:012 (5) - Did you misplaced the clap ? I didn't hear any snares here so the clap seems unreasonable.

Baru Ketemuan eh Udah Bubaran Aja :v


  • It seems that you really like to put ghost notes. Fine then I won't mention it ;)
  1. 02:29:338 (3,4,5,1) - The notes here feels a bit weak for this part of the song. The snares sounds strong here so I'd expect a bigger spacing of the circles instead of a low-triangle-circulation notes. And the emphasis on 02:29:861 (1) - also feels so weak with the straight transition on 02:29:512 (4,5,1) - and the direction of 02:29:861 (1) - 's slider that goes straight-and-back to 02:29:686 (5) - . I imagine something like this flow. But if you have another idea it's okay, since the point here was to make the notes play more stronger.
  2. 02:31:605 (2) - Did you forgot to remove the soft sampleset on the reverse point and give clap on it ? There was a clear snare sound in the song.
  3. From 03:27:244 - to 03:32:651 - I see you did singletapping here. That's good and I like it :3 . But the things that I want to mention was these singletapping was fully CCW rotation. I think it's better to use a combination of CCW and CW rotation. If you're asking for reason, well, maybe it's because it would be good for your health it would increase the movement of the notes and personally for me, it would be easier to catch.
  4. 04:04:744 (1) - did you forgot to put soft sampleset on the tail ?

That's from me :3
What a talkative mod xd
GL on ranking this!!! ~~~

oh and one more thing..... rank sotsugyou memories :3
jas
late mod cuz i lazy

from q

easy

00:58:465 (3,1) - avoid overlap?

01:23:756 (4,1) - ^

03:55:151 (1) - the end of this slider shape could be inproved from this: https://puu.sh/wSXO9/35fbf6d41d.png | to this: https://puu.sh/wSXSP/c106c71fa4.png

04:02:826 (3,1) - avoid overlap?

04:12:593 (2,3) - ^ but definitely this one

04:31:431 (1,2) - ^

hard

00:02:128 (4) - ur prioritizing vocals but this lands ona beat instead of a vocal

01:18:524 (5,1) - there are different so you should move them away from the stack so they stand out more

insaine

00:36:489 (4) - wasnt expecting this reverse tbh

03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - can u like nerf this?

04:25:675 (6) - nc so people wont accidently click this cuz they think its a 1/2 jump


nic map gl ewith rank
Topic Starter
micchi_chi

YukiZura- wrote:

oh fuck im drunk .. i already mod your map wtf LOL
i thought i didn't mod your map yet ..
welp my memory is getting old :cry:
..
just take it as an extra mod xD.. or just leave it be

sorry :o
Stupid me for requesting again too xD
I'll just take it as extra mod :3

YukiZura

YukiZura- wrote:

modding from my q
im very sorry first of all because late mod :?

Hard


00:01:954 - this part is empty ... maybe put single note there < Hmmm I want to make this part not so dense tho, though it might make things less consistent xD my old mapping style sucks xD I'll keep this for now.
00:03:349 - same as 00:01:954 - ^
00:07:884 - maybe put 1/2 slider here 00:07:710 - to fill this gap 00:07:884 - ^
00:38:058 - empty... 00:37:710 (3) - turn this slider into reverse slider i think will solve the problem.. consistensy is important < I realize that the other pattern had this part filled... Fixed
01:00:384 (3,4,5,6,7,8) - sorry but this part is messy af :? < did something
I don't know what happened but I think one of your mod disappeared .-. And I disagree about that one since I don't want to make their shape the same.
01:03:175 (3,1) - if you want to blanket this.. blanket it properly :) < Eh, that won't even be visible in gameplay at all xD (3) disappeared long before (1) appeared.
01:18:524 - maybe this one make it distance instead of stand because the loud sound make it a good emphasis part ;) < hmmm I kinda want to keep the pattern here tho... I think the lead up here 01:17:477 (2,3,4,5) - would be enough to make it emphasized.
01:23:756 (6) - nc here? < I don't usually do so, so I think I prefer to keep consistency.
01:52:012 (7,1) - swap nc? < nah, the sound is much bigger here 01:52:361 (1) - so it's more appropriate to NC there. (7) only act as lead up.
02:56:896 - this part has a sound on it .. try slow the song to 25% you can here it clearly ;) < right it does, but it's not as big as the notes with guitar sounds so I think adding a note there would reduce the emphasize on the guitar sounds. I don't want to change to 1/2 slider either because I want to keep this diff less hard from Insane.
03:03:175 (4,5) - no need to make this 03:03:175 (4) - into 3/4 slider .. because first of all it is unnecessary and second at this part 03:04:221 (6,7,1) - and 03:07:710 (1,2,3,4,5) - they is no 3/4 slider on it and that two part is good enough .. :) < I listened at 25% and there's actually nothing there... call me insane but I actually did hear something at 3/4 when the slider is deleted and somehow I wanted to map that xD A little inconsistency here won't hurt I guess :3
03:35:093 - nc here i think better < I still prefer to NC at big white tick tho.
03:35:617 - and remove nc here ^
04:01:256 (2,3,4,5,6) - messy :( < this part is meant to be like that I guess. At least the flow is nice tho xD
04:26:372 - hmm there is no sound here to put a hit circle tho :( < right, deleted

the song is fantastic tho :D and that 50 stars :o
btw gudluck ^^

Thank you for mod :3

Antlia-

Antlia- wrote:

Mod from queue

Easy

00:20:268 (1) Shorten this slider and add a spinner after it < until when should I shorten it and where should I add a spinner? .-. (make sure to clear these stuffs up in your future mods :3) Anyway, I don't find a reason to do it and it might be unrankable tho since in Easy you should have min 4 beats gap and now I have 4 beats gap without spinner.
00:37:361 (2,3) put a circle on the white tick between these < there's no really big sound there to add circle imo and I want to avoid 1/2 pattern as much as possible in Easy.
01:15:384 (4) place a spinner after this note, the break makes no sense < this one actually true.... I guess I just don't want to add spinner at Easy xD
01:52:012 (3) new combo here < the sound at (1) is bigger here so I think it makes more sense to NC there.

Normal

check distance snap with aimod < 01:50:791 (3,4) - their rhythmic distance is just too far that you can't satisfy AiMod don't matter where you place the note. It's just AiMod being picky xD
00:58:989 (5) make this a circle < okay
03:50:616 (2) why are you suddenly stacking things < I dunno xD

Hard

00:31:779 (2,1) space these a little more < this stack pattern is on purpose tho
01:29:338 (6,7) make this part a kick stream < what is a kick stream anyway xD I'm assuming you mean kick slider. If so, I don't really find the reason to do it tho.
01:52:012 (7) new combo here < nah, same reason as Easy

Reunion of goodbye

00:00:646 (2) remove this < I removed both of them
00:57:768 (4) you don't need any 1/8 sliders < yeah, I just realized. They still play good tho so I think it won't hurt to keep. :)
01:17:477 (2) new combo here < hmmm I don't usually do that kind of thing so I guess I want to keep the consistency.
tbh this diff is really good, I really enjoy it!

Solid mapset, Gl on rank

Thank you for mod ^^

Blizs

Blizs wrote:

Fourty-seven.... candies for you :3 < yay ^^

[notice]

Easy

  1. On the starting point, it seems like you're placing the whistle sound for every 2nd and 4th beat (even for the sliderticks). Here's the point that you misplaced them :
    00:07:710 (2) - remove whistle on the tail and head.
    00:08:756 (3) - put whistle
    00:09:105 (1) - put whistle on the last point < fixed these all
  2. And here are some unused green lines :
    03:15:558 - (Not sure if this green line was necessary even it has slider on it) < removed the entire thing, I think they are used as lead up at insane...
    03:15:907 - < there's no green line here .-.
    04:08:582 - (Not sure about this too) < yep same as the first one
    04:08:931 - < it's clean here...
    04:25:675 - < fix
  3. And a note. If you really want to reduce the SR of this diff, it was impossible except if you want to reduce the usage of 3/2 notes gap and give more 2 beat gaps. I've tried to remove all the 1/2 note gaps in the diff (eg. : 01:11:198 (2,1) - , 01:11:198 (2,1,2,3) - , etc.). But the SR was only reduced from 1.68 to 1.67 . Out of that, I think it's fine to keep this diff as it be. The SR doesn't seem really a big problem since the rankable Easy diff max SR was 2.00 . yeah but I just hope that you would consider about replacing those 1/2 with a pattern that gave them at least 1 beat gap for every notes. That's the only thing that makes me feel weird for an Easy diff. Other than that, everything is fine ;) < okay :3

Normal

  1. 01:12:768 (3,4) - How about ctrl+g on them ? I think it would be easier to read and fir better for new players if we put the slider on the white tick. Or if you want to use a reversed slider instead, that would be good too since they has a same sound on them (snares). < ctrl+g-ed them
  2. 01:30:907 (2) - umm.. yeah.. why did you ignore the snare ? I see you ddn't ignore it on the other points like this (eg. : 02:49:047 (2) - , 04:10:151 (3) - ) < I might be insane but the snare isn't really audible when played normally xD changed to 1/2 slider anyway for consistency tho.
  3. 01:48:872 (6) - Did you misplaced claps on the head and the last point ? they seems not really deserve to be there. <everything is wrong here xD
  4. 02:45:384 (1) - Again did you misplaced claps on the head ? < lol xD
  5. 02:45:384 (1,2,3,4,5,6,7,1) - It seems that you put too many 1/2 gap notes here. It would plays a bit hard for new players that starting to touch the Normal diff. Maybe you could remove 02:48:000 (7) - ? It would make it looks like 01:29:338 (5) - and easier to catch. < did something else, waiting for further comments on these xD

Hard

  1. 00:27:070 (4) - I think it's better to use a 1 beat slider instead of a reversed slider like you did on 00:24:279 (6) - and 00:29:861 (5) - .There was nothing that deserve a note on the reverse point and It would increase the emphasis effect if you put a 1 beat slider instead. I think your problem here was the minimum mapping area of the top right corner, that's why you put a reversed slider there. Maybe you could apply this for 00:26:721 (2,3,4) - (or you could make them looks more pretty than what I made xd). < actually I did it because of my poor choice and worrying too much about consistency xD Did as you suggested :3
  2. 01:45:210 (4) - Now here, I think it's better to not ignore the drum on 01:45:384 - since it was an audible sound and you didn't ignore it on 01:44:686 (3) - and 01:48:175 (5) - . Maybe you could apply the pattern on 01:48:000 (4,5) - here. It sounds great and I like it >< < blame the old me xD did something kinda different tho
  3. 02:39:279 (8) - It seems a bit weird if you ignore the drum snare here. You didn't ignore it on the other points like this (eg : 01:21:140 (8) - , 01:32:128 (7) - , 02:50:617 (7) - , etc. ). I think it's better to not ignore the snare here too. < since the vocal here is pretty big and there's also kick (?) sound I think I'll let this slip by.
  4. 03:03:175 (4) - I think this point isn't that strong to be an extended slider. I think put a circle instead of an extended slider to continue the 1 beat circle combo on 03:02:128 (1,2,3) - seems good. < see my reply on yukizura's mod xD
  5. 03:52:012 (5) - Did you misplaced the clap ? I didn't hear any snares here so the clap seems unreasonable. < I think so, did something

Baru Ketemuan eh Udah Bubaran Aja :v

< ngakak xD

  • It seems that you really like to put ghost notes. Fine then I won't mention it ;) < ghost notes is actually pretty common for filling in Insane imo xD
  1. 02:29:338 (3,4,5,1) - The notes here feels a bit weak for this part of the song. The snares sounds strong here so I'd expect a bigger spacing of the circles instead of a low-triangle-circulation notes. And the emphasis on 02:29:861 (1) - also feels so weak with the straight transition on 02:29:512 (4,5,1) - and the direction of 02:29:861 (1) - 's slider that goes straight-and-back to 02:29:686 (5) - . I imagine something like this flow. But if you have another idea it's okay, since the point here was to make the notes play more stronger. < did something similar with less (?) jumps and no blanket xD
  2. 02:31:605 (2) - Did you forgot to remove the soft sampleset on the reverse point and give clap on it ? There was a clear snare sound in the song. < right
  3. From 03:27:244 - to 03:32:651 - I see you did singletapping here. That's good and I like it :3 . But the things that I want to mention was these singletapping was fully CCW rotation. I think it's better to use a combination of CCW and CW rotation. If you're asking for reason, well, maybe it's because it would be good for your health it would increase the movement of the notes and personally for me, it would be easier to catch. < hmmm .-. I don't really get it actually since I thought using all CCW rotation would make it flow nicer and hitting easier. Keeping this for now but I think I might try doing it in my future map :3
  4. 04:04:744 (1) - did you forgot to put soft sampleset on the tail ? < fix

That's from me :3
What a talkative mod xd
GL on ranking this!!! ~~~

oh and one more thing..... rank sotsugyou memories :3 < I have given up on that xD

Thank you for mod ^^
Run out of time now >.< gonna mod the last one later~
Celektus
Hi M4M from here: t/613029/start=30
M4M Map: https://osu.ppy.sh/s/599552

Sorry if I might come of as a bit too harsh or pedantic the set mostly has only a few confusing things about it, so I talked about those.

[Overall]
  1. the new standard for BG size is 1920x1080 so using a more high res BG or upscaling yours might be better. I would suggest using this site: http://waifu2x.udp.jp/
  2. since you told modders to avoid blanket or stack modding I'll just mention that there are both stacking and blanket errors and I don't mean any of the sliders with wide curves or something. Some Blankets don't have equal distant from body, head and slider end to the blanketed object and some stacks you know are 1px off or whatever so If you care look for yourself and fix them or not.

[ Reunion of Goodbye]
  1. You mentioned that you mostly focus on Drums over vocals though I still think It's overall not really clear that you do prioritize them over "everything"
    since then you wouldn't have Snares and such on slider ends like here 00:23:407 - I assume you follow the Lead over the drums so I would at least mention that in your modders guide since there was nothing said about the Leads. This is like a redundant criticism at this point and for this maps it's fine, but I think you could've been clearer about the layer being followed as Neither drums nor Vocals really are the main focus as far as I can tell.
  2. I think It would've been a good idea to map this sound somehow 00:50:268 - maybe something like a reverse or a something else that clearly prioritizes the interesting Guitar notes might be good.
  3. adding volume changes here would be really fitting in my opinion 00:57:768 (4) - something like a gradual increase from let's say 15% to the current volume might be nice.
  4. this is obviously more subjective, but I think this jump section overall could represent more than just the climax of the song 03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - you could've expressed a few more pauses in the Vocals or the changes in guitar pitch with things like 90° angles, Zig zag jumps or direction changes right now it's fine as it is, but It could express more then just constantly rising intensity.

    here it makes sense sine there really is only building up and no other sort of different element playing into it 04:23:058 (1,2,3,4,5,6,7,8,9,1,2,3,4,5) -
  5. edit* these 2 streams 02:30:820 (4,5,6,7,8,9,10,1) - 03:57:244 (1,2,3,4,5,6,7,8) - have 2 different ways on how the stream corner was used. The fist one changes direction into 7 (the white tick), while the 2nd changes on 5 (again white tick). What's inconsistent about it is that using either into or on the strong sound/tick works but you should only use one method throughout the whole map. So maybe decide on only one method and change one of the 2 to work like the other.

[Hard]
  1. why a reverse here? 00:01:431 (3) - there are only 2 Vocals and you even skipped one here 00:01:954 - and the next slider isn't on a Vocal at all... in the first section it's absolutely unclear to me what you're following I assume it can't be anything than the Vocals since the guitar is just constant 1/2 spam so I don't get why you didn't map the Vocals to me this makes no sense at all. The only thing I can recognize is that you always seem to map the downbeats and overall ticks that feel conventionally comfortable to play... yet this is just not reflecting the song at all in my opinion and just ends up playing well for the sake of playing well.

    a Box full of timestamps where Vocals are you didn't emphasize "actively/conventionally correctly undermapped" in this section
    00:01:605 -
    00:01:954 -
    00:02:651 -
    00:02:826 -
    00:03:349 -
    00:03:872 -
    on what is this? 00:07:710 (5) -

  2. You never used any 1/2 stacks in the higher diff which is fine I guess, but why then use them here 00:20:791 (2,3) - after 20 seconds of always spaced out 1/2 the fist one isn't really on a special part of the song in my opinion. I do appreciate that you use 1/2 stacks consistently and not once very late into the song. I do want to make you aware of the fact that they are actually more complex and harder to read than anything you did in your top diff as 1/2 stacks break the visual consistency behind rhythm... or in other words players can't exspect every stack to to be 1/4 and not every 1/2 is spaced out like in a normal Insane
  3. the visual spacing between the stack and 6 here isn't the same as all the other visual spacings nudging it to about x:365 y:109 would be better... I know really nitpicky and about visuals, but still.
  4. I think splitting the spinner into 3 would work really well and reflect the Guitar Chords like in the top diff 03:44:076 (1) -
  5. this is a huge reading difficulty spike for players of the level 04:35:442 (6,1,2,3) - like there were 1/2 stacks introducing it, but overall players of this lever are no prepared to read stacks with multiple rhythms with the same visual spacing. Through out the whole song you only used this spacing for 1/1 exclusively It would be really good if it were actually introduced more, but right now it technically goes against 2 RC Guidelines.

    osu! Ranking Criteria wrote:

    1. Avoid visually similar 1/2 and 1/1 spacing. Spacing variation through jumps on points of emphasis are encouraged, but only if these jumps are recognizably different from 1/1 gaps.

    osu! Ranking Criteria wrote:

    1. Avoid mixing 1/2 and 1/4 rhythms in the same stack. Different rhythms of this density without spacing indication can cause reading issues.

[ Normal]
  1. using a 1/2 stack more then 3/4ths into the map is just inconsistent and really unexpected for players of this level 03:34:221 (4,5) - It can easily be mistake as a 1/1 stack and this far into the map just doesn't make much sense and feels just very random. I would highly suggest to space it out.

Easy seems fine mostly. I think I said enough and I still hope this was helpful even If i got really specific on more bigger issues. gl with the map~
Stack
pm me when you applied Celektus' mod so I can mod it as his mod seems quite general
Topic Starter
micchi_chi
Sorry for very late reply
Wee oo wee oo I'm so dead

[Celektus]
SPOILER

Celektus wrote:

Hi M4M from here: t/613029/start=30
M4M Map: https://osu.ppy.sh/s/599552

Sorry if I might come of as a bit too harsh or pedantic the set mostly has only a few confusing things about it, so I talked about those.

[Overall]
  1. the new standard for BG size is 1920x1080 so using a more high res BG or upscaling yours might be better. I would suggest using this site: http://waifu2x.udp.jp/ < I submitted this map before the update of the max bg res and I think it's not a really big deal tho. Will change if someone else stated this as obligatory or when I'm not too lazy, lol
  2. since you told modders to avoid blanket or stack modding I'll just mention that there are both stacking and blanket errors and I don't mean any of the sliders with wide curves or something. Some Blankets don't have equal distant from body, head and slider end to the blanketed object and some stacks you know are 1px off or whatever so If you care look for yourself and fix them or not. < might reconsider this when I'm not a lazy *** I'm now.

[ Reunion of Goodbye]
  1. You mentioned that you mostly focus on Drums over vocals though I still think It's overall not really clear that you do prioritize them over "everything"
    since then you wouldn't have Snares and such on slider ends like here 00:23:407 - I assume you follow the Lead over the drums so I would at least mention that in your modders guide since there was nothing said about the Leads. This is like a redundant criticism at this point and for this maps it's fine, but I think you could've been clearer about the layer being followed as Neither drums nor Vocals really are the main focus as far as I can tell. < yep, I have to say my consistency in this map real lame, I tried too hard to map both vocal and drum at the same time which is also lame, I will let those slip by in this particular map, but will definitely not do it again in my next map. But I still think I mainly follow drum here, for example the ignored vocals here 00:34:221 (1) - 01:09:105 (1,2,3) - and so on. Of course there's exception where other sounds are bigger like the vocal at the start here 00:12:768 (5,4) - and many others. But yeah, as I said before, me trying to map both at the same time is lame so I won't do it again next time ~
  2. I think It would've been a good idea to map this sound somehow 00:50:268 - maybe something like a reverse or a something else that clearly prioritizes the interesting Guitar notes might be good. < yep, changed it even before I read your mod xD
  3. adding volume changes here would be really fitting in my opinion 00:57:768 (4) - something like a gradual increase from let's say 15% to the current volume might be nice. < hmmm, those 1/8 don't really need emphasize in that kind imo...
  4. this is obviously more subjective, but I think this jump section overall could represent more than just the climax of the song 03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - you could've expressed a few more pauses in the Vocals or the changes in guitar pitch with things like 90° angles, Zig zag jumps or direction changes right now it's fine as it is, but It could express more then just constantly rising intensity.

    here it makes sense sine there really is only building up and no other sort of different element playing into it 04:23:058 (1,2,3,4,5,6,7,8,9,1,2,3,4,5) - < nice suggestion, but here I will also give subjective reply, lol. Since I mainly map drums (still think I do), I don't really like to give pauses in the vocals, beside, I think the pauses will reduce the intensity somehow, so nah. And I did try to make direction change, pattern change and so on at my newer map but I disliked it (subjective as I said). I guess it just not my style. I will keep this one as it is but will sure to reconsider your suggestion in the future~
  5. edit* these 2 streams 02:30:820 (4,5,6,7,8,9,10,1) - 03:57:244 (1,2,3,4,5,6,7,8) - have 2 different ways on how the stream corner was used. The fist one changes direction into 7 (the white tick), while the 2nd changes on 5 (again white tick). What's inconsistent about it is that using either into or on the strong sound/tick works but you should only use one method throughout the whole map. So maybe decide on only one method and change one of the 2 to work like the other. < Lol, I never meant to do it like that and I never paid attention to that xD. The stream shape just simply a variation shape from normal stream so it would look less boring. I don't decide which note fall at the corner because I just made some bezier sliders then hit ctrl+shift+f to convert it to a stream. I think it's not that important as well since it don't majorly affect the gameplay so I will let this slip by, but again, I'll be sure to remember your suggestion for my future map.

[Hard]
  1. why a reverse here? 00:01:431 (3) - there are only 2 Vocals and you even skipped one here 00:01:954 - and the next slider isn't on a Vocal at all... in the first section it's absolutely unclear to me what you're following I assume it can't be anything than the Vocals since the guitar is just constant 1/2 spam so I don't get why you didn't map the Vocals to me this makes no sense at all. The only thing I can recognize is that you always seem to map the downbeats and overall ticks that feel conventionally comfortable to play... yet this is just not reflecting the song at all in my opinion and just ends up playing well for the sake of playing well. < exactly at what you said in your last sentence, that's what I'm totally trying to do. Fixed your selected part tho so I think it follows vocal better. Let out the rest because I think it following vocal already.

    a Box full of timestamps where Vocals are you didn't emphasize "actively/conventionally correctly undermapped" in this section
    00:01:605 - < mapped
    00:01:954 - < mapped
    00:02:651 - < let this one mapped by slider body, lol
    00:02:826 - < slider tail should be enough, I don't want to map every vocal by circle / slider head in this silent section
    00:03:349 - < don't want to map this one somehow xD
    00:03:872 - < slider tail should be enough
    on what is this? 00:07:710 (5) - < mapping the downbeat, there's pretty big key change there.

  2. You never used any 1/2 stacks in the higher diff which is fine I guess, but why then use them here 00:20:791 (2,3) - after 20 seconds of always spaced out 1/2 the fist one isn't really on a special part of the song in my opinion. I do appreciate that you use 1/2 stacks consistently and not once very late into the song. I do want to make you aware of the fact that they are actually more complex and harder to read than anything you did in your top diff as 1/2 stacks break the visual consistency behind rhythm... or in other words players can't exspect every stack to to be 1/4 and not every 1/2 is spaced out like in a normal Insane < how do I explain this, lol. I personally think stacked stuff are easier to hit because you don't have to move your cursor thus I used it in Hard but not in Insane. Apparently it's not (?). If it's about reading, I think Hard players should be experienced enough to read stacked 1/2 notes and not to mistake it as 1/4. If you failed somehow, there's always retry button. And I kinda disagree that I used it randomly because I usually used it at sound that sounds similar like 00:20:791 (2,3) - 00:21:489 (4,1) - 00:55:151 (5,6) - <-- totally subjective tho. Keep the current map, but as always, will reconsider for my future map.
  3. the visual spacing between the stack and 6 here isn't the same as all the other visual spacings nudging it to about x:365 y:109 would be better... I know really nitpicky and about visuals, but still. < which note is this xD you didn't mention the link
  4. I think splitting the spinner into 3 would work really well and reflect the Guitar Chords like in the top diff 03:44:076 (1) - < did, must see other modders opinion about this to, might revert it back.
  5. this is a huge reading difficulty spike for players of the level 04:35:442 (6,1,2,3) - like there were 1/2 stacks introducing it, but overall players of this lever are no prepared to read stacks with multiple rhythms with the same visual spacing. Through out the whole song you only used this spacing for 1/1 exclusively It would be really good if it were actually introduced more, but right now it technically goes against 2 RC Guidelines. < changed. This one real good pattern too ;-;

    osu! Ranking Criteria wrote:

    1. Avoid visually similar 1/2 and 1/1 spacing. Spacing variation through jumps on points of emphasis are encouraged, but only if these jumps are recognizably different from 1/1 gaps.

    osu! Ranking Criteria wrote:

    1. Avoid mixing 1/2 and 1/4 rhythms in the same stack. Different rhythms of this density without spacing indication can cause reading issues.

[ Normal]
  1. using a 1/2 stack more then 3/4ths into the map is just inconsistent and really unexpected for players of this level 03:34:221 (4,5) - It can easily be mistake as a 1/1 stack and this far into the map just doesn't make much sense and feels just very random. I would highly suggest to space it out. < okay

Easy seems fine mostly. I think I said enough and I still hope this was helpful even If i got really specific on more bigger issues. gl with the map~

Thank you for mod~

edit : put stuff in a spoilerbox~
Jemzuu
from queue

00:27:942 (6) - NC perhaps
00:29:512 (2,1) - ye why not overlap insted
00:30:558 (3,1) - aesthetically, this would look better if overlapped imo ye
00:33:524 (5) - NC here maybe
00:55:326 (2) - add whistle
01:15:558 (2) - ye idk if intended but make this a perfect triangle
01:46:082 (6) - ye NC perhaps
02:02:826 (5) - ^
02:13:291 (1,2,3,4,5,6,7,8,9,10) - ye ok this is fine
02:17:477 (1) - why not make this a repeat slider to fit in with this secion
02:48:000 (8) - idk why not overlap it to 02:48:524 (2) - insted hm
03:03:175 (5) - shouldnt this slider end on the white tick or is this intended
04:08:320 (4) - NC
04:19:221 (3,5,7) - NC all pls
04:25:849 (3) - remove NC pls
04:35:093 (4) - NC
04:35:791 (4) - ^
04:36:314 (3,5) - ^ these NCs gives more emphasis to the beat well imo tho
04:42:244 (5,1) - swap NC would fit better here imo

ye das all i guess
i like ur mapping style really pleasing
gl~!
Cheri
damn man I always wanted to map this lol -- I can't mod this song unfortunately

- I gonna give a couple star and you better rank this!
Celektus
You seemed to care about some of the things I pointed out and asked some (maybe just rethorical) questions, so I thought I might clear up some possible misconceptions and provide some more helpful information about mapping

hanyuu_nanodesu wrote:

Celektus wrote:

[ Reunion of Goodbye]
  1. edit* these 2 streams 02:30:820 (4,5,6,7,8,9,10,1) - 03:57:244 (1,2,3,4,5,6,7,8) - have 2 different ways on how the stream corner was used. The fist one changes direction into 7 (the white tick), while the 2nd changes on 5 (again white tick). What's inconsistent about it is that using either into or on the strong sound/tick works but you should only use one method throughout the whole map. So maybe decide on only one method and change one of the 2 to work like the other. < Lol, I never meant to do it like that and I never paid attention to that xD. The stream shape just simply a variation shape from normal stream so it would look less boring. I don't decide which note fall at the corner because I just made some bezier sliders then hit ctrl+shift+f to convert it to a stream. I think it's not that important as well since it don't majorly affect the gameplay so I will let this slip by, but again, I'll be sure to remember your suggestion for my future map.
it's actually a sort of very important thing since that's the only way you can emphasize sounds inside of streams. I'd highly recommend reading this t/623975

[Hard]
  1. You never used any 1/2 stacks in the higher diff which is fine I guess, but why then use them here 00:20:791 (2,3) - after 20 seconds of always spaced out 1/2 the fist one isn't really on a special part of the song in my opinion. I do appreciate that you use 1/2 stacks consistently and not once very late into the song. I do want to make you aware of the fact that they are actually more complex and harder to read than anything you did in your top diff as 1/2 stacks break the visual consistency behind rhythm... or in other words players can't exspect every stack to to be 1/4 and not every 1/2 is spaced out like in a normal Insane < how do I explain this, lol. I personally think stacked stuff are easier to hit because you don't have to move your cursor thus I used it in Hard but not in Insane. Apparently it's not (?). If it's about reading, I think Hard players should be experienced enough to read stacked 1/2 notes and not to mistake it as 1/4. If you failed somehow, there's always retry button. And I kinda disagree that I used it randomly because I usually used it at sound that sounds similar like 00:20:791 (2,3) - 00:21:489 (4,1) - 00:55:151 (5,6) - <-- totally subjective tho. Keep the current map, but as always, will reconsider for my future map.

    conveniently hard is supposed to be the difficulty where players learn that spacing isn't just tied to DS (or Time Distance Equality), that gets then even more relevant on lower insane diffs and in the end broken by high Insane or Extra diffs.

    Or in other words Hard diffs introduce consistent visual spacing for each rhythm, Insanes use them consistently and anything above doesn't expect you to read rhythms through intuitive spacing but actual reading skill... You can start already on Hards to let players essentially rather read the rhythms then playing them intuitively, but it's sort of weird if your insane doesn't, if that makes sense?

    I feel a bit snobby recommending a pishifat video to someone who clearly knows the basics, but pishi's video on basic spacing goes over what I talked about: https://youtu.be/v1_HRo-lWWI

    ... Just sort of ignore the part about DS unless you don't know the video already.
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