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Yusadesu - Now Loading!!!!

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Topic Starter
emilia

Shizuku- wrote:

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

rank ee
JeZag
hello, for m4m

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


easy is good

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

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


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

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

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

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

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

JeZag wrote:

hello, for m4m

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


easy is good

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

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

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

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

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

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

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

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



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

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

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

better to fix that

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

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

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

Good luck :)
Underdogs
sorry it took time

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

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

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

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

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

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

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

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

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

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

Topic Starter
emilia

Histoire wrote:

noop
remap all
kds
tfw i a c t u a ll ly remapped 2 diffs d e at h

sigh this is my 600th post
Mir
hello im here on request
[General]
Do you have a hitclap that actually sounds like a snare or something cuz atm it sounds like a kick and you can bind that to something else and make more intricate hitsounding that way.

Chances are your MP3 bitrate is something variable or just bleh because your audio filesize is now 15mb? Can you do something about that lol. Make sure it's constant 192kbps at most.

Inconsistent values:
Artist unicode:
Easy: 柚サです
Normal: 柚サです
Hard: ゆさです
Insane: ゆさです
Extra: ゆさです
Bird Rooftop: ゆさです

Preview time:
Easy: 55504
Normal: 55504
Hard: 55504
Insane: 55504
Extra: 55504
Bird Rooftop: 55193

Image dimensions should be at most 1920x1200, anything higher is unrankable. Change your BG to a .jpg as well to save filesize.

Your OD settings are really low for the higher diffs. Insane at OD7? Topdiff on 8.7? Try Insane 7.5, Extra 8-8.5, Top 9?

[Easy]
- 00:51:831 (3,1) - Don't do this in an Easy, not enough time for the player to realize there's a spinner there. I would recommend just mapping this section out.
- 01:03:023 - Avoid slider only sections on lower diffs. Sliders are harder to follow than circles despite being more lenient overall, putting in some circles from here on for some variation would be a good idea imo.
- 01:20:121 - Missing clap.
- 01:25:095 (3) - A pixel offscreen.
[Normal]
- 00:13:282 (1,2,3,4,5) - If you're trying to follow vocals you can probably do this. Yeah it'd skip the snare but the vocal rhythm is more pronounced here imo. It's really up to you but if you plan on following drums 00:14:370 (3) - switches focus to vocals since 00:14:525 - is skipped so be aware of that. Apply this to the rest of these rhythms if you agree.
- 00:47:479 (5) - Way offscreen.
- 00:52:841 (1) - Yeah same as Easy, don't do this in lower diffs. :? // 01:25:484 (1) -
- 01:04:266 (3,4) - Some of these could be circles to show the buildup here.// 01:14:214 (3) -
[Hard]
- 00:01:157 (2,3) - Excessive spacing so early imo, should tone it down so the latter parts stand out.
- 00:37:064 - There's a strong snare here that might be nice to have clickable. //00:39:551 - 00:47:012 - etc\
- 00:41:106 (2,3) - A bit much spacing imo lol.
- 00:44:681 (2) - I'd probably recommend two 1/2 sliders since there's a strong snare on the end here and you'd be representing vocals better with 1/2 sliders. Dunno how you want to do this but if anything the end of the slider is marginally stronger than the head to me, so it should be clickable.
- 00:53:230 (2,3) - These totally sound like you can put circles here with spacing emphasis even considering you did things like 00:17:634 (3,4) - etc
- 01:25:484 (1) - Perhaps start it on the white tick after at least?
[Insane]
- 00:36:598 (4) - Ending note is much stronger than that of the head, would probably be better to make the tail of this clickable.

Filler rhythm stuff here I explain in the higher diffs and at the end.
[Extra]
- 00:56:183 (3) - Offscreen.
- 00:25:251 (4,5,6,1) - Flow is pretty wide-angle here, is this intentional? Looks inconsistent since all other instances of this were sharper angles.
- 00:36:753 - Strong beat on slider end you could make clickable. // 00:46:857 (1) -
- 00:42:815 (6,7,1) - 1 has less emphasis than 7 but 6>7 is a lot weaker imo. Give 1 more spacing?
- 00:50:898 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3) - I think a more gradual buildup would be more appropriate than a couple of small circles then screenjumps coupled with how 00:53:074 - has no sound there could be some nerfing involved here.
[Bird Rooftop]
I don't really get the diffname lol.

- 00:03:955 (3,4) - 00:06:442 (3) - Rhythm should be relatively consistent between these two. I think the first represents the guitar better because more of it is clickable.
- 00:27:893 (5) - Could be two circles for vocals. Esp when you used 00:27:427 (3) - as non-filler vocal stuff. (it has no vocal on the end)
- 00:31:935 (1) - I don't think this note needs so much emphasis, I barely hear anything on it.
- 00:45:613 (1,2) - If you moved away 2 you could avoid the "it looks like it should be blanketed" look.
- 00:46:080 (2,3,4) - 00:36:131 (2) - Choose a rhythm and be consistent with it :(
- 00:46:857 (1) - Same thing with this red tick. Would be better clickable imo. // 00:34:577 -
-00:51:054 (2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Again a more gradual buildup would fit a lot more than these jumps imo. Also 00:53:074 - has nothing on it, so this could just be deleted for respite in the jump section.
- 00:57:271 (3,4,5) - Not a fan of how 5 has a vocal on the end but 3 doesn't yet both try to follow vocals. I'd use circles for 5 or make 3>4 a reverse like this
- 00:58:670 (3,4) - 00:58:981 (5,6) - Sounds like these could also be sliders considering 00:59:292 (1) - has two sounds on it that could be circles instead.
- 01:13:903 (7,8,1) - 1 could use more emphasis, consider nerfing 7>8.
- 01:18:567 (3) - Same rhythm thing.

Overall not a fan of some of the rhythm still, kinda feels like you're swapping between layers like I mention some examples in each diff where I say "two circles" or "maybe slider" usually it's to make the stuff that's more important there clickable and stuff that isn't important not clickable so you don't end up with ambiguous rhythm.

The buildups in the higher diffs could use some more building up and not starting from 100% and going to 110% if you know what I mean, cuz that kinda doesn't represent what the song is doing.

Good luck!
Topic Starter
emilia

Mir wrote:

hello im here on request
[General]
Do you have a hitclap that actually sounds like a snare or something cuz atm it sounds like a kick and you can bind that to something else and make more intricate hitsounding that way. fix

Chances are your MP3 bitrate is something variable or just bleh because your audio filesize is now 15mb? Can you do something about that lol. Make sure it's constant 192kbps at most. fix

Inconsistent values:
Artist unicode:
Easy: 柚サです
Normal: 柚サです
Hard: ゆさです
Insane: ゆさです
Extra: ゆさです
Bird Rooftop: ゆさです fix

Preview time:
Easy: 55504
Normal: 55504
Hard: 55504
Insane: 55504
Extra: 55504
Bird Rooftop: 55193 fix

Image dimensions should be at most 1920x1200, anything higher is unrankable. Change your BG to a .jpg as well to save filesize. fix

Your OD settings are really low for the higher diffs. Insane at OD7? Topdiff on 8.7? Try Insane 7.5, Extra 8-8.5, Top 9? fix

[Easy]
- 00:51:831 (3,1) - Don't do this in an Easy, not enough time for the player to realize there's a spinner there. I would recommend just mapping this section out. dont really understand the reasoning behind this bc there is technically no rule against this and its perfectly playable but fix anyways
- 01:03:023 - Avoid slider only sections on lower diffs. Sliders are harder to follow than circles despite being more lenient overall, putting in some circles from here on for some variation would be a good idea imo. dont really wanna change this, i dont really want to increase the difficulty anymore and i like it for what it is
- 01:20:121 - Missing clap. fix
- 01:25:095 (3) - A pixel offscreen. fix
[Normal]
- 00:13:282 (1,2,3,4,5) - If you're trying to follow vocals you can probably do this. Yeah it'd skip the snare but the vocal rhythm is more pronounced here imo. It's really up to you but if you plan on following drums 00:14:370 (3) - switches focus to vocals since 00:14:525 - is skipped so be aware of that. Apply this to the rest of these rhythms if you agree. i dont know why trying to cover both tracks and having the beat consistent is bad. as of right now i think it plays ok but i'll wait for other BN opinions or something
- 00:47:479 (5) - Way offscreen. fix
- 00:52:841 (1) - Yeah same as Easy, don't do this in lower diffs. :? // 01:25:484 (1) - fix
- 01:04:266 (3,4) - Some of these could be circles to show the buildup here.// 01:14:214 (3) - would prefer simpler normal, but i'll wait for more opinions on this too
[Hard]
- 00:01:157 (2,3) - Excessive spacing so early imo, should tone it down so the latter parts stand out. fix
- 00:37:064 - There's a strong snare here that might be nice to have clickable. //00:39:551 - 00:47:012 - etc\ fix
- 00:41:106 (2,3) - A bit much spacing imo lol. fix
- 00:44:681 (2) - I'd probably recommend two 1/2 sliders since there's a strong snare on the end here and you'd be representing vocals better with 1/2 sliders. Dunno how you want to do this but if anything the end of the slider is marginally stronger than the head to me, so it should be clickable. fix
- 00:53:230 (2,3) - These totally sound like you can put circles here with spacing emphasis even considering you did things like 00:17:634 (3,4) - etc fix
- 01:25:484 (1) - Perhaps start it on the white tick after at least? fix
[Insane]
- 00:36:598 (4) - Ending note is much stronger than that of the head, would probably be better to make the tail of this clickable. fix

Filler rhythm stuff here I explain in the higher diffs and at the end. tbh filler rhythms work for insane because imo its super gray area in which not everything needs to be emphasised overly well, especially for a tv size such as this.
[Extra]
- 00:56:183 (3) - Offscreen. fix
- 00:25:251 (4,5,6,1) - Flow is pretty wide-angle here, is this intentional? Looks inconsistent since all other instances of this were sharper angles. it was intentional because i made the distance smaller because of the weird angle, but i fixed it anyways
- 00:36:753 - Strong beat on slider end you could make clickable. // 00:46:857 (1) - fix
- 00:42:815 (6,7,1) - 1 has less emphasis than 7 but 6>7 is a lot weaker imo. Give 1 more spacing? fix
- 00:50:898 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3) - I think a more gradual buildup would be more appropriate than a couple of small circles then screenjumps coupled with how 00:53:074 - has no sound there could be some nerfing involved here. fix, but i made the distance smaller there for a reason. even though the drum there is very soft its still audible to me in gameplay, so i prefer just not emphasising it as much
[Bird Rooftop]
I don't really get the diffname lol. bird rooftop is the transliteration of "now loading" in chinese, some weird thing

- 00:03:955 (3,4) - 00:06:442 (3) - Rhythm should be relatively consistent between these two. I think the first represents the guitar better because more of it is clickable. disagreeing with this one because the music in both sections are different; 1st section has it held on the 5th guitar while the 2nd has it held on the 4th (very very minor)
- 00:27:893 (5) - Could be two circles for vocals. Esp when you used 00:27:427 (3) - as non-filler vocal stuff. (it has no vocal on the end) fix
- 00:31:935 (1) - I don't think this note needs so much emphasis, I barely hear anything on it. fix
- 00:45:613 (1,2) - If you moved away 2 you could avoid the "it looks like it should be blanketed" look. fix
- 00:46:080 (2,3,4) - 00:36:131 (2) - Choose a rhythm and be consistent with it :( fix, used 1/1 non reverse
- 00:46:857 (1) - Same thing with this red tick. Would be better clickable imo. // 00:34:577 - fix
-00:51:054 (2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Again a more gradual buildup would fit a lot more than these jumps imo. Also 00:53:074 - has nothing on it, so this could just be deleted for respite in the jump section. fix similarly to above
- 00:57:271 (3,4,5) - Not a fan of how 5 has a vocal on the end but 3 doesn't yet both try to follow vocals. I'd use circles for 5 or make 3>4 a reverse like this fix
- 00:58:670 (3,4) - 00:58:981 (5,6) - Sounds like these could also be sliders considering 00:59:292 (1) - has two sounds on it that could be circles instead. fix
- 01:13:903 (7,8,1) - 1 could use more emphasis, consider nerfing 7>8. fix
- 01:18:567 (3) - Same rhythm thing. fix

Overall not a fan of some of the rhythm still, kinda feels like you're swapping between layers like I mention some examples in each diff where I say "two circles" or "maybe slider" usually it's to make the stuff that's more important there clickable and stuff that isn't important not clickable so you don't end up with ambiguous rhythm. yea but not having rhythmic variability is also a big thing, and if you were to force yourself into the containers of strictly "held vocals = 1/2 slider, faster vocals = 2 circles, guitars = slider etc. etc. it will just make everything even more stagnant. i tried my best to do it, especially for the extra diffs so i fixed as much as i couldve

The buildups in the higher diffs could use some more building up and not starting from 100% and going to 110% if you know what I mean, cuz that kinda doesn't represent what the song is doing. i tried my bestest

Good luck!
Karen
fix aimod
remove new game from tags

bird rooftop
don't understand the diffname even though i'm chinese
00:17:945 (5) - move this up for a better flow 00:17:945 (5,6,1) -
00:20:665 (6,1) - how about this http://puu.sh/xnkQW/51b77bc42c.jpg
00:22:764 - it would be better to follow the drums imo but it's up to you
00:32:556 (1,2,1,2) - they are supposed to be easier why are they even harder than the jumps before them
00:36:287 (3,1) - aesthetic please? looks a bit ugly, how about just making 00:36:909 (1) - this straight
nice hitsounding but too soft

Extra
00:12:194 (1) - the tail is very 难受 to play

Insane
00:20:587 (4) - 00:15:613 (4,5) - make them consistent?
00:32:867 (6) - ctrl+g to make the slider tails closed to heads

Hard
00:53:230 (2,3,4) - they sound the same so maybe use the same rhythm
00:54:007 (5) - move this down for 00:54:007 (5,1) - this flow
00:59:914 (4,5) - same shape? i don't get why they are different hmm
a bit tiring to play for new players, could use some stackings

Normal
01:28:515 - stop it here?

Easy
00:55:251 (1) - delete this it needs 4 beats of recovery time after a spinner
01:25:484 (1) - same as normal

call me for bubble
Topic Starter
emilia

Karen wrote:

fix aimod fix
remove new game from tags fix

bird rooftop
don't understand the diffname even though i'm chinese 鸟楼顶
00:17:945 (5) - move this up for a better flow 00:17:945 (5,6,1) - fix
00:20:665 (6,1) - how about this http://puu.sh/xnkQW/51b77bc42c.jpg fix
00:22:764 - it would be better to follow the drums imo but it's up to you i like this for now
00:32:556 (1,2,1,2) - they are supposed to be easier why are they even harder than the jumps before them fix
00:36:287 (3,1) - aesthetic please? looks a bit ugly, how about just making 00:36:909 (1) - this straight fix
nice hitsounding but too soft ee idk what hitsounds to use

Extra
00:12:194 (1) - the tail is very 难受 to play fix

Insane
00:20:587 (4) - 00:15:613 (4,5) - make them consistent? fix
00:32:867 (6) - ctrl+g to make the slider tails closed to heads fix

Hard
00:53:230 (2,3,4) - they sound the same so maybe use the same rhythm fix
00:54:007 (5) - move this down for 00:54:007 (5,1) - this flow not sure what this means
00:59:914 (4,5) - same shape? i don't get why they are different hmm fix, idk why its different
a bit tiring to play for new players, could use some stackings not sure how to fix without messing up too many things

Normal
01:28:515 - stop it here? fix

Easy
00:55:251 (1) - delete this it needs 4 beats of recovery time after a spinner fix
01:25:484 (1) - same as normal fix

call me for bubble uwu
Karen
changed diffname
b
wilup
i miss the old diff name
_handholding
Great song! Good luck with rank ~
Shiirn
How you do the melody:

How the melody actually goes:






this is like the entire map

you follow the melody except when you don't and when you don't your map goes from "generic but bearable" to "fucking awful" which is a shame.
anna apple
there is no need to be rude about something shiirn, just because you don't like it doesn't make it wrong. maybe grow up and edit your post to be not rude :/
Shiirn
people get more personally invested when it's rude and offensive. because very few people respond to negative criticism anymore (especially not emilia, as his history shows), they just shrug it off if it isn't as blunt and direct as this.
Topic Starter
emilia

Shiirn wrote:

How you do the melody:

How the melody actually goes:






this is like the entire map

you follow the melody except when you don't and when you don't your map goes from "generic but bearable" to "fucking awful" which is a shame.
huh wym

what you demonstrated was literally metronome, and at the beginning my map WAS indeed this until Mir and Xexxar came over to tell me how vocals should be better represented instead of just using filler beats throughout, which imo makes some sort of sense. mapping metronome was exceedingly boring and i can see how mapping vocals actually emphasised some things in the map which was more interesting ultimately.

maybe you should give me some timestamps instead of being vague with what you're trying to say? and perhaps take into account mapper intention or something, because i feel like my intentions were fairly clear and easily understandable?

Shiirn wrote:

people get more personally invested when it's rude and offensive. because very few people respond to negative criticism anymore (especially not emilia, as his history shows), they just shrug it off if it isn't as blunt and direct as this.
shrugging off negative but constructive comments isnt my style as long as its goal is to help.

also if you still firmly believe that being rude is the only way to go about doing things you're rather childish. perhaps you gotta learn to respect the rc despite having an ego.
Pentori
[General]
hitsounding feels a bit lackluster - you only really use claps with occasional finishes, while your rhythms focus more on the guitar. current soft-whistle seems a bit pointless as the places u use it are the same snare as everything else 00:10:795 - might as well remove it so you can have whistle feedback on melodies like 00:04:111 (4,1,2)

soft-hitclap sounds too dry/quiet, something deeper would sound a lot nicer imo :d but i guess its personal preference. also the way you start spamming claps on every white tick from 00:55:562 - doesnt make a whole lot of sense as the music is still following 2 4 snares 00:55:872 - 00:56:494 - other drums are kicks 00:56:183

00:10:795 - 00:32:090 (2,3) - 00:48:100 - 00:49:344 - 00:50:587 - 00:53:230 - 01:03:023 - 01:10:484 - 01:12:971 - heaps of potential missing finishes - worth double checking any cymbal crashes in the song

section at 00:33:178 - doesnt really address the offbeat snares too well, beats like 00:34:266 - 00:34:577 - 00:36:753 - have snares but arent accompanied by a claps while kick drums instead get hitsounded with claps 00:34:422 - 00:35:665

[New Game!]
  1. 00:35:587 - 00:39:318 - some potential triples here that give the section some flavour, maybe in other diffs too if you choose to use them
  2. 00:44:992 (3) - bit strange to have the 1/1 gap here when everything else is mostly continuous 1/2, also pretty strong drum on 00:45:147 - so maybe https://puu.sh/xquVd/8c351ea5a3.png can work
  3. 01:03:955 (5,2) - not rly getting the extended slider usage here. 01:04:111 - features triplets, and with the other slider you skip over vocal + drum on 01:04:577
  4. 01:15:147 (6) - could have nc here for consistency with 00:03:023 (1)
[Extra]
things are so similar in design that stuff like 01:04:422 (2) - 01:15:147 (6) - apply here too so change stuff as you wish
  1. 01:20:121 - missing clap here
  2. 01:20:898 (4,1) - using offbeat sliders here feels so weird as the music is generally following white ticks 01:21:054 - 01:21:676 . guitar is on everything so ur next best option is to follow drums
[Insane]
  1. 00:26:339 (3,4,1) - movement seems rly uncomfortable here cos its like purely linear lol, should try have a better angle on this
  2. 00:36:909 (1,2) - circles r a bit unnecessary here, could just use a slider like everything else does 00:34:422 (1) - 00:39:396 (1)
  3. 00:44:681 (3) - eh extended slider on 00:45:302 (5) - is ok cos it leads to downbeat but 00:44:681 (3) - just feels too random
  4. 00:46:546 (4,1) - not the best place for a 1/1 gap, skips over drum + vocal on 00:46:701
  5. 00:54:940 (3,4,5) - doesnt rly look the nicest, seems u kept ur 1/4 spacings consistent so should do the same here
[Hard]
use ar 8, bpm is high enough to the point where stuff starts to look rly cluttered
  1. 00:52:453 (3,4) - like the only time you have this overlapping aesthetic, might be better to keep away from it for readability. additionally, could have 00:52:764 (4) - repeat once so that clickable rhythm begins from 00:53:230 (2) - and the double snares receive more emphasis
[Normal]
  1. 00:02:090 (3) - hm should probably use a 1/1 slider instead so that 00:02:712 (4) - feels unique. yes, the melody is on 00:02:245 - but 00:02:712 (4) - covers completely different sounds so its nice to differentiate them
  2. 00:44:059 (2) - 1/2 slider seems a bit useless here as theres nothing on the red tick as opposed to 00:34:111 (2) - having the snare on the end. could just use a circle instead
ez looks fine

willing to help push this if the hitsounds could receive a little more attention // pm if u need help on that
Topic Starter
emilia

Pentori wrote:

[General]
hitsounding feels a bit lackluster - you only really use claps with occasional finishes, while your rhythms focus more on the guitar. current soft-whistle seems a bit pointless as the places u use it are the same snare as everything else 00:10:795 - might as well remove it so you can have whistle feedback on melodies like 00:04:111 (4,1,2)

soft-hitclap sounds too dry/quiet, something deeper would sound a lot nicer imo :d but i guess its personal preference. also the way you start spamming claps on every white tick from 00:55:562 - doesnt make a whole lot of sense as the music is still following 2 4 snares 00:55:872 - 00:56:494 - other drums are kicks 00:56:183

00:10:795 - 00:32:090 (2,3) - 00:48:100 - 00:49:344 - 00:50:587 - 00:53:230 - 01:03:023 - 01:10:484 - 01:12:971 - heaps of potential missing finishes - worth double checking any cymbal crashes in the song

section at 00:33:178 - doesnt really address the offbeat snares too well, beats like 00:34:266 - 00:34:577 - 00:36:753 - have snares but arent accompanied by a claps while kick drums instead get hitsounded with claps 00:34:422 - 00:35:665

i cant really say much but agree with this cuz i absolutely suck at hitsounding, will get back to u on this more in depth later

[New Game!]
  1. 00:35:587 - 00:39:318 - some potential triples here that give the section some flavour, maybe in other diffs too if you choose to use them nah i dont really like mapping it when its not obvious in the music
  2. 00:44:992 (3) - bit strange to have the 1/1 gap here when everything else is mostly continuous 1/2, also pretty strong drum on 00:45:147 - so maybe https://puu.sh/xquVd/8c351ea5a3.png can work really just added the hitcircle at that empty spot for consistency's sake
  3. 01:03:955 (5,2) - not rly getting the extended slider usage here. 01:04:111 - features triplets, and with the other slider you skip over vocal + drum on 01:04:577 mainly for drum emphasis, and i think it plays really interesting
  4. 01:15:147 (6) - could have nc here for consistency with 00:03:023 (1) fix
[Extra]
things are so similar in design that stuff like 01:04:422 (2) - 01:15:147 (6) - apply here too so change stuff as you wish nah not changing
  1. 01:20:121 - missing clap here fix
  2. 01:20:898 (4,1) - using offbeat sliders here feels so weird as the music is generally following white ticks 01:21:054 - 01:21:676 . guitar is on everything so ur next best option is to follow drums fix
[Insane]
  1. 00:26:339 (3,4,1) - movement seems rly uncomfortable here cos its like purely linear lol, should try have a better angle on this
  2. 00:36:909 (1,2) - circles r a bit unnecessary here, could just use a slider like everything else does 00:34:422 (1) - 00:39:396 (1)
  3. 00:44:681 (3) - eh extended slider on 00:45:302 (5) - is ok cos it leads to downbeat but 00:44:681 (3) - just feels too random
  4. 00:46:546 (4,1) - not the best place for a 1/1 gap, skips over drum + vocal on 00:46:701
  5. 00:54:940 (3,4,5) - doesnt rly look the nicest, seems u kept ur 1/4 spacings consistent so should do the same here all fix
[Hard]
use ar 8, bpm is high enough to the point where stuff starts to look rly cluttered
  1. 00:52:453 (3,4) - like the only time you have this overlapping aesthetic, might be better to keep away from it for readability. additionally, could have 00:52:764 (4) - repeat once so that clickable rhythm begins from 00:53:230 (2) - and the double snares receive more emphasis all fix
[Normal]
  1. 00:02:090 (3) - hm should probably use a 1/1 slider instead so that 00:02:712 (4) - feels unique. yes, the melody is on 00:02:245 - but 00:02:712 (4) - covers completely different sounds so its nice to differentiate them
  2. 00:44:059 (2) - 1/2 slider seems a bit useless here as theres nothing on the red tick as opposed to 00:34:111 (2) - having the snare on the end. could just use a circle instead all fix
ez looks fine

willing to help push this if the hitsounds could receive a little more attention // pm if u need help on that
Nao Tomori
gonna sneak in here real quick
[top diff]
idk i think this diffname is kinda bad but w/e unimportant

your rhythm is quite unclear in some places, making the map feel overdone in parts that are rhythmically calm. for example:

00:01:157 (3,4) - since there's only 1 guitar note here (at 3) a slider makes more sense. the 4 being overmapped in kinda detracts from what you're following.

00:02:712 (1) - i feel like the effect you went for here is kinda messed up cuz nobody's gonna go to the slider end fast anyway, they're gonna snap to 1 so you dont get emphasis on the slider end.

00:05:043 (3,4) - this rhythm everywhere doesn't really make sense to me. it works a lot better ctrl g'd, cuz there's a melody note (melody which was followed by 00:04:422 (1,2) - ) on 00:05:043 (3) - and 00:05:354 - but not 00:05:199 - . so it actually makes more sense to ctrl g all of these rhythm wise in order to follow that better.

00:08:929 (3,4) - here, a 1/1 slider + circle works better to follow that melody

00:13:282 (1) - for this entire part constant 1/2 gaps kinda ruin how its a calm part i think... you could try to reduce the click density some more i guess for more differentiation. removing the random circles that dont follow anything in the vocals or drums would be nice.

00:32:401 (4,5,1,2,1) - i feel like 00:32:401 (4,5,1) - and 00:32:712 (2,1) - being the same rhythm (triple into 1/4 slider) makes more sense
00:47:012 (2,3) - 1/1 slider starting at 2 is better here i think, since theres snares at 00:47:012 - and 00:47:323 - . or slider+circle, instead of circle+slider

00:52:919 (8,1) - i understand why you made this small spacing but wouldnt just removing it and stacking 8 on 00:53:230 (9) - make this effect even more pronounced? having a click there makes it less clear that there's a break in the drums

01:03:955 (5,1,2,3) - i really like this tbh, nice choice

the kiai is very anime still, as yuii mentioned when you made your video complaining about him =P

you have basically the same spacing everywhere, even on notes that dont have anything noticeable on them. this destroys your ability to contrast the melody (important notes) with unimportant filler things.

some examples:
00:57:582 (4) - which has nothing on it yet same spacing as 00:57:738 (5,6,1) - with vocals

01:00:069 (5) -

01:02:090 (2,3) - which doesn't really follow anything noticeable
(wouldn't a slider be better? then all of 01:01:779 (1,2,3,4,5) - would follow the same synth background thing in the same way)

01:06:753 (1) - the last thing you need is more circles but circles here cuz 2 vocals would make sense

01:07:530 (4) - isnt rly on anything

01:09:240 (1) -

01:10:017 (4) - isn't on anything

01:10:173 (5,6) - giant jump on 1 vocal is kinda weird

01:12:349 (3,4,5,6,1,2,3,4,5,6,7,8,1,2,3) - this entire thing is just sotarks, it doesn't follow anything...

even if you want pp jumps here, you should at least attempt to organize them. for example, since 01:12:349 (3,4,5,6,1,2) - is saying "now load ing" you could organize a pattern with 3 distint shapes for the jumps, and then repeat it on the second set of "now load ing" at 01:13:282 (3,4,5,6,7,8) -

01:14:059 (8,1) - skipping this triple here when you're following the drums in the next combo also seems suboptimal

think you should hold off on qualifying till some of this is adjusted, atm it's really unclear what some of this map is following in the song. a lot of it works fine, but the parts i talked about are a bit questionable.
Topic Starter
emilia

Naotoshi wrote:

gonna sneak in here real quick
[top diff]
idk i think this diffname is kinda bad but w/e unimportant come up with something nicer

your rhythm is quite unclear in some places, making the map feel overdone in parts that are rhythmically calm. for example:

00:01:157 (3,4) - since there's only 1 guitar note here (at 3) a slider makes more sense. the 4 being overmapped in kinda detracts from what you're following. hearing it on 25% shows that the new guitar strum actually happens on 2 and 4, 3 is a shift of the fingers on the guitar fret, which means im just basically following both. nothing is being followed in particular here

00:02:712 (1) - i feel like the effect you went for here is kinda messed up cuz nobody's gonna go to the slider end fast anyway, they're gonna snap to 1 so you dont get emphasis on the slider end. thats why i increased the SV to a bearable extent. its visually that way already, i dont want to ruin this pattern just so players play it like how i want them to

00:05:043 (3,4) - this rhythm everywhere doesn't really make sense to me. it works a lot better ctrl g'd, cuz there's a melody note (melody which was followed by 00:04:422 (1,2) - ) on 00:05:043 (3) - and 00:05:354 - but not 00:05:199 - . so it actually makes more sense to ctrl g all of these rhythm wise in order to follow that better. keeping this because i like the flowy texture between 2 sliders when the guitar notes are being played (imagine the following slider is stacked on the hitcircle, it works something like that)

00:08:929 (3,4) - here, a 1/1 slider + circle works better to follow that melody feels too boring imo, only the first guitar has enough impact to warrant a full 1/1

00:13:282 (1) - for this entire part constant 1/2 gaps kinda ruin how its a calm part i think... you could try to reduce the click density some more i guess for more differentiation. removing the random circles that dont follow anything in the vocals or drums would be nice. that was the whole point in me lowering the distances..

00:32:401 (4,5,1,2,1) - i feel like 00:32:401 (4,5,1) - and 00:32:712 (2,1) - being the same rhythm (triple into 1/4 slider) makes more sense
00:47:012 (2,3) - 1/1 slider starting at 2 is better here i think, since theres snares at 00:47:012 - and 00:47:323 - . or slider+circle, instead of circle+slider i like that the whole bar is represented the same way, because they are all drums, and the bar preceding it has a different rhythmic structure because 5 kicks look gross and doesnt play well

00:52:919 (8,1) - i understand why you made this small spacing but wouldnt just removing it and stacking 8 on 00:53:230 (9) - make this effect even more pronounced? having a click there makes it less clear that there's a break in the drums nah, i prefer it being mapped, but i'll change the NC so it looks emphasised

01:03:955 (5,1,2,3) - i really like this tbh, nice choice this is actually something a lot of people disliked, not sure about it tbh

the kiai is very anime still, as yuii mentioned when you made your video complaining about him =P

you have basically the same spacing everywhere, even on notes that dont have anything noticeable on them. this destroys your ability to contrast the melody (important notes) with unimportant filler things.

some examples:
00:57:582 (4) - which has nothing on it yet same spacing as 00:57:738 (5,6,1) - with vocals shifted distances to make stuff clearer

01:00:069 (5) - lower distance

01:02:090 (2,3) - which doesn't really follow anything noticeable was mapping the drums out here, not following synth exactly. the only reason why 5 is not 2 hitcircles is because of vocal. having them all be sliders would be very jarring because i dont have a bar thats fully sliders, having a lower density section in the kiai is a little weird.
(wouldn't a slider be better? then all of 01:01:779 (1,2,3,4,5) - would follow the same synth background thing in the same way)

01:06:753 (1) - the last thing you need is more circles but circles here cuz 2 vocals would make sense fix

01:07:530 (4) - isnt rly on anything fix

01:09:240 (1) - fix

01:10:017 (4) - isn't on anything fixed to the best of my ability, because i have no choice since the last note is a vocal note i can only decrease the distance

01:10:173 (5,6) - giant jump on 1 vocal is kinda weird fix

01:12:349 (3,4,5,6,1,2,3,4,5,6,7,8,1,2,3) - this entire thing is just sotarks, it doesn't follow anything...

even if you want pp jumps here, you should at least attempt to organize them. for example, since 01:12:349 (3,4,5,6,1,2) - is saying "now load ing" you could organize a pattern with 3 distint shapes for the jumps, and then repeat it on the second set of "now load ing" at 01:13:282 (3,4,5,6,7,8) - gave it sort of a structure, i quite like this idea

01:14:059 (8,1) - skipping this triple here when you're following the drums in the next combo also seems suboptimal well on 25% i dont really hear anything, and the ranked version doesnt have a triplet there either. i'll change this if someone else mentions it

think you should hold off on qualifying till some of this is adjusted, atm it's really unclear what some of this map is following in the song. a lot of it works fine, but the parts i talked about are a bit questionable. thanks
_handholding
Maybe add 4 exclamation points at the end of the diff names like the song title has...? :v
Topic Starter
emilia

Kisses wrote:

Maybe add 4 exclamation points at the end of the diff names like the song title has...? :v
good idea! kds'd
Karen
rebubble
reworked hitsounding
next bn please recheck hitsounds in case i missed something because emillia is aho
Nao Tomori
thanks for checking with me -_-

anyway i guess it's better now. i still don't really understand your reasoning at

00:05:043 (3,4) - this rhythm everywhere doesn't really make sense to me. it works a lot better ctrl g'd, cuz there's a melody note (melody which was followed by 00:04:422 (1,2) - ) on 00:05:043 (3) - and 00:05:354 - but not 00:05:199 - . so it actually makes more sense to ctrl g all of these rhythm wise in order to follow that better. keeping this because i like the flowy texture between 2 sliders when the guitar notes are being played (imagine the following slider is stacked on the hitcircle, it works something like that)


this doesn't actually address what i said at all? like i'm talking about rhythm and you seem to be talking about object placement and textures of sliders o.o

you can easily create the same movement with more logical clicking by doing what i suggested, i'd like you to explain why you prefer this clicking pattern. preferably without talking about flow or texture or whatever.

also http://puu.sh/xt3ex/8322af06f2.png lol nice
Topic Starter
emilia

Naotoshi wrote:

thanks for checking with me -_-

anyway i guess it's better now. i still don't really understand your reasoning at

00:05:043 (3,4) - this rhythm everywhere doesn't really make sense to me. it works a lot better ctrl g'd, cuz there's a melody note (melody which was followed by 00:04:422 (1,2) - ) on 00:05:043 (3) - and 00:05:354 - but not 00:05:199 - . so it actually makes more sense to ctrl g all of these rhythm wise in order to follow that better. keeping this because i like the flowy texture between 2 sliders when the guitar notes are being played (imagine the following slider is stacked on the hitcircle, it works something like that)


this doesn't actually address what i said at all? like i'm talking about rhythm and you seem to be talking about object placement and textures of sliders o.o

you can easily create the same movement with more logical clicking by doing what i suggested, i'd like you to explain why you prefer this clicking pattern. preferably without talking about flow or texture or whatever.

also http://puu.sh/xt3ex/8322af06f2.png lol nice
if u really wanted a rhythm based explanation its me wanting to emphasise drum on a held guitar note. i hope that satisfies you, but, the ultimate main reason is because i like the fact that the 2 sliders slur as the guitar slurs. having a hitcircle in between inhibits that flowy motion too much because of its snappy nature and how i dont think i can make the emphasis good enough.

and i dont think u understand the second thing. while i say that nothing is being particularly emphasised it just means im covering both guitar notes and fret shift notes as clickable notes with relatively low intensity. theres not much reason to say that one is worth more emphasis than the other in this case imo,
and i like how it works here
Nao Tomori
okay, i understand what you mean now. cool way of representing it, never thought of it that way.
Pentori
offset still seems wonky as discussed :/ 855 sounds more accurate

hitsounds r better now i guess. just a few additional things (referring to top diff here):
00:17:780 (4,5) - clap shud be on 4 not 5. the cymbal crash has the snare with it too
00:23:220 - should have the every 2nd beat whistle here too and not worry too much about 00:25:552 (1,2,3) - skipping over them. just make sure in other diffs that actually map 00:25:707 - 00:26:329 - u have whistles

00:32:080 (2) - clap here
00:32:391 (4,5,1) - could maybe have claps for these, drum finishes from 00:32:624 - and drum claps from 00:32:857 - for decreasing pitched drums. also adjust hitsound volume to prevent earrape

00:34:256 (4) - 00:34:567 - 00:36:743 (4) - 00:37:054 - 00:39:541 - 00:40:474 (4) - 00:41:562 - 00:42:028 (2) - 00:44:515 - 00:47:002 - claps on all these imo, the offbeat snares r pretty much the highlight of the section but you dont have any of them hitsounded

00:50:577 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - just feels way too empty and the introduction of the claps at 00:52:754 (7,8) - is too sudden, would recommend giving everything a clap and gradually increasing volume to fit the buildup

01:04:256 (1,2) - should have finish on 2 instead of 1 imo, as its where the cymbal crash is
01:04:723 (3,5) - 👏
01:04:878 (4) - remove 👏
01:15:137 (1,2) - should give these claps too, pretty standard drum roll
01:25:241 (3,1) - these rnt snares so claps sound kinda strange, would recommend removing and giving 01:25:396 (1) - a whistle

ya
Topic Starter
emilia
will fix all and hit u up in the DMs 😩👌
- Darkness -
noopp remap kds
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