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Qrispy Joybox - sorairo concerto

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Topic Starter
Seijiro
This beatmap was submitted using in-game submission on Monday, September 4, 2017 at 9:27:57 PM

Artist: Qrispy Joybox
Title: sorairo concerto
Source: REFLEC BEAT plus
Tags: limelight konami music pack 25 peaceGiant
BPM: 163
Filesize: 3520kb
Play Time: 01:37
Difficulties Available:
  1. Giant's Easy (1.42 stars, 95 notes)
  2. Hard (3.03 stars, 290 notes)
  3. Insane (4.17 stars, 404 notes)
  4. Normal (2.04 stars, 190 notes)
Download: Qrispy Joybox - sorairo concerto
Information: Scores/Beatmap Listing
---------------
Metadata: http://www.konami.jp/reflecbeatplus/music/index.php5 (scroll down to PACK 25)

Low diffs are edgy on purpose not as much as they were intended to at first anymore <.<
_DT3
I'll just use this post as a placeholder since I'll not be able to in the next days or so
Will edit this post once I'm done modding~


Ok, earlier than expected
Hope your mood is right to allow this to be a M4M

[General]
  1. I'm guessing it might have been intentional but the loud default sliderslides really feel a bit annoying to me, especially in the more quiet sections like 00:56:510 - . I'd add a silent sliderslide for both custom soft samplesets but if you don't want to add them for a specific reason, it's fine
  2. Another personal suggestion but imo sliders like 00:16:204 (4) - (Normal diff) could use a whistle on them since the drumroll is exclusive to the sliders like this but nothing exactly highlights the drumroll. I put this in General because this could apply to the other diffs too

[Easy]
  1. There are a few unnecessary green lines, but since you don't need to remove them and since some pointed this out below and since you're capable of finding those lines, I don't think I need to point all of them out =3=
  2. 00:25:774 (2) - I noticed that you copied 00:23:934 (1,2) - over from 00:20:989 (1,2) - but changes the 1/2 slider to face a different direction since the sound has a different pitch. Just a personal idea but I think that instead of facing to the left that the 1/2 slider could face upwards (since the pitch changes to be higher on 00:25:958 - ) like this. Just an idea
  3. 00:38:658 (1,2) - I honestly would have no idea how to fix this, but it kinda irks me that this isn't the same movement as 00:32:768 (1,2) - although you did something like that here 00:20:989 (1,2) - 00:26:879 (1,2) -
  4. 00:47:676 (1,2) - Again just another idea, but since the sound ends different here 00:48:597 (2) - than here 00:45:652 (2) - , you could maybe do something minor (other than flipping just horizontally) to make the difference in the song more apparent in the map, I just flipped the two objects vertically again, so that 00:48:597 (2) - is on top of the first slider unlike 00:45:652 (2) - (which is below the first slider) but it is up to you ofc.
  5. 00:50:621 (1,2) - This basically is like the things above but since it was used before similarly, this should be identical to 00:44:731 (1,2) - imo and shouldn't be flipped in any way (If you need a screenshot, here)
  6. 01:30:191 (3) - Honestly nothing too bad about the slider itself, but it is so close to the score meter that is kinda irks me, just to be safe I'd move it a bit away from the score meter

    This is such a clean and nicely structured easy diff, I love it so much, mainly just nitpicking =3=
    The only thing that bugs me is that the NCing is incredibly frequent but since I guess it's intended, it's fine

[Normal]
  1. Same thing about the green lines here as in Easy, there are many unnecessary green lines in this diff, you can remove them if you wish
  2. 00:19:149 (3) - Well, this only touches the score meter barely, but like in Easy, it just kinda looks unpleasing to me seeing just how little the slider overlaps with the score meter, I'd move it a bit more up so that the slider doesn't come in touch with the score meter
  3. 00:32:400 (4,2) - Really sorry for being nazi like this but the stack just looks a bit odd and could be improved. Usually I wouldn't complain about stuff like this but since the part and the whole map itself is generally very clean, it kinda stood out to me (also because you could see the fact that it wasn't stacked that good in the first place too).
  4. 01:08:106 (1) - Also just really minor but I didn't like how it minorly looked unbalanced (might just be me with my bad eyes though tbh) and I'm sure that it can look a bit more balanced by adjusting the anchors more.

    Also an incredibly clean diff, nice :o
    Although for some reason I still prefer Easy

[Hard]
  1. Again about the inherited points here, don't think I need to repeat myself tho :3
  2. 00:22:829 (2,3) - This big emphasis is not needed in here imo. The sounds are both the same, yet the contrast between 00:22:277 (1,2) - and 00:22:829 (2,3) - is kinda big, which doesn't feel like it represents the intensity of 00:23:014 (3) - well in comparison to 00:22:277 (1,2) - . It also doesn't feel much more intense, although it might seem like 00:23:014 (3) - feels a bit more intense. But since it doesn't feel too much more intense, I'd decrease the distance between 00:22:829 (2,3) - . Same goes for 00:28:719 (2,3) - if you accepted that suggestion.
  3. 00:32:400 (7) - Since you did it with the previous sliders, I think the slider body deserves a whistle here as well since the sound here is held unlike 00:32:032 (5,6) - .
  4. 00:34:056 (1) - 00:37:001 (1) - I can tell that you were going for blankets here, but the fact that you emphasized the downbeat by raising distance makes this look less pleasing than you might have intended. You might be aware of this already, but I'm sure that you can find another solution here while keeping true to your intentions (sorry for not having a suggestion here again)
  5. 01:37:185 (1,2,3) - Really not necessary as well, but since it's not consistent with the other diffs, switching the NC here 01:37:185 (1,2) - could make it more consistent with the other diffs

[Insane]
  1. Idk, but maybe you want to raise HP and OD by 0.5 to be more consistent with the rest of the set? It won't change too much but it's make the HP Drain increase by 1.5 and OD increase by 2 for every difficulty. Might be a bit high though, so I'll just point it out and see what you think.
  2. 00:21:541 (4,6,1) - 00:25:038 (6,1) - I'm sure that these overlaps with the two circles can be avoided while still sticking to your structure by moving tje slider (with the circle stacked on top of the head) a bit lower, the overlaps just don't look to neat imo and stand out in the clean map :c
  3. 00:43:259 (1,2) - Like in the other diffs, I would move this further up so that it doesn't ruin

Honestly, this is such a clean mapset, I enjoyed modding this a lot =w=
Gonna link the mod and map in the queue
GL!
Dragontail
I will try my best. Didn't mod too much but getting practice from queue.

Insane
SPOILER
Change section from 00:05:897 to 00:06:265 to maybe this? https://osu.ppy.sh/ss/7862580. It may be a little confusing.
Nc at 01:06:265 to signal new downbeat being played?
Stream starting from 1:37:185 is a little too complicated perhaps for easy insane?
Last note too hard to hit?

Hard
SPOILER
Just General Thoughs
Do not stack whole note apart beats. It is confusing because you are also doing it on every half beat as well
Try not to hide the notes under after a slider unless directly under. It may be confusing.

Easy
SPOILER
Plz put slider at 00:23:382 for two ticks. And other sections similar to that section as well. You are missing the vocal line

Good luck!
A r M i N
m4m from ur queue

you maybe will be seeing a lot of crap i mention, but i personally like to point out more stuff cause there is a higher chance you can use some of it if you know what i mean ^^

[Insane]

00:00:376 (1,2,3,4) - for this pattern, well (3) and (4) for me sound louder than 1 and 2 no ? higher pitch at lease u know so why not space them more
00:13:259 (6,1) - stack those to maybe have similarity to 00:13:075 (5,6) -
00:08:290 (3) - NC for better reading ?
00:10:866 (3) - ^
00:11:234 (4) - ^ you know etc.. i am not gonna mention every single one ^^
00:16:572 - Missing beat
00:19:517 - ^ well maybe u did it on prupose i dont see why tho
00:21:541 (4,6) - those are kinda overlapping doesnt look nice
00:24:486 (4,6) - ^
00:25:774 (2,3) - space those more for emphasis of (3)
00:29:823 - want to have increasing SV maybe idk ^^
00:43:811 (3,4) - to have those so low spacing even tho there is a finish on (4) hmm idk
00:58:903 (6) - maybe you can try sth like this to have the sparkle sound mapped http://puu.sh/voBZw/96767fcb27.jpg
01:07:737 (5) - in the past ones u always had a NC on the streams 01:07:737 (5) -
01:03:688 - this http://puu.sh/voCcf/98c95ae0a4.jpg could give a more fitting rhythm
01:15:468 (1) - ^
01:19:517 (4) - woah that spacing
01:31:296 (8) - NC on stream
01:34:241 (6) - ^


[Hard]

00:31:480 (4) - why not space that a bit more
00:25:774 (2,3) - 00:34:609 (2,3) - those dont differ much in spacing even tho the sound difference is kinda a lot, i'd reccomend nerfing the 2nd one like this maybe 00:28:719 (2,3) -
00:37:001 (1) - more like this for emphasis http://puu.sh/voCJM/d614a98f13.jpg
00:39:946 (1) - fail stack ?
00:40:499 (2,3) - lower spacing same thing as above
00:55:222 (6,7) - space (5) to (6) more than (6) to (7)
00:58:904 (4,5) - 01:00:376 (4,5) - increase their spacing since music also changes
01:37:553 (2,3) - space them a lil more


[Normal]

00:25:774 (4) - i'd put 2 circles just for emphasis
00:37:553 (4) - ^


[Easy]

00:45:652 (2) - i would end it here 00:46:572 - like u did with this 00:48:597 (2) -


well that should be it for now, like i said at the very beginning maybe a lot of my suggestions are total crap but please keep in mind the more i point out the more potential fixes will happen

I hope i helped to improve your set and i wish you good luck for pushing it for ranked

my map: https://osu.ppy.sh/s/539241

have a nice day/night and happy mapping :3
Asaiga

Hi, from your favorite #modreqs ;3

-Forgot your preview point on all diffs

MrSergio wrote:

Low diffs are edgy on purpose
just saw this after modding, still want to point out nontheless
[Easy]
SV changes in easy? It does indeed make sense with the music and doesn't seem like it affects any gameplay elements ok no. 1.2x in the kiai does bug me. It's a little bit too fast for this level
00:46:940 - unecessary line on this diff
00:49:885 - ^
00:52:829 - ^
00:55:958 - ^
01:25:682 - ^
[Normal]
00:01:112 (2,3) - 00:02:952 (5,1) - 00:04:793 (5,6) - since you use a lot of 1/2 stacks in Normal, maybe unstack these
00:00:376 - While unstacking those, I think this intro needs a bit of polishing regards aesthetics
00:08:474 (6,7) - Probably make these 1/1 since rhythm in Easy is too simple. But if you want to keep it consistent with the kiai, I think it's better to do it like this. These 00:08:290 (5,6,7) - and 00:11:234 (5,6) - use 1/1 sliders. In the kiai these 01:16:020 (5,6,7) - and 01:18:964 (5,6) - use 1/2 + a note pattern.
00:16:572 - forgot your hitsound
00:29:271 (5,6) - I think doubles like this can be replaced with 1/2 sliders. Easy doesn't have these and Hard has doubles anyways, it's better for the spread imo
00:41:050 (5,6) -
01:00:928 (1,2,3,1) - stack thing again. And this time 2 kind of stacks are used way too close together, consider unstack 1/1 thing
I do think the kiai has abit less density than the previous part which doesn't make much sense, you may want to revise that
[Hard]
00:01:480 (3,1) - This stack doesn't make sense to me, the music should be progressing. Stopping it like this ruins its momentrum. If these 2 00:01:112 (2,3) - are stacked then I think it would be better, otherwise just unstack
00:02:952 (4,1) - saem
00:06:633 (2) - Since normal doesn't use any 1/4 repeat, you may want to make these one reverse arrow less instead (i think)
00:07:553 (1,2,3,4,5,6,1) - !!This is really hard to read lol. Maybe unstack these 00:07:553 (1,2) - first and makes these 00:08:474 (3,4) - 1/2 slider. And it's more intuitive to make these 00:09:026 (6,1) - triple taps instead.
00:10:866 (1,2,3,4,5,6) - same thing
00:12:707 (2,3) - Still think it's better to unstack these for better readability here 00:13:075 (3,4) -
00:14:731 (3) - So you have two kind of repeat sliders here. 1/6 and 1/4. Might want to use 1/4 for triples and 1/6 can keep its reverse arrows
00:15:652 (2,3) - stack thing mentioned
00:16:756 (1,2) - saem
00:17:676 (4) - overmap here imo. Can start a triple here 00:17:860 - and one note here 00:17:676 -
00:20:253 (5,6) - maybe a bit wider angle + abit less spacing here. This jump feels pretty sudden due to the note overlap behind the slider
00:23:014 (3) - I don't think this note has anything that deserve a jump
  • 00:23:014 (3,1) - Finally spacing is getting some space but 00:23:382 (1,2) - A doublet stack :thinking:. It goes against what you have so far
    00:20:437 (6,1) - And consider that you have a stack here, these 00:23:566 (2,1) - could do the same?
    Or if you want to keep the current pattern like this 00:26:327 (1,2,1) - then perhaps change this 00:20:253 (5,6,1) - only instead.
00:25:774 (2,3) - Ye, the jump is fine here but can you keep less spacing?
01:06:817 (1,2,3,4) - two stack concepts use next to each other can be confusing even on Hard.
01:13:259 (3) - This slider feels like it's better for the rhythm. And these 2 can be a stack instead. Applied the same for here 01:10:314 (3,4) - and 01:07:185 (2,3,4) - if you agree
01:18:596 (1,2,3,4,5) - mentioned




I hope I pointed out right stuff that needs to be fixed. Couldn't mod Insane rn sorry. But if you liked this mod, you could call me back to mod the rest otherwise I'm just being dumb with your mapping's intention xd
Is this the next BN test hoyl
C00L
oops xd
pkhg

MrSergio wrote:

Low diffs are edgy on purpose
taking that in consideration there isnt to much to point out in lower diffs
set a preview point

[Easy]
  1. 00:56:510 (1,2,1,2) - that would be cool with tickrate2 but new rc
[Normal]
  1. 01:01:848 (3,1) - id prefer them unstacked to add a bit of emphasis to 1
[Insane]
  1. 00:13:811 (2,3) - dont really like that kind of overlap
  2. 00:29:455 (1) - i dont think this nc is doing something so
  3. 00:31:480 (1) - making the tail clickable would be nice cuz the sound here is very similar to 00:32:032 (2,3,4) - these
  4. 00:43:627 (2,3,4) - i think larger distance on 3,4 would be better cuz cymbal. well u prioritized structure over emphasis in some places so idk
i dont agree with edgy low diffs but i might just be close minded. ill probably accept that in a near future
nothing much to say gl
davidminh0111
Hello M4M here

Insane
00:17:676Can you make a more beautiful stream not sure, can you suggest one?
00:20:621^ ^
00:43:259Can you move up this slider a little bit, too low
00:44:731 (1, 2, 3)I thought it was a short stream but it seems confuse, can you fix it
00:47:676 (1, 2, 3)^
00:50:621 (1, 2, 3)^

I'm a very bad modder, if this doesn't help you, don't give me kudos.

Good luck, I like the song
Invertable
Hi M4M from your queue

Widescreen support is turned on on Easy and Normal but turned off on Hard and Insane?

Easy

  • 00:05:897 (1) - Delete Inherited point no need

    00:46:940 (1) - ^

    00:49:885 (1) - ^

    00:52:829 (1) - ^

    00:55:958 (1) - ^etc. (I know that is not that big deal but why not it looks better without them :)

    00:20:989 (1,2,1,2,1,2) - Hm so you have a nice melody to map here and while i was trying to figure out what are you mapping here i couldn't find the answer.You have amazing drum beats that you mapped right before that place which is much more fun to play and would be much more easier than these 7/2 Sliders that doesn't emphasize anything and its not the most intensier melody on this part. Also if you wont change it I guess you are mapping this flute or what ever it is xd. Why you didn't map the place where you can hear a lot of intensity 00:23:382 (3) - 2/4 slider on this time would be amazing to put . Same goes for next 2 places like that and the next part. Cause only mapping these sounds 00:22:829 (2) - makes no sense to me cause its not eve that important to map that background noise and these 2 strong beats that you left un mapped should be mapped for sure it wont be hard for newbie players.

    00:46:940 (1) - 1/1 Slider would be much better instead of circle because you are mapping this (I really dont know that is that) and you can hear it 2 more times after that circle so mapping only one isn't as good as mapping all 3 of them :) (same goes for all the places after it)

    01:10:682 (4) - Why you didn't map this strong sound here

Normal

  • 00:05:897 (1) - Delete this Inherited point

    00:04:793 (5,6) - These should be stacked its not the same melody and they just don t feel like they need to be stacked. So 1/1 slider would be amazing on this place. Easier for newbie to read and play and much better emphasis on strong sound.

    00:09:210 (1) - Also this slider could be ctrl+H and then return it in the same place. Better flow and easier mouse/tablet movement. Do the same to the next slider ctrl+H and since they are all overlapping you can just leave the third straight slider be like it is .

    00:52:277 (4,5) - Only time you put 2 circles instead of 2/4 slider. You had same melody here 00:46:388 (4).

    01:28:719 (1) - This is not the same melody as 01:25:774 (1) - and it doesn't need that much of emphasize to put slider here. Circle is just fine.

  • Hard

    [list:1337]00:04:793 (1) - I think you don t need such distance on this one its not that important. The distance between 00:04:425 (4,1) - should definitely be lower than between 00:04:056 (3,4).

    00:04:793 (1,2) - Why stacking them tho the melody changes on 00:05:161 (2) - it feels like it should be somewhere else.

    00:07:553 (1) - So slider end on such a strong sound which is like 0 emphasis. Since you put reverse sliders here 00:06:633 (2) - mapping these streams I would put instead of 00:07:553 (1) - one 1/4 slider with reverse arrow and then a circle with NC on 00:07:922 (1) - To get that great emphasis on that strong beat. Or you can map it like this part 00:10:314 (3,1).

    00:31:480 (4,5) - Polish blanket

    01:10:498 (4) - Over mapping cause circle on sound that you can t even hear is just not right. Put slider if you wan t that part mapped since slider end is not that great emphasis but can cover that not so important sounds

    01:22:277 (4) - ^

    01:14:731 (3,4) - These are the same as 01:15:468 (1,2,3,4) - think about putting sliders instead of circles.

    01:31:296 (4) - Why is only circle here? Why not slider with reverse arrows or stream its hard diff u can put 4 note streams.
Insane

  • 00:01:848 (1,2) - These should be stacked they just doesn t sound right when they are stacked cause the music changes its not like these 00:03:320 (1,2) - Even tho I'm agains them too cause slider would be much better.

    00:01:112 (3) - Also I think this one should be spaced more. Just like you did with this one 00:04:425 (6)

    00:06:633 (3) - Well in hard diff you made this slider reverse 2 times so 3/4 beat was in reverse sliders why is this one only 2/4? shouldn't be the same no matter hard or insane diff. Even tho for hard to have 2/4 slider instead of 3/4 would be better and for Insane to have 3/4 would be better than 2/4. Cause u are mapping that sound here with 00:09:762 (3) - and at one place you mapped it at one you didn't why tho

    00:13:075 (5,6) - Ok with these ones I would do something else. You can Ctrl+G them and i think you should put more space on 00:13:075 (5) - when you ctrl+G it so you can stack it with 00:11:787 (7) - it feels just right to play it that way.

    00:31:480 (1) - Why overlap no need for that you can just stack it on slider end of 00:30:928 (3).

    00:30:928 (3,2) - And also don t overlap these

    00:33:504 (5,3,4) - Stack

    Ok nothing much to say here

Well edgy memes for edgy teens

Edgy maps for edgy modders (I guess)

  • GL with the map and hope this mod was somewhat helpful !


+1 Star

My map: https://osu.ppy.sh/s/480481 Ty
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. No preview point in any of the diffs, make sure to fix that it goes against the RC.
  2. Your bg is really big in size owo, i've messed about with it and managed to get ~-600 kbs in space might want to change it if you wish

Timing
  1. Check!

Hitsounds
  1. Mentioned in mod if any


Easy
  1. 00:05:897 - why is this green line here :o, there are a couple in Easy, Normal and Hard diffs, make sure you delete them owo
  2. 00:06:265 (1) - Aren't more than 2 repeats slider not allowed in easies? especially on this bpm it seems rather too hard judging the star rating is make for the newer audience too aa, i would recommend you doing something along this rhythm, that way there won't be any problems i guess i was told by somebody once that more than one repeat is too challenging for newer players, if I'm wrong please explain so i don't get wrong xd
  3. 00:13:811 (2) - see since you shape sliders around their sounds, i think it would be pretty cool to make this one do the same thing too, so like at the red tick where a sound change occurs you could shape the slider like this to account for that sound, since you do it often I think this could fit too :o, If you do this, do the similar to 00:16:756 (2) -
  4. 00:22:829 (2) - since this slider doesn't follow the same sound and pause as this 00:20:253 (2) - making them the same kinda doesn't make any sense at all imo, making this a repeat slider though will catch the cool trumpet sound at the white tick :o, you could do this for other instances too.
  5. 00:48:597 (2,1) - you could keep this distance between these objects the same as you did here 00:45:652 (2,1) -
  6. 01:27:247 (3,1) - you could fix up the visuals here owo so that these are perfectly parallel xd


Normal
  1. 00:00:376 (1,2,3,4) - spacing between these is kinda scattered around, like it's probs because of the auto-stack feautre for the first one but the fact that 00:02:952 (5) - gets lower spacing for no reason doesn't really make sense considering it's the same sound all along still. Also since you used more or less 1.5x all along it woudn't be a bad idea to make them constant even if it doesn't affect gameplay on a huge scale
  2. 00:14:363 (7) - woudn't you want a clap at the end of this slider end, seems kinda weird having it here 00:13:259 (4) - but not there, also if not for consistency you should have it here too 00:16:204 (4) - owo
  3. 00:39:394 (2,3) - you could have continued with using curvy sliders here too tbh, since it's the last part of this section that is similar it feels odd just changing the last pattern, It would have been cool if you changed the shapes 2 times rather than one since then you can actually see that there is some pattern going on. you could do something similar here too 00:27:615 (2,3) - so that it would be curvy/curvy, then it would move onto curvy, straight and on that time it would go back to curvy/curvy again. It's much more organised that way imo, rather than having "random" shape changes at points. Don't get me wrong they still somewhat make sense just that would be a pretty cool addition.
  4. 01:01:848 (3,1) - maybe this is a personal thing o'mine but since you used stacks previously on all of these patterns 01:00:928 (1,2) - using a stack again with a different gap will be harder to distinguish/read, what i would suggest is for you to place the note just out a little out to show that something is different with this note and to make the player expect something different.
  5. 01:30:928 (4,1) - you could fix this blanket xd


Hard
  1. 00:07:553 (5) - you're missing sick snare sounds in the middle of this slider, it kinda feels uneccessary since you just emphasised a less intense 1/4 sound here 00:06:633 (2) - , I'd suggest something along this rhythm to go with it, that way you will also lead nicer and more expected into the pause rhythm you are going for.
  2. 00:08:290 (2) - I suggest you NC this instead rather than 00:07:553 (1) - , to show the difference in rhythm your going for and constant pauses and reading required to actually read it properly. Same goes for all similar patterns like this 00:10:866 (1,2) - etc.
  3. 00:34:609 (2,3) - you're overemphasising this considering that you made a similar sound here 00:28:719 (2,3) - spaced less than the more intense sound at 00:25:774 (2,3) - it doesn't fit the construction you went for at all, since now the higher pitched sound here 00:37:554 (2,3) - has the same spacing as the less pitched one, which makes it seem kinda odd. I'd recommend you fixing this also whilst you're at it maybe it's just me but the lower pitched sounds could be brought just a little bit up in spacing since they feel a bit underwhelming when hitting them
  4. 01:07:185 (2) - again you could NC this instead of 01:06:817 (1) - for better readability imo
  5. 01:37:553 (2,3) - imo you could seriously raise the spacing of these a little bit more, it feels so underwhelming these stronger sounds get smaller visual spacing than 00:40:499 (2,3) - which is much less intense. By placing (3) at x:79 y:130 would make it seem so much more emphasised than it already is imo.


Insane

  • Don't you think OD 7.5 is a bit of a overkill with this star rating and AR? If i were you I'd lower it to like 7 at least to make it more forgiving with acc, especially since this map is based around strict and hard reading
  1. 00:01:848 (1,2) - stacking these seems kinda random? i don't see any reason why you would do this, since you could have easily went with a similar pattern to this 00:00:376 (1,2,3,4) - which would increase or decrease according to the music, just rotated by 180 idk. That would fit much better than only stacking once in the exact same sounds that occured there
  2. 00:07:553 (7) - since this slider follows a 1/6 snapping you could decrease the sv at each occurance so that the actual visual length of the slider would appear to be smaller, since now it look really similar in length to 00:06:633 (3) - for example which is hard to distinguish during gameplay. You could do this for all the similar stuff like this.
  3. 00:10:314 (1) - to 00:10:682 - why did you decide to miss out these drum rolls here? you mapped them everywhere else, the song hasn't changed much and it's just a repeat of the previous section here 00:06:265 (1) - feels rather random and odd just missing out snares considering you mapped them there too. You could change up patterns to make them look different and not feel too repetetive but don't drastically change rhythm like that, it just doesn't feel right :/
  4. 00:16:572 - you could place a note here so that you can then be consistent with your hitsounds aa, also the beat here your missing is pretty noticable again considering that you mapped it not that long ago
  5. 00:20:621 (1,2,3,4,1) - since you went for the same theme as you did with 00:17:676 (1,2,3,4) - considering this set of "whistles" is less intense you could decrease the visual spacing of this stream to make it look more emphasised and creative rather than just copying the stream. Or on the other hand you could make 00:17:676 (1,2,3,4) - higher spaced because it does somewhat feel more important in terms of intensity (probably because it's isolated) and that way then you won't have to change the other pattern, just an idea to make it look more creative from your part rather than just copied because it sounds similar. Music did change quite a bit so it would be nice showing that.


Final Words
  1. In my opinion the mapset is ok, the lower diffs although you said they are supposed to be edgy, they match the song and your design/rhythm choices very well and they don't seem to provide any issues whilst reading for newer player (occasionally that isn't the case, but mostly) and the gimmick for those diffs worked very well. Although once you get to the harder diffs like hard is ok if you look at it but imo insane needs to be looked at a little about the rhythm inconsistencies. I'm guessing you changed things up not to make it as repetetive and to make it stand out as much as possible yet, sometimes it just didn't make a lot of sense and totally screwed up playability and overall structure of the map itself. I did specify those in the mod but maybe it's just me but changing rhythm choices so fast during sections is pretty weird and unexpected.

    My map: https://osu.ppy.sh/s/595067
    Cheers =3=
lunaticNova
Hello there, just a quick mod from #modreqs
Insane

  1. 00:16:572 and 00:19:517 - Not quite sure about that one but these sliders ignore strong sounds on the next tick after their ends. In other similiar cases like 00:43:259 (1,2) you keep placing circles on that tick, but since these ignored ticks are a bit less strong you could just end these sliders there instead of placing notes.
  2. 00:25:038 (6,1) and 00:27:983 (6,1) and 00:22:093 (6,1) seems kinda strange to me maybe you should've place it more symmetrical to the near notes like that example.
  3. 00:39:762 (6,1) - these 2 notes are not stacking properly.
  4. 00:43:259 (1,2) - maybe you should make a NC on the note after kickslider just like there 00:32:400 (4,1) to keep it consistent.
  5. 00:43:811 (3,4) - spacing between these two seems to be a bit small considering the sound it represents.
  6. 01:06:265 (1,2,3,1) - NC example.

    Good Luck!
Topic Starter
Seijiro
holy moly, 9 mods in a single post (will I reach chars limit? lol)

_DT3
I'll just use this post as a placeholder since I'll not be able to in the next days or so
Will edit this post once I'm done modding~


Ok, earlier than expected
Hope your mood is right to allow this to be a M4M

[General]
  1. I'm guessing it might have been intentional but the loud default sliderslides really feel a bit annoying to me, especially in the more quiet sections like 00:56:510 - . I'd add a silent sliderslide for both custom soft samplesets but if you don't want to add them for a specific reason, it's fine
    I actually like to use the default soft-sliderslide because of how my sliders usually work in the rhythm (I hardly put them on dumb stuff that nowadays is everywhere, so it's not a problem of "incoherency" with the song here).
    With that said tho, you were right: it was too loud in some sections so I went over the whole mapset and re-did some volumes.
    It should be fine now
  2. Another personal suggestion but imo sliders like 00:16:204 (4) - (Normal diff) could use a whistle on them since the drumroll is exclusive to the sliders like this but nothing exactly highlights the drumroll. I put this in General because this could apply to the other diffs too
    the normal whistle doesn't sound that good there since I use it for another purpose later on.
    Whether I change between soft and normal slider-slide doesn't change much either (I mean, the default ones).
    The only option would be an additional hitsound but I'm honestly lazy to do so right now lol. It's not that big of a gain anyway, although I agree it would be cool.
    (If I can finish quickly all these m4ms I might search for it tho)

[Easy]
  1. There are a few unnecessary green lines, but since you don't need to remove them and since some pointed this out below and since you're capable of finding those lines, I don't think I need to point all of them out =3=
    well, some are for simply volume, others for SV, while some on lower diffs are indeed there just because, but as long as they don't make a mess or ruin something in the map they can stay =3=
  2. 00:25:774 (2) - I noticed that you copied 00:23:934 (1,2) - over from 00:20:989 (1,2) - but changes the 1/2 slider to face a different direction since the sound has a different pitch. Just a personal idea but I think that instead of facing to the left that the 1/2 slider could face upwards (since the pitch changes to be higher on 00:25:958 - ) like this. Just an idea
    I actually tested this out with a new player: new players tend to aim for the closest part of the object they see, they don't pay attention to where the number is, lol. Therefore changing that slider upwards would mean more confusion for them, since they aim for the tail instead of the head. I know it doesn't change much, but this sort of reasoning is done (mostly) in the entire map.
    I would give you some replays, but he never finished the diff so rip xD
  3. 00:38:658 (1,2) - I honestly would have no idea how to fix this, but it kinda irks me that this isn't the same movement as 00:32:768 (1,2) - although you did something like that here 00:20:989 (1,2) - 00:26:879 (1,2) -
    heh... the actual space on the playfield is what it is :/
  4. 00:47:676 (1,2) - Again just another idea, but since the sound ends different here 00:48:597 (2) - than here 00:45:652 (2) - , you could maybe do something minor (other than flipping just horizontally) to make the difference in the song more apparent in the map, I just flipped the two objects vertically again, so that 00:48:597 (2) - is on top of the first slider unlike 00:45:652 (2) - (which is below the first slider) but it is up to you ofc.
    It does make sense but I believe it doesn't need such adjustment because players of this level won't even notice and imo the change in length is already enough of a challenge for them
  5. 00:50:621 (1,2) - This basically is like the things above but since it was used before similarly, this should be identical to 00:44:731 (1,2) - imo and shouldn't be flipped in any way (If you need a screenshot, here)
    they are so far apart I never noticed lol.
    It's indeed a point, but again, I don't think it is that noticeable in the end (not in gameplay at least)
  6. 01:30:191 (3) - Honestly nothing too bad about the slider itself, but it is so close to the score meter that is kinda irks me, just to be safe I'd move it a bit away from the score meter
    well... lol, I don't think it's that much of a big deal ahahahah: https://osu.ppy.sh/ss/7873489

    This is such a clean and nicely structured easy diff, I love it so much, mainly just nitpicking =3= =3= ty
    The only thing that bugs me is that the NCing is incredibly frequent but since I guess it's intended, it's fine
    it's done on a 8-beat base, which means every 2 measures. Imo it's already enough xD
    Maybe the few objects used in each combo give out a different impression, but if I were to use something else it would be a 16-beats base, which is truly huge for such a song imo.

[Normal]
  1. Same thing about the green lines here as in Easy, there are many unnecessary green lines in this diff, you can remove them if you wish yeah~
  2. 00:19:149 (3) - Well, this only touches the score meter barely, but like in Easy, it just kinda looks unpleasing to me seeing just how little the slider overlaps with the score meter, I'd move it a bit more up so that the slider doesn't come in touch with the score meter
    but they can disable that xD I don't think anyone ever can pay attention to the score meter so closely during gameplay,
    lol
  3. 00:32:400 (4,2) - Really sorry for being nazi like this but the stack just looks a bit odd and could be improved. Usually I wouldn't complain about stuff like this but since the part and the whole map itself is generally very clean, it kinda stood out to me (also because you could see the fact that it wasn't stacked that good in the first place too).
    totally blame osu, since I trusted his auto-stacking ability. Used manual stacking and fixed it
  4. 01:08:106 (1) - Also just really minor but I didn't like how it minorly looked unbalanced (might just be me with my bad eyes though tbh) and I'm sure that it can look a bit more balanced by adjusting the anchors more.
    I think I fixed it by moving the first waypoint to the bottom

    Also an incredibly clean diff, nice :o
    Although for some reason I still prefer Easy xD

[Hard]
  1. Again about the inherited points here, don't think I need to repeat myself tho :3 yep~
  2. 00:22:829 (2,3) - This big emphasis is not needed in here imo. The sounds are both the same, yet the contrast between 00:22:277 (1,2) - and 00:22:829 (2,3) - is kinda big, which doesn't feel like it represents the intensity of 00:23:014 (3) - well in comparison to 00:22:277 (1,2) - . It also doesn't feel much more intense, although it might seem like 00:23:014 (3) - feels a bit more intense. But since it doesn't feel too much more intense, I'd decrease the distance between 00:22:829 (2,3) - . Same goes for 00:28:719 (2,3) - if you accepted that suggestion.
    I actually have a good reason to do so here. It might sound a bit convoluted tho.
    Take http://osu.ppy.sh/ss/7873521 and look at there the slider-followcircle is: it partly overlaps (by quite a good area) with the next object). This is an illusion created by the amount of movement I chose to use.
    Like this, 2 feels more like being stacked, hence I put emphasis on 3 regardless of the distance.
    I did this quite a bit here and there in every diff I suppose (well, where I could)
  3. 00:32:400 (7) - Since you did it with the previous sliders, I think the slider body deserves a whistle here as well since the sound here is held unlike 00:32:032 (5,6) - .
    ok, I did that, but not sure if it's noticeable enough since it blends in a lot with the many repeats o.O
  4. 00:34:056 (1) - 00:37:001 (1) - I can tell that you were going for blankets here, but the fact that you emphasized the downbeat by raising distance makes this look less pleasing than you might have intended. You might be aware of this already, but I'm sure that you can find another solution here while keeping true to your intentions (sorry for not having a suggestion here again)
    I honestly didn't even pay attention to blankets in that spot for some reason, LOL.
    I think I fixed them
  5. 01:37:185 (1,2,3) - Really not necessary as well, but since it's not consistent with the other diffs, switching the NC here 01:37:185 (1,2) - could make it more consistent with the other diffs
    sure, why not. It actually makes more sense too

[Insane]
  1. Idk, but maybe you want to raise HP and OD by 0.5 to be more consistent with the rest of the set? It won't change too much but it's make the HP Drain increase by 1.5 and OD increase by 2 for every difficulty. Might be a bit high though, so I'll just point it out and see what you think.
    once again I didn't notice this, but why not
  2. 00:21:541 (4,6,1) - 00:25:038 (6,1) - I'm sure that these overlaps with the two circles can be avoided while still sticking to your structure by moving the slider (with the circle stacked on top of the head) a bit lower, the overlaps just don't look to neat imo and stand out in the clean map :c
    I'd personally wouldn't mind changing spacing to completely avoid any possible overlaps as you mention, but since I can't really seem to find a nice solution right now I shall give you this screen showing how when the first circle disappears the second one starts appearing https://osu.ppy.sh/ss/7873551 :p
    Also, slightly after that point https://osu.ppy.sh/ss/7873560
  3. 00:43:259 (1,2) - Like in the other diffs, I would move this further up so that it doesn't ruin
    I was wondering what exactly since you didfn't point out this timestamp in the other diffs, but then I saw the position and realized it was about the hit-meter again xD. Well, I guess the same reply I gave above applies here too :p

Honestly, this is such a clean mapset, I enjoyed modding this a lot =w=
Gonna link the mod and map in the queue
GL!

Thanks a bunch :3

Dragontail
I will try my best. Didn't mod too much but getting practice from queue.

[Insane]
Change section from 00:05:897 to 00:06:265 to maybe this? https://osu.ppy.sh/ss/7862580. It may be a little confusing.
well, while it would make sense to do that if I consider only the stream, it actually ruins my flow onto the next pattern if I stack them that way, so nope :/
Nc at 01:06:265 to signal new downbeat being played?
that's actually not a downbeat and if I put a NC there everything after it would go into pieces xD
Stream starting from 1:37:185 is a little too complicated perhaps for easy insane?
but this is not an easy Insane at all lol. Star rating just happens to be low because of BPM, but I can ensure you that stuff like that is perfectly fine for this sort of diff :p
Last note too hard to hit?
it's the last note after all, make the suffer for that FC =3= (not that it takes much to FC a 4* map anyway, lol)

[Hard]
Just General Thoughs
Do not stack whole note apart beats. It is confusing because you are also doing it on every half beat as well
while it is a valid point I can still reply with "if you listen to the music enough you know what to expect, since both stacks are pretty intuitive" (but I guess this is subjective, so I will ask for more opinions on this instead)
Try not to hide the notes under after a slider unless directly under. It may be confusing.
this is actually a valid concern.
I changed 00:07:553 (1) - into a 1/2 sldier + circle since the different snap stacked after the slider was really misleading.
I didn't find anything else of the sort on the diff so it should be fine like that


[Easy]
Plz put slider at 00:23:382 for two ticks. And other sections similar to that section as well. You are missing the vocal line
well, there are no vocals in this song but I understand what you mean xD
Still tho, it is too complex for this diff so I purposefully avoided it, so nope, I won't add anything there


Good luck!

Really thanks for your mod, you brought up an important issue on the Hard :3

A r M i N
m4m from ur queue

you maybe will be seeing a lot of crap i mention, but i personally like to point out more stuff cause there is a higher chance you can use some of it if you know what i mean ^^

[Insane]

00:00:376 (1,2,3,4) - for this pattern, well (3) and (4) for me sound louder than 1 and 2 no ? higher pitch at lease u know so why not space them more
holy, this bugged me for an eternity and didn't realize why. I think I fixed it by using a concept I use in the map,
although not exactly as you suggested (well, in fact of movement, I did exactly what you suggested actually xD)

00:13:259 (6,1) - stack those to maybe have similarity to 00:13:075 (5,6) -
ah, this one is intended. The amount of movement is what I wanted and needed there, so I won't change this (since they are not similar here)
00:08:290 (3) - NC for better reading ?
00:10:866 (3) - ^
00:11:234 (4) - ^ you know etc.. i am not gonna mention every single one ^^
heh, sorry but nope, that's how the entire map works and once you get used to it it reallyu feels natural :3
00:16:572 - Missing beat
00:19:517 - ^ well maybe u did it on prupose i dont see why tho
yes, it was on purpose to alter the amount of movement to the next note once again.
That aside tho, I tried using one more repeat and things don't really change much in the end, so sure, fixed

00:21:541 (4,6) - those are kinda overlapping doesnt look nice
00:24:486 (4,6) - ^
I'll give you the same reply I gave to _DT3: the first circle disappears right in the moment the second one appears:
https://osu.ppy.sh/ss/7873551 :p

00:25:774 (2,3) - space those more for emphasis of (3)
I use a reverse emphasis here instead, which means that emphasis from 2 gets "transferred" onto 3 because of the upwards/downwards sequential movement
00:29:823 - want to have increasing SV maybe idk ^^ nah, doesn't look that great to me among the whole map
00:43:811 (3,4) - to have those so low spacing even tho there is a finish on (4) hmm idk
explained two suggestions above
00:58:903 (6) - maybe you can try sth like this to have the sparkle sound mapped http://puu.sh/voBZw/96767fcb27.jpg
while I agree it would be a nice pattern to emphasize them, it would become too clustered with my current spacing.
Moreover, the map is using a really simplistic style here, so adding more complexity would ruin it :/

01:07:737 (5) - in the past ones u always had a NC on the streams 01:07:737 (5) - nice catch
01:03:688 - this http://puu.sh/voCcf/98c95ae0a4.jpg could give a more fitting rhythm following the flute there tho :p
01:15:468 (1) - ^ ^
01:19:517 (4) - woah that spacing it's on sliders so it's more lenient here. Should be fine imo
01:31:296 (8) - NC on stream nope, this is a whole different matter :p
01:34:241 (6) - ^ ^


[Hard]

00:31:480 (4) - why not space that a bit more because I think the shape change is good enough already
00:25:774 (2,3) - 00:34:609 (2,3) - those dont differ much in spacing even tho the sound difference is kinda a lot, i'd reccomend nerfing the 2nd one like this maybe 00:28:719 (2,3) -
pitch changes tho =3=
00:37:001 (1) - more like this for emphasis http://puu.sh/voCJM/d614a98f13.jpg
but my emphasis is different and consistent in the whole map, lol
00:39:946 (1) - fail stack ?
it may have been before, but I changed the shape with another mod, so it should be fixed
00:40:499 (2,3) - lower spacing same thing as above same
00:55:222 (6,7) - space (5) to (6) more than (6) to (7) same as before. Already explained~
00:58:904 (4,5) - 01:00:376 (4,5) - increase their spacing since music also changes
while it makes sense to do so, it is still a Hard, so I can't do much about it. The SV change should be enough to give off the right feeling imo
01:37:553 (2,3) - space them a lil more I believe that's good enough for this diff xD


[Normal]

00:25:774 (4) - i'd put 2 circles just for emphasis
someone already suggested this to me in chat and I can't really do that, otherwise the map's complexity rises too much :/
Moreover I'm using that sort of slider as a map-wise concept, so you find it a bit everywhere in this diff

00:37:553 (4) - ^ ^


[Easy]

00:45:652 (2) - i would end it here 00:46:572 - like u did with this 00:48:597 (2) -


well that should be it for now, like i said at the very beginning maybe a lot of my suggestions are total crap but please keep in mind the more i point out the more potential fixes will happen

I hope i helped to improve your set and i wish you good luck for pushing it for ranked you did, thanks :3

my map: https://osu.ppy.sh/s/539241

have a nice day/night and happy mapping :3

Asaiga

Hi, from your favorite #modreqs ;3 omg, still alive. Last #modreqs mod I got was 2 years ago LOL

-Forgot your preview point on all diffs I'm dumb

MrSergio wrote:

Low diffs are edgy on purpose
just saw this after modding, still want to point out nontheless
it doesn't mean you can't point stuff on them anyway :p
No one says that my edginess is actually good, right? x)

[Easy]
SV changes in easy? It does indeed make sense with the music and doesn't seem like it affects any gameplay elements ok no. 1.2x in the kiai does bug me. It's a little bit too fast for this level
Alright, first, this was part of the "edgy stuff" :^)
Second, I had a totally new player testplay this and in all honesty, he didn't even realize there were SV changes.
In fact, he screwed up on every object regardless of these fine details since he just went for the slider end immideatily after hitting the head, LOL

00:46:940 - unecessary line on this diff
00:49:885 - ^
00:52:829 - ^
00:55:958 - ^
01:25:682 - ^ they don't harm, so I don't need to remove them =3=
[Normal]
00:01:112 (2,3) - 00:02:952 (5,1) - 00:04:793 (5,6) - since you use a lot of 1/2 stacks in Normal, maybe unstack these
00:00:376 - While unstacking those, I think this intro needs a bit of polishing regards aesthetics
I'm not sure why stacking is a problem here xD
00:08:474 (6,7) - Probably make these 1/1 since rhythm in Easy is too simple. But if you want to keep it consistent with the kiai, I think it's better to do it like this. These 00:08:290 (5,6,7) - and 00:11:234 (5,6) - use 1/1 sliders. In the kiai these 01:16:020 (5,6,7) - and 01:18:964 (5,6) - use 1/2 + a note pattern.
seeing the easy tho, this doesn't look that much more complex to me tho. In Easy I simply have a 1/1 slider, while since this diff is harder I use a 1/2 instead .-.
00:16:572 - forgot your hitsound o.O there shouldn't be an hitsound there tho
00:29:271 (5,6) - I think doubles like this can be replaced with 1/2 sliders. Easy doesn't have these and Hard has doubles anyways, it's better for the spread imo
they are pretty isolated and fairly easy imo. The rest is all sliders here, so it's even easier that way.
I'll see what others have to say in regard

00:41:050 (5,6) - ^
01:00:928 (1,2,3,1) - stack thing again. And this time 2 kind of stacks are used way too close together, consider unstack 1/1 thing
ok, this was part of the "edgy stuff" so I'll keep it in mind and see what others say about it
I do think the kiai has abit less density than the previous part which doesn't make much sense, you may want to revise that
kiai has the same density as the intro, just more spaced
[Hard]
00:01:480 (3,1) - This stack doesn't make sense to me, the music should be progressing. Stopping it like this ruins its momentrum. If these 2 00:01:112 (2,3) - are stacked then I think it would be better, otherwise just unstack
on every new stanza I used a stack in this intro tho. It makes sense to me lol
00:02:952 (4,1) - saem ^
00:06:633 (2) - Since normal doesn't use any 1/4 repeat, you may want to make these one reverse arrow less instead (i think)
what does this have to do with this diff tho? lol
Moreover you don't click those, so it's the same number of clicks you do on Normal :p

00:07:553 (1,2,3,4,5,6,1) - !!This is really hard to read lol. Maybe unstack these 00:07:553 (1,2) - first and makes these 00:08:474 (3,4) - 1/2 slider. And it's more intuitive to make these 00:09:026 (6,1) - triple taps instead.
I somehow changed this pattern with a mod above, but I changed it once more to simplify it even more.
Stacks there will still be kept since that's what the diffs in this mapset went about

00:10:866 (1,2,3,4,5,6) - same thing ^
00:12:707 (2,3) - Still think it's better to unstack these for better readability here 00:13:075 (3,4) -
that's a concept I introudiuced already and it should be predictable
00:14:731 (3) - So you have two kind of repeat sliders here. 1/6 and 1/4. Might want to use 1/4 for triples and 1/6 can keep its reverse arrows
I'm not sure I understood this tbh. I personally don't think the different amount of repeats is a big deal :thinking:
00:15:652 (2,3) - stack thing mentioned
00:16:756 (1,2) - saem ^
00:17:676 (4) - overmap here imo. Can start a triple here 00:17:860 - and one note here 00:17:676 -
the gingle is playing those notes tho :/
00:20:253 (5,6) - maybe a bit wider angle + abit less spacing here. This jump feels pretty sudden due to the note overlap behind the slider
completely not the concepts used in this map lol, so nope
00:23:014 (3) - I don't think this note has anything that deserve a jump
maybe that jump alone not (although it does to me), but in the overview of 00:25:774 (2,3) - 00:28:719 (2,3) - of the general concept, it makes plenty of sense to me :p
  • 00:23:014 (3,1) - Finally spacing is getting some space but 00:23:382 (1,2) - A doublet stack :thinking:. It goes against what you have so far
    I can't seem to understand how my spacing is increasing here and how this stack is against what I did so far, when I have these sort of stacks literally everywhere, LOL
    00:20:437 (6,1) - And consider that you have a stack here, these 00:23:566 (2,1) - could do the same?
    I don't really see why tho. In the end this is a pretty big gap, so whether it is stacked or not it's the same thing imo
    Or if you want to keep the current pattern like this 00:26:327 (1,2,1) - then perhaps change this 00:20:253 (5,6,1) - only instead.
00:25:774 (2,3) - Ye, the jump is fine here but can you keep less spacing?
I explained this stuff in one of the mods above (don't remember which, sorry). The jump itself feels fine to me
01:06:817 (1,2,3,4) - two stack concepts use next to each other can be confusing even on Hard.
well, that is part of the challenge and it's not like I'm introducing a new type of stack. Players should know those stacks from the intro, which used them plenty of times
01:13:259 (3) - This slider feels like it's better for the rhythm. And these 2 can be a stack instead. Applied the same for here 01:10:314 (3,4) - and 01:07:185 (2,3,4) - if you agree
You lost me here tbh xD. "And these 2 can be a stack instead"... ? What exactly is "these"? xD
01:18:596 (1,2,3,4,5) - mentioned ^




I hope I pointed out right stuff that needs to be fixed. Couldn't mod Insane rn sorry. But if you liked this mod, you could call me back to mod the rest otherwise I'm just being dumb with your mapping's intention xd
Is this the next BN test hoyl >Implying that I made mistakes on purpose, lmao

Thanks for the unexpected mod too xD

pkhg

MrSergio wrote:

Low diffs are edgy on purpose
taking that in consideration there isnt to much to point out in lower diffs
set a preview point ye lol

[Easy]
  1. 00:56:510 (1,2,1,2) - that would be cool with tickrate2 but new rc ik :/ Volume is reduced there to make it less prominent tho
[Normal]
  1. 01:01:848 (3,1) - id prefer them unstacked to add a bit of emphasis to 1 ok, I guess with this third time being pointed out I ought to change it. Managed something
[Insane]
  1. 00:13:811 (2,3) - dont really like that kind of overlap rip overlap then
  2. 00:29:455 (1) - i dont think this nc is doing something so oh, you're right, lol
  3. 00:31:480 (1) - making the tail clickable would be nice cuz the sound here is very similar to 00:32:032 (2,3,4) - these it's a bit of an oldish style to do this, but imo it works nicely with this whole map. If anyone points it out more I wil change tho
  4. 00:43:627 (2,3,4) - i think larger distance on 3,4 would be better cuz cymbal. well u prioritized structure over emphasis in some places so idk this time I used a more recent mapping technique, which consists on transferring the emphasis from the first note to the second by using a certain movement. In this case, the downwards movement.
    The emphasis from 3 gets onto 4 in gameplay and it feels really cool. Try it :3
i dont agree with edgy low diffs but i might just be close minded. ill probably accept that in a near future
nothing much to say gl

As they say, the good wine can be found in the tiny bottles. Thanks you :3

davidminh0111
Hello M4M here: upon which we didn't agree lol
[Insane]
00:17:676: Can you make a more beautiful stream not sure, can you suggest one? x)
00:20:621:^ ^
00:43:259: Can you move up this slider a little bit, too low it's still inside the playfield tho o.o
00:44:731 (1, 2, 3): I thought it was a short stream but it seems confuse, can you fix it well, duh, that's the challenge LOL
00:47:676 (1, 2, 3): ^ ^
00:50:621 (1, 2, 3): ^ ^

I'm a very bad modder, if this doesn't help you, don't give me kudos. Because i have never mod a map from Moderator like you

Good luck, I like the song

Thanks for taking a look :3

Invertable
Hi M4M from your queue

Widescreen support is turned on on Easy and Normal but turned off on Hard and Insane?

Easy

  • 00:05:897 (1) - Delete Inherited point no need

    00:46:940 (1) - ^

    00:49:885 (1) - ^

    00:52:829 (1) - ^

    00:55:958 (1) - ^etc. (I know that is not that big deal but why not it looks better without them :) ye, no real need to remove them if they don't alter the map

    00:20:989 (1,2,1,2,1,2) - Hm so you have a nice melody to map here and while i was trying to figure out what are you mapping here i couldn't find the answer.You have amazing drum beats that you mapped right before that place which is much more fun to play and would be much more easier than these 7/2 Sliders that doesn't emphasize anything and its not the most intensier melody on this part. Also if you wont change it I guess you are mapping this flute or what ever it is xd. Why you didn't map the place where you can hear a lot of intensity 00:23:382 (3) - 2/4 slider on this time would be amazing to put . Same goes for next 2 places like that and the next part. Cause only mapping these sounds 00:22:829 (2) - makes no sense to me cause its not eve that important to map that background noise and these 2 strong beats that you left un mapped should be mapped for sure it wont be hard for newbie players.
    this part is entirely on flute and although it may seem boring for you, I had this tested by a totally newbie player and he still found it quite challenging.
    What's more you're asking me to do something counter-intuitive for these diffs: add more beats, LOL
    This part is meant for newbie players, not you or me or any player that knows how to play a Hard diff xD


    00:46:940 (1) - 1/1 Slider would be much better instead of circle because you are mapping this (I really dont know that is that) and you can hear it 2 more times after that circle so mapping only one isn't as good as mapping all 3 of them :) (same goes for all the places after it)
    wait... I don't see circles here o.O You sure this is the correct timestamp or/and diff? xD

    01:10:682 (4) - Why you didn't map this strong sound here
    you pointed out a slider, so I would obviously reply that I have an object there so what are you hinting at?
    Anyway, I believe you were trying to point out 01:10:682 - which instead makes things too complex for this diff and that's why I didn't map it

Normal

  • 00:05:897 (1) - Delete this Inherited point you really hate them, huh? x) It doesn't matter :p

    00:04:793 (5,6) - These should be stacked its not the same melody and they just don t feel like they need to be stacked. So 1/1 slider would be amazing on this place. Easier for newbie to read and play and much better emphasis on strong sound.
    sliders naturally decrease emphasis on the tail tho so I don't see how that would improve it lol.
    Also, there is a reason in the music to make me want stack them like that. It's to separate different rhythm + expressing my own vision.
    Lastly, if I don't have that stack where is the edginess? lol


    00:09:210 (1) - Also this slider could be ctrl+H and then return it in the same place. Better flow and easier mouse/tablet movement. Do the same to the next slider ctrl+H and since they are all overlapping you can just leave the third straight slider be like it is .
    that would actually ruin the visual structure with the next slider, lol. Also, I can ensure you it's not a big change since that slider is practically interpreted as a straight slider, cursor-wise (just think of how you can still clear that slider by simply moving upwards, lol)

    00:52:277 (4,5) - Only time you put 2 circles instead of 2/4 slider. You had same melody here 00:46:388 (4).
    ah, you're right. Fixed

    01:28:719 (1) - This is not the same melody as 01:25:774 (1) - and it doesn't need that much of emphasize to put slider here. Circle is just fine.
    why not

Hard

  • 00:04:793 (1) - I think you don t need such distance on this one its not that important. The distance between 00:04:425 (4,1) - should definitely be lower than between 00:04:056 (3,4).
    not sure why tho x) 00:04:056 (3,4,1) - is a pseudo-triangle + the new combo means a new rhythm which I wanted to emphasize through the stack. This stack requires a bit more of spacing to work tho

    00:04:793 (1,2) - Why stacking them tho the melody changes on 00:05:161 (2) - it feels like it should be somewhere else.
    I indirectly answered to this with the above one, lol

    00:07:553 (1) - So slider end on such a strong sound which is like 0 emphasis. Since you put reverse sliders here 00:06:633 (2) - mapping these streams I would put instead of 00:07:553 (1) - one 1/4 slider with reverse arrow and then a circle with NC on 00:07:922 (1) - To get that great emphasis on that strong beat. Or you can map it like this part 00:10:314 (3,1).
    with this many mods I already re-did this part since it was meh

    00:31:480 (4,5) - Polish blanket not my priority tbh, lmao

    01:10:498 (4) - Over mapping cause circle on sound that you can t even hear is just not right. Put slider if you wan t that part mapped since slider end is not that great emphasis but can cover that not so important sounds
    not overmapped in the least. There's a flute beat there you missed apparently :p

    01:22:277 (4) - ^ ^

    01:14:731 (3,4) - These are the same as 01:15:468 (1,2,3,4) - think about putting sliders instead of circles.
    what about 01:02:952 (3,4,1) - then? This is consistent as a concept, so nope =3=

    01:31:296 (4) - Why is only circle here? Why not slider with reverse arrows or stream its hard diff u can put 4 note streams.
    but I don't want to, lol. It's not among the concepts used in this map so nope.
Insane

  • 00:01:848 (1,2) - These should be stacked they just doesn t sound right when they are stacked cause the music changes its not like these 00:03:320 (1,2) - Even tho I'm agains them too cause slider would be much better.
    new rhythm falls on new combo, hence I reset the spacing by using a stack. Nothing drastic anyway.
    I just start getting the feeling you are too used to the nonsensical 2015-2017 jump spam everyone likes... :roll:


    00:01:112 (3) - Also I think this one should be spaced more. Just like you did with this one 00:04:425 (6)
    this was actually changed with a previous mod since it was a bit meh

    00:06:633 (3) - Well in hard diff you made this slider reverse 2 times so 3/4 beat was in reverse sliders why is this one only 2/4? shouldn't be the same no matter hard or insane diff. Even tho for hard to have 2/4 slider instead of 3/4 would be better and for Insane to have 3/4 would be better than 2/4. Cause u are mapping that sound here with 00:09:762 (3) - and at one place you mapped it at one you didn't why tho
    well, the reason you gave me wasn't so convincing but while trying to understand I noticed an inconsistency myself so yeah, changed

    00:13:075 (5,6) - Ok with these ones I would do something else. You can Ctrl+G them and i think you should put more space on 00:13:075 (5) - when you ctrl+G it so you can stack it with 00:11:787 (7) - it feels just right to play it that way.
    I could say it works for you x) I personally prefer the current version since it makes more sense with the general spacing concept I have here :p

    00:31:480 (1) - Why overlap no need for that you can just stack it on slider end of 00:30:928 (3).
    then you missed the whole point of my pattern, lol.
    All of 00:29:823 (1,2,3,1) - these have the slider ends overlapped the same way, why would the last one be special?


    00:30:928 (3,2) - And also don t overlap these
    they aren't at all, lmao. Check in gameplay

    00:33:504 (5,3,4) - Stack again not noticeable in gameplay

    Ok nothing much to say here

Well edgy memes for edgy teens

Edgy maps for edgy modders (I guess) I don't really like memes tho...

  • GL with the map and hope this mod was somewhat helpful !


+1 Star

My map: https://osu.ppy.sh/s/480481 Ty

Thanks for the mod and the star!

C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. No preview point in any of the diffs, make sure to fix that it goes against the RC. yeah,
    did that already
  2. Your bg is really big in size owo, i've messed about with it and managed to get ~-600 kbs in space might want to change it if you wish
    I wonder why it was that big tho o.O
    Changed

Timing
  1. Check!

Hitsounds
  1. Mentioned in mod if any


Easy
  1. 00:05:897 - why is this green line here :o, there are a couple in Easy, Normal and Hard diffs, make sure you delete them owo
    you guys seem to care so much about these, yet it is pointless to keep/delete them... =3=
  2. 00:06:265 (1) - Aren't more than 2 repeats slider not allowed in easies? especially on this bpm it seems rather too hard judging the star rating is make for the newer audience too aa, i would recommend you doing something along this rhythm, that way there won't be any problems i guess i was told by somebody once that more than one repeat is too challenging for newer players, if I'm wrong please explain so i don't get wrong xd
    it's not a matter of being wrong or not here, actually.
    I had this diff tested by a completely newb player and in fact, the repeats weren't a problem at all (he didn't know how sliders work to begin with, so rip details of any sort).
    Long story short: whether I put 1 or 2 repeats it's the same (since they can see both repeats in time), they will suck on them anyway,
    LOL
  3. 00:13:811 (2) - see since you shape sliders around their sounds, i think it would be pretty cool to make this one do the same thing too, so like at the red tick where a sound change occurs you could shape the slider like this to account for that sound, since you do it often I think this could fit too :o, If you do this, do the similar to 00:16:756 (2) -
    not sure what you meant here since I didn't realyl shape anything to match sounds lol. Even tho I changed the last slider into a curved one since it was cuter
  4. 00:22:829 (2) - since this slider doesn't follow the same sound and pause as this 00:20:253 (2) - making them the same kinda doesn't make any sense at all imo, making this a repeat slider though will catch the cool trumpet sound at the white tick :o, you could do this for other instances too.
    unfortunately I can't be picky with this stuff, I have to use similar shapes for different concepts for the sake of making it easier to interpret. If I were to change that the whole map would become even harder to predict than what it is right now lol.
    What's more, both those sliders are actually playing the same type of rhythm: a 1/2 as the last part of their rhythm. That's common among all patterns there and that's why I think it still fits to do so
  5. 00:48:597 (2,1) - you could keep this distance between these objects the same as you did here 00:45:652 (2,1) -
    does it change anything important or not good in the current pattern?
    As I see the matter, it doesn't matter at all, lol
  6. 01:27:247 (3,1) - you could fix up the visuals here owo so that these are perfectly parallel xd l m a o


Normal
  1. 00:00:376 (1,2,3,4) - spacing between these is kinda scattered around, like it's probs because of the auto-stack feautre for the first one but the fact that 00:02:952 (5) - gets lower spacing for no reason doesn't really make sense considering it's the same sound all along still. Also since you used more or less 1.5x all along it woudn't be a bad idea to make them constant even if it doesn't affect gameplay on a huge scale
    did you check the values of each one of them or is it that noticeable in gameplay? lol
    I honestly didn't notice this and I believe it's not important
  2. 00:14:363 (7) - woudn't you want a clap at the end of this slider end, seems kinda weird having it here 00:13:259 (4) - but not there, also if not for consistency you should have it here too 00:16:204 (4) - owo
    it was actually the drum-hitnormal, but yeh, added
  3. 00:39:394 (2,3) - you could have continued with using curvy sliders here too tbh, since it's the last part of this section that is similar it feels odd just changing the last pattern, It would have been cool if you changed the shapes 2 times rather than one since then you can actually see that there is some pattern going on. you could do something similar here too 00:27:615 (2,3) - so that it would be curvy/curvy, then it would move onto curvy, straight and on that time it would go back to curvy/curvy again. It's much more organised that way imo, rather than having "random" shape changes at points. Don't get me wrong they still somewhat make sense just that would be a pretty cool addition.
    curved those last sliders then
  4. 01:01:848 (3,1) - maybe this is a personal thing o'mine but since you used stacks previously on all of these patterns 01:00:928 (1,2) - using a stack again with a different gap will be harder to distinguish/read, what i would suggest is for you to place the note just out a little out to show that something is different with this note and to make the player expect something different.
    your suggestion is too complex for this diff since...well.. that stuff is more for higher diffs.
    Anyway, I changed this stack with a previous mod, so I hope it is fixed
  5. 01:30:928 (4,1) - you could fix this blanket xd
    this is more than enough to me tho x) http://mrsergio.s-ul.eu/d8VJlSkq.png


Hard
  1. 00:07:553 (5) - you're missing sick snare sounds in the middle of this slider, it kinda feels uneccessary since you just emphasised a less intense 1/4 sound here 00:06:633 (2) - , I'd suggest something along this rhythm to go with it, that way you will also lead nicer and more expected into the pause rhythm you are going for.
    I actually managed to change this pattern 3 times with all these mods lol. What you saw doesn't exist anymore, but not sure if it's how you expected it to be x)
  2. 00:08:290 (2) - I suggest you NC this instead rather than 00:07:553 (1) - , to show the difference in rhythm your going for and constant pauses and reading required to actually read it properly. Same goes for all similar patterns like this 00:10:866 (1,2) - etc.
    yeah, with the current pattern I shouldn't need this sorta stuff
  3. 00:34:609 (2,3) - you're overemphasising this considering that you made a similar sound here 00:28:719 (2,3) - spaced less than the more intense sound at 00:25:774 (2,3) - it doesn't fit the construction you went for at all, since now the higher pitched sound here 00:37:554 (2,3) - has the same spacing as the less pitched one, which makes it seem kinda odd. I'd recommend you fixing this also whilst you're at it maybe it's just me but the lower pitched sounds could be brought just a little bit up in spacing since they feel a bit underwhelming when hitting them
    while the intensity thing is there, I should make you notice I focused on the beat's pitch here xD
  4. 01:07:185 (2) - again you could NC this instead of 01:06:817 (1) - for better readability imo
    I personally think it would be harder to read with that sort of comboing tho, so maybe I'll wait for more opinions on this one
  5. 01:37:553 (2,3) - imo you could seriously raise the spacing of these a little bit more, it feels so underwhelming these stronger sounds get smaller visual spacing than 00:40:499 (2,3) - which is much less intense. By placing (3) at x:79 y:130 would make it seem so much more emphasised than it already is imo.
    ok, you're not the first one so why not. It makes sense anyway, I just wanted to not exaggerate on them


Insane

  • Don't you think OD 7.5 is a bit of a overkill with this star rating and AR? If i were you I'd lower it to like 7 at least to make it more forgiving with acc, especially since this map is based around strict and hard reading
    LOL, I actually raised it thanks to another mod ahahaha.
    I'll probably let BNs express their opinion on this matter I guess
  1. 00:01:848 (1,2) - stacking these seems kinda random? i don't see any reason why you would do this, since you could have easily went with a similar pattern to this 00:00:376 (1,2,3,4) - which would increase or decrease according to the music, just rotated by 180 idk. That would fit much better than only stacking once in the exact same sounds that occured there
    I actually changed the intro of this with another mod.
    Regardless of that tho, my stacks are simply meant as "spacing and rhythm reset". They give off a particular feeling here which I'd rather not change
  2. 00:07:553 (7) - since this slider follows a 1/6 snapping you could decrease the sv at each occurance so that the actual visual length of the slider would appear to be smaller, since now it look really similar in length to 00:06:633 (3) - for example which is hard to distinguish during gameplay. You could do this for all the similar stuff like this.
    I actually changed 00:06:633 (3) - along the line, so no problem anymore.
    Regardless of that tho, whether it is 1/4 or 1/6 the time you get to hold the button is the same on both and I doubt anyone can count how many repeats each slider has, right? x)
  3. 00:10:314 (1) - to 00:10:682 - why did you decide to miss out these drum rolls here? you mapped them everywhere else, the song hasn't changed much and it's just a repeat of the previous section here 00:06:265 (1) - feels rather random and odd just missing out snares considering you mapped them there too. You could change up patterns to make them look different and not feel too repetetive but don't drastically change rhythm like that, it just doesn't feel right :/
    this section is more of a transition and I tried to not make everything exactly similar. Apart from that I simply wanted to to follow more the bgm since that's the focus of the next pattern: 00:12:155 (1,2,3,4,5,6) -
  4. 00:16:572 - you could place a note here so that you can then be consistent with your hitsounds aa, also the beat here your missing is pretty noticable again considering that you mapped it not that long ago
    ye, this got added
  5. 00:20:621 (1,2,3,4,1) - since you went for the same theme as you did with 00:17:676 (1,2,3,4) - considering this set of "whistles" is less intense you could decrease the visual spacing of this stream to make it look more emphasised and creative rather than just copying the stream. Or on the other hand you could make 00:17:676 (1,2,3,4) - higher spaced because it does somewhat feel more important in terms of intensity (probably because it's isolated) and that way then you won't have to change the other pattern, just an idea to make it look more creative from your part rather than just copied because it sounds similar. Music did change quite a bit so it would be nice showing that.
    I actually ctrl G'd 00:20:621 (1,2,3,4,1) - , is that good enough? :roll:


Final Words
  1. In my opinion the mapset is ok, the lower diffs although you said they are supposed to be edgy, they match the song and your design/rhythm choices very well and they don't seem to provide any issues whilst reading for newer player (occasionally that isn't the case, but mostly) and the gimmick for those diffs worked very well. Although once you get to the harder diffs like hard is ok if you look at it but imo insane needs to be looked at a little about the rhythm inconsistencies. I'm guessing you changed things up not to make it as repetetive and to make it stand out as much as possible yet, sometimes it just didn't make a lot of sense and totally screwed up playability and overall structure of the map itself. I did specify those in the mod but maybe it's just me but changing rhythm choices so fast during sections is pretty weird and unexpected.
    From my point of view the overall structure is pretty solid, except some transition parts I highlighted in the reply.
    That being said, I guess the changes you saw were mostly my attempt to break free from the repetitive stuff this song provides so uhm...
    I'll see if anyone else has anything to say regarding this


    My map: https://osu.ppy.sh/s/595067
    Cheers =3=
Thanks =3=b

Murasaki Nova
Hello there, just a quick mod from #modreqs
Insane

  1. 00:16:572 and 00:19:517 - Not quite sure about that one but these sliders ignore strong sounds on the next tick after their ends. In other similiar cases like 00:43:259 (1,2) you keep placing circles on that tick, but since these ignored ticks are a bit less strong you could just end these sliders there instead of placing notes.
    fixed with a previous mod, ye
  2. 00:25:038 (6,1) and 00:27:983 (6,1) and 00:22:093 (6,1) seems kinda strange to me maybe you should've place it more symmetrical to the near notes like that example.
    they are symmetrical already imo o.O
  3. 00:39:762 (6,1) - these 2 notes are not stacking properly.
    it's just auto-stacking there, lol. I can't do much about it
  4. 00:43:259 (1,2) - maybe you should make a NC on the note after kickslider just like there 00:32:400 (4,1) to keep it consistent.
    oh yeah, you're right here
  5. 00:43:811 (3,4) - spacing between these two seems to be a bit small considering the sound it represents.
    those two sliders shouldn't have any sort of relation tho o.O
    Did I miss something here
  6. 01:06:265 (1,2,3,1) - NC example.
    this is actually fine :p

    Good Luck!
Thanks for the mod. Short but not bad at all!

OMG, am I done already... ?
_handholding
I feel like you could shorten sliders like 00:29:455 (5) by 1 tick to increase the hitwindow and make it easier on the player. For 00:20:069 (2) it's kind of inevitable i guess but you could also change it into a 1/8 slider (with increased SV for visual reasons) to increase the hitwindow, I don't think ppl would notice the difference in game really.

Since I know you're a big fan of consistency did you intentional make the red point of 00:39:946 (1) in a different position to 00:28:167 (1) ?

edit: insane diff w
A r M i N

MrSergio wrote:

OMG, am I done already... ?
No man Kisses has got your back
Topic Starter
Seijiro
replied to both suggestions in-game and no change
kwk
Shouldn't romanization be sorairo concerto
Topic Starter
Seijiro
oh, that looks like a good source. I just couldn't get a hold of a romanization on the other site so rip.
Changed and updated
Rizen
don't kd if not helpful

Easy
  1. 00:01:480 (2) - tbh, I think this would represent the music better if it was a circle then 3/1 slider starting on the large white tick because the xylophones are in sets of 4
  2. 00:23:566 - would of been better imo to map the drums at this time since they are rather prominent. However, that would affect a large chunk of your diff and you made it consistent so can change or notice
  3. 00:45:652 (2) - the red tick at 00:45:836 - is more prominent than the current white tick. Consider moving the slider over by 1/2, ending on that red tick. applies to upcoming ones too
Normal
  1. 00:52:277 (4,5) - chosen not to be edgy with this as you have done at 00:46:388 (4,5) - , 00:49:333 (4,5) - ?
  2. 01:23:382 (2,3) - copy and paste 01:20:437 (2,3) - and use this rotated instead? i know this is pretty stupid, but could help a little bit with consistency
Hard
  1. 00:06:633 (2,3) - not a fan of this tbh, 00:06:817 - is a pretty significant beat. also because it's kinda the only time you don't follow it compared to 00:09:210 (1,2,3,1) - which follows that drum
  2. 00:31:480 (4,5) - looks so much like you wanted to blanket this .-.
  3. 00:37:554 (2,3) - increase spacing? you kinda did in the same instance before at 00:25:774 (2,3) - compared to (00:22:829 (2,3) - , 00:28:719 (2,3) - )
Insane
  1. 00:01:848 (1,2,3,4) - instead of such static spacing, perhaps you can use more dynamic spacing as you have done at 00:00:376 (1,2,3,4,1) - ? maybe same at 00:03:320 (1,2,3,4,5) -
  2. 00:27:983 (6,1) - move a little lower so that circle is completely on that slider path?
  3. 00:41:050 (4,5) - reduce spacing? I don't quite see a reason why to increase it here compared to (00:35:161 (4,5) - 00:38:106 (4,5) - )
  4. 00:46:572 (1,2,3) - not sure how fussy you are with patterns but this isn't straight, the centre circle is slightly bulging.
  5. 00:56:510 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - it would really enhance the experience of this diff if you position these patterns relative to which side of the speaker the plucking string instruments are being played through (left, right, left, right). Need stereo headphones to listen
  6. 01:08:658 (4,5) - would be better to space these more than 01:08:290 (2) - since it's a lot more significant than previous circle 3. compared to 01:20:437 (4,5) -
good luck!
Topic Starter
Seijiro

Rizen wrote:

don't kd if not helpful

Easy
  1. 00:01:480 (2) - tbh, I think this would represent the music better if it was a circle then 3/1 slider starting on the large white tick because the xylophones are in sets of 4
    my idea here was actually the same as of what you suggest. Since that xylophone plays as you heard, I thought of using the same concpet for them all, hence no one of them gets a click (otherwise I'd need a click on all of them)
  2. 00:23:566 - would of been better imo to map the drums at this time since they are rather prominent. However, that would affect a large chunk of your diff and you made it consistent so can change or notice
    I seriously tried to incorporate those beats too, but it was too hard for the average difficulty of this diff :/
  3. 00:45:652 (2) - the red tick at 00:45:836 - is more prominent than the current white tick. Consider moving the slider over by 1/2, ending on that red tick. applies to upcoming ones too
    I wanted to avoid the strange 3/2 gap tho, that's why it ended up like this. On higher diffs you'll notice how my simplification was made. Still, I tried to make it intuitive but I'll try asking more people about this to be sure
Normal
  1. 00:52:277 (4,5) - chosen not to be edgy with this as you have done at 00:46:388 (4,5) - , 00:49:333 (4,5) - ?
    you catch me here off-guard. Not sure... aren't they all the same there? @.@
  2. 01:23:382 (2,3) - copy and paste 01:20:437 (2,3) - and use this rotated instead? i know this is pretty stupid, but could help a little bit with consistency
    aren't these the same? .-. I didn't copy/pasted them, but I believe I managed to make them almost identical anyway
Hard
  1. 00:06:633 (2,3) - not a fan of this tbh, 00:06:817 - is a pretty significant beat. also because it's kinda the only time you don't follow it compared to 00:09:210 (1,2,3,1) - which follows that drum
    explained this a couple of times. This part is more of a transition, so I didn't make it the same as the rest. I believe the focus of the pattern is pretty clear in gameplay here
  2. 00:31:480 (4,5) - looks so much like you wanted to blanket this .-.
    I didn't, but let's say I did anyway :p
  3. 00:37:554 (2,3) - increase spacing? you kinda did in the same instance before at 00:25:774 (2,3) - compared to (00:22:829 (2,3) - , 00:28:719 (2,3) - )
    it's already a lot imo lol
Insane
  1. 00:01:848 (1,2,3,4) - instead of such static spacing, perhaps you can use more dynamic spacing as you have done at 00:00:376 (1,2,3,4,1) - ? maybe same at 00:03:320 (1,2,3,4,5) -
    the whole theme of the map is a "fanfare" and as such I tried to maintain order whenever possible.
    For how dumb it may sound, the intro is using varied spacing as to mean "they are gathering, but they still are disorganized to start the song" while the contant spacing refers to the fact they finally managed to make a line and start it x)
  2. 00:27:983 (6,1) - move a little lower so that circle is completely on that slider path? lmao
  3. 00:41:050 (4,5) - reduce spacing? I don't quite see a reason why to increase it here compared to (00:35:161 (4,5) - 00:38:106 (4,5) - )
    yep, nice catch
  4. 00:46:572 (1,2,3) - not sure how fussy you are with patterns but this isn't straight, the centre circle is slightly bulging.
    ye, although tiny, I noticed this even during gameplay, so better fix it for all three of them
  5. 00:56:510 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - it would really enhance the experience of this diff if you position these patterns relative to which side of the speaker the plucking string instruments are being played through (left, right, left, right). Need stereo headphones to listen
    oh, why not. Didn't notice tbh lol
  6. 01:08:658 (4,5) - would be better to space these more than 01:08:290 (2) - since it's a lot more significant than previous circle 3. compared to 01:20:437 (4,5) -
    here I use a little of field emphasis to create a strong enough one on this circle. Also, the pattern was meant like that to slow down the pace in a subtle manner, which is what it does currently, so better leave it like that :p
good luck!
Thanks a lot for the mod, and sorry for the late reply =w="
Nao Tomori
as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one


[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -

00:46:940 - please at least add one object here, ignoring this is really lame imo.

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps

[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.

01:27:247 (3,1) - stack these o.o

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )

00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.

00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.

01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.

regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note

00:04:056 - imo should fill in the red ticks with slider ends here

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -

00:11:971 (8,2) - pixel overlap plz fix

00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing

00:20:621 (1) - same here this one felt very overspaced in gameplay to me

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement

00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern

01:02:768 (3) - end missing normal sampleset?

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.

01:37:737 (2) - needs a nerf imo. this is really hard.
bubble chicken's theme that shit is amazing mapping
Topic Starter
Seijiro

Naotoshi wrote:

as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one yeah, that was a lot of attempts to find something cool,
but in the end I removed everything



[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps
removed

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow
had a testplay on them and it was fine (pretty fresh player. Too bad I couldn't get a replay because he never managed to finish the map =w=')

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?
managed something

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -
tried, but it is too misleading imo. My testplayer didn't have problems either with it

00:46:940 - please at least add one object here, ignoring this is really lame imo.
the general style of this diff doesn't hint to anything of that sort tho. Doing a faster rhythm here in the calm part seems un-intuitive to me

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps
tbh... I'm using what the song provides me, I can't really do much if there are a shitton of 3/2 gaps.
My testplayer also showed me that as an entry level for total beginners this is quite fitting: he couldn't finish it, but he told me that it was a nice challenge, which made me think that it was in his possibilities with a little more training.
Pretty sure I don't use that many 1/2 in a row on the Normal either, so it should be fine spread-wise


[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.
they have a different pitch, hence I wanted to convey that throw movement. Quality-wise those beats don't seem quote the same to me, but it must be because I listened to this too much

01:27:247 (3,1) - stack these o.o
misclicked there

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )
because the section before that beat is the intro and it's calm. While it may be true I used similar sounds later on,
it is also true I had more intensity in those cases. What's more, 00:06:265 (1,2,3,4,1) - this pattern introduces a new concept which I'd like the player to understand, so I had to also keep it simple


00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.
but besides that this map doesn't have anything else .-.
I could manage to do something, but ugh... do I have to? Heh... whatever... rip edginess


00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern
the whole pattern was made with the idea of using curved sliders this time tho, to spice things. I won't redo three patterns because of this tbh...

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation
why not

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo
without the click on 1 the click on 2 loses emphasis. Also, if you want me to extend the buzz slider till there it means there is a beat, so :p

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.
it's clearly a different sort of rhythm tho and works as transition for the kiai

01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.
this was mostly as variation and to compensate for the drop in rhythm happening at 01:09:210 (3) - .
I didn't have many occasions for variation and this one works pretty well focused on drums imo (it is a sort of build up 01:02:952 (3,4,1,2,3,4) - : circles > straight sliders > curved sliders, to show the change in intensity expressed through alteration of the movement (I assume straight movements are easier, hence why the last ones are curved))


regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.
they won't count them, nor notice any particular difference since they will have to hold for the same amount of time in both cases, so I believe it is more appropriate to actually use them instead of simplifying here

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends
one of the few variation chances, also used to not make 01:31:296 (4) - the break here stand out too much.

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note
what I went for here is the connection with movement between 2,3,4 and not really pitch relevance

00:04:056 - imo should fill in the red ticks with slider ends here
let's make it my own interpretation, along with the stack from above ^

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -
that double click on the same spot gives me the right movement to put emphasis on 6 properly tho

00:11:971 (8,2) - pixel overlap plz fix
too lazy xd (it actually ruins my constant DS, so I'd rather not)

00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing
it's the same concept used at the start of the map on those stacks you commented on. I go for that movement between 3,4,1. I prefer the stretch feeling which I use quite a few times in the map. The large spacing between 3,4 here is not for emphasis on 4,
but rather for the movement between them (you can call it a virtual slider if you want, but with the speed that changes based on the length of the jump)


00:20:621 (1) - same here this one felt very overspaced in gameplay to me
ok, rotated 180 degrees

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think
that it is a pain it's something I know and it's intentional for the map's theme (a fanfare). That 3 doesn't seem to have anything in particular to me tho

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement
I wanted to go upwards, but I didn't have the space to do so, obviously. I would rather keep it as it is tbh it's not a big deal imo

00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern
that looks bad to me tho

01:02:768 (3) - end missing normal sampleset?
ye

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do
that sounds bad to me lol

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.
it's not like the layer used before is playing here, right? It shouldn't be ambiguous so that's fine

01:37:737 (2) - needs a nerf imo. this is really hard.
zzz. It wasn't that hard imo and it was the last beat...
bubble chicken's theme that shit is amazing mapping
Reply: is this a threatening? xd
I was actually sure my "request" was classified as a meme among the memes floating into #modhelp lol.
Thanks for the quick look :3
Nao Tomori

MrSergio wrote:

Naotoshi wrote:

as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one yeah, that was a lot of attempts to find something cool,
but in the end I removed everything



[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps
removed

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow
had a testplay on them and it was fine (pretty fresh player. Too bad I couldn't get a replay because he never managed to finish the map =w=')

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?
managed something

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -
tried, but it is too misleading imo. My testplayer didn't have problems either with it

00:46:940 - please at least add one object here, ignoring this is really lame imo.
the general style of this diff doesn't hint to anything of that sort tho. Doing a faster rhythm here in the calm part seems un-intuitive to me

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps
tbh... I'm using what the song provides me, I can't really do much if there are a shitton of 3/2 gaps.
My testplayer also showed me that as an entry level for total beginners this is quite fitting: he couldn't finish it, but he told me that it was a nice challenge, which made me think that it was in his possibilities with a little more training.
Pretty sure I don't use that many 1/2 in a row on the Normal either, so it should be fine spread-wise

regarding spread: you have extended use of 1/2 gaps like https://osu.ppy.sh/ss/8056113 in the normal whereas the same section in the easy has something along these lines: http://puu.sh/vMiid/8f3ee38996.jpg which is why i suggested to add in the 1/2 sliders, to 00:23:382 - for example it would create a 1/1 gap which is more reasonable to have than a 5/2 one when the next diff up has constant 1/2 gaps. this is a necessary change in my opinion. gaps like 00:46:940 - are way too big considering that the normal has a 1/1 gap there but the easy has a 3/1 gap.

[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.
they have a different pitch, hence I wanted to convey that throw movement. Quality-wise those beats don't seem quote the same to me, but it must be because I listened to this too much

01:27:247 (3,1) - stack these o.o
misclicked there

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )
because the section before that beat is the intro and it's calm. While it may be true I used similar sounds later on,
it is also true I had more intensity in those cases. What's more, 00:06:265 (1,2,3,4,1) - this pattern introduces a new concept which I'd like the player to understand, so I had to also keep it simple

o

00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.
but besides that this map doesn't have anything else .-.
I could manage to do something, but ugh... do I have to? Heh... whatever... rip edginess

yolo hard players look at approach circles anyway

00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern
the whole pattern was made with the idea of using curved sliders this time tho, to spice things. I won't redo three patterns because of this tbh...
http://puu.sh/vMiCx/ba850be0d8.jpg this doesn't look better?

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation
why not

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo
without the click on 1 the click on 2 loses emphasis. Also, if you want me to extend the buzz slider till there it means there is a beat, so :p
extend the buzz slider there for buffering purposes, not because there's a beat there...

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.
it's clearly a different sort of rhythm tho and works as transition for the kiai
strongly disagree, in the insane you mapped it as the same pattern as well, because it's the same phrase in the song. mapping it entirely differently here is pretty inconsistent and should be changed.
01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.
this was mostly as variation and to compensate for the drop in rhythm happening at 01:09:210 (3) - .
I didn't have many occasions for variation and this one works pretty well focused on drums imo (it is a sort of build up 01:02:952 (3,4,1,2,3,4) - : circles > straight sliders > curved sliders, to show the change in intensity expressed through alteration of the movement (I assume straight movements are easier, hence why the last ones are curved))


regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.
they won't count them, nor notice any particular difference since they will have to hold for the same amount of time in both cases, so I believe it is more appropriate to actually use them instead of simplifying here

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends
one of the few variation chances, also used to not make 01:31:296 (4) - the break here stand out too much.

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note
what I went for here is the connection with movement between 2,3,4 and not really pitch relevance

00:04:056 - imo should fill in the red ticks with slider ends here
let's make it my own interpretation, along with the stack from above ^

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -
that double click on the same spot gives me the right movement to put emphasis on 6 properly tho
https://osu.ppy.sh/ss/8056180 a setup like this allows you to still have pressure onto the head of 6 but also follows the trombone a bit better imo.
00:11:971 (8,2) - pixel overlap plz fix
too lazy xd (it actually ruins my constant DS, so I'd rather not)
raise the ds then
00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing
it's the same concept used at the start of the map on those stacks you commented on. I go for that movement between 3,4,1. I prefer the stretch feeling which I use quite a few times in the map. The large spacing between 3,4 here is not for emphasis on 4,
but rather for the movement between them (you can call it a virtual slider if you want, but with the speed that changes based on the length of the jump)

it still feels overspaced to me. if you were going for a slider esque effect why not use a spacing more similar to the actual size of a slider?

00:20:621 (1) - same here this one felt very overspaced in gameplay to me
ok, rotated 180 degrees

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think
that it is a pain it's something I know and it's intentional for the map's theme (a fanfare). That 3 doesn't seem to have anything in particular to me tho

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement
I wanted to go upwards, but I didn't have the space to do so, obviously. I would rather keep it as it is tbh it's not a big deal imo
imo it does not make sense to use wide angles on all of these except one. i'd suggest moving this one around a bit, maybe sending it from left to right on the bottom part of the screen.
00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern
that looks bad to me tho

01:02:768 (3) - end missing normal sampleset?
ye

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do
that sounds bad to me lol

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.
it's not like the layer used before is playing here, right? It shouldn't be ambiguous so that's fine
well, yeah, the layer used before isn't playing here so the pattern should not be the same >.> but probably fine.
01:37:737 (2) - needs a nerf imo. this is really hard.
zzz. It wasn't that hard imo and it was the last beat...
bubble chicken's theme that shit is amazing mapping
Reply: is this a threatening? xd
dw, i would not expect that map in return for a bubble on this since... that map is dumb. and this one isn't that dumb.
I was actually sure my "request" was classified as a meme among the memes floating into #modhelp lol.
Thanks for the quick look :3
i never meme.
Crimmi

kwk wrote:

Shouldn't romanization be sorairo concerto
The romanization is only for the mobile verisons of REFLEC BEAT, but it appeared on REFLEC BEAT limelight first, so "Sorairo concerto" is correct too.

Source is here: https://remywiki.com/Sorairo_concerto.
Topic Starter
Seijiro

Naotoshi wrote:

[easy]
regarding spread: you have extended use of 1/2 gaps like https://osu.ppy.sh/ss/8056113 in the normal whereas the same section in the easy has something along these lines: http://puu.sh/vMiid/8f3ee38996.jpg which is why i suggested to add in the 1/2 sliders, to 00:23:382 - for example it would create a 1/1 gap which is more reasonable to have than a 5/2 one when the next diff up has constant 1/2 gaps. this is a necessary change in my opinion. gaps like 00:46:940 - are way too big considering that the normal has a 1/1 gap there but the easy has a 3/1 gap.
II took a bit of time and analyzed each diff...
Easy:
  1. main rhythm is 3/2 beats, this is due to how the song is tho. Later in the map it becomes 1/1 as you can see'
  2. the even number of repeats on sliders add a challenge (which my testplayer didn't mind at all)
Normal:
  1. main rhythm is 1/1 with usually 1/2 snaps between sliders where I had the 3/2 slider repeats on Easy
  2. max 2 1/2 clicks in a row, you usually have a 1/1 rest with a slider body or just a break
  3. intro and outro have 1/1 stacks. Everything else uses only 1/2 stacks (this should be easier to distinguish them apart imo, since intro and outro are relatively calmer, hence the bigger snap)
Hard:
  1. main rhythm is 1/2 with the insertion of 1/4 snaps after slider tails
  2. it brings a more difficult challenge by mixing 1/2 and 1/1 stacks more frequently
  3. starts providing jumps of various lengths
  4. on average, the 1/2 click chains become double as longer
Insane:
  1. main rhythm is 1/2 with plenty of short streams where possible
  2. slider jumps come into play to add more difficulty
  3. apart from stacks, spacing starts providing more reading challenges too
Now... I'm not sure what exactly the problem is, but imo the spread is perfectly fine.
Take any rhythm of the song and you'll see how it gradually increases in difficulty as we go upwards:
taking 00:44:731 - ...
3/2 + 2/1 (Easy)
1/1r + 1/2 (Normal)
mainly 1/2 + a slider (Hard)
mainly 1/2 + a slider + reading challenge (Insane)
I hope this makes a good comparison now for this problem

00:07:922 (2,3,4,5) - yolo hard players look at approach circles anyway
it got changed

00:33:136 (3) - http://puu.sh/vMiCx/ba850be0d8.jpg this doesn't look better?
nope, because my pattern was focused on 00:33:136 (3,1) - being both curved, as opposed to 00:20:989 (1,2,3,4,5,1) - being all straight

00:43:259 (4,1) - extend the buzz slider there for buffering purposes, not because there's a beat there...
my previous reply was implying that there IS a beat there. Listen to the drum in background (you also didn't point this out on Insane, I wonder why :roll: )

01:00:928 (1,2,3,4,5) - strongly disagree, in the insane you mapped it as the same pattern as well, because it's the same phrase in the song. mapping it entirely differently here is pretty inconsistent and should be changed.
I'd like to complain about two things:
- consistency is not everything, but aside from that, the rhythms in this section follow a 4 stanzas base, in which the last one is made as a transition for the next, that's why I used a different one here
- you might be considering something wrong on the insane, because 01:00:928 (1,2,3,4,5,1,2,3,4) - is not the same as 00:59:455 (1,2,3,4,5,6,7) - at all. Half of it is totally different, proving my point of "the forth stanza of the section makes up for the transition between sections" I mentioned above


00:08:658 (5) - https://osu.ppy.sh/ss/8056180 a setup like this allows you to still have pressure onto the head of 6 but also follows the trombone a bit better imo.
it might be, but that sounds like a totally different interpretation from mine. Your screen also shows me that you missed the general slider concept I have for my map here, because I never used that slightly curved shape anywhere.
Also, don't forget what I said in my first reply in the Easy: taken a certain rhythm you'll be able to see how it increases in difficulty across the whole spread. In this case I do what you suggest in the Hard (after your first post) (this is also one of the reasons I actually chnged the stacked beats into a slider on Hard)


00:11:971 (8,2) - raise the ds then
can we not argue about useless details? =w=
If I raise DS it won't be similar to the rest anymore: 00:15:099 (1,2,3,4) - 00:20:989 (1,2,3,4) - (since this is more intense in the song,
it has a slightly bigger DS, hence the DS you want me to change wouldn't make sense in that regard) 01:11:050 (1,2,3,4) -


00:17:308 (3,4,1) - it still feels overspaced to me. if you were going for a slider esque effect why not use a spacing more similar to the actual size of a slider?
because if I use the same spacing a slider would occupy it would be the same as a slider? That would make the circle usage totally useless and I could have just used a slider, but a slider would be too slow to get the "stretch" effect and changing just one SV here is out of question

00:27:063 (2,3) - imo it does not make sense to use wide angles on all of these except one. i'd suggest moving this one around a bit, maybe sending it from left to right on the bottom part of the screen.
well, consistency is not everything and tbh, one mistake in the whole map doesn't sound like a big deal at all to me.
You're probably pointing this out on this map because consistency was made really clear, but I believe that some variety doesn't ruin the experience at all.
We're not doing a test with this map, where I have to avoid any possible error lol. (i would really start raiding every map that gets into qualified and has this sort of problem if this is the case).
tl;dr mistakes are fine if they don't turn the map into a blob


I'll skip last reply to reply, since it seems we agreed on it

I hope this makes things more clear.


Crimmi wrote:

kwk wrote:

Shouldn't romanization be sorairo concerto
The romanization is only for the mobile verisons of REFLEC BEAT, but it appeared on REFLEC BEAT limelight first, so "Sorairo concerto" is correct too.

Source is here: https://remywiki.com/Sorairo_concerto.
I guess we can keep it as it is then, since both are technically fine (is that wiki even an official source? o.O)
Nao Tomori
random stuffs sometimes makes the map better. but this is a high level technique so someone don't understand or don't agree with.

bubble chicken's theme
Sonnyc
(Insane) 00:59:089 (7) - Object is unsnapped.

Easy.
Seems like this diff was intentionally designed to be edgy, and your intentions were delivered properly. Uh.... it feels less appropriate to be something beginner-friendly imo. Things like various sv could be fine imo since they are done in a logical way while following the song. The stuff that bothered me as an "easy" difficulty was some generic spacings for long termed rhythms being way too far. 00:00:376 (1,2) - spacings like this was fine because they are actually close enough despite they are 1.6x. The ones I'm concerned are stuff like 00:04:793 (3,1) - 00:22:829 (2,3) - 00:25:774 (2,3) - 00:28:719 (2,3) - etc. While there is enough time between objects, the actual spacings are also pretty wide which requires sudden aim ability for players which I felt less appropriate as an easy. If this kind of things could be more closer than now such as 00:40:498 (2,3), it would work fine enough imo.

Normal.
00:16:204 (4,7) - Mind using a parallel concept on these sliders? Using a different slider concept at a short period of time felt to be less organized.

Insane.
00:00:376 (1,2,3,4) - vs. 00:01:848 (1,2,3,4) - The first 1/1 placements are having a gradually decreasing spacing concept while the second 1/1 placements were having a consistent spacing concept. Since the songs pretty sound the similar each for me, can I ask why you've applied such a different spacing concept for those parts? If you were intending a variation, those felt something way different if you ask me.
00:21:173 (2,3) - 00:24:118 (2,3) - Compare these with the spacings you were using at (2,3,4,5). The difference caused a redundant follow point which wasn't being done at 00:27:063 (2,3,4,5) - etc.
01:37:185 (1,2,3,4,1) - Since I didn't really saw this being adressed from other modders, what do you think about the visual aspects of this stream pattern? Techincally this is something like a pentagon in an extremely closs spacing but in reality, it just looks something really squeezed which has got a vague shape. Also the approach circles went kinda chaotic around this due to the spacings being close. Readable as a 1/4 enough, but I think scaling up by a little to at least contain some visual concept on these objects would feel better imo.Since I'm not really familiar with this kind of stuffs, I'd like to hear your opinion too.

So yeah, feel free to contact the previous BN for a rebubble once issues are all addressed.
Doyak
Quick look at Easy diff,

1.6x DS is indeed a large spacing. You know, we have a guideline for Easy diff which says,

SRC/Easy wrote:

When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
And this is exactly the case. The spacing should be very close to 1.0x on Easy diffs because that's how you make new players move the cursor naturally in consistent speed, and therefore making them easier to read. Especially when you have 3/2 gaps, you shouldn't make players go across the screen because it's no longer able to be read by distance - rather, that feels like an irrelevant note.

Also if you need to use 1/2 sliders, imo using them on 00:23:382 - 00:26:326 - and so on is better, as both sounds on 00:23:382 - 00:23:566 - are quite important while 00:23:014 - is not that strong.
Topic Starter
Seijiro

Sonnyc wrote:

(Insane) 00:59:089 (7) - Object is unsnapped. just kill me please. I keep missing this stuff and for some reason it keeps appearing on my maps aaaaaa

Easy.
Seems like this diff was intentionally designed to be edgy, and your intentions were delivered properly. Uh.... it feels less appropriate to be something beginner-friendly imo. Things like various sv could be fine imo since they are done in a logical way while following the song. The stuff that bothered me as an "easy" difficulty was some generic spacings for long termed rhythms being way too far. 00:00:376 (1,2) - spacings like this was fine because they are actually close enough despite they are 1.6x. The ones I'm concerned are stuff like 00:04:793 (3,1) - 00:22:829 (2,3) - 00:25:774 (2,3) - 00:28:719 (2,3) - etc. While there is enough time between objects, the actual spacings are also pretty wide which requires sudden aim ability for players which I felt less appropriate as an easy. If this kind of things could be more closer than now such as 00:40:498 (2,3), it would work fine enough imo.

You brought up a fantastic point and I've been looking for testplays in the last days to prove my points here.
Now, I didn't get THAT many, but I was able to ask a totally new player and a #1kk+ player (+ another player around #700k) to playtest this diff:
First replay by https://osu.ppy.sh/u/10286634 (8pp (#1,685,453))
Second replay by https://osu.ppy.sh/u/10004788 (34pp (#1,159,736))
Third replay by https://osu.ppy.sh/u/9902156 (117pp (#749,752))

Now... after looking at all those three replays I came to the conclusion that those spacing issues are irrelevant: the pause between those objects pointed out are simply too big, so they naturally go right away on the next object without problems.
Also, the first replay clearly shows how hard the diff is for new players: the guy almost failed to the end because he was probably tired, but overall he survived. This was also my aim: making the diff passable, yet somewhat challenging for new players.
The second replay is actually pretty good and shows that with just a few tens of pp players can already start reading approach circles properly, which therefore makes the #1,200,000 rank already too high for this diff.

Not sure these are valid points, but I thought of how players would interpret this in gameplay and it turns out it works.
Regardless of static values I prefer going for the player perception in the lower diffs.
The edgy side of these diffs was introducing concepts that usually appear only in higher diffs: SV changes, DS changes and overall a more complex rhythm to make sure players start with a certain mindset their osu!career.
This may sound presumptuous, but it was my aim and my way to be "edgy" on lower diffs

Few comments too:





Forgot to screen the third testplayer, but he said it was too slow, so I guess it doesn't matter that much seeing he is #700k in rank lol


Normal.
00:16:204 (4,7) - Mind using a parallel concept on these sliders? Using a different slider concept at a short period of time felt to be less organized.

wait wait.... aren't those already parallel? o.O
I swear those sliders are one the copy of the other lol


Insane.
00:00:376 (1,2,3,4) - vs. 00:01:848 (1,2,3,4) - The first 1/1 placements are having a gradually decreasing spacing concept while the second 1/1 placements were having a consistent spacing concept. Since the songs pretty sound the similar each for me, can I ask why you've applied such a different spacing concept for those parts? If you were intending a variation, those felt something way different if you ask me.
heh, Nao brought this up too, although it felt like decreasing spacing to me there. In fact, even the second combo is technically a spacing decrease, but expressed through downwards movement.
I can see how the reasoning may not be clear enough, so I will do both yours and my vision here, therefore we should be both happy right?


00:21:173 (2,3) - 00:24:118 (2,3) - Compare these with the spacings you were using at (2,3,4,5). The difference caused a redundant follow point which wasn't being done at 00:27:063 (2,3,4,5) - etc.
lol, follow points have never been in my priority list. I tried moving that combo to the left to make the new follow point appear, but I'm not sure that's what you meant

01:37:185 (1,2,3,4,1) - Since I didn't really saw this being adressed from other modders, what do you think about the visual aspects of this stream pattern? Techincally this is something like a pentagon in an extremely closs spacing but in reality, it just looks something really squeezed which has got a vague shape. Also the approach circles went kinda chaotic around this due to the spacings being close. Readable as a 1/4 enough, but I think scaling up by a little to at least contain some visual concept on these objects would feel better imo.Since I'm not really familiar with this kind of stuffs, I'd like to hear your opinion too.
it uses the pattern concept used for 00:56:510 (1,2,3,4,5,6,7) - and similar ones.
The reason for that spacing is to emphasize the gingles playing on that particular part, which is something no other streamy part had in this last section of the song. I also used it as a mean to create the jump on the last object, in order to make it feel more... punchy.
Imagine like a fusion between the concepts of 00:56:510 (1,2,3,4,5,6,7) - (it takes the star figure from this), 01:30:560 (3,4,5,6,7) - the general idea that it should be a non-stacked stream for the section and 01:31:296 (8,9,10,11) - partly the stack concept used on that particular gingle sound, which is different than the rest.
The flow that the pattern creates is purely personal choice I guess


So yeah, feel free to contact the previous BN for a rebubble once issues are all addressed.
Thanks a bunch for letting me notice that unsnapped thing. I have no clue why these things keep happening on my maps...

Doyak wrote:

Quick look at Easy diff,

1.6x DS is indeed a large spacing. You know, we have a guideline for Easy diff which says,

SRC/Easy wrote:

When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
And this is exactly the case. The spacing should be very close to 1.0x on Easy diffs because that's how you make new players move the cursor naturally in consistent speed, and therefore making them easier to read. Especially when you have 3/2 gaps, you shouldn't make players go across the screen because it's no longer able to be read by distance - rather, that feels like an irrelevant note.

Check the replays above for more. I also added my reasoning

Also if you need to use 1/2 sliders, imo using them on 00:23:382 - 00:26:326 - and so on is better, as both sounds on 00:23:382 - 00:23:566 - are quite important while 00:23:014 - is not that strong.
If you consider drums to be strong, sure, but my focus across the whole spread was on flute where possible.
The original pattern didn't even use a circle for 00:23:566 - , it was empty. I added those circles with Nao's mod.
I personally still don't like that beat there in the least, but as you can see from all the testplays I can actually keep it since it is not that disturbing.
To put it in a different way:
take the whole combo and you'll notice that the first long slider always follows the flute. Therefore the second slider also follows the flute to make it intuitive, but what you ask me to do is switching instrument midway because drum is a naturally stronger instrument.
That may work really well on higher diffs, but on lower diffs I prefer keeping one instrument for an entire rhythm/combo whenever possible.
The last beat of the combo is there to just say "here the combo and the rhythm ends, time to switch to a new rhythm"
By instead using the slider on drums this idea is vague and players may think "we switched instrument during the combo already so I am expecting the whole combo to go on and on because we keep changing instruments, right?" Well, that's something I definitely want to avoid:
whatever is not unambiguous is not good.
I try to cut out any possible misleading reasoning along the way, that's why I consider my maps to be intuitive even by using this many variations even on lower diffs

Thanks guys for your time, I hope this helped to define better the objectives of my map here
Net0
I remember testing this a while ago, really edgy. GL Sergio o/
Nao Tomori
quick rebubble while doyak isn't looking
peaceGiant
Easy
• 00:01:480 (2) - Why? The smartest rhythm choice would be to put that on the white tick, there isn't any difference between 00:00:376 (1) - and 00:01:480 (2) - so treating them the same is best.
• 00:13:811 (2) - Differentiate, New players might expect another repeat on 00:13:811 (2) - because of 00:12:155 (1) - . (00:15:099 (1,2) - like these!)
• 00:23:382 - Put a 1/2 slider here, Watching the replays, players expected to hit the circle on this time stamp, and you can't blame them because they are associating that the circle falls on the first sound they hear, imo you should change this.
• 00:31:480 (2) - This slider is like a meh transition, i do get it, it is an easy just, idk, doesn't really follow something.
Easy
osu file format v14

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TitleUnicode:空色コンチェルト
Artist:Qrispy Joybox
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Creator:MrSergio
Version:Giant's Easy
Source:REFLEC BEAT plus
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Topic Starter
Seijiro

peaceGiant wrote:

Easy
• 00:01:480 (2) - Why? The smartest rhythm choice would be to put that on the white tick, there isn't any difference between 00:00:376 (1) - and 00:01:480 (2) - so treating them the same is best.
fair point, consider it changed into 2 similar sliders of 3/1 each
• 00:13:811 (2) - Differentiate, New players might expect another repeat on 00:13:811 (2) - because of 00:12:155 (1) - . (00:15:099 (1,2) - like these!)
as I told you in PM, these actually give plenty of time to the player to read it so there shouldn't be a problem (heck, if they can't manage this much I wonder what would they do on higher levels. It's ok to simplify, but let's not bring it too down lol)
• 00:23:382 - Put a 1/2 slider here, Watching the replays, players expected to hit the circle on this time stamp, and you can't blame them because they are associating that the circle falls on the first sound they hear, imo you should change this.
ok, to be fair, this part tilts me like crazy and I believe this is not the optimal way to deal with it, hence why I will rearrange this whole part most likely
• 00:31:480 (2) - This slider is like a meh transition, i do get it, it is an easy just, idk, doesn't really follow something. discussed through PM.
It might change once I give this diff an overhaul
Thanks a lot for the unexpected mod!

EDIT: tbh, that Easy looks way better than my edgy stuff and since I'd rather not have this pending forever due to my stubbornness in keeping a certain mapping ideal, better switch to yours. Welcome aboard!

EDIT2: revoked kd since we ended up deleting my diff, which means no progress at all
peaceGiant
Easy Updated
osu file format v14

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TitleUnicode:空色コンチェルト
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:MrSergio
Version:Giant's Easy
Source:REFLEC BEAT plus
Tags:limelight konami music pack 25
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Update Log
• Added some sense into the outro, follow's the concept now better.
• Improved some blankets, should be better.
• Refined some slider shapes.
= To discuss
• 01:10:130 (3) - I was wondering if i should make this a 1/2 with a circle, But imo it's too dense of a rhythm (Causing the diff to bump up in sr to Normal)
• 01:12:707 (2) - Moved this a bit, i think its fine.
• Also Hitsound it please thank you

MrSergio wrote:

EDIT: tbh, that Easy looks way better than my edgy stuff and since I'd rather not have this pending forever due to my stubbornness in keeping a certain mapping ideal, better switch to yours. Welcome aboard! Thanks! Glad to be here!

EDIT2: revoked kd since we ended up deleting my diff, which means no progress at all. Hehe...
Topic Starter
Seijiro
updated.

In the process I also removed your fifth combo color because it was unrankably similar to the third one (and they clashed for some reason during the map, so I had like the same color twice in a row LOL)
In case you want to add another color make sure to not make it blend with another one, or at least avoid putting blending ones near each other
Yamicchi
just some small stuff I found on Easy
• 00:50:621 (3) - this slider touched the HP bar. Consider lowering it a bit
• 00:29:823 (1) - is the sliderbody's whistle intentional?
• 00:32:768 - Ok at this section you used slider like 00:34:609 (3) - this to express a total different sound from 00:35:161 (4) - (3 is a chain including 00:34:425 - while 4 has just 2 beats.) I would love to hear some explanation of you about it
• 00:54:670 (2) - Would be great if you extend it so it ends on 00:55:406 - because it sounds so much better
• 01:30:191 (3,4) - Why not the same pattern as 01:27:247 (3,4) - ? I think having consistent pattern for 2 measures is better than changing
• 01:36:081 (3,4) - Same thing comparing to 01:33:136 (3,4) -

Ok :3 saw Sergio req, thought I could help him out a bit. Good luck \o/
peaceGiant

Yamicchi wrote:

just some small stuff I found on Easy
• 00:50:621 (3) - this slider touched the HP bar. Consider lowering it a bit It's not like i didn't know the problem, its more like, its a guideline heh... Fixed
• 00:29:823 (1) - is the sliderbody's whistle intentional? I'll as Sergio, he does hs stuff
• 00:32:768 - Ok at this section you used slider like 00:34:609 (3) - this to express a total different sound from 00:35:161 (4) - (3 is a chain including 00:34:425 - while 4 has just 2 beats.) I would love to hear some explanation of you about it
Simple Explanation - This is an easy, but lets go in depth
00:34:425 - This is a continuation of 00:34:056 (2) - making for a 1/1 slider, hence rhythm would be to dense, I do not implement such sliders, and plus that sound is too weak to represent a dominant sound (sound which is worth making active click) , Simple difficulties need to focus on what is strong in the song to click, is it worthy of a circle, or should we ignore that sound. The sound that was a quote on quote chain doesn't represent what i'm following, hence i map accordingly! Nothing difficult to understand imo
• 00:54:670 (2) - Would be great if you extend it so it ends on 00:55:406 - because it sounds so much better Yes
• 01:30:191 (3,4) - Why not the same pattern as 01:27:247 (3,4) - ? I think having consistent pattern for 2 measures is better than changing
I honestly don't know how to explain this, it just sounds rhythmically correct, no?
• 01:36:081 (3,4) - Same thing comparing to 01:33:136 (3,4) -
^


Ok :3 saw Sergio req, thought I could help him out a bit. Good luck \o/ Thank you very very much, PM me if you have anything to further discuss.
Fixed NC's bcuz mine were too good for ranking cirteria
osu file format v14

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Version:Giant's Easy
Source:REFLEC BEAT plus
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431,226,68106,22,0,P|478:278|353:293,1,270,2|0,1:2|1:0,0:0:0:0:
366,163,69762,1,0,1:0:0:0:
293,216,70130,2,0,L|144:223,1,135,0|4,1:0|0:1,0:0:0:0:
95,158,71050,6,0,P|71:200|213:295,1,270,2|0,1:2|1:0,0:0:0:0:
222,161,72707,1,2,1:2:0:0:
293,216,73075,2,0,L|158:222,1,135,2|2,1:2|0:0,0:0:0:0:
124,138,73995,22,0,B|174:135|174:135|207:115|207:115|256:113,3,135,0|0|0|0,1:0|1:0|1:0|1:0,0:0:0:0:
131,53,76204,2,0,L|36:55,1,90,4|4,0:1|0:1,0:0:0:0:
36,144,76940,38,0,B|43:190|43:190|76:218|76:218|86:277,3,135,0|0|0|0,1:2|1:0|1:0|1:0,0:0:0:0:
197,334,79149,2,0,L|183:226,1,90,4|4,0:1|0:1,0:0:0:0:
226,164,79885,22,0,P|351:148|315:220,1,270,2|0,1:2|1:0,0:0:0:0:
185,244,81541,1,0,1:0:0:0:
146,325,81909,2,0,L|298:331,1,135,0|4,1:0|0:1,0:0:0:0:
370,333,82829,6,0,P|429:348|379:240,1,270,2|0,1:2|1:0,0:0:0:0:
280,330,84486,1,2,1:2:0:0:
242,247,84854,2,0,L|244:186,1,45,2|0,1:2|1:2,0:0:0:0:
96,97,85774,38,0,L|77:193,1,90,4|0,0:0|0:0,0:0:0:0:
146,244,86510,2,0,L|165:148,1,90,0|0,0:0|0:0,0:0:0:0:
224,89,87247,2,0,P|269:82|316:100,2,90,0|0|0,0:0|0:0|0:0,0:0:0:0:
163,155,88351,1,0,0:0:0:0:
78,185,88719,6,0,L|96:97,1,90
163,155,89455,2,0,L|146:244,1,90,0|0,0:0|0:0,0:0:0:0:
208,308,90191,2,0,P|247:332|299:330,2,90
146,243,91296,1,0,0:0:0:0:
163,155,91664,6,0,L|181:67,1,90
270,54,92400,2,0,L|252:142,1,90
301,218,93136,2,0,L|403:217,2,90
232,276,94241,1,0,0:0:0:0:
314,311,94609,22,0,L|416:310,2,90
232,276,95713,1,0,0:0:0:0:
146,243,96081,2,0,L|44:242,2,90
197,169,97185,1,0,0:0:0:0:
143,96,97553,38,0,L|90:95,1,45
• Edit : Fixed Another slider touching HP bar, Discussed about the outro and changed some stuff with yami and yea! (sergio HS)
Yamicchi
Eh still haven't got my kudos lul
Topic Starter
Seijiro
fixed the slider body, it should have been a normal whistle but hitsound copier derped
Updated
Nao Tomori
add peacegiant to tags and i can bub

also use ar4, od3, hp3 since having same settings as normal is weird
Topic Starter
Seijiro
z
Nao Tomori
rebubble
pishifat
00:29:823 (1) - finish like 00:41:602 (1) -
easy's missing body whistle on that second one too

big mod
tatatat

pishifat wrote:

00:29:823 (1) - finish like 00:41:602 (1) -
easy's missing body whistle on that second one too

big mod
wew
Topic Starter
Seijiro
is the site trolling me or am I just blind that I can't see the usual email notification =w=

Fixed those two hitsounds, pishi
pishifat
ok
Grrum
Congratulations!
Pachiru
Finally, congratz to you and PieceGiant :)
peaceGiant

Pachiru wrote:

Finally, congratz to you and PieceGiant :)
You just made my day :D , and thanks!
Pachiru
Holy f I'm so sorry, idk why I thought it was "Piece"... forgive me plsssss ;w;
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