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S3RL feat Tamika - Tell Me What You Want

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Topic Starter
Lumael
This beatmap was submitted using in-game submission on sábado, 9 de dezembro de 2017 at 16:41:56

Artist: S3RL feat Tamika
Title: Tell Me What You Want
Tags: UK hardcore techno female vocal cut short version girl Poggo shadren mkguh
BPM: 160
Filesize: 3237kb
Play Time: 01:48
Difficulties Available:
  1. Easy (1,48 stars, 99 notes)
  2. Extreme (4,6 stars, 366 notes)
  3. Mk's Hard (2,99 stars, 227 notes)
  4. Mk's Normal (2,03 stars, 144 notes)
  5. Shadren's Insane (3,99 stars, 337 notes)
Download: S3RL feat Tamika - Tell Me What You Want
Information: Scores/Beatmap Listing
---------------


Banner by: Enkrypton
Mapset complete

Mapset collaborators: MkGuh and Shadren
Mekki
top d+
Shii
Hello! It's a pleasure to mod something from you guys :3

Extreme
00:25:982 (2) - 220,131. This is more preference, but i feel that it captures that reverse motion you have going on around this bit a little bit better. It also leads into 00:26:170 (1) a bit better in terms of reversing motion. This may not work as well, assuming the height of this is supposed to correlate with the vocal pitch changes, so feel free to ignore this!
00:31:607 (2) and 00:31:982 (2) could both be placed further downwards, just to give a subtle downward movement as you jump between the doubles. This may go against the mapping style intended though :/
00:36:482 (2) - This could be moved up a bit, so that you kind of create a line which fits inside of the curvature of the following slider. This is mostly just aesthetic and can be ignored. I noticed that by doing this, you could create a set of jumps pretty much perpendicular to 00:37:045 (2,3) , which doesn't actually change much, though I feel as though this similarity might be more representative of what it is mapped to. Not sure though ¯\_(ツ)_/¯
00:43:420 (3) - Feel like the slider end on this could be a tad bit more higher up, just to create a sharp kind of corner which leads into the stream. More preference and visual than gameplay though.
I feel like 00:55:420 (1) and 00:55:795 (5) could come in a bit to create slightly curved corners on the stream, and just as a way to transition between stream spacing. Not sure if I'm making sense or not, so feel free to question this :3
00:59:732 (1,2,3) - You might be able to play around with slider velocity or hitsounding here to differentiate these, as the music has pretty distinct and different sounds for each.
01:06:857 (2) - Not gonna lie, this feels pretty weird. Yes there's supposed to be emphasis for these jumps, but the gap between this and 01:07:045 (1) seems a bit too great for a part that doesn't really need much emphasis. You could argue that it's to further emphasise the two lows in the music, but i'd like to argue that for the sake of gameplay, it's a bit unnecessary.
You use different slider shapes for notes like 00:39:670 (1) , but lack any change for 01:10:420 (3,4,1) . If you could explain this it'd be great, so I know more about when and when not to use specific slider shapes.
01:19:045 (2,3,4) - Feels randomly placed to the left. Yes it disrupts the motion of the slider but looks a bit random and doesn't play as nicely as I'd like.
01:27:670 (1) - This slider is getting awfully close to being too far out of the play area, 01:32:920 (3) is as well.
01:36:670 (1) - Is this one rankable? It's actually off of the screen a little :/
01:37:420 (3) - This one is also pretty bad for positioning, but at least the whole slider is on the screen this time.

I can't really think of that much that can be modded with this one, i'd just recommend not having notes coming off the screen or too far out of the play area if you want this ranked - I am aware that a lot of ranked maps do this a bit as well, and Shadren's difficulty does as well. Overall a pretty nicely playing map, it's clear you're experienced with mapping from what I can tell.
[/box ]

[box=Shadren's Hyper]
Played plenty of your ranked maps, so it's a bit exciting to actually mod something from you :3
00:25:232 (3) - This slider could have a bit of a sharper curve to it and it'd still play well with your triple 1/4 sliders.
00:54:670 (1,2,3,4,5) - You use clockwise-circular flow in the jumps leading up to this, so i feel like to contrast this you could have used this section with anticlockwise-circular flow rather than leave it so simple.
00:57:670 (1) - How far out do you want your circle to go >.<
01:11:920 (6) - Bit of a weird slider, even if it's mapped to the glitchy nature of this bit of the music.
01:22:420 (5,6) - These two should have probably kept the clockwise movement going on with the other jumps, since there's no huge difference in the music to reflect this sudden change.
01:22:888 (1) - Surprised this wasn't mapped using buzz sliders or something, probably works better with the spinner though.
01:37:795 (5) - just to make this look a bit more interesting, I would have flipped this upside to keep with the same style you've been using for the triple 1/4's

Not much i could think about that needed modding. Map flows and plays quite well. Gave a few suggestions that may or may not help with representing/presenting the song better

I quite enjoyed modding these, good maps, good song. Good luck with getting this ranked!
Like I always say, if you need any help with mods or testing, hit me up on my modding queue again, or pm me here or ingame, I'll gladly help!
Alisia
Simple
SPOILER
00:34:045 Add circles here
01:00:295 Add circles here
01:36:295 There is no need to divide kiai here
Extreme
SPOILER
01:36:295 There is no need to divide kiai here

Good Luck!
Cris-
M4M from your queue
Please mod this map: https://osu.ppy.sh/s/580549


Simple
  1. 00:48:668 - Delete this inherited because it does nothing
  2. 01:00:668 - ^
  3. 01:06:576 - ^ i will stop here but you capt the idea, this diff had a lot of inherited useless (especially in the kiai)
  4. 00:33:670 (1) - Maybe replace this for a slider? (for a better consistency)
  5. 01:05:170 (1,2) - Imo this blanket could be better c:

MkGuh's Average
  1. 00:35:170 (3) - Not perfectly stacked at the tail of 00:32:920 (5)
  2. 00:51:670 (1,2) - You can made a better blanket here
  3. 00:54:670 (1,2,3,4) - This pattern looks a bit weird
  4. 01:09:295 (7,8,1) - Replace this for a reverse short slider, imo 3 circles is a bit harder for newbie players
  5. 01:22:795 (2) - This sounds a bit weird, i recommend it delete the reverse here
  6. 01:44:920 (6,7) - Put the circle directly at the tail of slider

MkGuh's Challenging
  1. 00:30:295 (7,1) - Imo this looks closer in comparison to other patterns
  2. 00:41:545 (5) - ^ move 1 square to the left
  3. 00:42:107 (6,7,8) - Inconsistent, please use DS in these circles
  4. 00:48:295 (4,5) - Ctrl+G
  5. 01:13:982 (1,2) - This is a bit harder imo, and you skip 01:14:170 - this a very strong beat
  6. 01:30:670 (1,2,3,4,5,6,1,2,3,4,1) - This pattern is very weird, you change the direction of the notes very constantly...
  7. 01:47:170 (1) - Put this at the tail of 01:45:670 (1)

Shadren's Hyper
  1. 00:35:732 (5) - Slider? (for complete the beat)
  2. 00:37:982 (6) - ^
  3. 00:41:170 - Circle with NC
  4. 01:13:982 (6,7) - I suggest replace this for a short slider and put a circle with NC 01:14:170 here

Extreme
Same issue at Simple with the inherited
  1. 00:34:982 (4,2) - Put these notes in the tail of 00:33:670 (1)
  2. 00:56:170 (1) - Ctrl+H
  3. 01:08:076 (4) - x:220 y:124 and 01:08:170 (1) down of this
  4. 01:10:795 (4,5,1) - ^ Something like that
  5. 01:15:670 (1,2,3) - ^
  6. 01:12:482 (2) - x:160 y:192
Gl~
UniqueBlock11
Hello, from my queue. This was being edited as Cris_1 posted his mod, so my mod may conflict with his.

general

Some of these maps contain unsnapped inherited points, meaning that some green lines don't land on a tick. This is problematic, since the more green lines there are, the longer the download speed, and you have these redundant green lines sitting in your Simple and Mkguh's difficulties:
00:48:668 - snap to 00:48:670
00:59:168 - snap to 00:59:170
01:00:668 - snap to 01:00:670
01:06:668 - snap to 01:06:670
01:07:043 - snap to 01:07:045

Also keep your custom combo colors consistent across your difficulties. Extreme and Shadren's Hyper contain custom combos but none of the other diffs.

Change AR on Shadren's Hyper to 9 or 8.5 for conventional purposes.

In the higher difficulties, I occasionally make comments about the distance snapping. I'm doing my best to preserve the map's difficulty, but I also want the map to be visually appealing. Just note this as you read the mods.

simple

00:34:045 - Feels like it's missing a note. You could add a circle here for rhythm emphasis and to not impose slider-heavy rhythms on the player.
00:41:170 (4) - It doesn't really make sense to have a long slider here. Everything around it is the same 1/1 slider and here you place down a random 2/1 slider. Shorten it to a 1/1 slider to keep things consistent and add a circle at 00:41:920 to keep a similar rhythm.
00:42:670 (1,2,3,4) - Imo I think putting the clap hitsounds on the slider end sounds better and emphasizes the buildup better.
01:06:576 - Redundant inherited timing points here. Remove them for faster download speed.
01:18:576 - ^
01:24:295 - ^
01:25:513 - There's a lot of redundant inherited timing points at this kiai section. I think these came from your harder difficulties, which you don't need in easy difficulties. Remove every point that you aren't using.
01:36:295 - ^
01:37:513 - ^
01:47:732 (3) - There shouldn't be a hitsound here, use an inherited timing point to perhaps use a different hitsound.

mkguh's average

01:35:920 (5,6) - Maybe use a rhythm like this:

It emphasizes the vocals and still makes the map fun to play.

mkguh's challenging

00:33:670 (1,2,3,4,5,6) - In the previous combos the whistle hitsounds sounded really nice, but here you sacrificed the hitsounds for a rhythm that works,
but I still missed the hitsounds. Try to construct a rhythm that still emphasizes the same beats but also includes the whistle hitsounds.
00:40:982 (4,5) - Blanket for visual appeal.
00:43:420 (2,3,4) - (4) looks awkwardly placed, it doesn't create any symmetry. Why not move (4) to improve the symmetry?
00:44:920 (5) - Blanket for appeal.
00:46:420 (3,4,1) - Same as the 'awkwardly placed' comment above, this time (4) looks awkwardly placed.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:16:982 (5) - This slider end randomly has a whistle hitsound on it, doesn't seem fitting.
01:34:232 (2) - I suggest adding NC here since you added a NC at 01:32:920 (1) where the vocals transition into a different part of the chorus, while here you just let the combo be.

shadren's hyper

00:55:420 (1,2,3,4,5) - Personally I think still using a stream followed by a repeating slider would be nice, similar to what you did at 00:54:670 (1,2,3,4,5),
the previous combo.
00:56:170 (1,2,3,4,5) - Here you should use a repeating slider followed by a stream, which represents the small transition in the buildup. To put it simply, the two changes above simply reverse the rhythm of 00:55:420 (1,2,3,4,5) and 00:56:170 (1,2,3,4,5) around.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.

extreme

00:57:670 (1,2,3,4) - Change these sliders to 1/4 repeat sliders to accompany the streams right behind the combo.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:22:795 (1) - This note probably shouldn't be farther away from 01:22:607 (2), perhaps keep the distance snapping at 1x since this is still the same drum sound as 01:22:420 (1,2) are.
Petal
o/

SPOILER
Xtream
00:54:670 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Maybe with a different pattern , just don't really fit the song imo
The rest are fine


SPOILER
Hyper
00:42:670 (1) - I don't think this slider match very well , since the sound starts here 00:43:045 - instead of the blue tick :/

Really neet tbh , and that's all I could find xd , good luck
Topic Starter
Lumael
Thank you guys for all the mods, I don't think I will find enough time to reply properly to each mod, but if you guys have any concerns you can forum PM me since I won't be online most likely.
Arphimigon
Lab Mod!
[Extreme]

[Mk's Average]
Object at 01:04:045 - should be placed at: [315, 342] currently at: [316, 340] to move in line with slider

[Mk's Challenging]
Object at 00:42:295 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 00:43:420 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 01:03:295 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:03:482 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:10:232 - should be placed at: [61, 193] currently at: [60, 196] to blanket slider body
Object at 01:18:107 - should be placed at: [177, 90] currently at: [180, 92] to blanket slider body
Object at 01:45:670 - should be placed at: [285, 199] currently at: [285, 200] to move in line with slider

[Shadren's Hyper]
Object at 00:54:951 - should be placed at: [408, 161] currently at: [408, 164] to move in line with slider
Object at 00:57:295 - should be placed at: [380, 309] currently at: [380, 308] to move in line with slider
Object at 00:57:388 - should be placed at: [411, 307] currently at: [411, 305] to move in line with slider
Object at 00:57:482 - should be placed at: [443, 304] currently at: [443, 303] to move in line with slider
Object at 01:17:545 - should be placed at: [109, 254] currently at: [112, 256] to blanket slider body

[Simple]

I hope I didn't malfunction! C:
Topic Starter
Lumael

Arphimigon wrote:

Lab Mod!
[Extreme]

[Mk's Average]
Object at 01:04:045 - should be placed at: [315, 342] currently at: [316, 340] to move in line with slider

[Mk's Challenging]
Object at 00:42:295 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 00:43:420 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 01:03:295 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:03:482 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:10:232 - should be placed at: [61, 193] currently at: [60, 196] to blanket slider body
Object at 01:18:107 - should be placed at: [177, 90] currently at: [180, 92] to blanket slider body
Object at 01:45:670 - should be placed at: [285, 199] currently at: [285, 200] to move in line with slider

[Shadren's Hyper]
Object at 00:54:951 - should be placed at: [408, 161] currently at: [408, 164] to move in line with slider
Object at 00:57:295 - should be placed at: [380, 309] currently at: [380, 308] to move in line with slider
Object at 00:57:388 - should be placed at: [411, 307] currently at: [411, 305] to move in line with slider
Object at 00:57:482 - should be placed at: [443, 304] currently at: [443, 303] to move in line with slider
Object at 01:17:545 - should be placed at: [109, 254] currently at: [112, 256] to blanket slider body

[Simple]

I hope I didn't malfunction! C:
lol this means extreme is perfect?
Arphimigon
Simple and extreme are so PERFECT <3
Topic Starter
Lumael

Arphimigon wrote:

Simple and extreme are so PERFECT <3
<333
ReFaller
NM from my queue.
[Simple]

Arphimigon wrote:

Simple and extreme are so PERFECT <3
[Mk's Average]
Good.
[Mk's Challenging]
Good.
[Shadren's Hyper.....shouldn't be just named Insane?]
Objects with AR 8,8 goes a bit too fast. What about maximum 8,5?
01:11:920 (6) - Slider oustands by his shape from rest. It's a good place to put NC.

Good luck. Give me KDs if Shadren will apply at least 1 suggestion.
Shunao
Heyo!~

NM request from Q

  • General
  1. umm seem fine~
  • Simple
  1. 00:34:045 - why you don't map the weak drum with a 1/1 slider it's not as if there was no sound
  2. 00:35:170 (3) - should be a slider renverse like you did at 01:47:170 (3)
  3. 00:36:670 (1) - raise it at x:365 y:41 for a better transition with 00:35:170 (3) - or opposite decrease it 00:35:170 (3)
  4. 00:47:357 (6) - nc?
  5. 01:17:170 (3) - you don't think it's better when it's straight
  6. 01:27:670 (1,2,3,4,5) - this pattern should be similar as 01:39:670 (1,2,3,4,5)
  7. 01:30:670 (1,2,3,4) - this pattern should be similar as 01:42:670 (1,2,3,4) - too
  • Mk's Average
  1. 00:34:420 (2,3) - imperfect blanket
  2. 00:38:920 (6,2) - you can avoid this contact imo
  3. 00:51:670 (1,2) - imperfect blanket
  • Mk's Challenging
  1. 00:43:982 (3,5) - not very stack on the tail of the slider
  2. 00:47:920 (3,4,5) - should be very confusing for the players when they play because we can't differentiate these circles maybe if you increase the jump a little more like this https://puu.sh/xe5SM/b501e5ba5f.png it's should be better
  3. 00:57:295 (3) - replace it by 2 circles like you make before for emphasis drums
  4. 01:00:201 - add a circle for emphasis electronic sounds
  5. 01:45:670 (1,1) - better stack pls
  • Extreme
  1. 00:24:670 (1,2) - should be similar as 00:27:670 (1,2) - this is same rhythm of vocals
  2. 00:33:670 (1,4) - stack them
  3. 01:08:920 (4) - nc for consistency
  4. 01:08:545 (2,3,1,2,1,2) - why these jumps aren't similar, however it's the same density as 01:02:545 (1,2,1,2,1,2)
  5. 01:06:295 (3) - nc?
  6. 01:14:545 (1,2,3,4) - similar rhythm at - 01:02:545 (1,2,1,2) - but not nc
  7. 01:26:920 (3) - replace this slider by 2 circles for emphasis vocals like you make after (it's sound so much better and can be more improve kiai parts)
  8. 01:29:920 (4) - ^
  9. 01:32:920 (3) - ^
  10. 01:34:420 (3,4) - ^ (similar for the next kiai part)
gl!~
Zallies
M4M at my Saayonara Memories

sry for late mode < school works

[General]
  1. Make sure the tags are there
  2. medata ulgud?
  3. 00:06:670 - isn't should be in here this is the start of the beat of the song
  4. not sure about the Difficulties Names Challenging is high diff (?)
[Extreme]
  • OD=8 kinda easy for Insane/Light Extra(?)
  1. 00:26:545 (2,1) - overlaping (?)
  2. 00:30:295 (1,2) - switch for consistency (00:26:920 (1,2,1,2) -; 00:32:920 (1,2,1,2) - )
  3. 00:32:170 (1) - ctrl+g for back and fort flow
  4. 00:35:170 (1,2,3) - aesthetics kinda low becuase of 45 degree (its not my habit sry)
  5. 00:36:670 (1) - blanket
  6. 00:42:670 (1) - sliderend would be clickable cuz of its beats
  7. 00:48:670 - meh.. since its a highest/mapping styles, 00:50:170 (2) - nc for spam of finish hitsound for emphasis
  8. 00:43:420 (3) - sliderend clickable?
  9. 00:54:670 (1,2,3,4,5,6,7,8,1) - with 00:55:795 (5,6,7,8) - weird aesthetic sqaure, could a fix it
  10. 00:56:077 (8,1) - looks like you did a 1/2 circles, but this is still a stream and overkill
  11. 00:57:482 (7,8,2) - weird overlapping
  12. 01:00:295 (1,1) - - sliderend didnt have beats / too high ds thinking that its 1/2 on points
  13. 01:07:795 (3,4,1) - too confusing cuz of stack leniency
  14. 01:11:451 (2,3) - overkill/ds just stack 3 for flow
  15. 01:13:045 (1,2) - for consistency & flow
  16. 01:20:170 (1,2,3) - ^ (01:15:670 (1,2,3) -; 01:10:795 (4,5,1) -; etc)
  17. 01:22:982 (2) - clickable tbh, and move spinner to white tick for emphasis
  18. 01:29:451 (2,3) - as a player, 1/2 circle sees. might confuse etc. and for flow this is too overkill although the music on kiai part still the same on beating Overall, 01:29:451 (2) - is neither clickable nor heard of the beat
  19. 01:44:170 (1,3) - space of 1 and 3 are good stacking, do it on 01:44:545 (2,1) - for structure and spacing
  20. 01:47:732 (5) - quick suggestion: 1/1 for vocal flow
overall structure of the map was almost perfect/almost ready for ranking

[Hyper]
  1. 00:27:670 (1) - straight this for emphasizing (00:26:170 (1,2,1) - etc. (at almost every map are curve+straight / straight+curve)
  2. 01:04:420 (3) - didnt know why doing a hard slider when the others are curved, its like an out of place slider/slider pattern
  3. 01:07:795 (5,5) - copy paste each other for structure aesthetics
  4. 01:09:295 (6) - thinking that straight slider is good?
  5. 01:11:920 (6) - nc, music change and doing weird stuff
  6. 01:14:357 (2) - having a confuse that this section has a clap unlike other sections are the same beats
  7. 01:22:045 (3,4,1,1) - fix aesthetics line for flow
  8. 01:25:420 - suddenly the really loud sounds needs to be fit on the notes aka importants although you ignored and (it was confusing notes)
  9. 01:32:357 - red tick has sound, 01:41:170 (1,2,3) -
  10. 01:34:045 (2,3,4,5,6,7) - i thought that this are rotatable aka its not structured fix for distance snap
  11. 01:43:982 (6) - change for consistency (01:43:607 (4) - )
  12. 01:44:170 (1) - put down, more. for repeating postitions
  13. 01:48:295 (1) - music is still holding ends to white tick (1/1 slider)
some sections needs to be improve overall almost good mapping style

[Challenging]
  1. Fix Colours
  2. 00:34:420 (3) - sliderends is clickable i rather doing a 00:35:170 - circle/slider on this point for flow of the song
  3. 00:39:670 (1,2) - such low structure, try this (00:26:920 (6,7) - )
  4. 00:37:045 (2,3) - not bad for doing lapping over circles, but theres a space on the top edges somehow use it (do like this for example:00:45:670 (1,2,3,4) - and repeat
  5. 00:37:607 - clickable find a way patterns and so on. fix it
  6. 00:38:545 (5,6,8) - straight line or no?
  7. 00:42:107 (6,7,8) - remapping this pattern cuz is confusing matter
  8. 00:42:670 (1,2) - overlapping for structuring
  9. 00:43:982 (3,4) - low structure and distance snap is too high for Hard Difficulty
  10. 00:44:920 (5) - is this blanket or stack? cuz the aesthetics is bad and consistency
  11. 00:46:420 (3,4) - ds is high / consistency tbh
  12. 00:48:670 - this sections needs more flow and aesthetics im not doing 1 by 1 because theyre all the same patterns. just remember this is a Hard Difficulty no to high ds for hard diffs, ye everyhard diffs doenst like this much, it is about almost Distance Snap but some patterns arent not becuase theyre good to flow
  13. 01:11:920 (4) - nc for weird music is applying
  14. 01:13:982 (1,2) - thinks that this is 1/4 sliders move away for consistency/ds
  15. 01:19:982 (1,3) - switch nc
  16. 01:32:920 (1,2,3,4) - hard diffs hasn't jump in a while
  17. 01:48:295 (3) - it is holding go with the slider
every sections gets larger ds yet cuz beats are always the same, Hard Difficulty haves DS, some of it.

[Average]
  1. add a colour circles
  2. fix aimod: ds
[S1mple]
  1. 00:45:670 (5) - nc
  2. 01:05:170 (1) - remove nc
hi gl its me
Mekki

Cris_1 wrote:

M4M from your queue
Please mod this map: https://osu.ppy.sh/s/580549


MkGuh's Average
  1. 00:54:670 (1,2,3,4) - This pattern looks a bit weird why?
fixed all the rest ty

MkGuh's Challenging
  1. 00:30:295 (7,1) - Imo this looks closer in comparison to other patterns ?
  2. 00:41:545 (5) - ^ move 1 square to the left too nazi lol
  3. 00:42:107 (6,7,8) - Inconsistent, please use DS in these circles jump on purpose
  4. 00:48:295 (4,5) - Ctrl+G did something different
  5. 01:13:982 (1,2) - This is a bit harder imo, and you skip 01:14:170 - this a very strong beat i like following the rhythm that way
  6. 01:30:670 (1,2,3,4,5,6,1,2,3,4,1) - This pattern is very weird, you change the direction of the notes very constantly... sounds challening and nice for a hard diff
  7. 01:47:170 (1) - Put this at the tail of 01:45:670 (1) not needed at all lol
Gl~ thanks

UniqueBlock11 wrote:

Hello, from my queue. This was being edited as Cris_1 posted his mod, so my mod may conflict with his.

mkguh's challenging

00:33:670 (1,2,3,4,5,6) - In the previous combos the whistle hitsounds sounded really nice, but here you sacrificed the hitsounds for a rhythm that works,
but I still missed the hitsounds. Try to construct a rhythm that still emphasizes the same beats but also includes the whistle hitsounds. sounds fine like that, but changed hitsounds
00:40:982 (4,5) - Blanket for visual appeal. seems ok like that
00:43:420 (2,3,4) - (4) looks awkwardly placed, it doesn't create any symmetry. Why not move (4) to improve the symmetry? which symmetry?
00:44:920 (5) - Blanket for appeal. kk
00:46:420 (3,4,1) - Same as the 'awkwardly placed' comment above, this time (4) looks awkwardly placed. i dont get why, though
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well. true
thanks

ShogunMoon wrote:

Heyo!~
  • Mk's Average
  1. 00:34:420 (2,3) - imperfect blanket
  2. 00:38:920 (6,2) - you can avoid this contact imo nazi xDD
  3. 00:51:670 (1,2) - imperfect blanket
  • Mk's Challenging
  1. 00:43:982 (3,5) - not very stack on the tail of the slider nazi, doesnt need to be fixed at all, players cant even see the stack
  2. 00:47:920 (3,4,5) - should be very confusing for the players when they play because we can't differentiate these circles maybe if you increase the jump a little more like this https://puu.sh/xe5SM/b501e5ba5f.png it's should be better fix
  3. 00:57:295 (3) - replace it by 2 circles like you make before for emphasis drums k
  4. 01:00:201 - add a circle for emphasis electronic sounds there is a circle there already
  5. 01:45:670 (1,1) - better stack pls nazi, but fixed xd
gl!~
normal
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244,64,42295,1,8,0:0:0:0:
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484,296,46232,1,0,0:0:0:0:
428,240,46420,2,0,P|424:204|432:172,1,65,8|0,0:0|0:0,0:0:0:0:
468,72,46795,1,8,0:0:0:0:
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360,36,66107,1,8,0:0:0:0:
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120,40,66670,5,2,0:0:0:0:
120,40,66857,1,2,0:0:0:0:
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176,120,67795,1,0,0:0:0:0:
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377,200,69295,1,0,0:0:0:0:
377,200,69482,1,8,0:0:0:0:
256,184,69670,6,0,B|200:216|200:216|120:212,1,130,0|0,0:0|0:0,0:0:0:0:
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68,120,70420,2,0,P|108:136|133:214,1,130,0|0,0:0|0:0,0:0:0:0:
100,284,70982,1,0,0:0:0:0:
212,268,71170,6,0,L|308:264,1,65,2|0,2:0|0:0,0:0:0:0:
316,272,71451,1,0,0:0:0:0:
316,272,71545,2,0,L|388:268,1,65,2|0,2:0|0:0,0:0:0:0:
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232,44,73045,2,0,P|200:38|167:43,1,65,0|8,0:0|0:0,0:0:0:0:
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148,176,73607,1,8,0:0:0:0:
72,200,73795,1,0,0:0:0:0:
132,252,73982,6,0,L|164:284,1,32.5,8|2,0:0|2:0,0:0:0:0:
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368,344,80076,1,0,0:0:0:0:
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256,72,82982,1,0,0:0:0:0:
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376,176,86170,2,0,B|320:216|320:216|232:204,1,143.000004364014,10|8,2:0|0:0,0:0:0:0:
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84,208,86920,2,0,L|80:292,1,71.5000021820069,10|0,0:0|0:0,0:0:0:0:
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476,200,91795,1,2,2:0:0:0:
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396,228,92545,2,0,L|300:224,1,71.5000021820069,8|0,0:0|0:0,0:0:0:0:
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280,136,93107,1,0,0:0:0:0:
208,284,93295,1,2,0:0:0:0:
136,240,93482,1,8,0:0:0:0:
276,224,93670,2,0,P|296:304|248:368,1,143.000004364014,14|8,0:0|0:0,0:0:0:0:
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204,24,95732,5,2,2:0:0:0:
204,24,95826,1,2,2:0:0:0:
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303,122,96482,1,0,0:0:0:0:
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353,336,103982,1,10,2:0:0:0:
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Topic Starter
Lumael
Updated.
Changed some minor stuff on Shadren's difficulty because he allowed me to.
riffy
Oh, hi!

General
  1. You really need some combo colours, without them the whole thing is likely to look random/weird as th ecolours will depend on skin.
Simple
  1. 00:45:670 (5) - try to use a new combo on this one to sort of make comboing consistent and avoid the long combo chain?

    Seems fine to me.
Mk's Average
  1. 00:42:670 (1) - the music kind of cuts off at 00:43:045 - so I'd really prefer to have that mapped. Maybe something like this?
    Note: 00:46:982 (3) - try two circles here instead of a slider for the same cut-off effect? or maybe something like this
  2. 00:59:170 (1) - literally offscreen.This needs to be higher so that it is 100% visible.
  3. 01:04:420 (3,4) - copypasting the same slider and rotating it would feel a little neater. here. Te idea of a pattern is to be repetitive, so that it matches the song. Hence, identical shapes and similar patterns work better.
  4. 01:31:420 - this would feel a lot better as a circle because there are vocals and strong drum hits that need to be highlighted.
    Note: same here 01:40:420 -

    I feel like the rhytm could be more polished. There is a lot of 1/2s, yet sometimes there are very strong beats being ignored, so it feels a bit spammed.
Mk's Challenging
  1. 00:35:357 (4) - this feels oversimplified, I'd try this to bring out the vocals and stress them.
  2. 00:38:920 (7,8) - introducing jumps here doesn't seem to make much sense as there were no jumps in the intro before.
    Note: 00:42:107 (6,7,8,1) - same, especially because the jumps here are somewhat irregular and feel confusing. I'd generally leave the jumps for a more intense part on 00:42:107 (6,7,8,1) -
  3. 01:09:670 (1,3) - tails are not perfectly stacked, something-something, fix the stack if possible.

    The spacing could use some work, I suppose. Otherwise it's okay.
Shadren's Hyper
  1. 01:03:670 (1,2,3) - I'd use sthe same shape for all three of them, this would be a good idea since they all basically follow the same sound.
    Note: ^ this, or I am missing out on your pattermning, because it goes for a lot of similar patterns like 01:07:420 (4,5) -

    Looks cool!
Extreme
  1. 00:40:795 (5,1) - I would increase the spacing to stress (1) better.It actually sounds pretty strong.

    I like it!
I feel like Challenging could use a bit more work with spacings. Apart from that it's an okay set but it's a shame you've mapped the cut version :c
Mekki
https://puu.sh/xQK3h/735601c5cd.osu - challenging

https://puu.sh/xQK3g/ddbcc0f93e.osu - average

Since u didnt mention about the jumps on the kiai in challenging diff so I kept it, lemme know if they are fine or not.
Topic Starter
Lumael
Applied Mk's changes
Applied everything but the suggestion to the Simple because I added NC every 2 measures so I don't see any point in breaking it there
Added combo colors (i forgot x.x)
Thank you!
Mafumafu
[General]
It is better not to use terms like "Average" or "Challenging". They seem archaic. Use Normal and Advanced or something more fad instead.

Please map the intro part.

I think I would suggest go over the NC scheme. NC is too frequent on the top diff and a bit random too (though I somewhat understand you are trying to combine NC with patterns or layouts). I would still recommend simple and normal NC schemes, that is to say, NC every long white lines or similar stuffs.

[Mk's Average]
00:29:545 (3,4) - Why not a sharp blanket?

00:34:420 (2,3) - This blanket seems off.

01:15:295 (6,7,1) - This pattern possibly needs to be nerf'ed because of three consecutive 1/2 taps. And it is harder than any other patterns within this map.

[Mk's Challenging]
00:36:670 (1,2,3,4) - This looks a bit crowded tbh.

00:56:170 (1) - I would like to recommend replacing this with two sliders. As this part is delineating a crescendo in music, so the pattern, especially the rhythm density needs to be raised here too. The reverse slider thus might not fit in with here.

00:57:670 (1,1) - I doubt if the recovery time is enough.

[Shadren's Hyper]
The gap between Hyper and Challenging is too large. Particularly: 00:50:920 (3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1) - With 1/2 jumps and 1/4 rhythms as well as streams. Compared to Challenging difficulty where there are only 1/2 rhythms with sliders in between, it needs to be nerf'ed to match up with the spread.

01:11:920 (6) - For this special shape, please NC it.

01:48:295 (1) - Replace this with a 3/4 slider and add a note at 01:48:670? To follow the music better imo.

[Extreme]
00:39:295 (1,2) - Actually I have no idea for why the spacing here was enhanced suddenly. This sudden enlargement seems not to get support from melody. It should at least be the same spacing as its previous jumps. 01:03:295 (1,2) - Same here.

01:11:170 (1,2,3) - I would like to suggest changing this placement. This spaced 1/4 is quite abrupt. I know you might want to emphasize on the melody change here but this is too aggrandized imo. You could have larger spacing than others, but not this far. 01:29:170 (1,2,3) - Same. 01:41:170 (1,2,3) - This is more intolerable because this flow is broken as well.

By the way, could you provide a metadata source for this mapset?

You can call me back when you think ready.
Topic Starter
Lumael

Regraz wrote:

[General]
It is better not to use terms like "Average" or "Challenging". They seem archaic. Use Normal and Advanced or something more fad instead.

Please map the intro part. already adressed this in game

I think I would suggest go over the NC scheme. NC is too frequent on the top diff and a bit random too (though I somewhat understand you are trying to combine NC with patterns or layouts). I would still recommend simple and normal NC schemes, that is to say, NC every long white lines or similar stuffs.

[Shadren's Hyper]
The gap between Hyper and Challenging is too large. Particularly: 00:50:920 (3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1) - With 1/2 jumps and 1/4 rhythms as well as streams. Compared to Challenging difficulty where there are only 1/2 rhythms with sliders in between, it needs to be nerf'ed to match up with the spread.

01:11:920 (6) - For this special shape, please NC it.

01:48:295 (1) - Replace this with a 3/4 slider and add a note at 01:48:670? To follow the music better imo.

[Extreme]
00:39:295 (1,2) - Actually I have no idea for why the spacing here was enhanced suddenly. This sudden enlargement seems not to get support from melody. It should at least be the same spacing as its previous jumps. 01:03:295 (1,2) - Same here. Well, the rhythm, imo, gives punches really hard on these circles, that's why I even kept it as a standard for the entire map (everytime this strong melody goes I make this bigger jump)

01:11:170 (1,2,3) - I would like to suggest changing this placement. This spaced 1/4 is quite abrupt. I know you might want to emphasize on the melody change here but this is too aggrandized imo. You could have larger spacing than others, but not this far. 01:29:170 (1,2,3) - Same. 01:41:170 (1,2,3) - This is more intolerable because this flow is broken as well.

By the way, could you provide a metadata source for this mapset?

You can call me back when you think ready.
METADATA SOURCE: https://www.youtube.com/watch?v=G6uDfiVeJm4 (for future requests)

Thank you!

No comments = fixed
I fixed Shadren's difficulty since he asked me for
Mekki
fix it for m
Topic Starter
Lumael
fixed a couple things from mk's difficulties, but I kept some since I didn't find the change necessary
Mafumafu
Recheck.

I think it is still quite inappropriate to leave so many mappable blanks in the intro. I think the intro should at least be shorter than 20% to show enough commitment toward the song and the map. So I'd like to suggest, as a kind of trade-off for your concerns, starting mapping from 00:23:920 so that the intro will only be 19.9% and you could map the sentence in a whole so as not to make it sounds weird to start in the middle of a sentence. You need to adjust the timing point as well.

What about the diff name change I mentioned in my mod?

About NC scheme in the top diff:
00:26:920 (1,2,1,2) - I think it is better to keep these in one combo as their structure is similar, it is not necessary to NC for hint for players as such spacing variation isn't that hard to that level of players. Same for latter identical patterns.
Topic Starter
Lumael

Regraz wrote:

Recheck.

I think it is still quite inappropriate to leave so many mappable blanks in the intro. I think the intro should at least be shorter than 20% to show enough commitment toward the song and the map. So I'd like to suggest, as a kind of trade-off for your concerns, starting mapping from 00:23:920 so that the intro will only be 19.9% and you could map the sentence in a whole so as not to make it sounds weird to start in the middle of a sentence. You need to adjust the timing point as well.

What about the diff name change I mentioned in my mod? I decided not to change since I think it makes the spread sound a bit more interesting to the player

About NC scheme in the top diff:
00:26:920 (1,2,1,2) - I think it is better to keep these in one combo as their structure is similar, it is not necessary to NC for hint for players as such spacing variation isn't that hard to that level of players. Same for latter identical patterns.
Everything else fixed
Mafumafu
I think I cannot do anything else without diffname changes. Challenging could mean top diff (and that is frequently witnessed in many other mapsets) and Average cannot tell it is between which two difficulties in a spread.
Mafumafu
Finally the diffnames have been changed. Let us have a try.
Net0
Congratz guys ^^
Topic Starter
Lumael
Thank. You!
Trynna
looks like i tried to post something earlier but forum didn't want to work so my post was never done? oh

regarding the last difficulty of the mapset, there are some auto stacks that are tilting me incredibly, such as 01:07:795 (3,4,1) - 01:10:795 (4,5,1) - 01:07:795 (3,4,1) - . Tail + circle + head stacked are naturally no good, but since you used a low stack leniency it causes an effect that can be even worse (pic that uses sl 5 as an example), making the pattern harder to read than usual and also making your aesthetic really weird. I'd recommend manually stacking those or just increasing the sl (which is not the best option imo but idk) so this thing can be avoided

also the map is pretty cool, gl on ranking it
Topic Starter
Lumael

Trynna wrote:

looks like i tried to post something earlier but forum didn't want to work so my post was never done? oh

regarding the last difficulty of the mapset, there are some auto stacks that are tilting me incredibly, such as 01:07:795 (3,4,1) - 01:10:795 (4,5,1) - 01:07:795 (3,4,1) - . Tail + circle + head stacked are naturally no good, but since you used a low stack leniency it causes an effect that can be even worse (pic that uses sl 5 as an example), making the pattern harder to read than usual and also making your aesthetic really weird. I'd recommend manually stacking those or just increasing the sl (which is not the best option imo but idk) so this thing can be avoided

also the map is pretty cool, gl on ranking it
The settings I have for SL doesn't have any impact on 1/4, only 1/2 rhythm and above. I couldn't see any difference from this and the standard stack leniency from the editor, this is just how the editor handles this kind of thing
thank you!
Marianna

Trynna wrote:

looks like i tried to post something earlier but forum didn't want to work so my post was never done? oh

regarding the last difficulty of the mapset, there are some auto stacks that are tilting me incredibly, such as 01:07:795 (3,4,1) - 01:10:795 (4,5,1) - 01:07:795 (3,4,1) - . Tail + circle + head stacked are naturally no good, but since you used a low stack leniency it causes an effect that can be even worse (pic that uses sl 5 as an example), making the pattern harder to read than usual and also making your aesthetic really weird. I'd recommend manually stacking those or just increasing the sl (which is not the best option imo but idk) so this thing can be avoided

also the map is pretty cool, gl on ranking it
I gree with Trynna, thats really uncomfortable.
Voli
I agree with the stacking thing above as well, might be wise to address the issue properly.

Insane
  1. 00:25:045 (2) - Don't you want the ''girl'' vocal to be clickable like here? 00:27:670 (1,2) -
  2. 00:56:170 (1) - ctrl+g would play a bit smoother i think, thats a pretty huge jump for 1/4 tbh
  3. 01:09:295 (1) - don't think the nc is needed here?
  4. 01:11:920 (1) - perhaps a ''distorted'' slider would work well for this effect like shadren did in his diff? example: https://voli.s-ul.eu/Tt3gVbPB.png
Rest of diffs looked good to me. Nice map! Call me for qualify
Topic Starter
Lumael

Voli wrote:

I agree with the stacking thing above as well, might be wise to address the issue properly. fixed

Insane
  1. 00:25:045 (2) - Don't you want the ''girl'' vocal to be clickable like here? 00:27:670 (1,2) - This would break completely the pattern I created, since this rhythm 00:24:670 (1,2,1,2,3,4) - is what I aimed for at the introduction of the song, if I change here just to cover the "girl" it would make it sound a bit inconsistent through the rest of the intro
  2. 00:56:170 (1) - ctrl+g would play a bit smoother i think, thats a pretty huge jump for 1/4 tbh done
  3. 01:09:295 (1) - don't think the nc is needed here? lol but there is a nc already
  4. 01:11:920 (1) - perhaps a ''distorted'' slider would work well for this effect like shadren did in his diff? example: https://voli.s-ul.eu/Tt3gVbPB.png I couldn't open the picture but I tried something myself
Rest of diffs looked good to me. Nice map! Call me for qualify
Thank you!
Voli
ok!
Topic Starter
Lumael
MaridiuS
01:13:982 (1,2,3,4,5) - vs 01:16:982 (1,2,3,4,5) - I don't seem to understand the inconsistency here? Same sounds yet first example has random low spaced fifth note which seems more like a mistake than on purpose.
|
top diff
Topic Starter
Lumael

MaridiuS wrote:

01:13:982 (1,2,3,4,5) - vs 01:16:982 (1,2,3,4,5) - I don't seem to understand the inconsistency here? Same sounds yet first example has random low spaced fifth note which seems more like a mistake than on purpose.
|
top diff
lol yeah this was a mistake, in fact it was the editor who randomly shortened the DS there, but its less than 0.2x of spacing difference and it's really hard to tell just by looking at it :/ I hope it won't be enough to disqualify
Pachiru
Since it just qualified, why don't you just change it to get it requal just after? It's always better to improve quality instead of leaving it like that. But well, it's up to you~
MaridiuS
Don't worry, there won't be any problem into requalifying the map back, this is the reason to why qualification exists and not instant ranked.
Pachiru
It's sad that you didn't take the time to fix that mistake before it got ranked, but well, congratulations for rank.
Mekki
Players won't notice it anyways. We just do because we are mappers and we understand about aesthetics and stuff. Players will still enjoy the same as if it werent like that while playing.

Gratz! This mapser was mine bitch stop stealing from me Querida
Xlouiso
cool
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