Yeah I was right at least about one thing :^)
Nice map tho, really cool.
Nice map tho, really cool.
tyty~Shad0w1and wrote:
我是夫妻的
存粹水摸,改不改无所谓,直接reject就好
00:14:699 (1) - 个人觉得形状不太合氛围
00:30:548 (2) - 不太好看 我觉得还可以
01:14:857 - 考虑fill 这里跟主旋律故意skip的
01:15:611 (3,4,5) - 建议重下音效,以1/2为单位,会帮助读图,目前的太乱了和pattern对不上
01:17:310 (3) - 这个也有点怪。。要不想保留音效就搞成滑条吧。。 这里用连打舒服一些,之后有大跳
02:10:234 - normal (auto) sample?
02:14:762 - 不太觉得有必要下成soft 这里没鼓
02:22:310 - 建议normal sample
02:23:819 -
目前的这两个nc颜色太接近,体现不出血红的强调作用
03:23:253 - 考虑clap 没鼓
03:52:498 - 建议auto sample,滑条头还是给明显的音舒服点
03:53:253 - 一样 这里我排了normal whistle
04:15:800 - 掉了hs
04:24:668 - 又是血红combo不明显
04:26:555 - 掉hs,normal sample soft addition
04:29:574 - 同理
04:36:932 (1,2,1) - 有点overdone
04:54:857 - 这个滑条头太轻了 我觉得还可以
05:19:008 - 血红combo更好
05:19:385 - 白combo?colourful
05:24:574 (2) - 这个哨子应该在滑条头吧 尾巴上更好听一些
05:25:423 - 倾向于加个哨子在这 这里故意用的soft要不然太吵了
05:31:838 (1) - 考虑finish
06:40:894 (1,2,3,4) - 有点歪,均匀角度好些
rs_fadeaway wrote:
Hi~ m4m
扑通,太难读了;w; 以下建议经供参考(水)
01:11:649 (4,5,1) - 这里的排列迷惑性比较大,玩时容易跟到另一个音轨上,忽略那个空拍。建议01:12:215 (1,2) - 位置换一下,或者5、 1叠起来也可以
01:16:744 (1,2,3,4,1,2,3,4,5) - 这里鼓声太大了,很容易被带进坑里,直接1/4带过是不是真的好呢? 这里鼓声错开了bpm没法map,而且我一直跟的钢琴
01:17:687 (1,2,1) - 这里叠起来感觉会很爽 感觉flow就不对了
01:39:385 (1) - NC?
02:03:536 (1,2,3,4) - 这里两个原地二连,感觉有点拖节奏,音乐并没有突然停顿的意思 跟vocal
04:36:555 (4,5,6,1,2,1) - 这个地方有点坑 间距改小了一些
04:52:027 (1,2) - 难读,个人倾向这里叠一下,没有必要和后面的构成排列,都是另一段了 放了NC
05:06:555 (3) - 把这个滑条减速感觉不错 这样没法叠着了
05:20:706 (6,7) - 再摆远点
06:30:328 (1,2,3,4) - 这种还是太难了吧,也比较突然 这里我找人test基本上都能打到
GL~
Yohanes wrote:
Supposed to be a m4m
Probably the most useless mod you'll ever received
- 01:12:734 - just letting you know, there're an instrument sound here i intentionally didnt follow the drums since they start to deviate from the bpm later on, don't want to confuse the players
- 01:25:800 - in this part if you put NC every new slider would be cool
- 02:37:687 (1,1,1,1,1,1) - & 04:24:857 (1,2,3,4,5,6) - rather inconsistent NC-ing, I find it easier to read if you do not spam NC
- 02:44:857 (4,5,6) - How about rotating this around 45 degrees clockwise. I know this meant to be hard, but this one is especially quite unintuitvie and surprising did a different angle
- 04:37:027 (2) - 185|191? By placing it a lil bit lower, it could increase the readability by a little bit imo i intentionally made this a linear pattern, I've reduced the spacing to make this easier to hit
the speed change on the last kiai is quite godlike lol
I'll throw star once you revive the map, good luck
osuskrub wrote:
hello, m4m
[jonthanlfj]
01:24:574 (2,3,4,5,6,7) - i understand what you want to do with the movement here, though it's a lot less straining than the rest of your other patterns that intend to do that, a player could simply find the sweet spot and not move their cursor very much, i suggest trying to change the pattern there because it creates a somewhat inconsistent intensity for that part
01:30:328 (1,2,3,4,1,2,3,1,2,3) - how come you do 1234 ncing then switch to 123 ncing, seems a bit inconsistent this is mostly NC for the pattern
01:32:027 (3,1) - the sudden increase in spacing here is kinda unfitting and a bit awkward considering the song's intensity is the same there is a switch in vocal tone here, which is accentuated by the jump (also the NC)
01:50:328 (3,4,5,1) - this is so much harsher than 01:44:291 (3,4,5,1) - even tho they are the same pattern, probably suggest lowering distance on 1
02:08:253 (2,1) - the random anti jump here doesn't necessarily create pressure and it kind of just feels a bit random considering how you've arranged circles
02:43:819 (6,7) - leaving this stacked is kinda ehhh because the drums are getting more intense, maybe try and space 6,7 out to try and create more emphasis, kinda like what you did here 03:03:442 (6,7) - there is not enough 1/4 here to justify blowing the spacing up, the other just had a different instrumental layer i was following
02:46:555 (6,7,8) - oof, this is extremely harsh, it's about as harsh as some of the similar arrangements in the kiai, i suggest reducing this
03:11:461 (1,2,3) - how come you leave these triples stacked but the rest of the triples spaced out, it's very :thinking: was trying to preserve the pattern symmetry here, moving it out would break the triangle flow
04:28:819 (3,4,5) - transition here results in really awkward cursor movement, i understand your need for patterning but this is really meh i testplayed this and the flow felt fine, dunno what the issue is here :/
04:33:725 (4,5,6,7,1) - i know the drums are weaker than usual here but i think the spacing doesn't need to be that low, a slight increase would work
04:50:894 (2,3,4,1,2,3,1,2,3) - spicy from https://osu.ppy.sh/s/13019 xD
[jonathanlfj]
05:16:366 (3,4,5,6) - seems kinda random and i don't hear the strong drums in this so i think the high spacing here is quite unwarrented this is following the same pattern i did before with really fast red sliders, except i felt the piano started to pickup in volume so i used circles here
05:26:083 (2,3,4,5) - why do you space these out differently it just looks quite weird this part was supposed to be increasing in spacing gradually, i made it more obvious by changing sv of the sliders
06:31:649 (1,2,3) - this really surprised me with how much the spacing is need that HYPE, also this is not much bigger than the 1 in second kiai just harder cause its a straight line
good stuff as usual! good luck
leo16834 wrote:
Hi~ M4M
[jonathanlfj]
01:24:291 (1,2,3,4,5,6,7,8) - Umm... I think part rhythm is ok , but has some flow hard to move. I suggest it can lower some diatance on this part
01:33:536 (2,3) - How about stack this one? not sure why that would be better, the vocals or instrumentals are not repeating here
01:39:196 (2) - NC ? i think readability is fine here, i've used a similar pattern earlier
01:43:347 (2,3) - stack this circle? don't see how it might be better...
02:32:215 (1,2,1) - Start here has much silder stack , I think it has hard to read for first to play it player. I sugguest moving offset previous silder like this https://puu.sh/xZn9d/59791cbf07.png The same behind part I intentionally made this part hard to read, it brings out that repetitive aspect of the song out
03:37:498 (3) - NC ? i think without NC reads fine
04:24:668 (1,1) - The Nc color is too close. A little hard to read...
05:55:989 (1) - can stack with 05:55:611 (5) - If change previous note , this one 05:56:555 (2) - need to move this is again playing with anti jumps like some of the patterns you looked at earlier
06:28:725 (2) - I think can average this distance 1.18 vs 1.26 nice catch
It too hard for me , but this map is very beautiful placed... I learn many map skills on this map
good map~! GL~
Noffy wrote:
jonathanlfj
Before today I never realized spelling your name as jonathanjfl and jonathanjlf were both wrong.
i can't read
M4M~
This map is a JOURNEY dang this is great your mod is great too really helpful
[General]
Self.. collab? So one mapped evens and you mapped odds? (:
nearly 9mb worth of hitsounds 😱
A lot of this space is coming from the hitsounds that are a bit long in time just from echoing into nothing, when they could be edited to fade out to silence sooner and therefore cut down in length without it noticably sounding different in gameplay. Per each hitsound it may be a small difference, but cutting down throughout most of the 77 files you have could reduce the total size significantly. Like.. they nearly double the osz size at the moment... the original intention was to actually fake this as a collab, but then i decided to be more honest since ranking it that way would be super difficult. That said, I don't want to manually edit the hitsounds because it might tamper with the original fidelity of the file, especially because i took most from existing map's hitsounds. I want whoever that comes into my map to "steal" hitsounds in the future to not worry about their quality.
Or another thing: The only different sound between set 34 and set 33 is the normal-hitnormal. Instead you could've just called normal-hitnormal34 "soft-hitnormal33" and set any notes that are currently using set 34 to use set 33 with the soft sampleset and normal addition set.
330kb cut down already just from a simple structure change. this i will do
You're using a rather complex hitsounding structure, so it's a bit difficult for me to come up with other similar suggestions in restructuring to reduce repeated files and save on filesize without worrying about accidentally hecking something you did up. but.. yeah. seriously consider looking at that.
Just seeing so many repeated sounds and such a high size together, surely there's gotta be a better way.
[Collab Masquerade]
- 00:03:378 (1,2,3,4,5,6) - so like i don't know why but osu stack snapping is bugged and will snap things to often be off by a slight bit and it's a nitpicky thing but it drives me nuts seeing it everywhere when the stacks are supposed to be in the exact same places, and to me it ruins their visual integrity as "perfect stacks", it happens in this and the timestamps in the box, consider reviewing them. this is a known issue with the osu editor, because osu's mapping field is realistically 640*480 so any inperfect scaling of slider end positions will result in slight displacements. This can't be helped so we just need to live with it (note: try stacking two slider ends "perfectly" then saving and reopen the editor. You will notice that most of the time they will become displaced)
it's a nitpicky thing so im just gonna put timestamps where i notice it while testplaying in this box
00:06:397 (1,2,3,4,5) -
00:41:869 (1,2) -
00:33:567 (1,2,3,4,5,6) -
03:25:800 (1,3) -
04:27:498 (4,5) -
06:44:479 (2,4) -- 00:47:907 (1) - The impact of this note felt pretty lacking as the vocal is strong like 00:44:888 (1,2,3,4,1) - the vocals throughout here were, but doesn't have a jump. .. maybe ctrl+g?
- 00:50:925 (1,1,1,1,1) - this is so cute i love hearts
- 01:11:649 (1,2,1) - While the map is overall pretty hard, this is rather easy to misread as all 3 objects being 1/1 apart, which seems unfitting as a challenge for when its still in the calm part of the song. I suggest making 01:12:215 (1) - more noticably apart from 01:11:649 (1,2) - . this was intentionally done to represent the repetition in the...what do you call it clicks? I have a similar pattern also for the repeating piano at 01:39:008 (1,2)
- 01:12:404 (2) - I am fairly sure that this and the similar reverse sliders you have as 1/8 in this section should be on 1/6 instead. They currently sound like they're ending too early, with the louder more noticable sound at 01:12:467 - and the 1/3 in similar places.
- 01:16:744 (1,2,3,4,1,2,3,4,5,1,2) - oh goodness.. the piano may be regularly hitting on the 1/2s, but the more noticable.. sound effects (? dunno what to call them) are going between 1/3 , 1/6, and other crazy stuff, leading it to feel wrongly timed/weird when played. Maybe make this part more reverse sliders like the part just before it? i agree its messy here, but at this level of play the repeat sliders should be a good indicator of what to expect for the stream regardless of what crazy stuff is happening in the music
- 01:29:008 (1) - the pattern preceding this had the progressively more angular more curved shapes per slider, so this being such a flat wave kind of goes against that :s maybe this or a more intense wave
- 01:24:291 - I strongly agree with BOTH what osuskrub and leo16834 said here. The flow is more awkward than the other similar patterns, making it rather more difficult to play, yet it can also lack in impact in how it feels due to it being able to mostly stay in place like osuskrub described. I think this could be resolved by stacking the circles on slider ends like how you did 01:19:762 (1,2,3,4,5,6,7,8) - .
- 01:30:328 - the NCs in this bookmarked section are pretty odd, as it differs from the 2 following sections where you primarily placed NCs on downbeats instead. Same goes for 02:08:064 - many parts of this section. this was mainly because of the style i was trying to copy in this section (remember this is a fake collab), sadly the map in question was removed for DMCA takedown but if you can get a copy of it check it out https://osu.ppy.sh/s/319976
- 01:38:819 (3,1,2,1) - an idea: what about having the lower spacing be between 3->1 instead, with 2->1 having more space inbetween them? As currently 01:39:008 (1) - is more spaced for a pretty weak guitar strum, and one that's paired with 01:38:819 (3) at that. It would also help contrast this from other currently similar visual patterns like 01:34:668 (5,6,1) - that are 1/2 instead. nice idea, but this is actually why i did 01:11:649 (1,2) in the first place, its a stack to emphasize a repeating sound. A similar gimmic at 05:55:423 (1,2) as well
- 01:55:234 (1,2,3) - Felt unfitting and a bit awkward to play, as 01:55:423 - is a slider end and 01:55:611 - skipped entirely, despite the fact you use a rather loud clap hitsound for this type of sound. 01:55:611 - is a pretty noticable guitar sound too. maybe? i've considered this, but dropped the idea because the drum finishes are clearly more dominant here. Mapping everything out would in fact take of the emphasis here imo
> same thing occurs at 03:42:404 (1,2,3) -- 02:37:687 (1,2,3,4,5,6) - Consider making this rhyhtm more like how you did 04:24:857 (1,2,3,4,5,6) - , as I feel this latter pattern helped the piano roll stand out and play better while still following the same 1/2 click rhythm, instead of mostly ignoring the roll.
- 02:42:027 (5,6,7,8) - this is extremely cute <3
- 02:47:121 (9,3) - it looks like two pattern ideas collided here, as this overlap looks incredibly sloppy compared to most of this more intense section thus far. I can't even figure out a suggestion that would keep both individually good patterns in tact q_q dw i got this
- 02:50:328 (1) - I think this soft finish as used here and in other places as well is a bit too loud, and distracting because of it. I suggest lowering the volume of the audio file by a bit. i have music and hitsounds both at 100% and it seems fine on my end, its supposed to blend with the music anyways
- 03:17:498 (1,2,3) - Stacking got hecked here? 03:23:536 (1,2,3) - and here? 04:26:178 (5,6,7) - ?? 04:27:687 (5,6,7) - ?? ?? ? ? ? 04:32:215 (5,6,7) - ? ???!?? are these intentional? They're really weird, it's hard to tell.. I think they'd look better manually stacked so that they are visibly consistently stacked. this is in fact the auto stack, I intentionally didn't manually stack them because I'd have to use a single direction (lower towards the right), which might break some of the visuals on the sliders. In this scenario only the circle is slightly displaced, the sliders remain in stack which is what i wanted
- 03:22:970 (2) - Shouldn't this be set to the normal addition set?
- 03:25:045 (1,4) - ??? This kind of overlap seems a bit out of character for your either very organized overlaps or non overlapping patterns in the map overall. this section literally came out of RLC's maps lmao
- 03:26:744 (2) - cute slider i love
- 04:29:196 (5,6,7,8,1,2,3) - ultra cute <3
- 05:15:423 (2,3,4,5,6,7) - in comparison to the similarly edgy 05:08:630 (3,4,5,6,7,8) - , this one felt unnatural as it is a burst inbetween 1/2 sliders rather than a transition between different parts of the stream. Possibly a more straightforward curve could work instead? i didnt change the structure of the pattern but i reduced the "edginess" of the turn a bit
- 05:37:876 (2) - meant to be symmetrical but the slider is slightly lower on the right :c
- 05:40:894 (1) - maybe stack this on the other end of 05:39:385 (1) - instead? I think it would help for 05:40:894 (1,2,3,4) - to have a more even spacing throughout so a player is travelling at a more consistent speed during this very calm section. this part is rather slow so i don't want to make a huge 1/2* jump, I'll decrease the spacing of the circles instead
- 06:43:159 (3,4,1,2) - Currently feels rather unbalanced following all of the very symmetrical patterns used in the final kiai. I suggest adjusting it along this kind of idea
Trust wrote:
who dis
[Collab Masquerade]
01:30:234 (2,1) - I hope you can improve the visibility of these, idk I just find this placement is unnecessarily confusing (for me at least) ctrl+g
01:55:234 (1,2) - I find I move to (2) early because the sv change is so sudden and drastic. Perhaps give more spacing to (2) so the cursor slowdown doesn't feel as forced? Something like this would also make (3) fit better in the pattern:
02:05:045 (1,2,3) - The spacing between (1,2) feels rather big and I find it makes me end up going for (3) much too early hmm i don't find this one much of a problem, i didnt see any testplays mess up on this pattern
04:49:385 (4) - Knock this down a couple grids? It's a little closer to (1) than 04:49:008 (2,3) -
06:20:140 (1) - Normal sample for the finish?
gl
no comments = fixed as suggested. Thanks <3Delis wrote:
the bpm until 01:18:253 - shouldn't be halved? especially the piano part doesn't sound 318 at all actually piano is the reason i used 318 here, since the melody repeats in groups of 4s currently. I think both 159 and 318 work here depending on how you interpret the piano and vocal patterns
idk if the current metadata people are more strict so might wanna replace the first space in the source with the 2byte space, in the fact they're consistent with this in most of the touhou titles https://delisha.s-ul.eu/xtVqY3aD there was discussion on this in some map thread about a year ago, and the conclusion was that both the english space and asian space are acceptable for the purpose of the source field. http://puu.sh/y9C38.pngrlc is my favorite anime skystar is my favorite manga
- 00:50:171 (1,1,1,1,1,1) - the guy who made this out is the god god bless rui
- 01:39:762 (3) - soft whistle because the whistles in this part are for the piano
- 02:01:649 - a circle instead could be nicer to make the sound standing out more, 02:07:498 (3,4,5) - has also different rhythm but 02:07:498 (3,4) - is consistent at least, not giving other parts highlight because it's out of the collab part im using sliders here since that japanese drum thing is only on the white tick, so i made that the only clickable sound
- 02:03:159 (6,7) - this looks kinda messy due to how this looks random in comparison, 02:07:498 (3,4,5) - like this one is really fine as 02:07:687 (4) - is just ctrl + j form but u handmade it from 02:07:498 (3) - thats why 02:03:159 (6,7) -looks uguu 02:02:970 (5,6) - made this a blanket hope its cleaner now
- 02:32:876 (2) - I know people usually stick to nc'ing on downbeats but for aesthetic only white combo for the slower sliders would make more sense? https://delisha.s-ul.eu/fmpPHsxS is also why I usually avoid nc'ing to have different combo color on stacked objects but that's not in the context x) 04:20:045 - too if you decided to change
- 03:13:536 (5,6,7,1) - the doublets which move into the inner side are generally much harder so if it won't break any concept here would swap the patterning with 03:12:027 (5,6,7,8) - but the spacing
- 03:22:593 (5) - could replace with a 1/2 slider because there's only one blank in this part which is meh i left this part out intentionally to follow the guitar track on the left channel (notice how the next 4 sliders are all big jumps)
- 04:36:932 (1,2,1) - maybe consider nerfing this, only the spacing on (1) and (2) isn't the problem it's just a combo with the back and forth movement + huge spacing. https://delisha.s-ul.eu/Lc4u1Cv8 easy fix would be like this i've got like 5 different ppl telling me to change this and urs is the only one that makes sense with the music, dank
- 04:50:894 (2,3,4,1,2,3,1,2,3) - to me this is super cancerous due to the stack leniency just makes them stacking perfectly so the circles appear faster than the previous circles vanish out so it plays like ar10.5 unless you memorize the pattern here lol. https://delisha.s-ul.eu/vKI1CDig manual stack helps noooo this is basara pattern pls dont make me change this :/
- 04:53:913 (2,3,4,1,2,3,1,2,3) - same
- 06:14:762 (3) - if this were out it would be a good increase of the intensity gradually, 06:13:347 (1,2) - in 2/1 to 06:14:102 (1,2) - in 1/1 and finally 06:14:857 (1,2) - in 1/2
- 06:29:196 (1,2,1,2,1,2) - these can be more jumpy since the intensity drop from the supposedly highest intensity part is underwhelming lol. a symmetrical patterning such as 06:30:706 (1,2,3,4,5) - is cool https://delisha.s-ul.eu/2l881gqR instead of that i increased the spacing between the sliders, since the flow is opposite to the jump this pattern is actually harder not because of the spacing but the direction change on hitting each slider
Oh I checked your post against my metadata and they were correct, I put diao ye zong in tags and Meramipop as artistLama Poluna wrote:
hellooo, why you ignore my post?
yea you also got someone graveyarded revived after halloween saying that toojonathanlfj wrote:
I can confirm with more BNs/QATs if you wish, but so far the ruling I got from 1 QAT and 2 BNs is that it is not needed.
I hope one of those BNs gives this a heart soon, amazing work!jonathanlfj wrote:
but so far the ruling I got from 1 QAT and 2 BNs is that it is not needed.
no reply = fixed as is. Thanks <3Kibbleru wrote:
ok uhh
02:05:800 (1,2) - these were both kicksliders here 01:59:762 (1,2) - there was a new layer of piano here so i decided to highlight it
02:11:649 (1,2,3,4) - kinda.. overspaced imo, comparatively
02:32:215 (1,1) - uhhh im not 100% sure if these are rankable here they are rankable as long as the sliders are not immediately after each other on the timeline. See 01:50:198 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - in https://osu.ppy.sh/b/115352
02:52:781 (2,3,4) - i think this needs a nerf lol, it just requires such a fast motion compared to everything else in this section
03:18:064 (4) - i think perfect free had it a bit closer to the slider shhhh
03:32:970 (3,5,7) - u need NC? like from the last part
05:25:045 (4,5) - honestly i don't think such a big jump is necessary for this part i nerfed the overall spacing a bit but kept the jump because i want to highlight the guitars
05:48:442 (1) - the c clef is sideways smh symmetry xD
06:07:310 (5,6,7,8,1,2,3,4,1) - gdi. idk i would at least change the spacing going one way i think thats a basara stream variation of 00:09:330 (1,2,3,4,5,6,7) from https://osu.ppy.sh/b/48416
06:30:328 (1,2,3,4) - this is like the only time in the entire map you use these kinds of spaced streams, uhh.. idk other than the consistency i don't really think its done very well here having them go the same direction really kills the flow since they can't be loosely followed like the sliders, so instead I made them parallel and increased the spacing within the doubles for a better circular flow
07:06:042 (1,1) - haHAA
05:15:423 (2,3,4,5,6,7,1) - mm i think it could be like.. a litle more extended out? just to help with readability imo
06:42:404 (3,4,5,6) - this really doesn't fit the pacing of the ending section you build up. 06:40:894 (1,2,3,4,1) - you kind of have this high spacing fast motion thing build up and then you just turn it into a hold there lol same with these 06:43:913 (3,4,5,6,1) - etc 06:45:423 (7,8,9,10,1) - this is better i guesss, but imo the spacing could be a little bigger for these these are meant to be increasing spacing as the section goes but i guess i will bump the scaling a bit
06:21:272 (3,4) - 06:24:291 (3,4) - 06:33:347 (3,4) - 06:36:366 (3,4) - i don't really think these work out too well. i've had a few testplays from pretty good players and they found no issue with it, i think its a nice gimmick for the repeating drums in the last kiai (they are mapped differently in every kiai)
again, in the kiai here 06:20:140 (1,2,3,4,1,2) - you generally set up very spaced, fast paced movement, but you kinda of transition to basically a .. hold here, except i don't really think this part is very different or stands out very much in the song. idk its just a really big contrast for.. no reason? like stated before, i only used these overlaps when the drum 1/4s come in every 4 measures