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m-flo + daoko - IRONY (el poco maro Remix)

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Rizen
personally not fond of the cymbal crash hitsound for normal-hitfinish and soft-hitfinish. I suggset something softer like this. I think would compliment the song nicer

any way to make the storyboard compatible with 4:3 resolution users? Just have to move the collaber names at the bottom right a little more to the left so it doesn't get cut

Endless
  1. 00:15:511 (5,6) - you usually make the vocals clickable so perhaps you can ctrl+g rhythm here to make it into a slider then circle (vocals clickable). same at 00:18:238 (3,4) -
  2. 00:21:477 (3) - ctrl+g this slider? I don't think the increase in spacing between sliders 2 and 3 is very fitting especially for such a soft part of the song
  3. 01:08:693 (2) - sounds like you're making your own rhythm here, which isn't a very good idea for a rhythm game... I can't really hear any audible beats on the red tick but I do hear something on the white tick.
  4. 01:09:375 (4) - sounds overmapped, no sound in the music to support this circle. applies to next couple of ones too since it appears you're reusing the rhythm pattern
  5. 01:15:000 (1,2) - ^ a 1/1 slider would fit better imo
  6. 01:25:056 (4) - I see an 'increasing spacing' concept here but the increase isn't very consistent. Try moving this somewhere like x:272 y:68 to smooth it out
  7. 01:44:232 - perhaps add a circle here for consistency with 01:38:778 (3) - ?
  8. 02:01:704 (2) - don't you usually space out claps? inconsistent spacing concept with 01:54:886 (2,3) -
  9. 02:30:852 (3) - seems terribly offtimed here...
  10. 04:05:028 (8,9) - careful with spacing here? differs from usual 0.8x because of stacking at 04:05:113 (9,1) -
  11. 04:33:068 (2,3,4) - even out spacing here? would look better than having a slight spacing variation here tbh
  12. 04:36:392 (4,5) - suggest custom stacking because auto stacking is causing this to look funky (goes back on itself)
very lovely storyboard, song, and map. I wish you good luck on getting this ranked!
Topic Starter
Kawa

Rizen wrote:

personally not fond of the cymbal crash hitsound for normal-hitfinish and soft-hitfinish. I suggset something softer like this. I think would compliment the song nicer
Thank you, this is perfect! Swapped both normal- and soft-hitfinish with your sample

any way to make the storyboard compatible with 4:3 resolution users? Just have to move the collaber names at the bottom right a little more to the left so it doesn't get cut
I've previously aligned the lyrics to 4:3 resolution, not sure why it didn't cross my mind to do the same for the collab names. Fixed!

Endless
  1. 01:08:693 (2) - sounds like you're making your own rhythm here, which isn't a very good idea for a rhythm game... I can't really hear any audible beats on the red tick but I do hear something on the white tick.
  2. 01:09:375 (4) - sounds overmapped, no sound in the music to support this circle. applies to next couple of ones too since it appears you're reusing the rhythm pattern
  3. 01:15:000 (1,2) - ^ a 1/1 slider would fit better imo
    These three points make a lot of sense and made me rethink my view on the section between 01:05:454 - and 01:21:818 - . So I remapped it into a simpler rhythm that follows the background beats while still applying what you mentioned.
  4. 01:25:056 (4) - I see an 'increasing spacing' concept here but the increase isn't very consistent. Try moving this somewhere like x:272 y:68 to smooth it out
    Seems fair, moved to the same position as 01:26:931 (2) -
  5. 01:44:232 - perhaps add a circle here for consistency with 01:38:778 (3) - ?
    I suppose having a 1/2 gap there feels a bit off, added a circle
Any points not mentioned here will be checked by Hathz once he comes online~

very lovely storyboard, song, and map. I wish you good luck on getting this ranked!
Thanks a lot!
Hathz
SPOILER

Rizen wrote:

Endless
  1. 00:15:511 (5,6) - you usually make the vocals clickable so perhaps you can ctrl+g rhythm here to make it into a slider then circle (vocals clickable). same at 00:18:238 (3,4) - I prefer to have it follow the drums
  2. 00:21:477 (3) - ctrl+g this slider? I don't think the increase in spacing between sliders 2 and 3 is very fitting especially for such a soft part of the song Fair enough
  3. 02:01:704 (2) - don't you usually space out claps? inconsistent spacing concept with 01:54:886 (2,3) - Da yo neeeeee
  4. 02:30:852 (3) - seems terribly offtimed here... Yep
  5. 04:05:028 (8,9) - careful with spacing here? differs from usual 0.8x because of stacking at 04:05:113 (9,1) - Fixed
  6. 04:33:068 (2,3,4) - even out spacing here? would look better than having a slight spacing variation here tbh Fixed
  7. 04:36:392 (4,5) - suggest custom stacking because auto stacking is causing this to look funky (goes back on itself) Stack'd

Thanks.
Sidetail
[general]
for blur.jpg, and mblur.jpg why don't you try 80% jpg compression with programs like paint.net. current adds up to 800kb while converted files can be at around 200kb.

[endless]
00:34:602 (2) - would be nice if this was two clickable just like part before 00:33:238 (2,3) - . Shaker is still there so good to emphasize that
01:09:886 (4,5) - would be better off using 01:07:159 (2) - imo for simplicity
01:20:795 (4,5) - ^
01:37:414 (4) - two clickable would be nicer to play as just a note before 01:36:477 (5,6,1) - was same. works better with circles from my perspective. also though suddenly introducing 1/4 slider like that seemed out of place. As a comparison 06:21:051 (2) - this one also uses 1/4 like current but has hi-hat sound which is just more than a single beat like kick, thus they are different.
03:13:636 (1,2) - blue tick should've been clickable just like 03:07:840 (4,5,1) - . This part is more of a identical repeat of previous part and implemented slightly differently which is weird.
03:35:795 (1) - start spinner at 03:35:539 - since there isn't really distinctive sound that current spinner is mapped to. Might as well give players more time to spin
04:24:204 (4,5) - stack feels better with this
04:36:392 (4,5) - would just follow the style what you had before
05:21:839 (1) - unsnapped? if on purpose, use red tick for better control rather than let it hang on static bpm
05:25:546 (1,1) - ^

Overall, it is very well made, including SB. however it would be nicer if you used a combo colour that doesn't blend in with bg.
as an example, that blends in to well with bg and I have hard time viewing it. (I am colourblind) and rule states that:
Each map must use at least two different custom combo colors unless the default skin is forced. The combo colors must not blend with the map's background/storyboard/video in any case. This is so hit objects are always visible to the player and custom skin's combo colors do not blend with the background accidentally.
Hope that helps.
Topic Starter
Kawa

Sidetail wrote:

[general]
for blur.jpg, and mblur.jpg why don't you try 80% jpg compression with programs like paint.net. current adds up to 800kb while converted files can be at around 200kb.
Good point! Used 85% jpg compression to decrease total filesize of the two from 779kb to 147kb with no noticeable loss in quality.

[endless]
01:09:886 (4,5) - would be better off using 01:07:159 (2) - imo for simplicity
I went with your suggestion for now because it's better than what I did (it fixes the previous 3/4 gaps between objects) but it now feels rather monotonous. Will leave it like this unless I come up with something better soon.
01:20:795 (4,5) - ^ Same as above
01:37:414 (4) - two clickable would be nicer to play as just a note before 01:36:477 (5,6,1) - was same. works better with circles from my perspective. also though suddenly introducing 1/4 slider like that seemed out of place. As a comparison 06:21:051 (2) - this one also uses 1/4 like current but has hi-hat sound which is just more than a single beat like kick, thus they are different.
This part has been brought up before but you make a valid point. Changed the 1/4 slider into 2 circles and changed the pattern a bit
03:35:795 (1) - start spinner at 03:35:539 - since there isn't really distinctive sound that current spinner is mapped to. Might as well give players more time to spin
Sounds fair, changed~
04:24:204 (4,5) - stack feels better with this
Changed the entire pattern before it (04:22:840 (5,6,1,2,3) - ) a bit and stacked 4,5
05:21:839 (1) - unsnapped? if on purpose, use red tick for better control rather than let it hang on static bpm
I'm.... not sure how that was unsnapped... Fixed!
05:25:546 (1,1) - ^
I'll leave this the way it is for now because I'm not entirely sure whether all the parts using these exact 3 notes following the same sound are snapped right at all but I'll ask around and hopefully get it fixed soon.


Overall, it is very well made, including SB. however it would be nicer if you used a combo colour that doesn't blend in with bg.
as an example, that blends in to well with bg and I have hard time viewing it. (I am colourblind) and rule states that:
Each map must use at least two different custom combo colors unless the default skin is forced. The combo colors must not blend with the map's background/storyboard/video in any case. This is so hit objects are always visible to the player and custom skin's combo colors do not blend with the background accidentally.
Decreased the color luminosity on all combo colors a bit so they're slightly darker. I generally prefer to use a tad lighter colors since the majority of the player-base plays with a fully dimmed background. If you plan on rechecking this, let me know if the colors are any better now or if they still need adjusting~

Hope that helps. Sure did!
Any points not mentioned here will be addressed by Hathz once he comes online

Thanks for modding! :)

EDIT: Resnapped a bunch of notes from 1/16 to 1/4.
Hathz
SPOILER

Sidetail wrote:

[general]

[endless]
00:34:602 (2) - would be nice if this was two clickable just like part before 00:33:238 (2,3) - . Shaker is still there so good to emphasize that Fixed
03:13:636 (1,2) - blue tick should've been clickable just like 03:07:840 (4,5,1) - . This part is more of a identical repeat of previous part and implemented slightly differently which is weird. Fixed
04:36:392 (4,5) - would just follow the style what you had before Manual stack here
Thanks
Cherry Blossom
Hi, from my modding queue.

Endless



  • Kawa
  1. 01:09:545 (3) - here i don't get why the distance after and before this circle is different. The distance is higher before. But it's the other way around with 01:12:273 (4) - when the sound which is introduced, so 01:12:614 - and 01:09:886 - is the same. The spacing here looks a little messy i guess, it would be better if you make things consistent = the same kind of emphasis = higheror equal distance before or after for both cases.
  2. 01:20:795 (4,5) - same case as ^, you used the same spacing for 01:07:159 (2,3) - and 01:09:886 (4,5) - which is 1.70, and the same spacing for 01:12:614 (5,6) - and 01:18:068 (5,6) - which is 2.0, but you reduce the spacing for 01:20:795 (4,5) - , if the spacing for these notes was supposed to increase each 2 times, the distance between 01:20:795 (4,5) - should be higher.
  3. 01:42:102 (6,1) - I'd suggest you to unstack here. Stacking objects as you did here is kind of slowdown on a section which is played with a "linear" flow, by linear i mean there is no stacked objects before as you did for 01:42:102 (6,1) - . This would give a better impression if you avoid it.
  4. 02:42:784 (3,4,5) - A person (if she's still alive) would tell you her theory about this kind of issue here. Well, to resume, one of the strongest notes of what i mentioned is 02:43:295 (6) - which is supposed to have the clap hitsound is currently followed by a sliderend, and it should be played by a sliderstart or a circle to make it emphasized better. It doesn't really sound right in everything if the clap hitsound is played by a sliderend, it's something which applies to everything. Well, just to say, instead of using a slider for 02:43:125 (5) - , use 2 circles.
  5. 03:04:602 (4) - I can say the same thing with this reversed slider. The note on the blue tick is really strong and it sounds weird to skip it or just make it followed by a reverse arrow. It will be better if you put a triple, instead of a reversed slider here.
  6. 03:43:636 (1,2) - I find it a little weird that the distance between them looks the same as 03:44:318 (3,4) - visually, but the gap is different (1/4 and 1/2) and that could be a little confusing, when everything before was not that difficult to read. Consider increasing the distance between 03:44:318 (3,4) - or reducing the spacing between 03:43:636 (1,2) - to make things better to read and not that ambiguous.
  7. 04:26:761 (7,1) - Concerning aesthetics, you should try to avoid weird and ugly overlaps when you can do it easily without breaking the current structure of your patterns. So your patterns will look more cute and neat if you move this objects 04:27:272 (1) - (and maybe 2-3 other objects after) on the left.


    Hathz
  8. 00:25:738 (5,6,1) - The slider (1) is straight, so it would be better for visual if these objects 00:25:738 (5,6,1) - are straight and not curved. Well, it's just my opinion.
  9. 00:31:022 (4) - I don't really find that it is a good idea to stack the sliderend and 00:31:278 (5,1) - . Visually this looks same as 00:24:545 (1,2) - but there is a circle between these sliders. Maybe confusing ? not really, but concerning the style, it would be better to unstack 00:31:278 (5,1) - from 00:31:022 (4) - . You still can make them overlapped.
  10. 01:59:829 (6,1) - this should not be an antijump here, because the note on 02:00:000 - is really strong and deserves to be emphasized better, so using a higher distance between 02:00:000 (1) - instead of a lower is more suitable, as you did for 02:02:386 (5) - for example.
  11. 02:11:931 (6,7,1) - this kind of motion could be improved if you reduce the angle between them (move 02:12:272 (1) - upward) to create a lower angle and make this motion more comfortable to play.
  12. 02:30:681 (1,2,3) - i don't really get what you tried to follow here, this looks snapped to a beat time divisor which must be avoided to follow things that sound offbeat. Plus 02:30:823 (2) - doesn't follow anything actually, there's no clear note in the song to allow you to use 1/12 to follow something that is snapped to nothing. So 02:30:823 (2) - must be deleted. A 3/4 slider (starts on white and end on blue after the red tick) suits better than the 3 circles. if you need help, just try this instead
  13. 03:07:840 (4,5,1) - This kind of motion could be improved too. The current direction of 03:07:840 (4) - is the opposite of the next patterns, and it fits better if you reverse it like
  14. 06:21:818 (1,2,3,4,5,6) - I find it a little weird that this pattern doesn't contain any jump, compared to previous and next patterns. It would give a better impression if you try to make things consistent, so if you keep the difficulty consistent. This pattern should have some jump between sliders or circles.


Good Luck ~
Topic Starter
Kawa

Cherry Blossom wrote:

Hi, from my modding queue.
Hiya! Sorry 'bout my late reply...

Endless



  • Kawa
  1. 01:09:545 (3) - here i don't get why the distance after and before this circle is different. The distance is higher before. But it's the other way around with 01:12:273 (4) - when the sound which is introduced, so 01:12:614 - and 01:09:886 - is the same. The spacing here looks a little messy i guess, it would be better if you make things consistent = the same kind of emphasis = higheror equal distance before or after for both cases.
    That was a spacing mistake on my part, normalized spacing on several notes. The fixed circles now have consistent 1.32x spacing before and after them
  2. 01:20:795 (4,5) - same case as ^, you used the same spacing for 01:07:159 (2,3) - and 01:09:886 (4,5) - which is 1.70, and the same spacing for 01:12:614 (5,6) - and 01:18:068 (5,6) - which is 2.0, but you reduce the spacing for 01:20:795 (4,5) - , if the spacing for these notes was supposed to increase each 2 times, the distance between 01:20:795 (4,5) - should be higher.
    I hope I understood this correctly... changed the spacing on all these slider->circle repetitions to roughly 1.72x. It wasn't meant to be gradually increasing
  3. 01:42:102 (6,1) - I'd suggest you to unstack here. Stacking objects as you did here is kind of slowdown on a section which is played with a "linear" flow, by linear i mean there is no stacked objects before as you did for 01:42:102 (6,1) - . This would give a better impression if you avoid it.
    Good point, unstacked and reworked pattern to keep the same circular flow
  4. 02:42:784 (3,4,5) - A person (if she's still alive) would tell you her theory about this kind of issue here. Well, to resume, one of the strongest notes of what i mentioned is 02:43:295 (6) - which is supposed to have the clap hitsound is currently followed by a sliderend, and it should be played by a sliderstart or a circle to make it emphasized better. It doesn't really sound right in everything if the clap hitsound is played by a sliderend, it's something which applies to everything. Well, just to say, instead of using a slider for 02:43:125 (5) - , use 2 circles.
    Sounds about right, changed the pattern a bit, terminated the slider and replaced it with 2 circles
  5. 03:04:602 (4) - I can say the same thing with this reversed slider. The note on the blue tick is really strong and it sounds weird to skip it or just make it followed by a reverse arrow. It will be better if you put a triple, instead of a reversed slider here.
    I figured a reverse slider would add more diversity but I suppose proper emphasis takes priority
  6. 03:43:636 (1,2) - I find it a little weird that the distance between them looks the same as 03:44:318 (3,4) - visually, but the gap is different (1/4 and 1/2) and that could be a little confusing, when everything before was not that difficult to read. Consider increasing the distance between 03:44:318 (3,4) - or reducing the spacing between 03:43:636 (1,2) - to make things better to read and not that ambiguous.
    Reduced the spacing between 03:43:636 (1,2) - since it was too high for a 1/4 gap for a non-intense part
  7. 04:26:761 (7,1) - Concerning aesthetics, you should try to avoid weird and ugly overlaps when you can do it easily without breaking the current structure of your patterns. So your patterns will look more cute and neat if you move this objects 04:27:272 (1) - (and maybe 2-3 other objects after) on the left.
    Moved 04:27:272 (1,2,3,4) - to the left and rotated slightly but I'm afraid I can't do much about the overlap between 04:27:272 (1,3) - without either breaking the spacing or changing the pattern/flow too much.


Good Luck ~

Any points not mentioned here will be addressed by Hathz once he comes online


Thank you! :)
Hathz

Cherry Blossom wrote:

Endless

  1. 00:25:738 (5,6,1) - The slider (1) is straight, so it would be better for visual if these objects 00:25:738 (5,6,1) - are straight and not curved. Well, it's just my opinion. Fixed
  2. 00:31:022 (4) - I don't really find that it is a good idea to stack the sliderend and 00:31:278 (5,1) - . Visually this looks same as 00:24:545 (1,2) - but there is a circle between these sliders. Maybe confusing ? not really, but concerning the style, it would be better to unstack 00:31:278 (5,1) - from 00:31:022 (4) - . You still can make them overlapped. Sure makes sense
  3. 01:59:829 (6,1) - this should not be an antijump here, because the note on 02:00:000 - is really strong and deserves to be emphasized better, so using a higher distance between 02:00:000 (1) - instead of a lower is more suitable, as you did for 02:02:386 (5) - for example. Fixed
  4. 02:11:931 (6,7,1) - this kind of motion could be improved if you reduce the angle between them (move 02:12:272 (1) - upward) to create a lower angle and make this motion more comfortable to play. Fixed
  5. 02:30:681 (1,2,3) - i don't really get what you tried to follow here, this looks snapped to a beat time divisor which must be avoided to follow things that sound offbeat. Plus 02:30:823 (2) - doesn't follow anything actually, there's no clear note in the song to allow you to use 1/12 to follow something that is snapped to nothing. So 02:30:823 (2) - must be deleted. A 3/4 slider (starts on white and end on blue after the red tick) suits better than the 3 circles. if you need help, just try this instead Sure, thanks
  6. 03:07:840 (4,5,1) - This kind of motion could be improved too. The current direction of 03:07:840 (4) - is the opposite of the next patterns, and it fits better if you reverse it like Aye
  7. 06:21:818 (1,2,3,4,5,6) - I find it a little weird that this pattern doesn't contain any jump, compared to previous and next patterns. It would give a better impression if you try to make things consistent, so if you keep the difficulty consistent. This pattern should have some jump between sliders or circles.:thinking:
Thanks.
Reazen
BNs? Where are BNs?? wtf.
Great map :) I am playing this everyday idk why xD
Playable storyboard <333333
+kudos ( Kudos matters right?.. right?..)
Topic Starter
Kawa

Reazen wrote:

BNs? Where are BNs?? wtf.
Great map :) I am playing this everyday idk why xD
Playable storyboard <333333
+kudos ( Kudos matters right?.. right?..)
Thank you! The BNs are all hiding somewhere far, far away... ;w;
Kawashiro
hello there! glad to meet u! i am kawa too :3
random

[endless]
  1. 03:44:318 (3) - hmm, skipping 03:44:659 - this sound seems not a good idea. how about use same beats at 03:38:693 (2,3,4,5,6) - here?
  2. 03:48:068 (2) - same as above. u can hear sounds at 03:48:323 - here too. maybe u can use 3circle stream at here
  3. 03:50:795 (2) - following vocal seems bad idea. cuz only there used 1/3. and u didn't used 1/3 at 03:52:159 - here even this point has same vocal beat
  4. 04:11:420 (3,4,1) - that also weird. pretty weird. at first, 04:11:590 - you skipped here even it has vocal and hi-hat sounds. and you should know 04:11:420 (3,4) - these part isn't same as like 04:13:977 (2,3) - here. and 04:12:102 - here also have hi-hat. how about just use simple 1/2 beats?
  5. 04:29:147 (4,5) - this should be 1/1 slider like 04:23:693 (3) - this?
btw did u make this sb? i rly luv it XD

GL ></
Topic Starter
Kawa

Kawashiro wrote:

hello there! glad to meet u! i am kawa too :3
Hello there fellow Kawa person o3o/ Just so we're clear here, I'm the real Kawa!
random

[endless]
  1. Cool mod
btw did u make this sb? i rly luv it XD
I did! I'm glad you like it~
GL ></
Thanks for modding! I'll make sure to leave a full proper reply once I get back home from a trip on 24.9.2017.
I checked your points really quick and most of them make sense~ I'll fix everything and leave feedback once I come back :3

Thanks for your patience and sorry for keeping you waiting!
Renumi
that storyboard is so beautiful, i really hope you get this to approval sometime ;o;7
Hathz

Kawashiro wrote:

[endless]
  1. 04:11:420 (3,4,1) - that also weird. pretty weird. at first, 04:11:590 - you skipped here even it has vocal and hi-hat sounds. and you should know 04:11:420 (3,4) - these part isn't same as like 04:13:977 (2,3) - here. and 04:12:102 - here also have hi-hat. how about just use simple 1/2 beats? Changed slightly.
Thank you.
Topic Starter
Kawa

Renumi wrote:

that storyboard is so beautiful, i really hope you get this to approval sometime ;o;7
Thank you! I'm really working on it but I feel like this mapset might not be unique enough to seem interesting to most BNs or something... I have no idea ;w;

Kawashiro wrote:

[endless]
  1. 03:44:318 (3) - hmm, skipping 03:44:659 - this sound seems not a good idea. how about use same beats at 03:38:693 (2,3,4,5,6) - here?
    At first I used a return slider there because I had trouble coming up with a decent pattern and because I thought it added some variation to the rhythm. Changed the return slider to single circle -> triple rhythm to stay consistent with the rest
  2. 03:48:068 (2) - same as above. u can hear sounds at 03:48:323 - here too. maybe u can use 3circle stream at here
    While I agree changing this return slider to the same rhythm as before could work, I decided to keep it as it is now because I believe using a simpler pattern/rhythm right before the 1/4 jump pattern 03:48:750 (4,5,1) - feels more comfortable to play.
  3. 03:50:795 (2) - following vocal seems bad idea. cuz only there used 1/3. and u didn't used 1/3 at 03:52:159 - here even this point has same vocal beat
    Improvised some 1/3 rhythm in the section from 03:51:818 - to 03:52:840 - to stay consistent with the 1/3 section before it but I could really use more feedback on this change
  4. 04:29:147 (4,5) - this should be 1/1 slider like 04:23:693 (3) - this?
    I prefer to keep it this way. 04:23:693 (3) - I used a 1/1 slider here as a lead-in for the "sleepy vocals" and the slider pattern following right after it 04:24:545 (1,2,3) - while I kept 04:29:147 (4,5) - as a 1/2 slider + circle because the increased note density after the first section. Using a slower 1/1 slider here while everything else aside from the emphasized stronger downbeats uses 1/2 would feel inconsistent and awkward.
Thank you again for modding and I'm sorry it took me so long to get back and reply! :)
Secretpipe
when qualified
Topic Starter
Kawa

Secretpipe wrote:

when qualified
Become BN again and qualify kthx
Kibbleru
wow a moddingv1 lol

00:21:136 (2,3) - a bit nazi but i would put some more space here to make it look more visually consistent
06:48:409 (5,1) - ^
00:42:975 (3,4) - is my osu broken or something or is every1 just making these obscene snappings to snap stuff to vocals now? add more timing points instead.
05:16:406 (3,2) - ^
00:54:588 (2) - 05:05:497 (1) -
yeah please don't do this, its not good practice, if u really need add timing points instead

01:37:159 (3,4,5,6,7,8) - i'd recommend something similar to what hathz did instead 00:31:875 (3,4,5) -
01:56:420 (3) - try this? 02:15:852 - i recommend mapping this out here, it would give some more contrast to the symmetry stuff ur doing next measure
02:49:772 (3,1) - can u make this overlap look..nicer?
04:11:420 (3,4,5) - this is.. kind of weird, please just map the drums here
04:36:392 (4,5) - why is this stacked so weirdly
07:05:454 (1,5) - this is kinda unecessary, u really dont need to perfect stack here, try something else please



metadata n stuff
Topic Starter
Kawa

Kibbleru wrote:

wow a moddingv1 lol
It's an old mep <w<;

06:48:409 (5,1) - ^
I honestly have no idea how I could let that pass... Reworked the pattern a bit to look more visually appealing
05:16:406 (3,2) - ^
Fixed by snapping the sliders 05:16:406 (3) - and 05:19:119 (2) - to the dominant white ticks before them. While the sound they follow seems a tiny bit delayed, I believe it would be impossible to notice mid-gameplay and would be better to stay consistent with the rest of the map rather than making separate timing points for each sound, especially in sections such as 05:15:681 - where the player would normally assume the gap between all 3 objects is the same
01:37:159 (3,4,5,6,7,8) - i'd recommend something similar to what hathz did instead 00:31:875 (3,4,5) -
Sounds good, changed the pattern & rhythm by swapping around some sliders and circles to match it while still flowing well into the next part.

metadata n stuff
Fixed metadata a bit after doing some research (Changed from m-flo & daoko - IRONY (el poco maro remix) to m-flo + daoko - IRONY (el poco maro Remix)
I'm gonna add this to the beatmap desc for now just in case
  1. Song announcement
  2. Official m-flo channel
The remix part is a bit hard to confirm since the el poco maro deleted his official soundcloud and any direct links to his work or profile.
He's most commonly referred to with no capital letters while his "Remix" is capitalized both on most websites and on several ranked maps so I fixed it accordingly.
  1. This is the closest thing I could find
Any points not mentioned here will be addressed by Hathz once he comes online~

Thank you so much for modding! :)
Hathz

Kibbleru wrote:

SPOILER
00:21:136 (2,3) - a bit nazi but i would put some more space here to make it look more visually consistent ok
06:48:409 (5,1) - ^
00:42:975 (3,4) - is my osu broken or something or is every1 just making these obscene snappings to snap stuff to vocals now? add more timing points instead. ok
00:54:588 (2) - 05:05:497 (1) -
yeah please don't do this, its not good practice, if u really need add timing points instead
i really need
01:56:420 (3) - try this? ok
02:15:852 - i recommend mapping this out here, it would give some more contrast to the symmetry stuff ur doing next measure ok
02:49:772 (3,1) - can u make this overlap look..nicer? i guess
04:11:420 (3,4,5) - this is.. kind of weird, please just map the drums here fine
04:36:392 (4,5) - why is this stacked so weirdly becaused otherwise osu will auto-stack the 2nd circle in the opposite direction of the slider which is not what i want
07:05:454 (1,5) - this is kinda unecessary, u really dont need to perfect stack here, try something else please changed slightly..
thx
Kibbleru
ok
Topic Starter
Kawa
omg i love you
-mint-
move to pending? lol
Kibbleru

qqqant wrote:

move to pending? lol
doesnt matter.
Kibbleru

Kawa wrote:

omg i love you
np bby
Uta
i see kawa i press favorite
Aurele

qqqant wrote:

move to pending? lol
just because im retarded and i like when things are organized, i moved it there :3c

good luck with the map!!
Reazen
Ranked please ._.
-Mo-
General
- 00:42:975 - 05:05:496 - Not convinced extra red lines are the correct way to remedy these. Will check with other people about this, though you could try ask/fix things too.

- 05:16:363 (3) - Sounds like it's too early, for example. Plus all of the sounds in the break 05:08:223.
- 05:15:681 - Red line here is also making it so the downbeat is off by half a measure, it makes much more sense having the downbeat on the piano chords. You end up resetting the metronome later anyway, when it's these red lines causing a problem in the first place.

Storyboard
- 03:16:363 - 05:05:496 - Stars in a night sky are static, so they should move across the sky at the same speed. But for some reason you have some stars moving faster and overtaking other stars which is eehh.

- blur2.jpg and mblur2.jpg usused.

Hathz
- 00:19:602 (2,3,4) - I guess I understand why the stacks are different, but I still can't help but feel that it looks weird aesthetically. I think you could get away with stacking them the same since it's early in the map and it's still possible to read based on approach circles, or you could just change the pattern to avoid doing this altogether.
- 01:51:818 (1) - Emphasis on the head of this seems underwhelming since low spacing and previous slider points staight into it. Easiest fix is Ctrl+H and increase spacing, but do whatever.
- 02:29:999 - Lower SV would've been cool for this section but I guess it's fine if you don't want to change.
- 04:16:704 (2,4,1) - Stacks are doing weird thinigs here. Turn on View -> Stacking and make it so first two sliders are neatly stacked.
- 06:24:545 (1) - Similar to before, emphasis is kinda lacking because spacing and previous slider.
- 06:55:568 (5) - Could Ctrl+H so overlap is avoided.
- 06:57:272 (1) - Linear slider like this just seems really out of place since most of this section is using regular curve sliders. Something like this I could see as being more suitable:
- 07:06:477 (5) - Off blanket, might as well fix.

Kawa
- 01:36:732 (6) - Stack is broken.
- 04:23:181 (1,3) - Could avoid this overlap if you wanted.
- 04:25:908 (1) - This sort of slider just seems kinda weird to use especially for a 1/2 without any significant sound on it. I would just keep it a regular shape pointing leftwards.
- 04:31:363 (1,2,3,4,5,6) - Would be cooler if the 1/4 spacing was consistent through this.
- 05:33:068 (2,3) - Reducing spacing for this thing all of a sudden seems kinda odd.
- 06:50:625 (2) - I think there are better choices than doing an overlap like this. For example, this could be stacked on the tail, and then you could move 06:50:454 (1) to stack with 06:49:772 (3).

Pop is for timing concerns, happy to rebubble when that's resolved.
Topic Starter
Kawa

-Mo- wrote:

Storyboard
- 03:16:363 - 05:05:496 - Stars in a night sky are static, so they should move across the sky at the same speed. But for some reason you have some stars moving faster and overtaking other stars which is eehh.
Good point. I went with variable speeds at first since I felt like it gave the scene a more 3D feel. Didn't think for a second about sticking to realism. Changed appropriately~

- blur2.jpg and mblur2.jpg usused.
Eeeeh how did those get in there. Replaced blur.jpg and mblur.jpg with their lower filesize clones and removed unused ones.

Hathz Applied by Hathz
- 00:19:602 (2,3,4) - I guess I understand why the stacks are different, but I still can't help but feel that it looks weird aesthetically. I think you could get away with stacking them the same since it's early in the map and it's still possible to read based on approach circles, or you could just change the pattern to avoid doing this altogether. changed this one, the one after left the same cause i feel like it fits well with the music
- 01:51:818 (1) - Emphasis on the head of this seems underwhelming since low spacing and previous slider points staight into it. Easiest fix is Ctrl+H and increase spacing, but do whatever. kay
- 02:29:999 - Lower SV would've been cool for this section but I guess it's fine if you don't want to change. keeping as it is, that section is really short and it seems better to keep it same SV
- 04:16:704 (2,4,1) - Stacks are doing weird thinigs here. Turn on View -> Stacking and make it so first two sliders are neatly stacked. fixed
- 06:24:545 (1) - Similar to before, emphasis is kinda lacking because spacing and previous slider flipped dat
- 06:55:568 (5) - Could Ctrl+H so overlap is avoided. sure
- 06:57:272 (1) - Linear slider like this just seems really out of place since most of this section is using regular curve sliders. Something like this I could see as being more suitable fixed
- 07:06:477 (5) - Off blanket, might as well fix. fixed

Kawa
- 01:36:732 (6) - Stack is broken.
Good eye, fixed!
- 04:23:181 (1,3) - Could avoid this overlap if you wanted.
The overlap was intentional and I'd prefer to keep it like that since I think it looks okay
- 04:25:908 (1) - This sort of slider just seems kinda weird to use especially for a 1/2 without any significant sound on it. I would just keep it a regular shape pointing leftwards.
I was aiming for a shape that prevents the risk of a sliderbreak when doing the sharp 04:25:908 (1,2) - movement and that seemed like the best option (albeit not the best looking one). I've changed the slider into a single curve that should still leave enough room for the sharp jump without risking a missed slider end.
- 04:31:363 (1,2,3,4,5,6) - Would be cooler if the 1/4 spacing was consistent through this.
Sounds fair, unified spacing on all 1/4 stacks to 0.20x
- 05:33:068 (2,3) - Reducing spacing for this thing all of a sudden seems kinda odd.
Reshaped the slider and moved it a bit to stay consistent with the spacing compared to the rest
- 06:50:625 (2) - I think there are better choices than doing an overlap like this. For example, this could be stacked on the tail, and then you could move 06:50:454 (1) to stack with 06:49:772 (3).
That was my initial idea but I tried the half overlaps because I was afraid of the readability aspect. Stacked the notes as suggested~

Pop is for timing concerns, happy to rebubble when that's resolved.
Thanks again for the detailed and helpful mod! o/ I've added Hathz' reply too.

On the topic of timing: I'll leave this unaddressed for now while I discuss the timing issues further with -Mo- and Kibbleru and I'll edit it appropriately once we come to a conclusion.
The main issue right now is whether the objects following offset sounds at 00:42:975 (3,4) - 00:53:862 (1,2) - 05:05:497 (1) - 05:16:363 (3) - need a new red timing point, should be snapped to the nearest 1/4 tick or are okay by being snapped to the most accurate 1/8 (or 1/16) tick if needed (or some other completely different option).

Edit: Timing should be fully fixed now~
Kibbleru
what else would u do other than extra red lines tho? edit .osu and make them unsnapped lol? as long as the parts that u mapped are properly snapped to the music isnt it fine
-Mo-
We discussed what to do with timing, I'm happy with it now.

Also did some minor points on spacing emphasis and why view->stacking is a good thing.

: 00:31:278 (5,1) -

02:48:579 (6,7,8) - 06:54:545 (1) - Could use spacing emphasis thing like I mentioned before
04:34:431 (3) - Could be custom stacked if 04:36:476 (5) is too.

04:25:738 (5,6) - Could shift these to the right slightly so that it lines up with 04:25:568 (4) better
04:48:920 (8) - Similar thing, lower it so it lines up with visual flow of 04:49:091 (1).

00:54:587 - 176.68 BPM
05:05:497 - 176.74 BPM
Kibbleru
havent qualified anything v1 for a while
Buttercup
congrats o:
Secretpipe
holy shit this is good
Topic Starter
Kawa
I just want to thank everyone who helped me improve the map with helpful mods & advice and motivated me to keep going o/

Also a quick shout-out to Bonsai who helped make sure the timing is correct and taught me a neat timing trick ~
hi-mei
hey

00:38:181 - 00:27:272 - forgot to emphasize this in SB? reference: 00:32:727 - 00:21:818 - 01:32:726 - etc

Topic Starter
Kawa

hi-mei wrote:

hey

00:38:181 - 00:27:272 - forgot to emphasize this in SB? reference: 00:32:727 - 00:21:818 - 01:32:726 - etc

Thanks! I appreciate it! :3/

I have considered emphasizing those 2 beats with the SB at first but it felt too uh... dense?
I tried to avoid going overboard with hitobject highlighting since there's plenty of other stuff going on already and I didn't want to make it look too cluttered most of the time. That's also the reason why the later sections have even rarer big ripple highlights since the lyrics kind of take over at that point.

Taking all that into account, emphasizing every 8 measures in the intro and every 16 after that seemed like the most balanced option ~
Lanturn
Heya Kawa. Thank you for mapping this song. I've always loved it.

Anyways, the reason I'm here is probably obvious. Metadata Issues.

The original was actually used in some anime movie flash thing (that is actually really popular) so the source field is required. Either or works, but the first one is more reliable.


- Unicode Title: IRONY (el poco maro Remix)
- Unicode Artist: m-flo + daoko
- Source: 鷹の爪GO 〜美しきエリエール消臭プラス〜
- or: 鷹の爪GO〜美しきエリエール消臭プラス〜

- References:
+ http://xn--u9j429qiq1a.jp/go/song/index.html
+ https://www.youtube.com/watch?v=RTLbg9wUdo8
+ https://www.youtube.com/watch?v=R1J0K0Tgj9U
+ https://lanturn.s-ul.eu/GYee1UVL
+ http://daoko.jp/discography/261/


The el poco maro Remix isn't listed officially anywhere on the web at the moment from what I could find, but (el poco maro Remix) seems to be the most consistent way of labeling these so we're going with that. (el poco maro deleted all their remixes so they're all unavailable)

Edit.. I forgot some tags you can add.

"Taka no Tsume GO Utsukushiki Elleair Shoushuu Plus"
"Himitsukessha" or "Himitsu Kessha" (Part of the main title in the original series)
"Eagle Talon"
"秘密結社" (Himitsukessha in Japanese)
show more
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