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Tosochika - Daga Kotowaru

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Josh123uaJ
From my q. Gr8 song choice :^)

Normal:
00:13:195 (1) - Slider body is slighty touching 00:14:597 (3).
00:30:859 (3) - ^ Touching 00:31:700 (2).
00:37:027 (3) - Slider end is too close to 00:38:148 (1) compared to 00:35:905 (1).
00:53:289 (5) - You could make the slider be aligned with the path between it and the circle before that.
01:18:242 (1) - Slider body is slightly touching 01:19:644 (3).

Advance:
00:08:429 (5,6,1) - Could rearrange them like this.
00:59:737 (7) - I'm not too sure about this being the only slider with more than one arrow.

Hyper:
00:44:597 (1) - Just don't let this slider touch the hit meter.

Another:
00:38:429 (3,4) - Make them share the same y-axis. Looks a little better.
00:38:849 (5,6) - ^ Same but with the x-axis.
01:17:821 (7,8,9) - There should be a jump between the first two instead of the last two. There's an emphasized sound at the second note.

Xtreme:
00:46:279 (1,2,3) - Want to give these a special color just like what you did in your top diff?

I can't mod top diff.

I'm not good with songs like these so I hope this helps you in anyway.
GL with your map.
Topic Starter
OSUjanaiKATSURAda

Josh123uaJ wrote:

From my q. Gr8 song choice :^) thx

Normal:
00:13:195 (1) - Slider body is slighty touching 00:14:597 (3). its fine, but fixed it anyway
00:30:859 (3) - ^ Touching 00:31:700 (2). i Keep it
00:37:027 (3) - Slider end is too close to 00:38:148 (1) compared to 00:35:905 (1). it was due to distance snap, but somehow its done
00:53:289 (5) - You could make the slider be aligned with the path between it and the circle before that. No because of the structure i aimed for was blanket'ing it in between 00:52:459 (3,5) - same with next notes
01:18:242 (1) - Slider body is slightly touching 01:19:644 (3). fixed

Advance:
00:08:429 (5,6,1) - Could rearrange them like this. Nope i prefer how it flows and looks in the original
00:59:737 (7) - I'm not too sure about this being the only slider with more than one arrow. considering its kiai its a good idea to characterize its pattern, and it represent that vocals in a good way imo

Hyper:
00:44:597 (1) - Just don't let this slider touch the hit meter. Fixed, i dont use "hit meter" so i didnt know xD

Another:
00:38:429 (3,4) - Make them share the same y-axis. Looks a little better. Sure
00:38:849 (5,6) - ^ Same but with the x-axis. yep
01:17:821 (7,8,9) - There should be a jump between the first two instead of the last two. There's an emphasized sound at the second note. There is the same sound on both ticks but yea nice idea the vocal is strong enough to call for a jump, so its Done

Xtreme:
00:46:279 (1,2,3) - Want to give these a special color just like what you did in your top diff? hmm ok done for now

I can't mod top diff.

I'm not good with songs like these so I hope this helps you in anyway. ofc it did :)
GL with your map.
Thank you 8-) (i ll mod your map within the next 2 days)
ASPIRIN

hello there



the mod
[Kotowaru]

00:03:114 (5,1) - Here is little pause, make spacing bigger

00:04:515 (1) - looks like penis slider XD

00:07:319 (7) - overlap
00:10:964 (1) - ^

00:17:413 (3,4,5,6) - is it 2007s reference?

00:21:758 (1,2,1,2,1,2) - unplayable


[Xtreme]

00:16:151 (2) - make this slider more fast

01:15:450 (2) - overplap

Omaewa mo shindeiru! Dakedo... ganbarou! 8-)

Update: I just found out that this phrase is not from Jojo ...
Topic Starter
OSUjanaiKATSURAda

ASPIRIN wrote:

hello there



the mod
[Kotowaru]

00:03:114 (5,1) - Here is little pause, make spacing bigger no because i intended to freeze the flow there to introduce an important pattern

00:04:515 (1) - looks like penis slider XD lol its just your lewd imagination :D

00:07:319 (7) - overlap There is no apparent overlap in play mod contrary it emphasis that part when sticking to similiar spot imo
00:10:964 (1) - ^

00:17:413 (3,4,5,6) - is it 2007s reference? lol maybe its 2012 reference

00:21:758 (1,2,1,2,1,2) - unplayable Really there is even harder stuff that can unexpectedly be playable xD


[Xtreme]

00:16:151 (2) - make this slider more fast Maybe i ll consider increasing it slightly but i ll apply in other diffs too

01:15:450 (2) - overplap its fine as i explained xD

Omaewa mo shindeiru! Dakedo... ganbarou! 8-) ie ore wa mada ikiteiru :P

Update: I just found out that this phrase is not from Jojo ... yes its from Hokuto no ken ( they have similiar art style lol )

Thank you for mod 8-)
Hollow Delta
m4m from my queue

General

Maps don't have multiple sources because one source was there before the other, and you want to use the older one as that's had more time to spread. For this case you should keep Megaman as the source, as this is where the song being dubbed over is from. Add the JoJo stuff to the tags instead so players can still search this up through the show. (also are you sure this song came from the original Megaman? There's 9 other classic-style games in the series, so be sure to keep that in mind)

The main issue I see here is the rhythm. It looks like you know what's playable and looks good, so I wont go into those today.

Rarely do you put focus on any particular layer. Making it seem like your notes are randomly placed.

"What's a layer?"

A layer in a song is basically an instrument. Vocals can be considered one layer, the drums can be 1 layer, and guitars, bass, etc all have their own layers.

Now that you know what a layer is, I'll teach you how to map more interesting rhythm.

There's two things you need to consider when mapping rhythm;
1. You need to focus on 1 layer. You can incorporate more than 1 layer, but I'd practice finding the rhythm of one layer until you get enough practice. You're going to want to choose the layer that shows up the most. Mappers tend to map the drums in most songs as the practically makes up the beat of the song.

2. Know when to use a circle or a slider.

The basic-of-basic mapping of rhythm is 'Circle for quick-snappy sound' and 'Slider for 2 sounds: Starting on a sound stronger than the sound it ends on or of equal strength.' There's a bit more to rhythm, but this is all you need to know for now to start practicing. The reason modern mappers follow this 'rule' is because it's logical to put more effort into clicking than releasing, so taking advantage of this mappers create a more interesting rhythm.


Now that you know what to look for, I'll give you some examples from Kotowaru and Xtreme

Kotowaru00:00:030 (1,2,3,4,5) - It seems like you're focused on the Megaman bit here as there's no vocal at 00:00:170 - so we'll use that as reference.

1-4 are individual sounds of equal strength. If we follow our rule we just established, there's 2 ways I can think of mapping this that would be more interesting. You could use four circles or two 1/2 sliders. Whatever you choose to do, with this 'rule' in place, rhythm should be more understandable to listen to and play. For 5 you can move the head of the slider to 00:00:871 - and replace the upcoming circle with a 1/2 slider as well. You could use 2 circles here, but that wouldn't be as engaging to play as a mixture of sliders and circles. Variation in your rhythm keeps the player engaged

Xtreme00:20:216 (6,7) - If we listen here, it's noticeable that 6 is more obvious then 7, so how do we compliment this to create an interesting rhythm? We use a slider here because playing a slider puts more stress on the head due to the click and releases on the tail. For this case a 1/2 slider fits as to cover both sounds while keeping this in mind.

Xtreme00:43:207 (5,1,2,3,4,5,6,7) - Because you highlighted the held sound at 00:43:207 (5) - The player's focus is now drawn to this layer. The player would normally be listening to the drums going on from 00:43:207 - 00:43:067 - but because there wasn't a circle at 00:43:347 - the player is only left with the held noise there to follow. For the case that you wanted to switch the focus to this layer you should place another 1/2 slider at 00:43:768 - to stay focused on this layer. Switching between layers too fast will confuse the player and makes your map seem unorganized.


Apply this knowledge to the rest of the diffs in the set, as this seems like a big concern with the set. I would point out details, but I really see no point if a lot could be potentially redone, and no point in keeping a long mod post anyways.

gl

(Don't need to mod my map back)
Topic Starter
OSUjanaiKATSURAda

Bubblun wrote:

m4m from my queue

General

Maps don't have multiple sources because one source was there before the other, and you want to use the older one as that's had more time to spread. For this case you should keep Megaman as the source, as this is where the song being dubbed over is from. Add the JoJo stuff to the tags instead so players can still search this up through the show. (also are you sure this song came from the original Megaman? There's 9 other classic-style games in the series, so be sure to keep that in mind) it was one but after checking this as a reference i added the second i ll fix megaman in source to megaman 10

The main issue I see here is the rhythm. It looks like you know what's playable and looks good, so I wont go into those today. wut?

Rarely do you put focus on any particular layer. Making it seem like your notes are randomly placed. i did focus on particular layers according to when they are the most important and worth representation and change i wont follow particularly drums or other sounds where they dont play rhythmical with the rest of the song, and about notes they dont seem random to me

"What's a layer?" i knew it and as i explained that this song isnt good to follow only 1 layer which will results to less rhtythmical map imo

A layer in a song is basically an instrument. Vocals can be considered one layer, the drums can be 1 layer, and guitars, bass, etc all have their own layers.

Now that you know what a layer is, I'll teach you how to map more interesting rhythm.ok

There's two things you need to consider when mapping rhythm;
1. You need to focus on 1 layer. You can incorporate more than 1 layer, but I'd practice finding the rhythm of one layer until you get enough practice. You're going to want to choose the layer that shows up the most. Mappers tend to map the drums in most songs as the practically makes up the beat of the song. maybe u understand now that the most shows up sounds im following are those held sounds in the begining and when they stop it can be vocals or drums like sounds

2. Know when to use a circle or a slider.

The basic-of-basic mapping of rhythm is 'Circle for quick-snappy sound' and 'Slider for 2 sounds: Starting on a sound stronger than the sound it ends on or of equal strength.' There's a bit more to rhythm, but this is all you need to know for now to start practicing. The reason modern mappers follow this 'rule' is because it's logical to put more effort into clicking than releasing, so taking advantage of this mappers create a more interesting rhythm. if u noticed that i wasnt following this logical rule sometimes its mainly because im following vocals where they seem more important to follow, this song is not like other nico nico douga maps it consists mainly on an anime discussion until the long kiai where it becomes rhythmical so folowing drums will results to a monotonous map where at some points u will not feel the link between rhythm and whats dominating in the song


Now that you know what to look for, I'll give you some examples from Kotowaru and Xtreme

Kotowaru00:00:030 (1,2,3,4,5) - It seems like you're focused on the Megaman bit here as there's no vocal at 00:00:170 - so we'll use that as reference. there is vocal, and i was in this part harmonizing between the vocals and those held sounds since they are supportive to each other, but unti here 00:03:394 (1,2,3,4,5,6,7,8) - the held sound became less important so drums and the upcoming whistle like sounds are recommended to follow with circles only

1-4 are individual sounds of equal strength. If we follow our rule we just established, there's 2 ways I can think of mapping this that would be more interesting. You could use four circles i used it in Xtreme diff and the way i represent it in this diff its more emphasising to vocals i prefer to focus on vocals more in the last diff or two 1/2 sliders. nope its not like they wont fit but i explained why Whatever you choose to do, with this 'rule' in place, rhythm should be more understandable to listen to and play. its understandable and compliments the song type more than a shallow rhythm For 5 you can move the head of the slider to 00:00:871 - and replace the upcoming circle with a 1/2 slider tried it but its not the rhythm i wanted to emphasis in that pattern as well. You could use 2 circles here, but that wouldn't be as engaging to play as a mixture of sliders and circles. Variation in your rhythm keeps the player engaged

Xtreme00:20:216 (6,7) - If we listen here, it's noticeable that 6 is more obvious then 7, so how do we compliment this to create an interesting rhythm? We use a slider here because playing a slider puts more stress on the head due to the click and releases on the tail. For this case a 1/2 slider fits as to cover both sounds while keeping this in mind. i was trying to introduce the upcoming strong held sound by making it the first starting slider 00:20:497 (8) - if i started sliders from here 00:20:216 (6,7) - the rest will be uncharacterized and the rhythm will sound drawn imo

Xtreme00:43:207 (5,1,2,3,4,5,6,7) - Because you highlighted the held sound at 00:43:207 (5) - The player's focus is now drawn to this layer. The player would normally be listening to the drums going on from 00:43:207 - 00:43:067 - but because there wasn't a circle at 00:43:347 - the player is only left with the held noise there to follow. For the case that you wanted to switch the focus to this layer you should place another 1/2 slider at 00:43:768 - to stay focused on this layer. Switching between layers too fast will confuse the player and makes your map seem unorganized. i dont see the problem there and it doesnt left me anywhere and i wasnt normally listening to drums if i was i would map to it, i tried to replace it with circles but it didnt fit( drums arent audible enough while the held sound does )


Apply this knowledge to the rest of the diffs in the set, as this seems like a big concern with the set. I would point out details, but I really see no point if a lot could be potentially redone, and no point in keeping a long mod post anyways. no i think u just wanted it to follow a certain rhythm which wont fit the song generally in my opinion/mapping style reference

gl

(Don't need to mod my map back)
:|
edit: if i want to follow drums and stick to secondary beats i would mapped original nitro rider ost instead.

thx anyway
Topic Starter
OSUjanaiKATSURAda
Done Some Minor Changes on my own here and there, mainly in "Kotowaru" Diff ( including some restructuring, Adding some tags etc ) :D
lit120
what
the
fuck

[general]
  1. those diffs aren't from touhou series or somewhere else from a game. just name the diffs normally, such as Easy, Normal, Hard, Insane,
    Extra, Extreme, Kotowaru
  2. Xtreme diffname is rly funny tbh. should be "Extreme" there
  3. 00:16:852 - 00:30:310 - 00:39:282 - 00:46:291 - 01:21:899 - these kiais aren't rly necessary tbh. both of them are a build up part from "daga kotowaru",
    but not the last one that should be something a bit easier to play with as an outro
[kotowaru]
  1. interesting, following vocals... but u should know that there are some notes that deserves to click from such emphasize vocal there, such as 00:05:637 - 00:14:609 - 01:10:684 - and so on
  2. ok, so let's see... there are some lack of NCs going on here that doesn't make any sense for such emphasize, for example 00:01:011 (1) - should be 00:01:151 (2) - , 00:06:758 (4) - , 00:11:805 (1,2,3,1,2,3,1,2,3) - playing around the NC should be this http://puu.sh/yeAKo/8bdbd3de36.jpg , and so on
  3. the main confusing part and something that doesn't make any sense are why are there such slider speed changes so sudden, despite i couldn't feel which one deserves it or not for a song like this, like 00:15:730 (1,2) - , 00:16:852 (2) - , 00:26:945 (1) - , 00:28:067 (2) - , 00:29:188 (2) - , and so on? you could just map it normally without that slider speed change so suddenly, like this for example https://osu.ppy.sh/ss/9468983
  4. usually for NCs, you would NC it somewhere that emphasize the note perfectly, like after 4 notes or 3, by the instruments in repetitive way, or from a vocal
  5. 00:05:076 (3) - i don't totally recommend u to overlap with 00:04:515 (1) - on making extras tbh for ur mapping level, including 00:17:973 (1,3) - , 00:32:693 (7,8,9,10) - , 00:43:207 (5,7) - , and so on
  6. 00:03:394 (1,2,3) - 00:11:525 (3,4,1) - and other straight line flow - i find the flow a bit funny to play and u missed such emphasize beat there to play around with the spacing
  7. 00:04:095 (6,7,8) - this is such a weird flow in such wide angle with a low spacing after from (6)
  8. 00:10:263 (6,7,8,1) - uh, copy pasting this didn't make any sense for me to understand why, but u should try to follow a vocal there instead, like http://puu.sh/yeBxK/f89f6badf0.jpg but map with sth else rather than copy pasting it
  9. 00:13:207 (1,2) - 00:14:188 (4,5,1) - i'd find it awkward to play such rhythm with stacks on it tbh. i'd prefer moving the note somewhere else than stacking it
  10. 00:14:749 (1,2,3,4,5,6,7) - the spacing is way too sudden, despite that it isn't a build up or kiai part here
  11. 00:17:413 (3,4,5,6) - aw come on. u can do better than that. try this instead https://osu.ppy.sh/ss/9469232
  12. 00:19:095 (5,6,1,2,3,4,5,6,7,8) - stacking play with misplaced NC here are quite a problem to play with tbh. try this rhythm instead http://puu.sh/yeBFQ/abf3c9d5f9.jpg
  13. 00:24:702 (1,2,3,4,5,6,7,8) - judging by readability, this might be a bit trouble some to play with
  14. 00:25:824 (1,2,3,4,5,6) - it doesn't suit so well for following a vocal for me imo. try this instead http://puu.sh/yeBJt/720ced614f.jpg
  15. 00:30:310 (1,2,3,4,5,6) - this is quite bothersome for me, skipping 2 notes for such build up part here, including the rhythm and sudden movement to move our cursor around. u can try this here for example http://osu.ppy.sh/ss/9469295
  16. 00:36:758 (1,2,3,4) - a sudden stack from 00:36:899 (2,3) - makes it harder to play with normally for some players. gonna move (3) around somewhere
  17. 00:37:459 (6,7,1,2) - hmmm... this isn't good enough... here http://puu.sh/yeBTe/8d4fd63c7d.jpg
  18. 00:39:282 (1,2,3,4,5,6) - try something else different like 00:17:413 (3,4,5,6) -
  19. 00:40:403 (1,2,3,4) - funny flow and awkward to play with tbh
  20. 00:44:609 (1,2) - what were u even up to making this...?
  21. 00:46:291 (1) - the most important build up from "daga kotowaru", but u decided to make a slider art instead, unlike the others that u did. pretty inconsistent, isn't it?
  22. 00:47:132 - ah, judging by the NCs here, i don't think this would work the way as it is tbh. following such vocal is the easy part by telling where it emphasize it, like 00:49:375 (3,4,1,2,3,4,1,2,3) - should be http://puu.sh/yeC41/59b267eb81.jpg , 00:48:534 (1,2,3,4,1,2) - should be the same as 00:47:132 (1,2,3,4,5,6) - , and so on. should apply for 00:51:618 - and the rests as well
  23. 00:56:104 - u didn't do anything like these, but 1/2 spams, which is a good thing. but what about this hmmm...? it's quite poor for me tbh
  24. 00:58:347 (1,2,3,4,5,6,7,8,9) - what were u trying to follow here from those blue ticks?
  25. 01:03:955 (1,2,3,4,5,6) - go with this rhythm http://puu.sh/yeCo1/47212abc30.jpg
  26. 01:05:076 - i don't think i have to mention it again, since i told u about it from the first place. but please don't be a lazy mapper since i saw that u did copy pasting it and changing its position there
  27. 01:21:899 - there aren't any beats here to hear, but u did a hitsound here. u better remove them tbh
  28. 01:23:020 (1) - this spinner is rly useless to follow such echo voice for me tbh due to how rly weak it is
[x]
  1. overlap sliders and notes around again
  2. NCs again
  3. following such vocal emphasize again
  4. copy paste again at 01:05:076 - from 00:00:030 - =_=*
  5. that slow slider again
  6. 00:44:609 (1) - this again
  7. 00:18:254 (2,3,4,5) - where is this even coming from...?
  8. 00:19:095 (8) - ctrl+g it will make the flow more better unlike the awkward one from the current
  9. 00:47:132 (1,2,3,4,5,6,7,8,9,10) - this flow is way too awkward to play with with such pattern and symmetry here
  10. 01:02:833 (1,2,3,4,5,6) - from Kotowaru diff, i didn't see a stream here there, but this one's available on this diff only. weird... plus, 01:03:184 (6) - should be a note, instead of 1/4 slider at the blue tick. it's rly confusing
  11. 01:21:899 - the "hitsound" thing again
ok let's stop here. gonna skip to other diffs now

[n]
  1. NCs again
  2. 00:06:758 (5,6) - i'd blanket this
  3. 00:09:282 (2) - i wouldn't recommend curving it like this for a flow tbh. straight the slider or curve for circular flow instead
  4. 00:11:805 (2) - 00:12:646 (4) - 00:13:207 (1) - 00:17:413 (3) - and the rests too
  5. 00:28:067 (1,1) - i wouldn't set NCs there tbh
  6. 00:40:403 (1) - u could actually use 1/2 slider reverse here by a vocal here
  7. 00:42:086 (4,1,2) - this would be the most annoying part for some beginners, knowing that u copy pasted 00:42:086 (4) - and ctrl + g it, including not blanketed and how awkward the flow is
  8. 00:47:132 (1) - i'd separate this to somewhere tbh rather than stacking, as it should be emphasize with its downbeat than stacking it
  9. 01:05:076 - i see that u did another copy paste again here from 00:00:030 -
  10. 01:21:899 - hitsounds, please
so, the only main problem i found about this map are here:
  1. NCs are a big problem to follow what it is trying to emphasize
  2. rhythm play and its flow
  3. pattern wise
  4. copy paste isn't a good idea due to the same rhythm there as it is in repetitive way
  5. emphasize spacing
  6. and more
if i didn't mention anything from above, it means that it is applied for all diffs and some parts from each diffs. no, it isn't a joke .-.

you should actually look at pishifat's video for more tips in mapping, or u could actually learn it urself by looking at other's map somewhere. or just play more until u can understand why before trying to map something new that u've learned. that should work how u improve ur mapping style

gl
Topic Starter
OSUjanaiKATSURAda

lit120 wrote:

what
the
fuck


[general]
  1. those diffs aren't from touhou series or somewhere else from a game. just name the diffs normally, such as Easy, Normal, Hard, Insane,
    Extra, Extreme, Kotowaru
    what do you mean, and why should touhou relate to such diff names, this diff names if they do then i dunno but they there are just like temporary until its ready and (isnt the last diff as in the last ("rules" rules arent absolute in osu anyway) where it could be different name only
  2. Xtreme diffname is rly funny tbh. should be "Extreme" there i know but since i still prefer to see my diff names like that i ll keep it for now as i told
  3. 00:16:852 - 00:30:310 - 00:39:282 - 00:46:291 - 01:21:899 - these kiais aren't rly necessary tbh. both of them are a build up part from "daga kotowaru",
    but not the last one that should be something a bit easier to play with as an outro the idea was to characterize by kiai every Daga kotowaru since its what the meme about and its the chorus and as u can notice the music instruments change to something more rough and heavy emphasising those with kiai just as they worth it actually undoing kiai there would make the map less creative and less understood to song
[kotowaru]
  1. interesting, following vocals... but u should know that there are some notes that deserves to click from such emphasize vocal there, such as 00:05:637 - 00:14:609 - 01:10:684 - and so on mainly in the patterns you mentioned i was following the held sounds which sound more prominent in my point of view and for example in the first exaple u linked i was emphasisng the wording here 01:10:123 (3,4) - so to maintain slider is the most suitable sometimes u wouldnt see things from the same angle considering the mindset which differs from to other (so dont judge if its not like what u think in the interval of good is the absolute good)
  2. ok, so let's see... there are some lack of NCs going on here that doesn't make any sense for such emphasize, for example 00:01:011 (1) - should be 00:01:151 (2) - , 00:06:758 (4) - , 00:11:805 (1,2,3,1,2,3,1,2,3) - playing around the NC should be this http://puu.sh/yeAKo/8bdbd3de36.jpg , and so on there i tired to involve both the held sounds start with the vocals so not to make a messy NC'ing that spiltsall over the patterns and its not that unrhythmical if it was i would change like i did in others in long kiai part, and for 00:06:758 (4) - the melody did start where u referred so i instead undo NC here 00:05:917 (5) - didnt finsh for the first place i was just rushing in NC'ing in some places and im aware of that and NC'ed for the jumps part with those 8bit sounds to avoid a long combo colour with and that why i characterized the jumps particularly because of the sounds represented and for 00:11:805 (1,2,3,1,2,3,1,2,3) - i aimed to have invidual NC for every triple jump to give it more of a concept and to ease readability the example u afforded isnt the way i wanted NC pace to follow
  3. the main confusing part and something that doesn't make any sense are why are there such slider speed changes so sudden, despite i couldn't feel which one deserves it or not for a song like this, like 00:15:730 (1,2) - , 00:16:852 (2) - , 00:26:945 (1) - , 00:28:067 (2) - , 00:29:188 (2) - , and so on? you could just map it normally without that slider speed change so suddenly, like this for example https://osu.ppy.sh/ss/9468983 no that pattern is more preferable and compliment to the song and imo vocals are more worthy for SV changes than music because they transfer a message through them and those vocals are
  4. usually for NCs, you would NC it somewhere that emphasize the note perfectly, like after 4 notes or 3, by the instruments in repetitive way, or from a vocal u mean lately (the united mapping style then maybe yes)
  5. 00:05:076 (3) - i don't totally recommend u to overlap with 00:04:515 (1) - on making extras tbh for ur mapping level, including 00:17:973 (1,3) - , 00:32:693 (7,8,9,10) - , 00:43:207 (5,7) - , and so on No all of them intended to be overlapped like that(if noticed them crampy or something because i did that to emphasis and include the weight of vocals too ( the second i like how they they touch eachother since it looks good, and why overlap is a taboo in mapping lately
  6. 00:03:394 (1,2,3) - 00:11:525 (3,4,1) - and other straight line flow - i find the flow a bit funny to play and u missed such emphasize beat there to play around with the spacing intended linear flow is fun when its map to the part it compliment it and in addition the beat i skipped is to introduce the much important incoming sounds while emphasising the vocals end too
  7. 00:04:095 (6,7,8) - this is such a weird flow in such wide angle with a low spacing after from (6) i like to variate jumps structures and only one angled jumps (leftrighleftright or above below etc, i could use linear flow when thevocals heard soft and no strong sound interrupt it but when something newer appears and fit a jump i jump'ed it and in addition i like to stack objects to previous object to perform like a flashback effect which is here for example 00:03:674 (3,5,7,8) -
  8. 00:10:263 (6,7,8,1) - uh, copy pasting this didn't make any sense for me to understand why, but u should try to follow a vocal there instead, like http://puu.sh/yeBxK/f89f6badf0.jpg but map with sth else rather than copy pasting it really it makes the more sense u just couldnt see the secret behind tired to explain again xDD(anyway the vocals meaning has an effect on patterning of the map too especially in this diff)
  9. 00:13:207 (1,2) - 00:14:188 (4,5,1) - i'd find it awkward to play such rhythm with stacks on it tbh. i'd prefer moving the note somewhere else than stacking it i prefer it like that
  10. 00:14:749 (1,2,3,4,5,6,7) - the spacing is way too sudden, despite that it isn't a build up or kiai part here if u heard those light soundswhere they dont repeat throughout the song and they are introducing to first kiai phase thats why and i would really like them spaced than cramped and tried to go from fast paced to a slow SV fitting vocals thats it ( everything did i already experienced it on my own)
  11. 00:17:413 (3,4,5,6) - aw come on. u can do better than that. try this instead https://osu.ppy.sh/ss/9469232 i liked the airman like jump so i keep it
  12. 00:19:095 (5,6,1,2,3,4,5,6,7,8) - stacking play with misplaced NC here are quite a problem to play with tbh. try this rhythm instead http://puu.sh/yeBFQ/abf3c9d5f9.jpg stacks are there for a reason which mainly why i would stack notes( i like playing with flow changes there what i did was stopping flow/movement and when the sound which is more fitting to a flow/jump i put next stack somewhere else and so on and ofc emphasising vocals there too ( iknew about it but intended to keep it like that to characterize the whole patterns with a common colour
  13. 00:24:702 (1,2,3,4,5,6,7,8) - judging by readability, this might be a bit trouble some to play with No
  14. 00:25:824 (1,2,3,4,5,6) - it doesn't suit so well for following a vocal for me imo. try this instead http://puu.sh/yeBJt/720ced614f.jpg it does efficiently and following in parallel those 8bit sounds
  15. 00:30:310 (1,2,3,4,5,6) - this is quite bothersome for me, skipping 2 notes for such build up part here, including the rhythm and sudden movement to move our cursor around. u can try this here for example http://osu.ppy.sh/ss/9469295 vocals matter more in that part
  16. 00:36:758 (1,2,3,4) - a sudden stack from 00:36:899 (2,3) - makes it harder to play with normally for some players. gonna move (3) around somewhere i wanted a stop here 00:36:899 - then a start in the next circle that was the idea following those hels sounds/8bit sounds or whatever
  17. 00:37:459 (6,7,1,2) - hmmm... this isn't good enough... here http://puu.sh/yeBTe/8d4fd63c7d.jpg there is a start of those sounds here too 00:36:899 - and following that rhythm improved vocal representaion too imo so i ll keep
  18. 00:39:282 (1,2,3,4,5,6) - try something else different like 00:17:413 (3,4,5,6) - no variation and ithink it plays good
  19. 00:40:403 (1,2,3,4) - funny flow and awkward to play with tbh not at all
  20. 00:44:609 (1,2) - what were u even up to making this...? Boku No fan ka which is a acceptance sign
  21. 00:46:291 (1) - the most important build up from "daga kotowaru", but u decided to make a slider art instead, unlike the others that u did. pretty inconsistent, isn't it? and here Daga Kotowaru which is similiar to a refuse sign since both were the most important part of the song because they werent paired with strong beats etc thats was a good idea imo
  22. 00:47:132 - ah, judging by the NCs here, i don't think this would work the way as it is tbh. following such vocal is the easy part by telling where it emphasize it, like 00:49:375 (3,4,1,2,3,4,1,2,3) - should be http://puu.sh/yeC41/59b267eb81.jpg , 00:48:534 (1,2,3,4,1,2) - should be the same as 00:47:132 (1,2,3,4,5,6) - , and so on. should apply for 00:51:618 - and the rests as well We already discussed this in irc and applied this kiai NC'ing suggestions partially thx
  23. 00:56:104 - u didn't do anything like these, but 1/2 spams, which is a good thing. but what about this hmmm...? it's quite poor for me tbh i dont understand most what u were refering too is not mentioned
  24. 00:58:347 (1,2,3,4,5,6,7,8,9) - what were u trying to follow here from those blue ticks? Vocals and since they were mixed in 1/4 metronome a simple stream or a reverse wasnt a choice so the flow and movement with such patterns representation is complimenting that part imo
  25. 01:03:955 (1,2,3,4,5,6) - go with this rhythm http://puu.sh/yeCo1/47212abc30.jpg no sonce im mapping these parts commonly and dont this i would add sliders in their patterns
  26. 01:05:076 - i don't think i have to mention it again, since i told u about it from the first place. but please don't be a lazy mapper since i saw that u did copy pasting it and changing its position there not lazy mapper its just the same first part loops there with no diffrence so making different patterns which is seems to be useless i wanted to represent it exactly the same or better vut that part (i can but there is already difference in extra diff)
  27. 01:21:899 - there aren't any beats here to hear, but u did a hitsound here. u better remove them tbh Vocals and maintaining same hsounding through daga kotowaru's, i reduced the sound volume since its quieter at this part
  28. 01:23:020 (1) - this spinner is rly useless to follow such echo voice for me tbh due to how rly weak it is i ll consider at some point or maybe not depends
[x]
  1. overlap sliders and notes around again
  2. NCs again
  3. following such vocal emphasize again
  4. copy paste again at 01:05:076 - from 00:00:030 - =_=*
  5. that slow slider again
  6. 00:44:609 (1) - this again
  7. 00:18:254 (2,3,4,5) - where is this even coming from...?
  8. 00:19:095 (8) - ctrl+g it will make the flow more better unlike the awkward one from the current
  9. 00:47:132 (1,2,3,4,5,6,7,8,9,10) - this flow is way too awkward to play with with such pattern and symmetry here
  10. 01:02:833 (1,2,3,4,5,6) - from Kotowaru diff, i didn't see a stream here there, but this one's available on this diff only. weird... plus, 01:03:184 (6) - should be a note, instead of 1/4 slider at the blue tick. it's rly confusing thats something u knwo it exists always i GD's variation different mapping styles etc
  11. 01:21:899 - the "hitsound" thing again
anyway still no change here same reasoning as kotowaru
ok let's stop here. gonna skip to other diffs now

[n]
  1. NCs again
  2. 00:06:758 (5,6) - i'd blanket this i think its blanketed enough no need for that 100%
  3. 00:09:282 (2) - i wouldn't recommend curving it like this for a flow tbh. straight the slider or curve for circular flow instead i prefer those curves
  4. 00:11:805 (2) - 00:12:646 (4) - 00:13:207 (1) - 00:17:413 (3) - and the rests too they are fine imo aesthetical enough no need to follow a certain mappers's style for slider curves i like them like that because like how they slide
  5. 00:28:067 (1,1) - i wouldn't set NCs there tbh i would and its backed up by NC creativity there and rhythm understanding
  6. 00:40:403 (1) - u could actually use 1/2 slider reverse here by a vocal here no emphasising the vocal
  7. 00:42:086 (4,1,2) - this would be the most annoying part for some beginners, knowing that u copy pasted 00:42:086 (4) - and ctrl + g it, including not blanketed and how awkward the flow is tested by my brother who can only play normals and didnt have any problem the day i made this normal
  8. 00:47:132 (1) - i'd separate this to somewhere tbh rather than stacking, as it should be emphasize with its downbeat than stacking it
    imeant a pause there to start the kaia with a fresh new movement same ideology in mappingharder diffs in this map particularly
  9. 01:05:076 - i see that u did another copy paste again here from 00:00:030 - Yeaah
  10. 01:21:899 - hitsounds, please still Not problem
so, the only main problem i found about this map are here:
  1. NCs are a big problem to follow what it is trying to emphasize its not big problem i clarified
  2. rhythm play and its flow Same just differs from how u see things
  3. pattern wise Nani Kore
  4. copy paste isn't a good idea due to the same rhythm there as it is in repetitive way and thats why its a good idea imo
  5. emphasize spacing i think i clarified how i was emphasising spacing
  6. and more Indeed ...
if i didn't mention anything from above, it means that it is applied for all diffs and some parts from each diffs. no, it isn't a joke .-. OK its still joke in a indirect way lol

you should actually look at pishifat's video for more tips in mapping, or u could actually learn it urself by looking at other's map somewhere. or just play more until u can understand why before trying to map something new that u've learned. that should work how u improve ur mapping style

gl
thx ... :|
lit120
you can always deny it, but know that those mods from before are really useful for u to learn something tbh. if u don't try to think twice before changing or denying it, u'll regret it

bye
Topic Starter
OSUjanaiKATSURAda
i can agree that the mods are useful just in case if i was trying to map to such kind of mappingstyle and following the new common sense/understanding of music ( music has different ways of representation depends on how deep it affected your understanding in general, that why u see different mapping styles ( maybe if i started mapping after watching pishi videos or copying other patterns and style of NC'ing, etc i could be affected by that and apply your mod fully ( i hope that clarify things for you )

and if this map wont make it to ranked due to its not "preferable lately" then its not a problem :D

thx
rutmiku
i love this map in catch the beat (?
i'ts very good uvu
Topic Starter
OSUjanaiKATSURAda

rutmiku wrote:

i love this map in catch the beat (?
i'ts very good uvu
Thanks ..?

Not much Changed i ll seek further Mods soon ... :lol:
Nel Oderschvank
Hello! From my Q. Let's begin.




Diff KoTowaRu
* move 00:00:730 (5) - to x: 198; y: 251 so the initial triple be exactly in the middle

* move 00:01:712 (9) - x: 266; y: 92 so the circle connects into the end of the slide 00:01:151 (7) -

* move 00:02:272 (1) - to x: 266; 92 ^

* if you set up the stack leniency to 4, these notes will be perfectly stacked 00:03:114 (5,1) -

* another slide here 00:07:600 (5,6) - since you are representing the vocal yet?

* 00:13:207 (1) - dont do an end of a slide in down tick, they should be clickable

* 00:14:329 (5) - ^

* why don't place note 00:47:272 (2) - here x: 255; y: 111?

* this is so ugly hauhahuah 01:21:899 (2,1) -

Diff eXtreMe
* 00:04:515 (1,3) - maybe a better blanket?

* instead this big slide 00:44:609 (1) - why don't 2 slides? here 00:44:609 - and here 00:44:889 - ?

* personally I think this so ugly D: 00:55:263 (1,2,3) - maybe a different thing with some blankets?

* move 01:07:319 (1) - to x: 159; y: 91

That's it! Good luck with your mapset.
Topic Starter
OSUjanaiKATSURAda

Nel Oderschvank wrote:

Hello! From my Q. Let's begin.




Diff KoTowaRu
* move 00:00:730 (5) - to x: 198; y: 251 so the initial triple be exactly in the middle What i ve made was actually moving the triple a bit to right so its snapped in the middle

* move 00:01:712 (9) - x: 266; y: 92 so the circle connects into the end of the slide 00:01:151 (7) - actually i did some improvements in the whole pattern there thanks for pointing it out

* move 00:02:272 (1) - to x: 266; 92 ^ ^

* if you set up the stack leniency to 4, these notes will be perfectly stacked 00:03:114 (5,1) - i ll make sure about it later(if i want them to look stacked or not

* another slide here 00:07:600 (5,6) - since you are representing the vocal yet? i prefer representing those strong vocals with clickable objects instead so i ll keep it

* 00:13:207 (1) - dont do an end of a slide in down tick, they should be clickable the downtick there is actually using weaker/less important sounds than other ticks so what worth clickability imo is those ticks

* 00:14:329 (5) - ^ ^


* why don't place note 00:47:272 (2) - here x: 255; y: 111? i dont want it to be linear with those circle, actually i perfectly overlapped it into the slider

* this is so ugly hauhahuah 01:21:899 (2,1) - Not that ugly But Fixed maybe ??

Diff eXtreMe
* 00:04:515 (1,3) - maybe a better blanket? its supposed to be like that Fixed

* instead this big slide 00:44:609 (1) - why don't 2 slides? here 00:44:609 - and here 00:44:889 - ? i want that calm melody to be represented with a simple single slider, and honsetly mainly because of lyrics and what they refer to at that part

* personally I think this so ugly D: 00:55:263 (1,2,3) - maybe a different thing with some blankets? Hmm tried something else

* move 01:07:319 (1) - to x: 159; y: 91 No it doesnt seem to be fitting like that

That's it! Good luck with your mapset.

Thanks for such a Nice Mod !!
xXOsuPersonXx
here we go, sure hope I still know how to do moddingv1

General
good song :)
NCs are weirdly as far as I know. Place them on each new measure or at appropriate times.[
Can I make a GD for this?
eXtReMe
00:05:357 (5) - This slider should start on an important sound.
00:07:740 (6) - ^
00:09:943 (4) - ^
00:16:852 (1,2,3,4,5,6) - uncomfortable to play. circular flow and sharp angles are better.
00:18:254 (2,3,4,5) - inconsistent movement between each of these hitcircles, maybe more movement?
00:19:095 (8,1) - NC on 8, remove combo on 1.
00:19:515 (1,2,3,4,5,6,7) - Each of these reflects equal sounds and are placed equally, so spacing should be too.
00:32:833 (7,8,9,10,11) - The song doesn't reflect this placement of circles. Remove 8 and 10.
00:33:674 (1,2,3) - ^
00:34:375 (5,6,7,8,9,10,11) - Equally timed, so should be equally spaced.
00:38:020 (1,2) - These sliders start on less important sounds.
You should carry on like this.
KoToWaRu
00:19:656 (2,3,4,5,6,7) - This shouldn't just stop movement suddenly. It's 20 seconds in and it's shown unexpectedly
00:20:497 (1,2,3,4) - This should be half a beat before, removing the two hitobjects before.
Generally, place sliders starting on important sounds and ending on equal or weaker sounds.
Topic Starter
OSUjanaiKATSURAda

xXOsuPersonXx wrote:

here we go, sure hope I still know how to do moddingv1 xD

General
good song :)
NCs are weirdly as far as I know. Place them on each new measure or at appropriate times. The pattern i followed for NC'ing is NC at Each new start of the Melody not the each 1/1/measure etc pattern. which sounds more consistent imo
Can I make a GD for this? sorry Too late :o The set is already finished and went through modding process
eXtReMe
00:05:357 (5) - This slider should start on an important sound. Its already on an important sound where its following vocals and the held sound ?
00:07:740 (6) - ^ Same
00:09:943 (4) - ^ Same
00:16:852 (1,2,3,4,5,6) - uncomfortable to play. circular flow and sharp angles are better. I prefered the way it is now i represent the Importance of the upcoming beat with anti flow jump thus a circular flow isnt what i want there, and the angles are sharp enough imo
00:18:254 (2,3,4,5) - inconsistent movement between each of these hitcircles, maybe more movement? i kinda feel that those pretty high pitched electro sounds call for a tinier distance if not full stacks then when the pitch/tone changed it was the time to create a slight jump
00:19:095 (8,1) - NC on 8, remove combo on 1. as i mentioned i was following the start of the new melody
00:19:515 (1,2,3,4,5,6,7) - Each of these reflects equal sounds and are placed equally, so spacing should be too. 00:19:936 - if you hear precisely at this time you may notice a start of newer melody which it sounds less audible imo so a distance snapped pattern fits that part more than jumps
00:32:833 (7,8,9,10,11) - The song doesn't reflect this placement of circles. Remove 8 and 10. since there is no 1/4 stream in the last diff i ll remove these but replace with 1/4 sliders instead just for consistency
00:33:674 (1,2,3) - ^ Same
00:34:375 (5,6,7,8,9,10,11) - Equally timed, so should be equally spaced. u kno this isnt hard or normal diff to maintain a consitent snapping,
and the difference of distance there is mainly because of that important clap sound there, and to emphasis the new start of the upcoming melody again

00:38:020 (1,2) - These sliders start on less important sounds. i dont share the idea that sliders must start on the white tick and end on a lesser sound etc ... but instead sliders imo are used to emphasis the held sounds and vocals whenever they exist through the song, seemingly that i was following
You should carry on like this.
KoToWaRu
00:19:656 (2,3,4,5,6,7) - This shouldn't just stop movement suddenly. It's 20 seconds in and it's shown unexpectedly its finr its a way to represent those sounds individually in a double stacked circles manner because they sound like a double sounded set
00:20:497 (1,2,3,4) - This should be half a beat before, removing the two hitobjects before. Nope since there are drums and some finish sounds in the song at that part
Generally, place sliders starting on important sounds and ending on equal or weaker sounds. I hope i explained about this earlier :D


Thanks for mod Apperciated :D
Cris-
Hi, M4M from my queue

General
  1. Idk if you're using the correct source. I think this should be "ジョジョの奇妙な冒険 ダイヤモンドは砕けない". So swap the kanji title from the tags to the source and put "Megaman X" to the tags (Or Megaman 10)
  2. normal-hitwhistle.wav is unused
  3. normal-hitwhistle.wav & soft-hitclap.wav have a possible delay of 5ms, check it

Normal
  1. Why this is the only diff without a cap letter in the mid? Maybe rename it "NoRmal" or "NorMal" or something
  2. 00:02:272 (1,2) - You could do a blanket here so that the notes don't look so stuck
  3. 00:06:758 (5) - NC should be here for consistency with 00:02:272 (1)
  4. 00:09:282 (2) - 00:11:805 (2,4) - 00:13:207 (1) - Expand these circular shapes as you did it in 00:09:843 (3,4) - for example, actually looks a bit weird
  5. 00:17:413 (3) - ^ same
  6. 00:30:590 (2,3,1) - Improve the flow between these objects, are really stuck imo

AdvaNced
  1. 00:32:821 - from here until the 4th inherited aren't snapped properly
  2. 00:05:076 (2,3,4,5) - You could try something like this to improve the flow: https://puu.sh/zE4g3/f869efa4fc.png
  3. 00:12:646 (3,4,1) - Please try to avoid these types of patterns, you could do some more circular for example, or also something easier to read
  4. 00:29:188 (1,2) - I think the slider 2 is a bit harder to click because the rhythm change, so you could try something like this: 00:29:188 (1) - Slider 1/1 & 00:29:609 - Slider 1/2
I will stop here, but you can improve some patterns/flow and reduce the density. For example: 00:50:777 (5,6,7,1) - This have a lot of direction change, try to mantain a consistency in only a direction or not so drastic as it is currently ; 00:31:992 (2,3,4,5,6,7) - the rythm here isn't than strong as kiai but you're using a lot of circle-slider.
In general you need to polish this difficulty a lot

HyPer
  1. 00:00:170 (2) - This beat isn't than strong as the previous circle, so imo this can be a slider tail. Replace 00:00:030 (1,2) - for a 1/2
  2. 00:10:824 (7) - The previous slider is pointing to the opposite direction, so this feels uncomfortable. Move it to x:112 y:276 or something
  3. 00:13:768 (3,4) - Don't overlap pls
  4. 00:30:871 (3,4,5,1) - https://puu.sh/zE4Qi/9796a5c74a.png Instead of the current shape of 00:31:151 (5) - ?

ANother
  1. 00:32:833 (8) - This beat doesn't deserve a kickslider, it's overmapped. Replace it for 2 1/4 sliders
Good luck!
xXOsuPersonXx
think I found unrankable issue in kotowaru

00:10:403 (7,2) - perfectly overlapping sliders! first slider must fully fade out before the next fully fades in
Topic Starter
OSUjanaiKATSURAda

Cris- wrote:

Hi, M4M from my queue

General
  1. Idk if you're using the correct source. I think this should be "ジョジョの奇妙な冒険 ダイヤモンドは砕けない". So swap the kanji title from the tags to the source and put "Megaman X" to the tags (Or Megaman 10) i dont think the source must be in japanese/native characters because worldwide will recognize it the way it is than when its in kanji ( i mean from mapset page ) about leaving megaman 10 or rather jojo, not sure because both are equally considered/used in the song, but if 2 simultaneous sources are unrankable ( didnt notice it in rules anyway ) then i may keep only one ...
  2. normal-hitwhistle.wav is unused changed with different hitsound and used it
  3. normal-hitwhistle.wav & soft-hitclap.wav have a possible delay of 5ms, check it yep thanks but not sure if its 5ms or shorter but generally i ve changed the mentioned hitsounds with other ones which fits better imo

Normal
  1. Why this is the only diff without a cap letter in the mid? Maybe rename it "NoRmal" or "NorMal" or something hmm because its a normal diff so i thought about keeping it a Normal name,but i added a cap to where it still looks less unusual
  2. 00:02:272 (1,2) - You could do a blanket here so that the notes don't look so stuck hmm i dont understand how you want me to aplly the blanket there but what i considered there is the motion according to the song recommendation there, so a circular or straight movement is not what i intended
  3. 00:06:758 (5) - NC should be here for consistency with 00:02:272 (1) the newer melody actually started here 00:09:001 - but i nc'ed there just to represent those high pitched sounds individually
  4. 00:09:282 (2) - 00:11:805 (2,4) - 00:13:207 (1) - Expand these circular shapes as you did it in 00:09:843 (3,4) - for example, actually looks a bit weird only applied to 00:09:282 (2) - which makes sense because consistency with the rest of the pattern, but the rest are intentionally curved excessively because i wanted to represent them differently according to vocals atleast
  5. 00:17:413 (3) - ^ same not extended but changed to angled shape instead
  6. 00:30:590 (2,3,1) - Improve the flow between these objects, are really stuck imo I dont think its stuck, it plays fine imo

AdvaNced
  1. 00:32:821 - from here until the 4th inherited aren't snapped properly Ops Fixed
  2. 00:05:076 (2,3,4,5) - You could try something like this to improve the flow: https://puu.sh/zE4g3/f869efa4fc.png Nope because i intended the antiflow motion at that part the reason why is the sound that end at 00:05:637 - and a new one start at 00:06:198 (5) - so imo to give that part more emphasis is to create a change in direction. it was already like you suggested but changed it
  3. 00:12:646 (3,4,1) - Please try to avoid these types of patterns, you could do some more circular for example, or also something easier to read did some changes there but the problem was mainly rhythmical since it wasnt following what i intended(for an advanced level it wasnt that hard to read)
  4. 00:29:188 (1,2) - I think the slider 2 is a bit harder to click because the rhythm change, so you could try something like this: 00:29:188 (1) - Slider 1/1 & 00:29:609 - Slider 1/2 if i do this it would not cover the held vocal and i played and already testplayed by a fully noob friend and it wasnt hard for him so i ll keep it for now
I will stop here, but you can improve some patterns/flow and reduce the density. For example: 00:50:777 (5,6,7,1) - This have a lot of direction change, try to mantain a consistency in only a direction or not so drastic as it is currently this is just the map main idea that was set when mapping this map as far as its not hard for the level of the diff. so the change in direction is intended to reflect the song rhythm change or melody/tone when changed too ; 00:31:992 (2,3,4,5,6,7) - the rythm here isn't than strong as kiai but you're using a lot of circle-slider. i made a drastic change here since its weakly following the rhythm
In general you need to polish this difficulty a lot not a lot but did few changes/improvements through the diff

HyPer
  1. 00:00:170 (2) - This beat isn't than strong as the previous circle, so imo this can be a slider tail. Replace 00:00:030 (1,2) - for a 1/2 the vocal word of "Ya" (1) "Tsu" (2) is strong and both are audible enough to be represented by a clickable circle instead of slider so i prefer a double click start there than a slide imo
  2. 00:10:824 (7) - The previous slider is pointing to the opposite direction, so this feels uncomfortable. Move it to x:112 y:276 or something imo that way plays better i meant that kind of motion to emphasis vocal and the strong upbeat sound
  3. 00:13:768 (3,4) - Don't overlap pls No sorry but i love this part especially overlapped
  4. 00:30:871 (3,4,5,1) - https://puu.sh/zE4Qi/9796a5c74a.png Instead of the current shape of 00:31:151 (5) - ? changed a bit but partially,
    only ctrl+H'ed (5) which is similiar to your suggestion direction

ANother
  1. 00:32:833 (8) - This beat doesn't deserve a kickslider, it's overmapped. Replace it for 2 1/4 sliders i was following the vocal part there so no change, (in the upper/harder diffs i mapped those vocals that seems they are on 1/4 with a stream or kickslider).
Good luck!
Thanks so much for the Mod :)


xXOsuPersonXx wrote:

think I found unrankable issue in kotowaru

00:10:403 (7,2) - perfectly overlapping sliders! first slider must fully fade out before the next fully fades in There is nothing that refers to this as an unrankable issue in the Ranking Criteria rules and since its testplayed by 3 players who could passed it atleast they seem to not struggle with that pattern at all so i ll keep it for now
Thanks for the recheck tho :D
quila
who are you..


_KoTowaRu_

00:29:889 (1) - would be better as two circles. although the sv is increased, the player won't feel much on this sliderend since there's a 1/1 gap after it and they can slow down slowly, rather than immediately if it were a jump from one circle to another. (they could even move past the sliderend by default until friction stops the mouse/tablet)

00:30:310 (1,2,3) - map the red ticks please

00:44:609 (1,2,1) - i'm not really against this. but if you are going to do it, do it better.

00:56:805 (5) and 00:57:787 and (10) 01:00:590 (1) and 01:01:992 (10) and 01:02:272 (11) - 1/2 sliders are pretty underwhelming here

01:04:515 (3,4,5) - map the blue ticks please

i think you're using spaced 1/2 triplets/really obtuse angles when they shouldnt be used. 00:03:394 (1,2,3), for example, if the player flows through this it's as if it were a small 1/1 jump and the player just happened to click half-way through - the middle note is only emphasized as much as a single click. there's no change in angle or speed or anything when the mouse hits the note.

parts of this is kinda advanced, and this could be wrong i guess, but you need to evolve your fundamental mapping (rhythm, spacing etc.) to match that if you want people to support this.
Dementation
hey, from my nm queue. i'm new to modding tho so idk if this will be the most helpful mod, but i'll try

you didn't specify any diffs you want me to mod so i'm just gonna mod the top and extreme diffs since that's the star rating i'm most familiar with


eXtReMe
  1. 00:21:478 (5,6) - should be a 1/2 slider imo, no big sound in 00:21:618 (6) -
  2. 00:22:600 (2,3) - ^
  3. 00:31:431 (1) - there's vocal sounds in the blue tick in the slider and the one right after as well, so maybe make a kickslider there
  4. 00:44:609 (1) - makes no sense why this is there, just map it normally since there's no reason to map it like that
  5. 00:49:375 (1,2,3,4,5,6,7,8,9) - this pattern doesn't really fit the song since it's somewhat in triplets (don't know exactly how to explain). something like a normal jump followed by a jump on top of the previous one would work better i think, kinda like 00:51:058 (2,3,4) - but with 00:51:058 (2) - and 00:51:338 (4) - flipped
  6. 00:50:497 (9,10) - a 1/2 slider would be better for this
  7. 00:54:983 (5,6) - ^
  8. 00:55:544 (2) - make these 2 circles instead of a 1/2 slider
  9. 01:07:039 (6,7) - a 1/2 slider would fit better
  10. 01:22:459 (3) - 2 circles instead of a 1/2 slider would be better imo
KoTowaRu
  1. 00:00:450 (4) - i'd stack this on top of 00:00:030 (1,2,3) - , as it felt somewhat uncomfortable to me when playing the map
  2. 00:02:272 (1,2) - a 1/2 slider instead of two circles would be better since there's no big sound on 00:02:413 (2) -
  3. 00:02:833 (4) - move this up? kinda looks weird visually
  4. 00:07:039 (2,3) - make this a 1/2 slider as well or if you won't, change it to be more comfortable to play with flow
  5. 00:15:310 (5,6,7) - make spacing lower
  6. 00:26:945 (1) - i like this part lol
  7. 00:31:011 (4) - move it right until it's in the middle, i think it makes it a little more visually appealing and makes spacing consistent in the 3 jumps
  8. 00:31:431 (1) - there's vocal sounds in the blue tick in the slider and the one right after as well, so maybe make a kickslider there (same as above)
  9. 00:44:609 (1) - like in the other diff, it seems really weirdly placed
  10. 00:46:291 (1) - ^
  11. 01:07:459 (2) - i'd say place this on top of 01:06:899 (10) -

General
A general problem for both diffs tho was that the map imo looked really ugly due to somewhat the spacing (which seems to be on purpose so didn't touch on that) and also some of the slider shapes. such as 00:50:777 (1) - in the eXtreMe diff or 00:44:609 (1) - in the KoTowaRu diff. The weird flow also doesn't help, either. You can just not fix this if you want, but imo this makes the map much less appealing. The map's idea right now, though, seems good.

well, i'm done. i didn't look at hitsounds and ncs since i'm not good at them, but hopefully this mod helps.
Topic Starter
OSUjanaiKATSURAda

4n3c wrote:

who are you.. its a me Katsu


_KoTowaRu_

00:29:889 (1) - would be better as two circles. although the sv is increased, the player won't feel much on this sliderend since there's a 1/1 gap after it and they can slow down slowly, rather than immediately if it were a jump from one circle to another. (they could even move past the sliderend by default until friction stops the mouse/tablet) they dont need to slow down because the next object is 1/1 ahead i dont want a 2 clickable circles which gives unfitting feedback since im following the vocal there and the word start with a "Yo" which sounds smooth and fitting more as a fast slider

00:30:310 (1,2,3) - map the red ticks please No because i maintain the consistency of mapping accurately the rhythm according to the main word "daga kotowaru" in the song

00:44:609 (1,2,1) - i'm not really against this. but if you are going to do it, do it better. thats a similiar shape to the sign of accepting then next slider is similiar to refuse sign like thisthen( concerning the lyrics )

00:56:805 (5) and 00:57:787 and (10) 01:00:590 (1) and 01:01:992 (10) and 01:02:272 (11) - 1/2 sliders are pretty underwhelming here i dont understand what make them look underwhelming for you but since they are following the vocals consistently for the part "koto" of the word "kotowaru" through that part then i think they are fine there i changed something here not quiet relevent but thanks for the timestamp

01:04:515 (3,4,5) - map the blue ticks please same think as i explained for this part

i think you're using spaced 1/2 triplets/really obtuse angles when they shouldnt be used. 00:47:132 (1,2,3) - if you mean this then i intended to represent them differently in the long kiai section and i did it that way just to maintain the same flow of the previous slider 00:46:291 (1) - which fits good as compliment for the pattern. (i corrected a pattern relevant, which it started not where it was supposed to start(for consitency stuff)

(in general i mapped this song by representing a whole part of the song in a unique pattern differently from the rest depends on vocals and melody/a set of instruments etc ... to give a characterized feedback for each part). (and not mapping each sound individually)

00:03:394 (1,2,3), for example, if the player flows through this it's as if it were a small 1/1 jump and the player just happened to click half-way through - the middle note is only emphasized as much as a single click. there's no change in angle or speed or anything when the mouse hits the note. i dont think so already testplayed and the players didnt strugle and the main reason that is linear triplet is because of that quiet vocal background.

parts of this is kinda advanced, and this could be wrong i guess, but you need to evolve your fundamental mapping (rhythm rhythm is fine, spacing i explained etc.) to match that if you want people to support this.
Okay thanks for the mod i didnt apply much but it helped me to spot some stuff that ought to be fixed :)


Dementation wrote:

hey, from my nm queue. i'm new to modding tho so idk if this will be the most helpful mod, but i'll try it was helpful :D

you didn't specify any diffs you want me to mod so i'm just gonna mod the top and extreme diffs since that's the star rating i'm most familiar with


eXtReMe
  1. 00:21:478 (5,6) - should be a 1/2 slider imo, no big sound in 00:21:618 (6) - seriously lol (6) is one of the most audible sounds in the song which plays each 2/1 and a 1/2 slider wont compliment what i intended which isreflecting the drums by a jump pattern after a 3 consecutive 1/2 sliders
  2. 00:22:600 (2,3) - ^ same thing those 8bit sounds worth clickable 1/2 objects instead and (3) is a strong sound tho xD
  3. 00:31:431 (1) - there's vocal sounds in the blue tick in the slider and the one right after as well, so maybe make a kickslider there hmm i explained in kotowaru diff lol
  4. 00:44:609 (1) - makes no sense why this is there, just map it normally since there's no reason to map it like that same thing as in kotowaru diff and i like single long slider at this part of the song because the sound reduce and soften at this part to then explode at the kiai part
  5. 00:49:375 (1,2,3,4,5,6,7,8,9) - this pattern doesn't really fit the song since it's somewhat in triplets (don't know exactly how to explain). something like a normal jump followed by a jump on top of the previous one would work better i think, kinda like 00:51:058 (2,3,4) - but with 00:51:058 (2) - and 00:51:338 (4) - flipped i did something maybe better than what it was before. actually its like a triplet then double then triplet then double, thats why that part is not fitting as a triplet because if i emphasized it as a triplet patterning that wont represent neither vocals or those sounds/melody effeciently imo.
  6. 00:50:497 (9,10) - a 1/2 slider would be better for this i wanted to map the whole loop'ed "daga ktotwaru" part with circles, aditionally i think if i did then this 00:50:777 (1) - would'nt sound characterized as an emphasis to to new melody held sound
  7. 00:54:983 (5,6) - ^ just what i explained
  8. 00:55:544 (2) - make these 2 circles instead of a 1/2 slider i would like to keep it in order to afford some diversity for this pattern once sliders and once some circles
  9. 01:07:039 (6,7) - a 1/2 slider would fit better i tried it but i kinda feel it plays better when its a stacked double then flow to slide with the held sound so i ll keep it
  10. 01:22:459 (3) - 2 circles instead of a 1/2 slider would be better imo since its the end of the song and without actual beats just vocals a easier 1/2 sliders pattern fits more imo
KoTowaRu
  1. 00:00:450 (4) - i'd stack this on top of 00:00:030 (1,2,3) - , as it felt somewhat uncomfortable to me when playing the mapwill not represent effeciently the 1/2 vocal sliders that way so i ll keep it
  2. 00:02:272 (1,2) - a 1/2 slider instead of two circles would be better since there's no big sound on 00:02:413 (2) - i was following the consistency of the pattern which is 2 circles+1slider to emphasis music beats and vocals mainly whyi keep it even if the second beat was quieter it is this loud bass start of the 2nd set of the mentioned pattern 00:02:272 (1) - thats why i increased the space in comparison to the first set
  3. 00:02:833 (4) - move this up? kinda looks weird visually i ll try
  4. 00:07:039 (2,3) - make this a 1/2 slider as well or if you won't, change it to be more comfortable to play with flow didnt change it to a 1/2 slider but instead i Ctrl+G'ed 00:07:319 (4) - for a better flow maybe
  5. 00:15:310 (5,6,7) - make spacing lower the graduale rise in spacing was intended but i ll lower it/changed a bit the structure of it a bit
  6. 00:26:945 (1) - i like this part lol lol
  7. 00:31:011 (4) - move it right until it's in the middle, i think it makes it a little more visually appealing and makes spacing consistent in the 3 jumps i understand what you meant but i want that kind of structure there because i prefered to give that kind of flow and structure for this part 00:30:310 (1,2,3,4) -
  8. 00:31:431 (1) - there's vocal sounds in the blue tick in the slider and the one right after as well, so maybe make a kickslider there (same as above) just because there is a strong newely started held sound playing through 00:31:431 (1,2,3) - that wouldn't fit to a 1/4 kickslider imo then rest 1/2 sliders so i maintained consistensy there
  9. 00:44:609 (1) - like in the other diff, it seems really weirdly placed lol i explained in the previous mod above why i did so i ll copy past what i said (thats a similiar shape to the sign of accepting then next slider is similiar to refuse sign like this [/color] ✔ then( concerning the lyrics )
  10. 00:46:291 (1) - ^ same ^
  11. 01:07:459 (2) - i'd say place this on top of 01:06:899 (10) - hmm kinda prefered the overlap there more

General
A general problem for both diffs tho was that the map imo looked really ugly due to somewhat the spacing (which seems to be on purpose so didn't touch on that) i dont think its ugly as long as each pattern has a shape/structure and not random notes allover the screen atleast most of it (but yea every part was on purpose because i tried to reflect precisely the kind of rhythm in this troll song and animation in the video) and also some of the slider shapes. such as 00:50:777 (1) - in the eXtreMe diff or 00:44:609 (1) - in the KoTowaRu diff. The weird flow also doesn't help, either. You can just not fix this if you want, but imo this makes the map much less appealing. The map's idea right now, though, seems good.

well, i'm done. i didn't look at hitsounds and ncs since i'm not good at them, but hopefully this mod helps.
*if the map wasn't meant to follow a unique style that fits the song imo ... i could apply more of your suggestions

thanks for the mod :)





*edit: thanks 4n3c for the stars!! :D
Delis
source should be empty since there's multiple original sources as you know (is from megaman and jojo) also artist might be better tosochika which is having t uncapitalized, his/her twitter is only official romanization so far

rohan is one of my favorite characters from the series so far :) gl with the set!
hu4lifefllwer
00:46:011 (3) -
I think it's worth moving this note, it's confusing (hyper)

00:40:263 (6) -
Move closer to the previous one(another)
Topic Starter
OSUjanaiKATSURAda

Delis wrote:

source should be empty since there's multiple original sources as you know (is from megaman and jojo) also artist might be better tosochika which is having t uncapitalized, his/her twitter is only official romanization so far i ll go with your idea as for now since it makes sense but ill put the romanized sources as the first tag words because i want the song to be recognized by the majority, and i do agree about artist name, i thought the first letter would look nicer when capitalized but lets stick to what its supposed to be

rohan is one of my favorite characters from the series so far :) (am i your Favourite character from jojo ... sounds interesting huh ? ... :arrow: Daaaga Kotowaru) gl with the set!
Thank you !!

hu4lifefllwer wrote:

00:46:011 (3) -
I think it's worth moving this note, it's confusing (hyper) huh it doesnt play confusing for me and im a lowlevel player, so ill keep it stacked

00:40:263 (6) -
Move closer to the previous one(another) actually i ended up moving even further for symmetry with 00:39:562 (2) - thx for spotting it anyway


Thanks for the mod :D

*Fixed some Hitsounding inconsistencies between the diffs
TTL
Hello random mod

ANother
00:55:684 (4) - Maybe use a red anchor on this slider? It would make the map more consistent and it wouldn't change the flow too much.

tbh I can't do more this map is too perfect for me
Topic Starter
OSUjanaiKATSURAda

TTL wrote:

Hello random mod

ANother
00:55:684 (4) - Maybe use a red anchor on this slider? It would make the map more consistent and it wouldn't change the flow too much. i Think its done

tbh I can't do more this map is too perfect for me
thanks for mod and stars :D
-Tarcup-
ANother

01:04:235 - I suggest separating 2 from the stack, since the 2 and the 3 are further apart on the timeline. To me personally, the stacking throws me off due to this, but it honestly isn't that bad.


Honestly, for the most part, it's a well put together, fun map already. There isn't much I feel I can say here at the moment ;o;
Sonnyc
Normal.
00:13:207 (1) - 01:18:254 (1) - This got a higher curve rate than others. I can see why, but it felt a little weird just because it had a slightly different shape with others while the song being similar.
00:42:086 (4,2) - 01:02:272 (4,2) - Readable enough, but as a lowest difficulty of the set, I won't recommend using this kind of perfect slider overlaps.

Advanced.
00:35:917 (1,2) - Can you try avoiding this overlap? Doesn't look nice imo.

Hyper.
00:00:030 (1,2,3,4,5) - While most spacings after this is 1.20x, and the music didn't changed drastically, I think keeping the 1.20x spacing for here too will work better for consistency.
00:09:422 (2,3) - Spacing.
00:13:487 (2,3,4) - 01:18:534 (2,3,4) - I can see what's happening here, but since the overlaps happening because you were keeping the distance snapping, it didn't felt nice visually.
00:26:945 (1,1) - 00:28:067 (1,1) - Since it's a repetitive pattern, I think it could work but using a completely same shaped slider as a different rhythm didn't felt the best in properly indicating the rhythms. Utilizing different shapes per rhythm would've gave a better gameplay experience imo.
00:15:730 (1,2) - 01:20:777 (1,2) - Can you try some spacing consistency here?

Another.
I think the hp gap with hyper was a bit too large.

Extreme.
00:10:403 (6,2) - 01:15:450 (7,2) - Not sure with your intention why you've decided to do a slider overlap, while these didn't really sound the similar. Same with the highest diff.

Overall, looks like it got some neat object placements. I personally liked the map. Also you've applied a certain mapping concept on each section and they felt to be representing the sections in a nice way. Just something that came on my mind is that while objects being placed according to some placement logics, the resulted spacings/flow didn't felt to be fitting along with the song. For instance, 00:15:310 (5) - in the highest diff, I'm not sure why it was having a larger spacing considering the music. The reason I could see was the visual choices, which I felt a little forced to happen.

I'll have to say good luck for now.
Topic Starter
OSUjanaiKATSURAda

-Tarcup- wrote:

ANother
01:04:235 - I suggest separating 2 from the stack, since the 2 and the 3 are further apart on the timeline. To me personally, the stacking throws me off due to this, but it honestly isn't that bad. i ll keep it as it is because it was intended to give that kind of unexpected flow interruption

Honestly, for the most part, it's a well put together, fun map already. There isn't much I feel I can say here at the moment ;o;
but Otherwise i Made some other minor changes through the diff

thanks for the mod


Sonnyc wrote:

Normal.
00:13:207 (1) - 01:18:254 (1) - This got a higher curve rate than others. I can see why, but it felt a little weird just because it had a slightly different shape with others while the song being similar. i slightly reduced the curve rate, it has a higher rate curve because of the nature of the "instrument" which plays there which sounds like a weak or a shrinking sound effect thats why i chose to to make it curved there actually 00:11:805 (2,4,1) - this whole thing was curved like that because of the nature of vocals pitch but decided to represent them individually
00:42:086 (4,2) - 01:02:272 (4,2) - Readable enough, but as a lowest difficulty of the set, I won't recommend using this kind of perfect slider overlaps. i moved it a bit to cancel the perfect overlap

Advanced.
00:35:917 (1,2) - Can you try avoiding this overlap? Doesn't look nice imo. Done maybe

Hyper.
00:00:030 (1,2,3,4,5) - While most spacings after this is 1.20x, and the music didn't changed drastically, I think keeping the 1.20x spacing for here too will work better for consistency. Fixed
00:09:422 (2,3) - Spacing.
00:13:487 (2,3,4) - 01:18:534 (2,3,4) - I can see what's happening here, but since the overlaps happening because you were keeping the distance snapping, it didn't felt nice visually. i dont think its that unpleasant, i ll keep the same overlapping there but i tried to deactivate the Dsnapping and made a bit different spacing there
00:26:945 (1,1) - 00:28:067 (1,1) - Since it's a repetitive pattern, I think it could work but using a completely same shaped slider as a different rhythm didn't felt the best in properly indicating the rhythms. Utilizing different shapes per rhythm would've gave a better gameplay experience imo.i think its not a different rhythm there imo its exactly the same so if i changed it wouldnt reflect the consistency efficiently
00:15:730 (1,2) - 01:20:777 (1,2) - Can you try some spacing consistency here? i intended to make the last one to have a different motion because its the ending of the map and i wanted it to play less challenging maybe...

Another.
I think the hp gap with hyper was a bit too large. Fixed, i didnt payed enough attention about HP thanks

Extreme.
00:10:403 (6,2) - 01:15:450 (7,2) - Not sure with your intention why you've decided to do a slider overlap, while these didn't really sound the similar. Same with the highest diff. because of vocals (the two words "inuchi" "wa" gave me a feeling that both are like a loop in term of tune and plays /represented good that way, kinda

Overall, looks like it got some neat object placements. I personally liked the map. Also you've applied a certain mapping concept on each section and they felt to be representing the sections in a nice way (thanks). Just something that came on my mind is that while objects being placed according to some placement logics, the resulted spacings/flow didn't felt to be fitting along with the song. (ill check if i can improve something relevant to what you have stated) For instance, 00:15:310 (5) - in the highest diff, I'm not sure why it was having a larger spacing considering the music. The reason I could see was the visual choices, which I felt a little forced to happen. a lot complained about this part for the same reason, but the reason why i maintained that part and mapped it with a jumpy pattern is because i wanted to give such wide jumpy playability to those 8 bit sounds because they fit to it and because i meant to create a forced stop at that upcoming slow sv'ed slider after an intense motion upthere (that if my english make any sense xD

I'll have to say good luck for now.
Thank you for such a pleasing mod Sonnyc "i Apperciated it" :D
Hey lululu
hello M4M
mv1...I miss it so much

ANother
00:30:310 (1,2) - same(top diff)
00:32:833 (8) - this slider shouldn't end one blue line music stop on red line

eXtreMe
00:09:001 (1,3) - this is pretty hard to read the arrow at 00:09:562 (3) - separate this
00:27:927 (1) - why there is a special NC
00:30:310 (1,2) - same(top diff)
00:50:777 (1,2,3) - DS too small in kiai time
01:14:048 (1,3) - same as first point

KoTowaRu
I think some color chain is too long need NC..
00:04:515 (1) - I think you can make some artwork with 00:05:076 (3) - such as blanket?
00:30:310 (1,2) - heavy sound one red line maybe will misleading player to click it but there's no object
01:04:515 (3,4) - this sounds like have a sound between 3&4 I think put a note would be better

I think you can improve the follow actually it's uncomfortable when playing
good luck!
Topic Starter
OSUjanaiKATSURAda

Hey lululu wrote:

hello M4M
mv1...I miss it so much i think mv2 is still imperfect in terms of efficiency lol :)

ANother
00:30:310 (1,2) - same(top diff) explained
00:32:833 (8) - this slider shouldn't end one blue line music stop on red line the reverse extended until the blue tick in order to cover the vocals since the map is structurally relying on the vocal aspect of the song

eXtreMe
00:09:001 (1,3) - this is pretty hard to read the arrow at 00:09:562 (3) - separate this Fixed i think
00:27:927 (1) - why there is a special NC i think its fixed after i decided to maintain the same NC'ing as the top diff at this part ( it was set like that according to another concept)
00:30:310 (1,2) - same(top diff) explained
00:50:777 (1,2,3) - DS too small in kiai time its intended to freeze the motion/flow there after the slider then make a big jump
01:14:048 (1,3) - same as first point same

KoTowaRu
I think some color chain is too long need NC.. hmm i was following the melody pattern of NC'ing because i think it sounds more rhythmical that way so no matter how much notes according a pattern in a certain melody are there, it isnt an issue, since i dont think there are any too long chains, the longest has 12 notes)
00:04:515 (1) - I think you can make some artwork with 00:05:076 (3) - such as blanket? i prefer how it transits like that
00:30:310 (1,2) - heavy sound one red line maybe will misleading player to click it but there's no object No i dont think its misleading i personally cant hear it when playing because since the begining i emphasised the word daga kotowaru in the same manner ( DA GA KO TO WA RU ), (and a player would concentrate on upcoming notes and relate their readability with the given rhythm so they will not hear the note before the note appears)
01:04:515 (3,4) - this sounds like have a sound between 3&4 I think put a note would be better Same thing as above

I think you can improve the follow actually it's uncomfortable when playing the map flow is made in a way that goes with the song genre and style and the way i see how a transtition from note to note could fit a certain pattern ( and its not uncomfortable as you maybe noticed its just maybe not generic flow imo )
good luck!
Thank you for the mod :D
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