forum

BURNOUT SYNDROMES - Hikari Are

posted
Total Posts
18
Topic Starter
Gordon
This map has been deleted on the request of its creator. It is no longer available.
Cosmolade
Cosmo's Easy
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: -1
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 9804,11152,19242,20590,21939,32725,40815,43512,48905,51601,52950,54298,62388,65085,73174,75871,88006
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Hikari Are
TitleUnicode:Hikari Are
Artist:BURNOUT SYNDROMES
ArtistUnicode:BURNOUT SYNDROMES
Creator:Mistaken
Version:Cosmo's Easy
Source:
Tags:
BeatmapID:0
BeatmapSetID:670346

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.899999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"ba67ac4017ab45f98d35fe158ce36da6.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
366,337.078651685393,4,3,1,80,1,0
21939,-100,4,3,1,80,0,1
30028,-100,4,3,1,80,0,0


[Colours]
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Combo3 : 255,128,0

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eliancapox9
#ModReqs

Note: i will only suggest (and sorry for bad english)

Hard
00:00:197 (1) - That start note is so weird.... try this: https://osu.ppy.sh/ss/9124164
00:01:714 (1,2,3,4) - Move that notes similar to this https://osu.ppy.sh/ss/9124235
00:52:949 (1,1) - Try to space those sliders
01:02:893 (3,4) - Try to space those notes from the previous notes
01:15:196 (2) - Try to space that slider from the previous slider

Normal
01:14:523 (9) - Try to keep spacing like the previous notes
00:24:635 (7) - Try to equal the spacing like the previous notes like this https://osu.ppy.sh/ss/9124300

For now only i see this to correct
Topic Starter
Gordon

eliancapox9 wrote:

#ModReqs

Note: i will only suggest (and sorry for bad english)

Hard
00:00:197 (1) - That start note is so weird.... try this: https://osu.ppy.sh/ss/9124164
00:01:714 (1,2,3,4) - Move that notes similar to this https://osu.ppy.sh/ss/9124235
00:52:949 (1,1) - Try to space those sliders
01:02:893 (3,4) - Try to space those notes from the previous notes
01:15:196 (2) - Try to space that slider from the previous slider

Normal
01:14:523 (9) - Try to keep spacing like the previous notes
00:24:635 (7) - Try to equal the spacing like the previous notes like this https://osu.ppy.sh/ss/9124300

For now only i see this to correct
All fixed to my liking! Thanks a lot. :)
Jemzuu
halo from #modreqs
i love haikyuu so here's a bad mod

optional to change | unrankable | suggested to change

General
  1. maybe add 1-2 more kiais? like maybe 00:32:725 - ~ 01:04:748 -
  2. add source ples
  3. pls remove countdown ;w;

The Path of Light
  1. 00:02:725 (6,5) - not sure if these are intended not to overlap with each other, would look good aesthetically tho xd
  2. 00:10:141 (3,5) - blanket these instead and make perfect triangle for 00:09:804 (1) -
  3. 00:13:343 (4) - not properly overlapped xd
  4. 00:19:916 (9) - nc here perhaps
  5. 00:20:253 - the sv here is just too high imo just reduce it a bit
  6. 00:24:467 (7) - the transition entering the next stream is really uncomfy pls place this somewhere else or change the structure of the stream or like maybe try stacking this circle to 00:25:477 (3) - maybe it'll give better movement i guess but the stream is really hard to read imo try changing it
  7. 00:26:152 (1) - remove nc 00:26:658 (3) - add nc
  8. 00:29:017 (3,4,5) - uhh blanket pls
  9. 00:30:534 (3) - tbh this repeat slider here doesnt really fit to me i'd replace it with a circle instead cus the repeat slider doesnt really emphasizes anything a circle would be fine instead. then just move the next slider to the red tick after cus 00:31:208 - i dont really hear anything on this part so i dont see the reason to map it
  10. 00:32:051 (1,2,3,4,5,6,7,8) - this stream could be way better man try polishing it more
  11. 00:32:725 (1,2,4) - blank pls
  12. 00:34:916 (5,6) - eh flow here is kinda not right imo
  13. 00:36:096 (3,4) - idk but i feel like u could place somewhere better i guess just doesnt suit in this position atm or is just me
  14. 00:38:792 (4) - just slightly adjust this slider's spacing make it similar to 00:38:118 (1) -
  15. 00:39:467 (1,2) - yea pls fix the arrangement of these two, it should be a direct position to each other ik it's for the spacing for 3 but yea just doesnt look right
  16. 00:41:826 (8) - i wouldn't recommend this slider shape lo tbh it looks ugly and doesnt suit at all it makes the entrance of le stream uncomfy pls change something else
  17. 00:44:017 (3,1) - stack them instead? cus 3 looks out of place lo
  18. 00:45:534 (5) - align sliderend pls make it straight xd
  19. 01:03:399 (9) - remove the middle point of this slider looks unncessary for me lo
  20. 01:16:208 (3) - this feels quite uncomfortable to hit
  21. 01:16:882 (5,4) - fix overlap
  22. 01:19:916 (1,2,3,4,5,6,7,8,9) - quite confusing to read mayb try lowering them until the slider overlaps with 01:19:579 (3) -
  23. 01:29:523 (2) - i'd suggest just delet this slider instead seems unncessary for me cus like the reason i stated above a while ago i dont really hear anything on this part at all

hmm p gud map but u could still improve ur mapping thats all from me
goodluck with this~~
Topic Starter
Gordon

AJamez wrote:

halo from #modreqs
i love haikyuu so here's a bad mod

optional to change | unrankable | suggested to change

General
  1. maybe add 1-2 more kiais? like maybe 00:32:725 - ~ 01:04:748 -
  2. add source ples - Fixed
  3. pls remove countdown ;w;
- Fixed

The Path of Light
  1. 00:02:725 (6,5) - not sure if these are intended not to overlap with each other, would look good aesthetically tho xd - Fixed
  2. 00:10:141 (3,5) - blanket these instead and make perfect triangle for 00:09:804 (1) - Slightly moved
  3. 00:13:343 (4) - not properly overlapped xd - Fixed
  4. 00:19:916 (9) - nc here perhaps - Fixed
  5. 00:20:253 - the sv here is just too high imo just reduce it a bit - Changed to x1.6
  6. 00:24:467 (7) - the transition entering the next stream is really uncomfy pls place this somewhere else or change the structure of the stream or like maybe try stacking this circle to 00:25:477 (3) - maybe it'll give better movement i guess but the stream is really hard to read imo try changing it - The stream isn't hard to read imo for now I'll stack the (7) on the stream to ponder it over.
  7. 00:26:152 (1) - remove nc 00:26:658 (3) - add nc - Fixed
  8. 00:29:017 (3,4,5) - uhh blanket pls - Fixed to my liking
  9. 00:30:534 (3) - tbh this repeat slider here doesnt really fit to me i'd replace it with a circle instead cus the repeat slider doesnt really emphasizes anything a circle would be fine instead. then just move the next slider to the red tick after cus 00:31:208 - i dont really hear anything on this part so i dont see the reason to map it - Is what it is. Removed the reverse and put in a note -> slider
  10. 00:32:051 (1,2,3,4,5,6,7,8) - this stream could be way better man try polishing it more - Creative rights I guess lol. I like it. But yet I might play around with it
  11. 00:32:725 (1,2,4) - blank pls - Not seeing an issue.
  12. 00:34:916 (5,6) - eh flow here is kinda not right imo - Blanketed it
  13. 00:36:096 (3,4) - idk but i feel like u could place somewhere better i guess just doesnt suit in this position atm or is just me - I'll play around with it later. But I'm keeping it for now.
  14. 00:38:792 (4) - just slightly adjust this slider's spacing make it similar to 00:38:118 (1) - - Fixed
  15. 00:39:467 (1,2) - yea pls fix the arrangement of these two, it should be a direct position to each other ik it's for the spacing for 3 but yea just doesnt look right - Fixed
  16. 00:41:826 (8) - i wouldn't recommend this slider shape lo tbh it looks ugly and doesnt suit at all it makes the entrance of le stream uncomfy pls change something else - Straight slider added to seem like it was an addon to the triplet before.
  17. 00:44:017 (3,1) - stack them instead? cus 3 looks out of place lo -
  18. 00:45:534 (5) - align sliderend pls make it straight xd - Fixed
  19. 01:03:399 (9) - remove the middle point of this slider looks unncessary for me lo - Fixed. Prior mistake I meant to fix before.
  20. 01:16:208 (3) - this feels quite uncomfortable to hit - Moved slightly but its fine
  21. 01:16:882 (5,4) - fix overlap - Fixed
  22. 01:19:916 (1,2,3,4,5,6,7,8,9) - quite confusing to read mayb try lowering them until the slider overlaps with 01:19:579 (3) - - Keeping it as is.
  23. 01:29:523 (2) - i'd suggest just delet this slider instead seems unncessary for me cus like the reason i stated above a while ago i dont really hear anything on this part at all - Fixed

hmm p gud map but u could still improve ur mapping thats all from me
goodluck with this~~
- Thanks~
Grrum
Hi. Saw this in modreqs. I only looked at one diff and tried to be detailed. Long mods can be hard to digest, and I apologize about that, so take your time.

Some terms that I use that you might know, you might not:
Measure – This is a unit of time or a collection of beats. It's the amount of time between downbeats, i.e, all the ticks between the two big white ticks
Note density – This is a measure of how many clicks the player has to make per unit time. So, long sliders have a low note density and streams have a high note density.
1/1 slider – This is a slider that takes up 1 beat. A ½ slider is a slider that takes up ½ a beat

[Path of Light]

Pacing

First and foremost, watch this video. Okay watched it? Great. Make an interest curve for this song. Does your map also follow that interest curve? The following are instances where I don't think they line up.

  1. 00:00:197 (1) – until 00:11:152 (1) – This section felt generally weak compared to other parts of the song. At 00:11:152 (1) – , a drum beat is introduced which increases the intensity of this music. To reflect this, I would like you to have less note density at 00:00:197 (1) – and to have larger spacing at 00:11:152 (1) – than at 00:00:197 (1) –. In order to make this work, you need to make the section at 00:00:197 (1) – have low spacing so that you give yourself room to grow. I'm thinking this is the general base DS for the beginning where as this is the base DS for the section from 00:11:152 (1) – to 00:20:590 (1) – (again, you're giving yourself room to increase the DS later to make the pacing reflect the song). Of course, these patterns are using the same distance across each note, which is not what I'm suggesting, and in fact I encourage you to use different levels of spacing like you've been doing at to contrast the intensities of individual sounds, but you get my point about the pacing from a macro level of the map.
  2. Currently, 00:21:939 (1,2) – does not feel exciting (and neither do a lot of patterns in this section) because it feels the same as the spacing from the previously mentioned sections. But now that you nerfed the earlier section, you can make this a big jump and people will get that you've hit a higher intensity section of the map.
  3. 00:52:950 (1) – this is you being good at pacing, and this was a great moment of rest in the song. Do more stuff like this!
  4. 01:26:658 (1,2,3,4,5,6) – Like here. There's no drums here and the vocals are soft and only on 1/1 beats. This can be used to let the player reset after the strong section starting at 01:21:264 (1) - , and now that the player rests for a measure, the part at 01:28:006 (1) – can feel strong relative to what comes before it to be another exciting moment to end off on.
Aesthetics
  1. 00:00:366 (2,3,4,6) – Why not make these have the same visual spacing so that (2,4) is the same DS as (4,6)? Maybe you can include (5)? Like so: http://puu.sh/xFAf5/4d66858b2e.jpg
  2. 00:07:444 (3,5,6) – visual spacing, make (3,5) the same DS as (3,6)
  3. 00:22:950 (9,10,1) – visual spacing. Think of the tail of (1) as a point, and make that spacing be the same to (9) as to (10)
  4. 00:48:231 (4,5,7) – This is good that you're lining up these objects. Maybe visual spacing though
  5. 01:00:028 (3,5,6) – another example of visual spacing
  6. Look for other visual spacing issues.
  7. 00:06:433 (4,6) – blanket these. Find me in game and we can talk about techniques in the editor to easily construct nice blankets.
  8. 00:43:849 (2,3,4) – Nice job on the visual spacing, but can you get (2,4) to blanket as well?
  9. 01:22:276 (7,2) – blanket
  10. 00:16:545 (1,3,4,6) – one thing about blankets is that it should have a circular curvature around the point it's blanketing. So I'd suggest to do a little bit more like this: http://puu.sh/xFEdn/ee9799cd8b.jpg. In theory, for any given distance between slider and circle, there should be only one curvature that works. So why not just copy paste one blanket and rotate/flip it to get the other desired blanket? Will be less work making blankets.
  11. 01:06:096 (7,3) – Use the same slider shape! Don't do more work by making a whole new slider and still end up with an unideal pattern, just copy (7) and paste it for (3) or vice versa. Props if you can make it symmetrical by setting it up and then rotating
  12. 00:04:073 (6) – and 00:05:759 (1) – and 00:08:624 (2) – See how these are all different slider shapes? Copy and paste the same one to make it easy and make it look better! This is a super common technique in ranked maps and instantly makes your aesthetics look way better. Just as a random example, the Extra of this map uses the same slider at 00:13:092 (3) – and 00:13:389 (4) – and 00:15:171 (2) – and 00:15:468 (3) – and 00:16:210 (2) – and 00:16:953 (6) – and later at 00:27:052 (3) – when rotated by 90 degrees, and again and again it's just a copy paste flip or rotation of the same shape. So go make a straight slider, rotate it by 5 or 8 or 10 degrees or something, and then keep copy paste flipping it.
  13. 00:39:130 (5,1) – These objects are a bit close. The hit explosion that occurs ofter (5) is overlapping (1) in a displeasing way: http://puu.sh/xFAyM/143a18f84f.jpg. Also think about it from a visual spacing point of view. If the player is used to seeing this level of spacing between close objects at 00:38:455 (2,4) - , why not use that same level of spacing at 00:39:130 (5,1) – ?
  14. 00:52:950 (1,2) – Usually I have to point out more overlap issues in mods, but you've done a good job at stacking and avoiding overlaps which is great. For here, there's a way to overlap these sliders without looking bad, but this overlap doesn't look great. One reason for this is that when you look at how (2)'s head overlaps (1) versus how (2)'s tail overlaps (1), they look different, and so it's not cohesive and so it looks odd. Also just in general, small overlaps like http://puu.sh/xFF3T/4f01585f26.jpg look worse than strong overlaps like http://puu.sh/xFF4V/c8b7892cb5.jpg. Consider an overlap like this: http://puu.sh/xFFgs/681bedabc0.jpg . Notice how (2) and (3) feel cohesive because they are the same shape and their spacing and overlap is the same with respect to (1).
  15. 00:47:219 (7,1,2,3) – Think about some of the techniques discussed and see if you can improve the
    aesthetics. I'll take a look at what you do and see if it can be polished even more.
  16. TL;DR: Use consistent visual spacing, use the same slider shapes, blanket things, don't overlap in strange ways.
Rhythm
  1. There are some rhythms that didn't make sense to me. I could play them, but I couldn't understand the feeling you were trying to make me feel and how that rhythm made me appreciate the music. To explain that, let me compliment you on your rhythms that worked well. At 00:32:725 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - , it's clear that you're going with the drums with these two circles → ½ slider, and then you transition to the vocals with four sliders (which creates an interesting contrast in pacing). I get how these objects relate to the song. Compare that to the rhythm philosophy behind the measures at 00:00:197 (1) – and 00:01:714 (1) – and 00:03:062 (1) - , etc. “Okay, so the circles are going with the guitar, and the sliders at 00:01:377 (7) – and 00:02:388 (5,6) – might be saying that the end of the measure has some rest to it. Wait, then what are 00:03:399 (3,6) – doing? That's not what he was doing before. This feels inconsistent, and I don't understand what the mapper is trying to do.” Now, I'd like you to take a look at the highest difficulty of this set not to say that this is “correct” or “better,” but to try to understand the intentions and goals of the rhythm in Monstrata's map. At 00:00:197 (1,2,3,4,5,1,2) - , each circle or slider head is on a vocal, so since the player clicks to the vocals, it's clear what the map is asking out of the player. When there aren't any vocals, Monstrata transitions to the guitars by using a slider like at 00:02:219 (2) – which gives the player time to think about the different track they are about to switch to at 00:02:557 (3,4) - , and that's generally what the rhythm does for the opening section. You need some kind of explanation about why you're placing certain objects on which beats of the song because I know from experience that irregular or inconsistent rhythms will not pass by BN's.
  2. 00:30:703 (4) – this is an extremely confusing slider to play mainly because there is no beat in the music on the head of the slider. Also look at 00:30:197 (2,3) – which makes a 1/1 rest to reflect that there's no music. By putting (4) where it is on the time-line, you've contradicted this previous rhythm.
  3. 01:26:658 (1,2,3,4,5,6) – As mentioned in the pacing section, this feels too energetic because you're mapping beats that aren't there. This is a restful part of the song, so if you lower your note density/intensity here (i.e. 1/1 rhythms), it will make the following climax more impactful.
  4. 01:28:006 (1,2,3,4,5,1,2,3,4,5,6) – The rhythm is fine, but I prefer ¼ sliders.
  5. 01:29:439 (7) – There's a ¼ beat in the music here, so if you don't do the above, please acknowledge it more in the map by continuing the stream to include it.
Spacing/flow/personal suggestions
  1. I'll try to get to this tomorrow. If I had to summarize, it's that sometimes you use the same level of high DS throughout a series of patterns, and that makes the patterns feel very similar when it feels more appropriate to contrast them. It's kind of like the general pacing of the whole song, but you look at it across a measure or two.
Edit: Lol tomorrow.

Spacing/flow/personal suggestions
  1. With some time to reflect, I'm not really a good point of data to get from. When you do have variations in spacing like 01:12:669 (6,7) - , I hardly blinked an eye, partly because this wasn't that challenging to me, and partly because I didn't understand why there was a jump, so I feel like I was a bit too critical on you last week. Additionally, I have the same transgressions about spacing towards many ranked maps, so there is an audience that is receptive to your spacing.
  2. 01:08:792 (5) - This note feels strong in the music, but weak in the map. The blanket aesthetic seems like a lower priority issue than the spacing concern to me, so try making the distance into this slider bigger.
  3. 01:23:287 (4,5,6,7,1) - This is the general path of motion I make: http://puu.sh/xM7PX/1f6602bc7e.jpg. Alternatively, I might recognize that there is a curvature change in the flow, so I might switch up my motion and do this: http://puu.sh/xM7SV/df588d955e.jpg. In either case the slider doesn't match the general motion. When the slider doesn't match the flow that comes before it, it can feel uncomfortable, and I don't think it's appropriate to be uncomfortable here.
The mod doesn't reflect on only the points I listed, it's trying to show certain techniques that you can use throughout the map (especially when it comes to aesthetics). Anyway, sorry I'm not so passionate this time. Good luck!
Minorsonek
M4M with my map: https://osu.ppy.sh/s/661244

General
Inconsistent tags/source, add them to lower diffs

Background dimensions seems too large, up to 1366x768 is allowed.

Extra
00:00:703 (3,4,5,6) - i will say it once and if you care about aesthetics, you can apply that everywhere - pattern is really close to ideal star, you can copy 00:00:703 (3,5) - then rotate it by 120 degree and move this to have perfect aligned 00:01:208 (6) - circle, do it everywhere you can
00:04:410 (1,2,3,4) - and 00:07:276 (2,3,4,5,6) - i feel like spacing is too high for calm song, its even bigger than spacing after 00:11:152 - where song gets louder
00:18:568 (5,6) - a bit low spacing compared to previous ones + bad flow here, almost linear
00:18:736 (6,7,8) - stack it with 00:17:219 (4) - if you didnt change it by previous suggestion
00:19:242 (3) - NC
00:19:073 (1) - remove NC
00:19:916 (5) - NC
00:20:253 (9) - NC
00:21:096 - no sound here, remove circle or add slider at 00:20:927 (2) - and end it here
00:22:950 (9,1) - i think you should blanket here, you did it many times before
00:25:646 (5,7) - blanket is few pixels off at middle point
00:30:534 (3) - NC or stack it with previous note, too hard to read that it isnt next 1/2
00:36:770 (1,2) - reason to soooo low spacing?
01:12:500 (5,7) - wtf, this was supposed to be blanketed? fix that
01:15:871 (1,3) - again, failed blanket
01:16:882 (5,2) - few pixels off
01:23:624 (6,1) - ^
Insane
00:00:366 (2,5) - stack
00:06:096 (3,4,5) - bad flow, almost right angle
00:08:624 (2,5,1) - space 1 from 5 the same as 2 from 5
00:20:759 (2,4) - weird slider shape for no reason + not well blanketed
00:41:152 (4,5,6) - bad flow, almost right angle
00:45:703 (5,3) - stack
00:53:961 (5,1) - fix blanket
01:22:950 (3,5) - you can blanket end of slider 5 with slider 3

That's it, mostly aesthetics things, i dont see any hard unrankedable issues BUT i also think this map isnt interesting enough, you could do better.
Topic Starter
Gordon

Minorsonek wrote:

M4M with my map: https://osu.ppy.sh/s/661244

General
Inconsistent tags/source, add them to lower diffs

Background dimensions seems too large, up to 1366x768 is allowed.

Extra
00:00:703 (3,4,5,6) - i will say it once and if you care about aesthetics, you can apply that everywhere - pattern is really close to ideal star, you can copy 00:00:703 (3,5) - then rotate it by 120 degree and move this to have perfect aligned 00:01:208 (6) - circle, do it everywhere you can
00:04:410 (1,2,3,4) - and 00:07:276 (2,3,4,5,6) - i feel like spacing is too high for calm song, its even bigger than spacing after 00:11:152 - where song gets louder
00:18:568 (5,6) - a bit low spacing compared to previous ones + bad flow here, almost linear
00:18:736 (6,7,8) - stack it with 00:17:219 (4) - if you didnt change it by previous suggestion
00:19:242 (3) - NC
00:19:073 (1) - remove NC
00:19:916 (5) - NC
00:20:253 (9) - NC
00:21:096 - no sound here, remove circle or add slider at 00:20:927 (2) - and end it here
00:22:950 (9,1) - i think you should blanket here, you did it many times before
00:25:646 (5,7) - blanket is few pixels off at middle point
00:30:534 (3) - NC or stack it with previous note, too hard to read that it isnt next 1/2
00:36:770 (1,2) - reason to soooo low spacing?
01:12:500 (5,7) - wtf, this was supposed to be blanketed? fix that
01:15:871 (1,3) - again, failed blanket
01:16:882 (5,2) - few pixels off
01:23:624 (6,1) - ^
Insane
00:00:366 (2,5) - stack
00:06:096 (3,4,5) - bad flow, almost right angle
00:08:624 (2,5,1) - space 1 from 5 the same as 2 from 5
00:20:759 (2,4) - weird slider shape for no reason + not well blanketed
00:41:152 (4,5,6) - bad flow, almost right angle
00:45:703 (5,3) - stack
00:53:961 (5,1) - fix blanket
01:22:950 (3,5) - you can blanket end of slider 5 with slider 3

That's it, mostly aesthetics things, i dont see any hard unrankedable issues BUT i also think this map isnt interesting enough, you could do better.
Majority fixed. Kept stuff that I like. Thank you for the mod. I'll get to you as soon as I can!
Topic Starter
Gordon

pinataman wrote:

Hi. Saw this in modreqs. I only looked at one diff and tried to be detailed. Long mods can be hard to digest, and I apologize about that, so take your time.

Some terms that I use that you might know, you might not:
Measure – This is a unit of time or a collection of beats. It's the amount of time between downbeats, i.e, all the ticks between the two big white ticks
Note density – This is a measure of how many clicks the player has to make per unit time. So, long sliders have a low note density and streams have a high note density.
1/1 slider – This is a slider that takes up 1 beat. A ½ slider is a slider that takes up ½ a beat

[Path of Light]

Pacing

First and foremost, watch this video. Okay watched it? Great. Make an interest curve for this song. Does your map also follow that interest curve? The following are instances where I don't think they line up.

  1. 00:00:197 (1) – until 00:11:152 (1) – This section felt generally weak compared to other parts of the song. At 00:11:152 (1) – , a drum beat is introduced which increases the intensity of this music. To reflect this, I would like you to have less note density at 00:00:197 (1) – and to have larger spacing at 00:11:152 (1) – than at 00:00:197 (1) –. In order to make this work, you need to make the section at 00:00:197 (1) – have low spacing so that you give yourself room to grow. I'm thinking this is the general base DS for the beginning where as this is the base DS for the section from 00:11:152 (1) – to 00:20:590 (1) – (again, you're giving yourself room to increase the DS later to make the pacing reflect the song). Of course, these patterns are using the same distance across each note, which is not what I'm suggesting, and in fact I encourage you to use different levels of spacing like you've been doing at to contrast the intensities of individual sounds, but you get my point about the pacing from a macro level of the map.
  2. Currently, 00:21:939 (1,2) – does not feel exciting (and neither do a lot of patterns in this section) because it feels the same as the spacing from the previously mentioned sections. But now that you nerfed the earlier section, you can make this a big jump and people will get that you've hit a higher intensity section of the map.
  3. 00:52:950 (1) – this is you being good at pacing, and this was a great moment of rest in the song. Do more stuff like this!
  4. 01:26:658 (1,2,3,4,5,6) – Like here. There's no drums here and the vocals are soft and only on 1/1 beats. This can be used to let the player reset after the strong section starting at 01:21:264 (1) - , and now that the player rests for a measure, the part at 01:28:006 (1) – can feel strong relative to what comes before it to be another exciting moment to end off on.
Aesthetics
  1. 00:00:366 (2,3,4,6) – Why not make these have the same visual spacing so that (2,4) is the same DS as (4,6)? Maybe you can include (5)? Like so: http://puu.sh/xFAf5/4d66858b2e.jpg
  2. 00:07:444 (3,5,6) – visual spacing, make (3,5) the same DS as (3,6)
  3. 00:22:950 (9,10,1) – visual spacing. Think of the tail of (1) as a point, and make that spacing be the same to (9) as to (10)
  4. 00:48:231 (4,5,7) – This is good that you're lining up these objects. Maybe visual spacing though
  5. 01:00:028 (3,5,6) – another example of visual spacing
  6. Look for other visual spacing issues.
  7. 00:06:433 (4,6) – blanket these. Find me in game and we can talk about techniques in the editor to easily construct nice blankets.
  8. 00:43:849 (2,3,4) – Nice job on the visual spacing, but can you get (2,4) to blanket as well?
  9. 01:22:276 (7,2) – blanket
  10. 00:16:545 (1,3,4,6) – one thing about blankets is that it should have a circular curvature around the point it's blanketing. So I'd suggest to do a little bit more like this: http://puu.sh/xFEdn/ee9799cd8b.jpg. In theory, for any given distance between slider and circle, there should be only one curvature that works. So why not just copy paste one blanket and rotate/flip it to get the other desired blanket? Will be less work making blankets.
  11. 01:06:096 (7,3) – Use the same slider shape! Don't do more work by making a whole new slider and still end up with an unideal pattern, just copy (7) and paste it for (3) or vice versa. Props if you can make it symmetrical by setting it up and then rotating
  12. 00:04:073 (6) – and 00:05:759 (1) – and 00:08:624 (2) – See how these are all different slider shapes? Copy and paste the same one to make it easy and make it look better! This is a super common technique in ranked maps and instantly makes your aesthetics look way better. Just as a random example, the Extra of this map uses the same slider at 00:13:092 (3) – and 00:13:389 (4) – and 00:15:171 (2) – and 00:15:468 (3) – and 00:16:210 (2) – and 00:16:953 (6) – and later at 00:27:052 (3) – when rotated by 90 degrees, and again and again it's just a copy paste flip or rotation of the same shape. So go make a straight slider, rotate it by 5 or 8 or 10 degrees or something, and then keep copy paste flipping it.
  13. 00:39:130 (5,1) – These objects are a bit close. The hit explosion that occurs ofter (5) is overlapping (1) in a displeasing way: http://puu.sh/xFAyM/143a18f84f.jpg. Also think about it from a visual spacing point of view. If the player is used to seeing this level of spacing between close objects at 00:38:455 (2,4) - , why not use that same level of spacing at 00:39:130 (5,1) – ?
  14. 00:52:950 (1,2) – Usually I have to point out more overlap issues in mods, but you've done a good job at stacking and avoiding overlaps which is great. For here, there's a way to overlap these sliders without looking bad, but this overlap doesn't look great. One reason for this is that when you look at how (2)'s head overlaps (1) versus how (2)'s tail overlaps (1), they look different, and so it's not cohesive and so it looks odd. Also just in general, small overlaps like http://puu.sh/xFF3T/4f01585f26.jpg look worse than strong overlaps like http://puu.sh/xFF4V/c8b7892cb5.jpg. Consider an overlap like this: http://puu.sh/xFFgs/681bedabc0.jpg . Notice how (2) and (3) feel cohesive because they are the same shape and their spacing and overlap is the same with respect to (1).
  15. 00:47:219 (7,1,2,3) – Think about some of the techniques discussed and see if you can improve the
    aesthetics. I'll take a look at what you do and see if it can be polished even more.
  16. TL;DR: Use consistent visual spacing, use the same slider shapes, blanket things, don't overlap in strange ways.
Rhythm
  1. There are some rhythms that didn't make sense to me. I could play them, but I couldn't understand the feeling you were trying to make me feel and how that rhythm made me appreciate the music. To explain that, let me compliment you on your rhythms that worked well. At 00:32:725 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - , it's clear that you're going with the drums with these two circles → ½ slider, and then you transition to the vocals with four sliders (which creates an interesting contrast in pacing). I get how these objects relate to the song. Compare that to the rhythm philosophy behind the measures at 00:00:197 (1) – and 00:01:714 (1) – and 00:03:062 (1) - , etc. “Okay, so the circles are going with the guitar, and the sliders at 00:01:377 (7) – and 00:02:388 (5,6) – might be saying that the end of the measure has some rest to it. Wait, then what are 00:03:399 (3,6) – doing? That's not what he was doing before. This feels inconsistent, and I don't understand what the mapper is trying to do.” Now, I'd like you to take a look at the highest difficulty of this set not to say that this is “correct” or “better,” but to try to understand the intentions and goals of the rhythm in Monstrata's map. At 00:00:197 (1,2,3,4,5,1,2) - , each circle or slider head is on a vocal, so since the player clicks to the vocals, it's clear what the map is asking out of the player. When there aren't any vocals, Monstrata transitions to the guitars by using a slider like at 00:02:219 (2) – which gives the player time to think about the different track they are about to switch to at 00:02:557 (3,4) - , and that's generally what the rhythm does for the opening section. You need some kind of explanation about why you're placing certain objects on which beats of the song because I know from experience that irregular or inconsistent rhythms will not pass by BN's.
  2. 00:30:703 (4) – this is an extremely confusing slider to play mainly because there is no beat in the music on the head of the slider. Also look at 00:30:197 (2,3) – which makes a 1/1 rest to reflect that there's no music. By putting (4) where it is on the time-line, you've contradicted this previous rhythm.
  3. 01:26:658 (1,2,3,4,5,6) – As mentioned in the pacing section, this feels too energetic because you're mapping beats that aren't there. This is a restful part of the song, so if you lower your note density/intensity here (i.e. 1/1 rhythms), it will make the following climax more impactful.
  4. 01:28:006 (1,2,3,4,5,1,2,3,4,5,6) – The rhythm is fine, but I prefer ¼ sliders.
  5. 01:29:439 (7) – There's a ¼ beat in the music here, so if you don't do the above, please acknowledge it more in the map by continuing the stream to include it.
Spacing/flow/personal suggestions
  1. I'll try to get to this tomorrow. If I had to summarize, it's that sometimes you use the same level of high DS throughout a series of patterns, and that makes the patterns feel very similar when it feels more appropriate to contrast them. It's kind of like the general pacing of the whole song, but you look at it across a measure or two.
Edit: Lol tomorrow.

Spacing/flow/personal suggestions
  1. With some time to reflect, I'm not really a good point of data to get from. When you do have variations in spacing like 01:12:669 (6,7) - , I hardly blinked an eye, partly because this wasn't that challenging to me, and partly because I didn't understand why there was a jump, so I feel like I was a bit too critical on you last week. Additionally, I have the same transgressions about spacing towards many ranked maps, so there is an audience that is receptive to your spacing.
  2. 01:08:792 (5) - This note feels strong in the music, but weak in the map. The blanket aesthetic seems like a lower priority issue than the spacing concern to me, so try making the distance into this slider bigger.
  3. 01:23:287 (4,5,6,7,1) - This is the general path of motion I make: http://puu.sh/xM7PX/1f6602bc7e.jpg. Alternatively, I might recognize that there is a curvature change in the flow, so I might switch up my motion and do this: http://puu.sh/xM7SV/df588d955e.jpg. In either case the slider doesn't match the general motion. When the slider doesn't match the flow that comes before it, it can feel uncomfortable, and I don't think it's appropriate to be uncomfortable here.
The mod doesn't reflect on only the points I listed, it's trying to show certain techniques that you can use throughout the map (especially when it comes to aesthetics). Anyway, sorry I'm not so passionate this time. Good luck!
Hey sorry for the late reply I changed a majority of it is fixed :) Thanks for the in-depth mod!
jas
m m4 m 4m4 m from ur q

https://osu.ppy.sh/s/672681

General

- it's good to keep the same shapes and curves in sliders, it shows that you have good structure, and your map would also look nicer and cleaner that way. Obviously, if something is different and you want it to stand out, feel free to use a different slider shape.

- I don't really know what to call this, but like, For example, in the Normal Difficulty, 00:00:366 (1,3,5) - all of these are, relatively, the same shape, but they're all at different rotational values. like usually, what people do, (or at least, how i see people do and what i do as well) is they have one base slider and copy and paste that slider so that it's the same angle on the grid, same curve, same coordinated, etc, and rotate it it how ever many degrees they want to get some variation in the map. I personally do it by "30" degrees, so i get variants of 30, 60, 90, 120, etc for some variation, but its also neat and organized. like in your map, 00:00:366 (1) - is rotated around about 30 degrees, 00:01:714 (3) - is at i would say 5 degrees, and 00:03:062 (5) - is about 45 degrees, there isn't a lot of consistancy within those angles, and it doesnt help the map have good structure. Basically, just have good structure when it comes to variation with rotational angles, i guess is what i'm trying to say

- It's good to have flow in your maps. Especially in the lower difficulties. For example, this is still in the Normal diff btw, 00:00:366 (1,2,3,4,5,6) - the way a player would play this is like this: https://puu.sh/xPiWQ/db9677163d.png . it's really uncomfortable, and especially bad for low difficulties. You should keep flow the same throughout a section, and change it when the song changes. I personally don't follow this, because I prioritize visuals over flow, but still, it's better to have you map flow better.

easeay
00:28:343 (2,3) - i think this is really unintuitive to play, the way i see new players react to this type of spacing is the click it too early, like it's a full beat instead of full beat plus one half of a beat, maybe just make 00:28:343 (2) - a reverse, and add a circle where the end of 00:29:354 (3) - is.

00:31:377 - i think you should have this be clicked, it's a down beat, and a vocal, which i believe you're priotizing (I dont really check what people are trying to prioritize uless im really confused)

nic

normalllllll
00:24:635 (7) - nc and remove nc on 00:24:972 (1) -

00:54:298 (1) - this slider shape is pretty ambiguios, since the slider end overlaps the slider head, and this is bad on lower difficulties, you should make it more clearer

IM NOT FINISH MODDING< I WILL FINISH THIS MOD LATER so give you kds if you want, or if you want to wait until i finish my mod, then wait i guess
jas
okay second part, only kds me once

tags and source conflict with Path of Light dif

normall pt2
01:14:523 (9) - sv changes are really unreccomended on lower diffs, especially when its like this, unprepared, random, and unexpected. If you really wanna keep this sv change, i would make it at most .8x. also make it an NC so people could see it's significance

Hard
check ai mod

00:07:107 (1,3) - why bezier curves tho?

00:16:882 (2) - this slider shape is pretty ugy, you should make it more like sliders youd see in other maps

00:20:085 (2,3) - the spacing here is pretty large for a hard, you should tone it down, as players would probably read this as a 1/1 gap instead of 1/2


wath of the pind
i dont understand what the jumps in the beginning prioritze, you should make them prioritze something like strong sounds

00:01:377 (7,1,2) - this is quite the uncomfortable movement

woot gl
IsoSubjectPi
M4M from your queue.
My map to mod: https://osu.ppy.sh/s/674633
The Path of Light
00:00:197 (1,2) - You could increase the spacing between these for emphasis on the 2.

00:01:208 (6,7) - The 7 should have the same spacing as the last notes. It doesn't really stand out.

00:01:377 (7,1,2) - The wide angle here seems really abrupt and doesn't fit well with the rest of your map. Everything else is sharp angles except this.

00:15:197 (1,2) - The spacing here is really small compared to 00:13:174 (3,4) - which I think share similar drum sounds, maybe increase it?

00:20:253 (5,6) - Could try rotating these two like this https://i.gyazo.com/73eb7e3ad86b8933e8d ... 49e95f.png . It makes the movement feel more consistent.

00:53:287 (2,3) - Should increase the spacing more so it doesn't look like a 1/4 gap. Removing the overlap on these 00:52:950 (1,3) - would help as well.

01:26:658 (1,2,3,4,5) - This pattern should have smaller spacing since the drums stop and it's just the vocals left.

01:28:006 (1,2,3,4,5,1,2,3,4,5,6) - The rhythm here is really anticlimactic. These two reverse sliders 01:28:343 (5,5) - completely stop all the momentum in the music. This is the rhythm I suggest using https://i.gyazo.com/6d98bf2ae313f2450de ... c0b7d8.png . Replacing the reverse sliders with kicksliders on 01:28:512 and 01:29:017 as well as moving the last slider to 01:29:523. It would put emphasis on the guitar while keeping the flow moving.

Insane
00:01:882 (2,3,4) - This shouldn't be a triple, there's no sound on the 3.
00:06:601 (5,6,7) - same ^
00:07:950 (4,5,6) - same ^

00:15:365 (2,3) - These should be stacked like this 00:13:343 (5,6) - , it's the same two sounds.

00:20:759 (2) - The isn't following a rhythm. The reverse hits the vocal note but the slider head and end follow nothing.

Hard
00:20:254 (3) - I think the sv change here is really unnecessary as it's such a slight increase. The player isn't going to notice anything and it just goes back down when the kai starts.

01:14:522 (1) - Same thing here except the sv change is really abrupt and will catch the player off guard.

00:20:085 (2,3,4,5) - This pattern should probably be redone. The player could misread the notes order as 2,4,3 instead of 2,3,4. This overlap 00:20:085 (2,5) - and the high spacing between 2,3 just complicates things as well.
Topic Starter
Gordon

CraEZy wrote:

okay second part, only kds me once

tags and source conflict with Path of Light dif

normall pt2
01:14:523 (9) - sv changes are really unreccomended on lower diffs, especially when its like this, unprepared, random, and unexpected. If you really wanna keep this sv change, i would make it at most .8x. also make it an NC so people could see it's significance - Fixed

Hard
check ai mod

00:07:107 (1,3) - why bezier curves tho? - Fixed. Just wanted a different shape. ya feel?

00:16:882 (2) - this slider shape is pretty ugy, you should make it more like sliders youd see in other maps - Fixed

00:20:085 (2,3) - the spacing here is pretty large for a hard, you should tone it down, as players would probably read this as a 1/1 gap instead of 1/2 - Fixed


wath of the pind
i dont understand what the jumps in the beginning prioritze, you should make them prioritze something like strong sounds

00:01:377 (7,1,2) - this is quite the uncomfortable movement - Fixed. Probably made it worse lol xD

woot gl
Either way fixed most of what you said in both.
Topic Starter
Gordon

[Pi] wrote:

M4M from your queue.
My map to mod: https://osu.ppy.sh/s/674633
The Path of Light
00:00:197 (1,2) - You could increase the spacing between these for emphasis on the 2.

00:01:208 (6,7) - The 7 should have the same spacing as the last notes. It doesn't really stand out.

00:01:377 (7,1,2) - The wide angle here seems really abrupt and doesn't fit well with the rest of your map. Everything else is sharp angles except this.

00:15:197 (1,2) - The spacing here is really small compared to 00:13:174 (3,4) - which I think share similar drum sounds, maybe increase it?

00:20:253 (5,6) - Could try rotating these two like this https://i.gyazo.com/73eb7e3ad86b8933e8d ... 49e95f.png . It makes the movement feel more consistent.

00:53:287 (2,3) - Should increase the spacing more so it doesn't look like a 1/4 gap. Removing the overlap on these 00:52:950 (1,3) - would help as well.

01:26:658 (1,2,3,4,5) - This pattern should have smaller spacing since the drums stop and it's just the vocals left.

01:28:006 (1,2,3,4,5,1,2,3,4,5,6) - The rhythm here is really anticlimactic. These two reverse sliders 01:28:343 (5,5) - completely stop all the momentum in the music. This is the rhythm I suggest using https://i.gyazo.com/6d98bf2ae313f2450de ... c0b7d8.png . Replacing the reverse sliders with kicksliders on 01:28:512 and 01:29:017 as well as moving the last slider to 01:29:523. It would put emphasis on the guitar while keeping the flow moving.

Insane
00:01:882 (2,3,4) - This shouldn't be a triple, there's no sound on the 3.
00:06:601 (5,6,7) - same ^
00:07:950 (4,5,6) - same ^

00:15:365 (2,3) - These should be stacked like this 00:13:343 (5,6) - , it's the same two sounds.

00:20:759 (2) - The isn't following a rhythm. The reverse hits the vocal note but the slider head and end follow nothing.

Hard
00:20:254 (3) - I think the sv change here is really unnecessary as it's such a slight increase. The player isn't going to notice anything and it just goes back down when the kai starts.

01:14:522 (1) - Same thing here except the sv change is really abrupt and will catch the player off guard.

00:20:085 (2,3,4,5) - This pattern should probably be redone. The player could misread the notes order as 2,4,3 instead of 2,3,4. This overlap 00:20:085 (2,5) - and the high spacing between 2,3 just complicates things as well.
All fixed to my liking :) THanks
Mykaterasu
To be blunt, this mapset seems to be very loosely designed. There doesn't appear to be much thought into how the map would play out. For each map, it plays the same regardless of where you are in the song, which pretty much results in the whole thing becoming a 1:30 blur. This map could be 30s long and the mod would be exactly the same, which is quite startling. When playing ranked TV Size maps, take note on how new sections come in and how the map plays to that expectation by changing something up. I'm surprised that this hasn't been fixed after 15 posts.
There's so little to point out because everything in the diff is just repeated throughout, which is really boring to mod & play. You'd be much better off trying to do something interesting but unequivocally bad, than something boring that's slightly less bad.
If you ever rework this set into something more interesting, call me back for a remod. If it is interesting, I'll happily do another.

General
This map's kiai-ing is a bit odd. The other ranked set has a far more logical kiai structure that you should use, or at least take from.

Normal
This map is generally just pretty barren. 1/2 rhythms are rare and when they are present, they're not really utilised very effectively. Observe Irohas' Difficulty from the previous mapset to get an idea. This gets especially worrisome because it's so "Easy-like" that you create a huge spike in difficulty in your mapset between Normal -> Hard. The star ratings may even out, but the actual difficulties of the maps don't.
  1. 00:21:939 (1,2) - This stacking theme is pretty inconsistent, sometimes the stacked object (00:22:276 (2) - ) isn't on the drop/beat, but other times (00:32:388 (2,1) - ) it is. I think it's best to keep it on the 2nd instance since it has more impact.
  2. 00:24:972 (1) - The way you've mapped doesn't support this 1/2 slider because of how you've been ignoring this syncopated rhythm up until now. It would be much stronger 00:24:635 (7) - here to show the guitar effect 00:24:804 - here. This of course will be alleviated if you choose to add more 1/2 sliders.
  3. 00:30:871 (1) - This has no purpose as an NC
  4. 00:30:534 (6,1) - Even though these play better as a stack, it makes 00:32:388 (2,1) - this stacking theme a lot weaker, so you should probably do something to the rhythm or choose not to stack them.
  5. 00:54:298 (3) - NC - 00:56:321 (1) - remove NC
  6. 01:13:174 (5,6,7,8) - :idea: This rhythm might be better as this.
  7. 01:19:073 (7,8) - What's this?

Hard
This lacks any sort of tangible structure. The whole diff feels like a long slurry of notes with no real discerning properties between sections.
You should probably work on creating contrast in your maps.
  1. 00:04:410 (1) - This doesn't really make much rhythmical sense since you're missing out on the vocal 00:04:916 - here, plus there isn't anything innately interesting 00:04:748 - here.
  2. 00:13:849 (1) - You're much better off using a new slider shape or spacing tool to show this effect. Having a break in 1/2 00:14:017 - here has the converse effect to the music and is pretty disorienting.
  3. 00:21:264 (6) - This spacing is a bit too low to be 1/1, making it very easily mistakable for a 1/2 rhythm. Having a lower spacing for some 1/1 is fine, but this is cutting it a little too close to 1/2's distance. This happens more than once in this diff.
  4. 00:27:332 (1,2,3,4,5,6,1,2,3) - This isn't following any discernible sound in the music.

Insane
Pretty much exactly the same opening comment from the Hard. This time, you have so much more variable spacing available to use in an Insane and yet it still seems like the whole map is just one big section. You should be breaking down your map into parts, just like the music does.
  1. The rhythms from 00:00:366 - to 00:09:804 - feels totally random. The rhythms you choose have to follow some type of part in the music, or some type of logical structure - preferably both.
  2. 00:31:377 (1,2,3,4,5,6,7,8,9,10) - The stream is in the music 00:31:377 (1,2,3,4,5) - here and from 00:32:051 - here to 00:32:725 - here. Missing out this whole bit at the end is a fatal mistake.
  3. There isn't really any use of spacing in this map. The whole thing is just a map of jumps that results in a 4.89* difficulty. The jumps in the lower-intensity build-up sections and the jumps in the kiai are pretty much exactly the same spacing & flow.
  4. Ontop of that, circular flow is pretty much a mess. Everything is pretty much back+forths (00:11:152 (9,1,2,3,4,1) - ), which is fine as an idea to base a map around, but it's nowhere near clean enough to be a good map because that's literally all the map offers. When there is circular flow; 00:19:410 (2,3,4,5,6,7,8,1,2,3,4,5,6,7) - this part does it in a completely counter-intuitive way because upon landing in the kiai 00:21:939 (1,2,3,4,5,6) - we're still rotating in the same direction.

The Path of Light
This map feels like Insane 2. There's pretty much no design difference except for streams.
  1. 00:00:703 (3) - There is nothing in the music that justifies the claps on beats 2+4.
  2. Irrational spacing concepts like 00:01:714 (1,2,3) - this, where 2 seems more important than 3, appears a ridiculous number of times in this map.
  3. 00:01:882 (2,3,4) - Convex angles like these are usually used to represent something specific, but here they're more likely an accident or unintended since there's nothing to portray in the music and it appears randomly.
  4. 00:08:624 (2) - Why is there a hitfinish on the head of this slider?
  5. 00:19:073 (9,10,1,2,3,4,1,2,3,4,1,2,3,4) - No such rhythm exists in the music
  6. 00:24:635 - The drum roll in the music is too minor to be mapped actively like this.
  7. You mapped your stream with the turning point 00:19:916 (1) - 00:32:388 (5) - on the beat, but later it's off-beat 00:42:752 (8) - .
  8. 01:28:006 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5) - The way you've used sliders 01:28:512 (7,5,5) - here makes no sense at all.
Cosmolade
hewwo, sorry the late reply

CraEZy wrote:

m m4 m 4m4 m from ur q

easeay
00:28:343 (2,3) - i think this is really unintuitive to play, the way i see new players react to this type of spacing is the click it too early, like it's a full beat instead of full beat plus one half of a beat, maybe just make 00:28:343 (2) - a reverse, and add a circle where the end of 00:29:354 (3) - is. fixeeed owo

00:31:377 - i think you should have this be clicked, it's a down beat, and a vocal, which i believe you're priotizing (I dont really check what people are trying to prioritize uless im really confused) yeah, but there I have the gap for the next note, like, this blank space is necessary for me, to give to the sound in 00:32:725 (1) - the proper emphasis, so I will keep it

nic thank
update
osu file format v14

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Title:Hikari Are
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Artist:BURNOUT SYNDROMES
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Creator:Xoul
Version:Cosmo's Easy
Source:ハイキュー!! 烏野高校 VS 白鳥沢学園高校
Tags:Mistaken, Soul, Haikyu!!, Hikari Are, Cosmolade
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frogyfro
I saw this in modreqs.

general

Overall your rhythms didn't really follow the song very well in any diff. There were a lot of important sounds that weren't really emphasized in your rhythming, and there were a lot of unimportant sounds that were given a ton of attention. I'd consider giving the song a second listen and seeing if you can listen for some of the important sounds that you were skipping out on.


extra

00:01:714 (1,2,3,4) - You increase the spacing here, but the song is no more intense than it was at 00:00:703 (3,4,5,6) - . Since this part of the song is consistent in intensity, you should make your map consistent in difficulty and avoid spacing inconsistencies like these.

00:01:377 (7) - The rhythm here isn't really supported by the song. At 00:00:366 (2) - , the slider was supported by the guitar strum, but here there's nothing in the song that really warrants the use of a slider here. You should probably remap this section and make sure that your rhythm choices are supported by something in the song. Maybe rhythm to the vocals?
The same applies to most of the sliders in this section, like 00:02:388 (5) - and 00:03:399 (3) - .

00:09:972 (2) - An instrument is introduced on this note here, but your map doesn't really make any attempt to reflect it.

00:20:590 (1,2,3) - Even though all three of these are the same sound, 3 recieves significantly less emphasis than 2. You either need to reduce the spacing on 2 or increase the spacing on 3.


insane

00:20:590 (1,2,3,4,5,6) - The song's intensity decreases here, so you probably shouldn't put jumps here as intense as 00:19:242 (1,2,3,4,5,6,7,8) - .

00:22:276 (3) - The slider end is supported by a pretty important guitar sound / cymbal crash, and your current rhythm kind of ignores that. I'd recommend rhythming more like this: https://osu.ppy.sh/ss/10789302

00:23:455 (2,3) - This stack coupled with a slider completely stops the player's motion for quite a long time, and I don't think that really reflects the song here.

00:53:961 (5,1) - This spacing is really small and it doesn't give 1 the emphasis it deserves. Blankets are fun and all, but you shouldn't use them in ways that negatively impact gameplay, like here.

01:19:916 (1,2,3,4) - Listen to how strong the sound is at 01:20:085 - . You definitely need to rhythm this section so that this sound is emphasized. Typically it's a good idea to put clickable objects like slider heads and circles on strong sounds in the music like these, even if they do land on red ticks.


hard

00:02:051 (3) - I don't see what supports a repeat slider here. I think it would make much more sense to rhythm this section in some way to highlight the vocals on 00:02:219 - .

00:11:152 (1) - I don't think there is a clear enough difference between these two sections. The song really picks up, but the map is, if anything, easier than it was before. Maybe you could try out decreasing the amount of clickable objects in the previous section, and increasing the amount here?

00:20:590 (5,6) - The song's intensity drops at 5, but since the SV on 5 is so high the map doesn't actually reflect that pause until 6. I'd recommend doing something more like this: https://osu.ppy.sh/ss/10789271
This way, the map and the song's drop in intensity coincide.


normal

00:00:366 (1,2,3,4,5,6,7,8,9) - As is, it seems like you are trying to create varied rhythms without trying to make them match the song. Your rhythm later on at 00:32:725 (1,2,3,4,5,6,7,8,9) - matches the song quite nicely, especially 00:37:107 (9) - following the vocals. Notice how here 00:00:366 (1) - and 00:01:714 (3) - aren't really supported by anything in the same way that 00:37:107 (9) - is. I'd try to redesign the rhythms here to follow the song better. The same applies to this whole section.

00:13:174 (4) - Putting a slider end on the downbeat doesn't really make much sense here since the downbeat has significant emphasis in the song. It would make more sense to map the downbeat actively here.

00:30:871 (1) - This single NC seems pretty out of place.

01:14:523 (9) - Again, putting a slider end on a strong sound like this downbeat really makes it feel underwhelming.

01:18:231 (5,6,7,8) - This rhythm seems really strange. It seems like you want to be following the guitar here, but the actual rhythm of the guitar is different: https://osu.ppy.sh/ss/10789386 . While obviously this rhythm is too dense for a normal, starting here and simplyfing will probably produce a better rhythm than what you have currently.

Lastly I think it's important to note that what the previous mod said was fairly accurate. The map doesn't really do a good job of differentiating the sections of the song causing the whole map to blur together. Try to make the intense parts of the song stand out with difficult patterns, and try to move the calm parts to the side with comparatively easy patterns.
BanchoBot
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