Not on this set im trying to map all diffs by myself ( Thankis Anyway )
Thank you For such Nice ModAmbrew wrote:
Hi! Hello
[Advanced]
I would check AIMod for most errors Already Checked,Nothing seems Wrong
Try to be more consistent in NC'ing, some of them you have starting on white ticks, some have multiple NC's in one measure. I would just keep all NC's on just the first downbeat Yea since this Advance diff was WiP, I Wasnt Considering NC's issues by then But i Did Fixed what it seems out of Sync thx00:00:438 (2,3) - I would start sliders on white ticks instead of red, they usually will play better Well... The case here why i started some sliders from the red tick is ( Starting at red tick its better to represent an overall melody/part than starting the slider from the Wrong tick so that will ended by folllowing a single beat than the whole part/melody) but i ll still check if there is any slider starting pointlessly from the red tick
00:01:700 (1) - shouldn't have NC Since i Already Solved overall NC issues I couldnt see this one anymore
00:16:560 (3) - Doesn't flow very well to the next note, I would instead make the angle go directly toward the next circle No i ll keep it like this as i prefer it this way More
00:16:840 (1,2,3,4) - Imo, these should have equal spacing. to check this, look on top right (Prev, Next) Fixed
[Hyper]00:00:298 (3) - Blanket is off, should be moved down a little I think Its Fixed
00:01:419 (6) - NC this No the NC'ing Pattern im following is a NC at every Major melody change so its sounds better to NC here 00:02:260 (1) - instead
00:01:980 (9) - This looks a little too curved, you can blanket this with 00:02:260 (1) - Not Really As that structure seems better for me
00:08:709 (9,10) - Bad overlap If i try to improve the Overlap i ll maybe ruin the pattern flow and idea, So i ll keep it for now
00:12:074 (4,5,6) - You could use the same slider for these Thats the same slider they are just not inclined the same Angle ( if that what you meant) i tried to move the last one in a better looking position
00:21:466 (4,6) - These should be stacked completely Umm Ok Done
00:35:625 (8,1) - Blanket fix Ok
00:42:074 (1,2) - these shouldn't be overlapping I think its Fine
00:44:597 (1) - this is an interesting slider, but I don't feel like it reflects anything in the music (its actually following the music ??)well That single Slider there reflects the nature of that part where the Sound got quieter and the most audible sound is what i followed at that time ( vocals plays a role too)
Assuming the section after the long kiai is the same as the beginning, just apply those same changes :-) I did
[Another]00:03:943 (4,5) - Use same slider and rotate. (4,5) is a circle+slider if you mean (3,4) No it seems that Circles fits better to those double sounds instead of a slider..?
00:03:943 (4) - particularly this one, you can blanket with 00:03:662 (2) - Not Necessary But ... Done
00:05:345 (6,8) - You can blanket this one also No instead i make it symmetrical with 00:04:924 (4) -
00:15:718 (5) - NC on this I tried something different
00:16:700 (1,2) - switch Ncs What i did already Concerned these
00:19:503 (2,3,4,5,6) - this is kind of an awkward construction, try to make these more inline with each other https://puu.sh/xPbki/cf38be222e.pngI dont think its awkward its someting i made concerning the types of used instruments/beats but I did Some Minor Changes about it
00:32:260 (1,2) - These can be in a straight line Good idea, Done
00:35:625 (11,1) - Blanket these No thats ok like that
00:44:597 (1) - Same as described in the other diff, but I guess if it's across all diffs, it's fine yep
00:59:807 (2,3,4,5) - it's very unclear how this plays, sliders should never ever start on a blue tick (1/16) Following Vocals as are the main part of the kiai
[Xtreme]00:04:503 (1,3) - Would look better if blanketed Not this as blanketing here would result to losing the flow/movement i was aiming for
00:05:765 (6,1,2,3,4) - Look placed randomly, if you follow a design, it will look better https://puu.sh/xPbzE/b5cfde9429.pngNo i meant that kind of pattern
00:06:746 (6) - NC Fixed
00:15:018 (2,3,4) - I would unstack these, I misread this the first time as a triple uhmm Tried Something else
00:16:700 (3) - Don't think this is necessary Fixed
00:32:541 (5) - NC Not following that pattern in NC'ing
00:34:784 (8) - NC Same
00:36:606 (3) - Stack this at the end of the last slider actually the idea is to keep the circle somehow linear/parallel to next slider, so i ll keep it
00:42:634 (1,2,3,4) - Why a big change in spacing? I would keep these constant spacing 00:42:634 - here you can hear a start of a new melody thus i spaced the circle a bit further
01:03:172 (4) - would change this to circles instead Changed it but kept the last slider
[Kotomaru]00:04:503 (1,2) - Bad overlap, would place the circle lower down i Tried
00:13:195 (1,2,3,4,5,1) - Would make much more sense if it was moved one measure later Nope hmm i intended to create jumps at each strong beat
Dunno if it's like that in the other diffs, but don't think you need a spinner for the ending yeah i just forgot to put spinners in the easier diffs( spinners are good imo)
Main Kiai sections in most of the diffs were very solid
best of luck with your map!
Thankyou for thesweetmod!![Miko] wrote:
AdvancedHyper
- 00:00:438 (2,3) - I think that these sliders should start on white lines (after you do that space them accordingly) because the slider tails are on a more prominent sound than the slider heads yes they are in a more prominent sound but according to music audability but i prefered to follow vocals and the other violin like sound in this case so i ll keep it
- 00:05:625 (3) - Could change direction for better flow, but that might just be me I think i tried
- 00:11:513 (6,7,8,1) - Move circles off of slider heads because earlier in the song you had this - 00:03:382 (4,5) - and 00:06:046 (4,5) - which could confuse new players. This actually happens a lot throughout the song and you might want to fix this i ll keep it Since this is an advanced but not easy diff So i think its okay to invovle such a tricky patterns/stacking
- 00:13:055 (2,3) - Opposite of last I think its fine like that,keep it
- 00:30:578 (2,3) - Maybe move off of eachother, but that might just be me Nope I intended that pattern considering the vocals(thus creating a mini jump at every single word
Rest seems good to me (besides the one that I told you to fix throughout the song yepAnother
- I like this difficulty the way it is mostly. The spacing and readablity is super weird, I can read lindwurm but not this I Dont Think So xD. For example: 00:26:933 (1,2,3,1,2,3,4) - you should change the way that the sliders are shaped when they are long vs short because it is completely unreadable the first time, sure it compliments the music, but you have to make it playable. Changing the slider shape would help with that i ll keep it for now That was intended to emphasis the vocals tone change to same slider's shape and direction change and I dont think shape change will help
Also: 00:29:877 (3) - wtf its fitting the "yobe" in vocals as in the song this part is important and decisive, so i keep it- 00:21:606 (5,6,7) - these could be on the same path like this i ll try something similiar to that, since i dont want a full overlapping to those sliders
- 00:39:831 (3,4) - spacing spike Ok i ll reduce it a bit
- 00:45:999 (3,1,2) - ? ??
Xtreme
- Make spacing consistent Various spacing is needed in harder diffs to represent rhythmically the song
- 00:00:718 (5,6) - woah its fine, no change
- 00:05:625 (7,8,1,2) - I get that they're at a harder level and things can have differing spacing, just do it on parts of the music that compliment it i was following this aspect but i wasnt considering only music as a factor to create jumps but i consider vocals equally,in this case the first jump i followed the end of the word as the sound 'Ba' is strong enough to call a space increase then others following those 8bit sounds
- 00:10:251 (6,2) - Could put these on top of each other Okay
- 00:12:775 (7,8) - ?? the concept of "the Calm before the storm" ( considering that the melody sounds like its ending then starting stronger again
- 00:15:158 (2,3,4) - Could just make this a big equilateral triangle No i prefer it that way
- 00:26:933 (1,2,3,4,5,6,7) - This is just an example for the problem in hyper. This is okay because you have sliders stack upon each other to for the player to infer that there will be something different going on I Think it still has the same effect and playability as hyper(i think if u concentrate on Approach circles it wont be that tricky
- 00:29:877 (3) - Still don't think this is necessary It is
- I REALLY like the difficulty spike at the long Kiai hehe
- 01:12:214 (6,7,8) - Unnecessary difficulty spike those spaced 1/2 circles would correlates more to the strong vocals there instead of jumps or snapped circles imo
- I think you just flipped the start and put it on the end, which is perfectly fine, I just won't mod it cuz I already modded the start and you can just copy paste it again yep
Nice map! good luck! From my queueueueueueueueeueueueueueueueue
- 00:00:999 (1) - bit of a far jump even for an nc Nope its not even a 1/2 jump its fitting there imo
- 00:11:793 (1,2,3,4,5,6,7,8,9,10) - inconsistent spacing its consistent to each related part, when the vocals got weaker/quieter i decreaced the spacing and vice versa
- 00:17:401 (3,4,5) - Make these a perfect triangle No i prefer this structure
- 00:39:831 (3,4,5,6) - Make this a perfect square? Same thing
- 00:40:952 (3,4,5,6) - I think you should instead place your circles in time with that lady talking at this part i think that what i ve done ( and thats not a lady thats a 32 yo Voice actor lol )
- 00:46:279 (1,2,3) - Jesus Christ wut
Gabe- wrote:
tf is this song XD XD
Kotowaru
00:46:279 (1) - This slider is too fast hmm it meant to be fast but i think its okay, even if i consider lowering the velocity it would be a very small change so i keep for now
00:15:718 (1) - too slow No Change it meant to be slow
00:21:326 (7) - NC if there weren't those reverse slider+circle patterns i would normally do An NC from here instead 00:22:447 - but i decided to start it earlier to fit what i mentioned
01:23:008 (1) - Move this spinner to the blue tick or even remove it (Apply with other diffs too) No its fine like that
Consider increassing OD, 8 is too low for 6.3* its not too low but ok i ll change it to 8.2
Xtreme
00:13:055 (1) - Put same spacing in all those circlesNo following particularly the quiete/shy vocals thats why spacing differs in that part
00:41:092 (4) - Reduce spacing ok a slight change
Good luck
Hailie wrote:
M4M From Q - Mod this map https://osu.ppy.sh/s/675527 when ya get the chance ^^
I don't even know what to say about this song tbh... I guess i'll try (troll/parody song like the rest of nico nico douga maps) ??
Another
- 00:12:915 (8) - a strong so I suppose bring it down to give it enough spacing to give emphasis? No I was following vocals here and i explained further in a previous mod
- 00:16:840 (4) - this feel like a jump and I feel that it should had more spacing - maybe X: 300 Y: 354 (this is just an example - ya might want to move it elsewhere and adjusted note around it if ya do decide to change) I agree slightly increased the spacing (x296 instead)
- 00:27:354 (2,3) - Just an suggestion but I feel ya can move these notes like this to flow better but ya don't have to https://imgur.com/a/vpWZP Nope Considering that i Meant that kind of full overlapping
- 00:27:915 (4) - Maybe move it at X:316 Y: 201 to flow better since it is slightly uncomfortable at this moment Actually i even move it further to left since i wanted to generate an anti flow within those slow sv sliders to feel the movement
- 00:40:251 (6) - You giving this note emphasis when you should be giving emphasis to this note 00:40:391 (1) - which u are not by stacking that with it
I suggest move (6) elsewhere (like X:385 Y:74 as an quick example of what I am talking about by moving it elsewhere) I did Something to unstack but with similiar spacing as the previous kiai's i was emphasisng the expression "Daga Kotowaru" thats why i buffed space between those notes and stacked that to pause the flow for another start/melody again...
- Hyper
Ugh I couldn't help much I but I hope this will do It Helped thx
- 00:04:363 - I can understand this pause but this 00:01:279 - pause doesn't quite make sense so I just suggest adding a circle well this objectively made to introduce the incoming strong vocal and beat, but i ll consider it later
- Just notice that ya stack leniency is low when I seen this 00:12:915 (7) - I suggest ya not having it low like that on a Hyper diff like this and just use the old 7 stack leniency okay Done i preferred full stacks in playmode in some parts thats why i changed, but since its not that big issue i ll put it back to 7
- 01:00:158 (5) - for this difficulty - maybe move this to X: 444 Y: 184 and adjusted the slider so it aims 01:00:438 (6) -
this way it be comfortable to players of this level I Dont think so Since there is even harder stuff and this isnt an challenge for a hyper diff- 01:03:382 (1) - same things as above - move it to X: 419 Y: 213 and adjusted the slider to aim at 01:03:803 (2) - No Change since its actually harder when the next object is linear with slider's tail than when its near the slider's head because mostly dont follow high bpm 1/4 reverses
GL I suppose
Thanks for modPeterEU wrote:
NormalYou know that overlapping is unrankable ? In General i fixed everything which seems "overlapped" (even when its only with notes external walls) i revised the rules its not like im doing that kind of tricky overlaps, already asked a noob friend (fc first try) which it seems easier for him than a normal with overlapped 1/2 notes, rules arent always Absolute but cleared overlaps anyway i dont see the sharp stuff you mentioned as sharp or bad looking so i keep it
00:06:746 (5,6) - fix blanket it looks like total mess that overlapping rn
00:09:270 (2) - make this less sharp and make blanket with 00:09:831 (3)
00:12:074 (3,4,1) - too sharp stop making those sharp sliders these are cancerous make them less sharp
00:14:036 (2,3) - these are overlapped
00:15:718 (1,2) - same
00:15:718 (1,2) - make normal blanket here
00:19:363 (1,2) - overlapped
00:24:410 (4,1) - make blanket
00:32:260 (3,4) - overlapping + placed in stupid way
00:35:345 (3,2) - overlapping
00:38:148 (1) - is overlapped by 00:37:027 (3)
00:38:709 (2,1,2) - too confusing for normal
00:49:363 (1,2) - make blanket
01:02:260 (4,1,2) - overlapping problem + too confusing
01:03:943 (1,2,3) - why is this placed is straight line move 01:04:223 (2) higher or lower why not
01:05:064 (1,3) - overlapping you should place slider under circle
01:07:307 (1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2) - copying and pasting objects is restricted
its fine its the same part as the beging completly the same its better to keep the same patterns with a little difference for emphasis,( rest of mods not applied)Advanced00:08:989 (1) - too sharp
00:28:055 (1,1) - overlapping
00:37:868 (4,1) - make blanket Done
00:40:111 (4,1) - placed weirdly
00:47:120 (1,2) - make blanket
00:53:849 (1,2) - same
01:19:644 (6,1) - place 01:20:765 (1) - under
no change on the Rest of modHyper00:05:905 (8) - make it less sharp and make blanket with 00:06:606 (9)
00:07:027 (2,5) - overlapping
00:10:952 (8,1,2) - i don't like it 00:11:513 (2) - you should faced up and be straight slider i like it, it plays better and its symmetrical with the previous slider like (down/up) movement with the same structure that what i was aiming for
00:13:756 (3,4) - too close
00:14:737 (7,2) - place 00:15:298 (2) - under
00:15:718 (1,2) - overlapping
00:31:139 (5) - doesnt match with jumps you made
00:41:373 (4,1) - overlapping
i will leave kiai section without a comment
01:04:784 (5,1,2,3,4) - too much overlapping i ll consider fixing this since i already was thinking of clearing the imperfect placement here
01:05:064 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,1,2,1,2,3,4,5) - copy and paste is restricted
rest of the mods not applied
rest of diffs are above 4 GL
Thanks for the modAMX wrote:
Hi M4M From my queue
Map that you'll mod: https://osu.ppy.sh/s/674870
I'll be modding Insane and above as my modding experience with E/N/H is not that good.
AnotherXtreme
- 00:00:158 (2) - Slider ends on strong sound, make it something like http://osu.ppy.sh/ss/9306868 maybe? Nope i meant to represent the other (8bit sound) on red tick which is mainly played on red ticks at this part and compliment the melody here more than a mere strong clap.
- 00:01:139 (1) - Slider bends so ugly on all these, i'd copy paste 00:00:018 (1) - and make the pattern with that instead Nope its symmetrical with the next slider and not ugly it will be monotonous to keep same shape for my mapping style.
- 00:02:260 (1,2,3,4) - Rythm choice is bad, 00:02:260 (1) - Is a drawn out vocal should be 3/4 and 00:02:821 (3) - the drums can be easily heard, i'd make this 2 circles instead. No its fine as i mentioned before when you cant figure out the represented sound so im mostly mapping to vocals considering those vocals are well audible and (since the song consists importantly on vocals too).
- 00:12:074 (5,6,7,8,9,1,2,3) - 2 much stuff overlapping here makes it look ugly. Space the patterns out a bit more something like https://osu.ppy.sh/ss/9306909 No sorry but your try looked a bit even ... i dunno not my mappingstyle(i decreased spacing and overlapped stuff considering the nature of vocals there which is quieter and relaxing and because of those long held sounds which fits more to represent it "taht way".
- 00:15:718 (1,2) - Looks way better if u stack the 2 on the sliderend of 1 Not at all i prefer that structure.
- 00:19:083 (1,5) - Stack 5 on 1? No it Wont flow good
- 00:32:821 (4,5,1) - Overlap equally with eachother instead, something like https://osu.ppy.sh/ss/9306926 it will ruin the kind of movement/flow i want, but i ll consider doing it later
- 00:34:784 (6) - NC? No its Not how im NC'ing instead i corrected this 00:32:260 (1) -
- 00:36:466 (3) - Ugly overlap Its not that ugly in playmode, but i agree fixed
- 00:43:475 (5,1) - Why is there a unmapped object between these? Introducing the next sound by concentrating only on those 8bit held sounds, i liked how it sounds
- 01:23:008 (1) - Remove the spinner, it's useless there. not useless & i like spinners
Kotowaru
- 00:05:765 (6,1,2,3,4) - Try to make some actual patterns in places like these instead, this looks really messy. Uhmm i dont understand what you mean with actual patterns But i tried to improve the structure
- 00:08:008 (1,2,3,4,5,6,7) - This too looks very jumbled and random. Maybe something like https://osu.ppy.sh/ss/9306964 looks a bit better?
Nope not jumbled/random i know about this pattern, and i prefer not to stick at a monotonous mappingstyles even when its not fitting as i intended here to make a more exprensive jump going from narow angles to wider thus emphasising those sounds.- 00:32:821 (7,8,9,10) - This is overmapped, the song does not support a stream or burst here, same applies to every other burst/triple/stream that doesn't appear in the song. Following Vocals
- 00:47:120 (1,2,3,4,5,6,7,8,9,10) - This also looks jumbled, you need to work on object placement. They need to play nice and look structured in some way. This looks really random No they play nice its not like every 1/2 circles must have an narrow angle jump and looks structured in editor(did a minor change but the same structure)
- 01:02:821 (1,2,3,4,5,6,1) - Stream ends on the 01:03:382 (1) - Clearly no sound here 01:03:312 - even not a vocal
- 01:23:008 (1) - remove spinner NO
If you haven't, watch pishifats videos on youtube about different mapping concepts, they're really helpful and every mapper should watch them. I Learned/was learning about mapping, even before pishifat(the account) join osu, and this is a style preference matter not rhytmical/technical issue(i could clear most of possible issues to the point where i wont accept a lot of suggestions, but thats why mods exist At this state, your map isn't really rankable, mostly because of the poor rythm choice and random object placements. I Dont know what to say i already explained about thythm choice, you wanted me to follow what you think is rhythmical but there are various ways of representing the song. etc... Please PM me ingame if there's anything that you didn't understand in the mod! GL man
- Okay so this is the dif that i'll be going over some basic mapping fundementals in order for a map to be 'good'. First of rythm choice i think its just you cant hear the followed rhythm, maybe you are used to read songs and represent them differently or following/sticking to another mapperstyle
- First of, before u even map anything try to decide what instrument/sound you'll try to follow throughout the song. You can't just place circles and sliders everywhere because for the player/modder it will look totally random. I'll give some examples here: 00:00:018 (1) - You're clearly mapping to the vocals here Nope, to beats while involving vocals thats why circles are recommended, but you're putting circles where they support a slider and sliders where the song supports clickable circles. 00:00:018 (1,2) - These 2 should be a slider, you can hear that the vocals are doing a held sound, it's perfect for a slider right? 00:00:298 (3,4) - While here, I would say that u could easily put 3 circles, that part i mapped for those vocals which are dominating the song but the sliders still correlating with beats too you can hear the vocals go something like: Ko Ko No, or something like that. This part supports 3 circles instead. Now don't think that you have to map the vocals PERFECTLY, you can always use something of a 'filler rythm' if lets say the vocalist is doing long held out sounds but the song is really intense you can switch and follow the drums for example instead of putting long boring sliders etc. I hope you get what I mean since its the main diff im following vocals when it seems more dominating than music beats and in the same time accomodating between both while using the appropriate object and sometimes vice versa(lol actually i typed this clarification before i read the last bold suggestion)
- Second, aesthetics. Yes, your map actually has to LOOK good, to be able to get ranked, even if it plays well and makes sense rythm wise your map still has to look somewhat structured. I'll go over a few examples here where you should focus when making your next map/remapping this. 00:47:961 (1,2,3,4,1,2,3,4,1,2,3,4) - Does this look structured to you? Not for me atleast, it look like a mess tbh. For example, 00:48:522 (1,2,3,4,1,2) - This right here is a pattern in it self, if you listen to the song while looking at the circles I marked u can hear that this is a little 'section'. So why not make a nice little pattern out of it? First of all remove the NC on 00:49:083 (1) - cause there's no reason for it to be there. And then maybe do something like this instead https://osu.ppy.sh/ss/9307075 <- Now this might not be the best pattern out there lol but if you play this u can clearly feel that there's a reason behind these object placements, and a plus is that they don't overlap with the other objects at all. They have their own little pattern there and is almost equally spaced In Genereal i meant to map the long kiai like that considering the way it sounds and im doing those mini patterns thus emphasising the way vocals are remixed there and increasing difficulty of it since the song/sounds got stronger and louder and btw this is the first time to check the long kiai since 4 months when i mapped it which reminded me that i was planning already to improve some structures/patterns but i forgot, but done it now
Thanks best free mod 2017 xDDLafayla wrote:
Free Mod> small mods
Normal
01:03:382 (2) - I understand you stacked it under 01:02:260 (4) - because "kotowaru" but I don't think it blends well, there are repeated lyrics throughout the song yet this concept is only used once, also for normal having complete overlaps is something you may want to avoid, I would move elsewhere I think this is the only creative way i coud represent it and because its the last remixed "daga kotowaru" i wanted to make it special, if i move it elswhere it wont look that good
00:58:896 (3,2) - most vocals are actively mapped, the vocals for these two are passively mapped, I would actively map them to make them consistent with the rest of the map well in this normal i tried to avoid to map in 1/2 in the whole diff considering the high BPM, and i think there are similiar patterns with the same representation throughout the long kiai i ll see if i can improve the vocals emphasis
Hyper
00:46:840 (4) - I like how here the ru sound is mapped but after this you repeatedly leave it behind, like 00:51:466 - 00:55:952 - as you can hear in this part, there is quieter music background with more dominating vocals, so i tried to make that structure a bit exclusive 00:58:195 - I would make this time a slider from the 00:51:326 (4,4,4) - especially since its the kiai of the map well i followed the same gap during the kiai to afford some break/rest for players regarding the higher SV and note density and harder readability level in this kiai and in the same time to introduce the new start of the same vocals again
01:05:905 (5,1) - this is a big gap, I would make a bit smaller especially since its a hyper , i understand the 1/2 beat space gap means you have more room for distance but I think its a bit too large yea i was just waiting for someone to mention it (Space reduced)
01:19:083 (4) - not a fan of this overlap, maybe good idea to move a bit over i ll try
01:22:447 (4,5) - I would make these 4 circles , its fine the way it is but as the final 2 beats of the song it feels a bit unexpected, if that makes sense, clickables help a song feel like its reached a conclusion lol, what u can hear at end of the song here is mainly vocals so 4 high bpm clicks not that fitting, thus sliders gave better conclusion imo
Another
was just about to complain about hitsounds but I read its in progress so I won't, make sure hit sounds are placed on correct parts of sliders yea still in progress
double check new combos , 00:12:354 (6,7,8,9,1) - just one example of the many that I would nc, i ll think about it, i didnt aplly an NC generally because was following some melody throughout the song(but i think i can change it here i think)
00:50:204 (7) - whoa spacing ik its kiai but thats pretty uncomfortable vertical movement i think i changed it
01:22:447 (1,2) - pls 4 circles, pretty pls just kidding but I think they fit better here again no change
Xtreme
personally I would bump that ar up to 9.4 also see what you think of od 8 for this song, fits better imo i ll try
00:32:821 (7) - would nc No same reason as i explained about NC'ing pace in previous diff
00:34:083 (4) - would nc Same
00:37:728 (9) - would nc to add to next combo just to explain the pace of NC'ing im following this sounds 00:35:905 (1) - and 00:38:148 -
01:22:447 (3,4) - would make circles again, rip sliders no change rip lol
Kotowaru
I would do ar 9.7-10, for 6.4 sr it seems on the low side i ll try
some emphasis is really widely spaced compared to average spacing, yes im looking at 01:22:447 (3,4) - and 00:21:887 (2,1,2,1,2,1,2) - using wide angles can show emphasis too, not just spacing i agree, but the first example isnt that widely spaced, in the second example i think sharp angled or widely spaced jumps is fitting it more i ll see if i find/can involve some wide angles patterns instead of simple jumps
00:46:279 (1,1) - maybe try making this slider take advantage of slider leniency, as it currently is players will be struggling to keep up with the random super high sv of it and hopeless to snap to 1 hmm that random SV Change is important i may give it special colour to characterize it
01:22:447 (1,2) - I would do 4 circles again Same as before lol
best meme map 2017, nice mapset c:
Thank you for the modYasaija 714 wrote:
m4m
NormalAdvanced
- 00:04:503 (4) - Add NC
01:09:550 (1) - like this Fixed, it was like that before- 00:11:793 (2,3) - This rhythm is uncomfortable
It is better to only press Ctrl+G for rhythm Done nice suggestion- 00:46:279 (1) - Why are you picking up the sound with only 1/2 rhythm?
I think the 1/1 slider is good as usual here there is no important music background to map on like previous patterns and vocals speed up to fit 1/2 mapping it changed from the daa ga ko to wa ru to dagakotowaru in the part mentioned
- 00:17:401 (3) - How about making 1/2 slider to give a difference between normal and rhythm? i preferred to represent it with single taps according to strong beats accompanies the vocals
00:39:831 (3,4) - like this i chose a diffrent pattern here because i wanted to emphasis that held which it doesnt exist in previous patterns- 00:57:354 (5,6,7) - It looks very cramped i think i fixed it
I thought it was very difficult to modify your map
As you know the rhythm is very different depending on difficulty, I point out all of it and it may destroy your map.
The slight difference in the rhythm depends on the degree of difficulty.
Like the difference between Easy and Normal
The difference in the rhythm that I am talking about is not a difference of 1/2 or 1/4
It's the difference between a slider and a circle I understand what you were referring to xD
I can not explain to you satisfactorily because I am not an excellent modder even few suggestions but they were accurate
I'm sorry. lol
Good luck!
thx for the mod !!EggsGone wrote:
- Hi from modreqs
[General]
- Offset 18 feels a bit too early. So I think you can try set this up to 35 Set it to 30(i forgot rechecking the offset) so thx for reminder
- Background could be up to 768px (if possible) : 1366x768 or 1024x768, 1920x1200. this BG is the more fitting to the meme/map style i could find, and i couldnt increase resolution which will results to lower quality of the picture
[Normal]- There's some unused green lines. because they were used in harder diffs but after creating newer diffs they stayed there.
- 00:02:260 (1,3) - Try to blanket these more i think they are blanket'ed enough
- 00:04:784 (2,4) - Make sliders more similar to get symmetrical pattern. ill fix they were similiar and still somehow but something happened that ruined it
- 00:06:746 (5,6) - Blanket? Here's a guide t/208596 i know but i think they are fine even if they are not 100%
blanket'ed- 00:11:793 (2,4,1) - very curved short sliders doesn't good imo. i intended it to emphasis vocals
- 00:26:933 (1,1,1,2) - I think you can make a single combo here. no since im following vocals
- 00:33:662 (1,3) - Make angles more symmetrical with ctrl+j. Like you did here 00:56:653 (3,3) - they are 99% symmetrical i think they are fine (just because of snapping things changed a bit
- 00:37:027 (3,4) - improve blanket. no need it looks good
- 00:39:831 (3,1) - ^ i mean with such short sliders the perfection of blankets doesnt matter
- 00:37:027 (3,4,1,2) - also sliders a bit overlaping each other. its not that confusing or anything so i ll keep for now
- 00:48:522 (4,5,1) - Again, make a symmetrical design. its already symmetrical
- 00:49:363 (1,2) - You can try blanket these i blanket'ed it in between those 00:48:522 (4,1) -
- 00:50:204 (2,3) - improve slider shapes to look more aesthetical. i think they are aesthetical enough(a simple curve isnt the only shape which is aesthetical imo but the whole pattern together should feel aesthetical
- 01:05:064 (1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - This part looks duplicated from beggining, maybe try some variation. there are some minor variations, and its the same first part which the music video maker loop it again so its better to keep it for emphasis
Thank you (i ll mod your map within the next 2 days)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.
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
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! ie ore wa mada ikiteiru
Update: I just found out that this phrase is not from Jojo ... yes its from Hokuto no ken ( they have similiar art style lol )
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)
thx ...lit120 wrote:
what
the
fuck
[general][kotowaru]
- 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- 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
- 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[x]
- 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)
- 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
- 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
- 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)
- 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
- 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
- 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) -
- 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)
- 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
- 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)
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 00:40:403 (1,2,3,4) - funny flow and awkward to play with tbh not at all
- 00:44:609 (1,2) - what were u even up to making this...? Boku No fan ka which is a acceptance sign
- 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
- 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
- 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
- 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
- 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
- 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)
- 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
- 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
anyway still no change here same reasoning as kotowaru
- overlap sliders and notes around again
- NCs again
- following such vocal emphasize again
- copy paste again at 01:05:076 - from 00:00:030 - =_=*
- that slow slider again
- 00:44:609 (1) - this again
- 00:18:254 (2,3,4,5) - where is this even coming from...?
- 00:19:095 (8) - ctrl+g it will make the flow more better unlike the awkward one from the current
- 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
- 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
- 01:21:899 - the "hitsound" thing again
ok let's stop here. gonna skip to other diffs now
[n]so, the only main problem i found about this map are here:
- NCs again
- 00:06:758 (5,6) - i'd blanket this i think its blanketed enough no need for that 100%
- 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
- 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
- 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
- 00:40:403 (1) - u could actually use 1/2 slider reverse here by a vocal here no emphasising the vocal
- 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
- 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- 01:05:076 - i see that u did another copy paste again here from 00:00:030 - Yeaah
- 01:21:899 - hitsounds, please still Not problem
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
- NCs are a big problem to follow what it is trying to emphasize its not big problem i clarified
- rhythm play and its flow Same just differs from how u see things
- pattern wise Nani Kore
- 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
- emphasize spacing i think i clarified how i was emphasising spacing
- and more Indeed ...
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
Thanks ..?rutmiku wrote:
i love this map in catch the beat (?
i'ts very good uvu
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.
xXOsuPersonXx wrote:
here we go, sure hope I still know how to do moddingv1 xDGeneralgood 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 The set is already finished and went through modding processeXtReMe00:05:357 (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.KoToWaRu00:19:656 (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
Thanks so much for the ModCris- wrote:
Hi, M4M from my queueGeneral
- 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 ...
- normal-hitwhistle.wav is unused changed with different hitsound and used it
- 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
- 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
- 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
- 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
- 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
- 00:17:413 (3) - ^ same not extended but changed to angled shape instead
- 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
AdvaNcedI 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
- 00:32:821 - from here until the 4th inherited aren't snapped properly Ops Fixed
- 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
- 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)
- 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
In general you need to polish this difficulty a lot not a lot but did few changes/improvements through the diffHyPer
- 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
- 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
- 00:13:768 (3,4) - Don't overlap pls No sorry but i love this part especially overlapped
- 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 directionANotherGood luck!
- 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).
Thanks for the recheck thoxXOsuPersonXx 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
Okay thanks for the mod i didnt apply much but it helped me to spot some stuff that ought to be fixed4n3c 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 this ✔ then ✕ ( 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.
*if the map wasn't meant to follow a unique style that fits the song imo ... i could apply more of your suggestionsDementation 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
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 witheXtReMe
- 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
- 00:22:600 (2,3) - ^ same thing those 8bit sounds worth clickable 1/2 objects instead and (3) is a strong sound tho xD
- 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
- 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
- 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.
- 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
- 00:54:983 (5,6) - ^ just what i explained
- 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
- 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
- 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
- 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
- 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
- 00:02:833 (4) - move this up? kinda looks weird visually i ll try
- 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
- 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
- 00:26:945 (1) - i like this part lol lol
- 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) -
- 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
- 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 )
- 00:46:291 (1) - ^ same ^
- 01:07:459 (2) - i'd say place this on top of 01:06:899 (10) - hmm kinda prefered the overlap there more
GeneralA 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.
Thank you !!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 ? ... Daaaga Kotowaru) gl with the set!
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 mod and starsTTL wrote:
Hello random modANother00:55:684 (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
but Otherwise i Made some other minor changes through the diff-Tarcup- wrote:
ANother01:04:235 - 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;
Thank you for such a pleasing mod Sonnyc "i Apperciated it"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 the modHey 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!