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Junichi Masuda - A Rival Appears!

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Total Posts
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Phos-

Stamby wrote:

Hi, mod as requested!

Faded's Rivalry

00:29:932 (2,3) - These notes could be a single slider instead No need, that wouldn't play very well imo
No changes on my part~
Khoal
Hi, m4m here. :^)

Timing
Offset should be 218 (+-1)

Easy
Looks good, except that the map could be a litte bit more centered (this is achieved by pressing CTRL + A and dragging the notes down and slightly to the left to achieve this: https://osu.ppy.sh/ss/5537673 instead of https://osu.ppy.sh/ss/5537669

Normal
Same as above, the map could be more centered. (like this https://osu.ppy.sh/ss/5538013 )
00:00:218 (1,2,3) - feels off while playing, I suggest to remove this note 00:00:745 (2) -
00:02:505 - I think this one on the other hand should be mapped
00:17:109 (1,2,3) - here I would suggest to reverse the slider (by pressing CTRL + G) 00:18:517 (3) - and to place 00:18:165 (2) - a little bit more downwards
Otherwise, nice looking map! :^)

Hard
00:00:196 (1,2,3) - this pattern doesn't fit the song (sorry :<)
00:26:940 (1,2) - could be stacked, I think a full stop motion wise would fit the beat better

Faded's Rivalry
00:25:532 (1) - the end of this slider isn't snapped.
Otherwise, I think this map is fine. :^)

Good luck! :^)
Tem
First time modding :^)


[Faded's Rivalry]

  1. 00:27:468 (2,3) - The spacing of the end slider and note is too far apart.

[Hard]

  1. 00:11:456 (5) - Start a new combo here.

[Normal]

  1. 00:19:902 (5) - Start a new combo here.
  2. 00:24:125 (4,1) - This blanket could be improved, the head of (4) isn't completely parallel with (1).
Phos-

Khoal wrote:

[Faded's Rivalry]
  1. 00:25:532 (1) - the end of this slider isn't snapped. Absolutely correct, I snapped it.
    Otherwise, I think this map is fine. :^)

Tem wrote:

[Faded's Rivalry]
  1. 00:27:468 (2,3) - The spacing of the end slider and note is too far apart. Agreed, I don't feel as though this deserves as much emphasis.
Applied both mods and did some self modding of my own. Thanks guys!

Code
osu file format v14

[General]
AudioFilename: RivalAppears.mp3
AudioLeadIn: 0
PreviewTime: 8641
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:A Rival Appears!
TitleUnicode:ライバルあらわる
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:-Space-
Version:Faded's Rivalry
Source:ポケットモンスター 赤・緑
Tags:-Faded- pokemon pokémon red blue green yellow generation one gen
BeatmapID:1018905
BeatmapSetID:476986

[Difficulty]
HPDrainRate:6.5
CircleSize:7
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
196,351.906158357771,4,2,1,70,1,0
8641,-100,4,2,1,70,0,1
14272,-100,4,2,1,70,0,0
22717,-100,4,2,1,70,0,1
28348,-100,4,2,1,70,0,0
32043,-100,4,2,1,50,0,0
32571,-100,4,2,1,45,0,0
33099,-100,4,2,1,30,0,0
33627,-100,4,2,1,15,0,0
33978,-100,4,2,1,5,0,0


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Topic Starter
Spayyce
:)

Khoal wrote:

Hi, m4m here. :^)

Timing
Offset should be 218 (+-1) h'ok. :^)

Easy
Looks good, except that the map could be a litte bit more centered (this is achieved by pressing CTRL + A and dragging the notes down and slightly to the left to achieve this: https://osu.ppy.sh/ss/5537673 instead of https://osu.ppy.sh/ss/5537669 Don't see why? >.< there isn't even that much note on an easy so it's not a big thing. It also looks like it's getting a touch too close to the top on some notes./color]

Normal
Same as above, the map could be more centered. (like this https://osu.ppy.sh/ss/5538013 )
00:00:218 (1,2,3) - feels off while playing, I suggest to remove this note 00:00:745 (2) - If I do that I am ignoring a profound beat in the music.
00:02:505 - I think this one on the other hand should be mapped Yeah you're right, changed.
00:17:109 (1,2,3) - here I would suggest to reverse the slider (by pressing CTRL + G) 00:18:517 (3) - and to place 00:18:165 (2) - a little bit more downwards I did the first part, but left note 2 as it is.
Otherwise, nice looking map! :^) thanks ^^

Hard
00:00:196 (1,2,3) - this pattern doesn't fit the song (sorry :<) Alright, edited pattern.
00:26:940 (1,2) - could be stacked, I think a full stop motion wise would fit the beat better would be inconsistent with the first part.

Good luck! :^)

Thanks :D

Tem wrote:

First time modding :^) welcum to modding

[Hard]

  1. 00:11:456 (5) - Start a new combo here. Right ^^

[Normal]

  1. 00:19:902 (5) - Start a new combo here. Oops missed that xD Thanks
  2. 00:24:125 (4,1) - This blanket could be improved, the head of (4) isn't completely parallel with (1). Panic rushed that one >.>
Thanks both of your mods were helpful.
Firmatorenio
depressed pone noises

[General]
Insanely loud hitsounds, a player that plays at 35% hitsounds volume (and 100% music) tells you this, nerf pls

[Easy]
  1. 00:03:033 (1) - why do you have an angle in this slider? it looks somewhat out of style..
  2. 00:05:848 (1,2,3) - (1) and (2) slightly overlap, yet (2) and (3) don't, inconsistent combo :\
  3. 00:15:701 (3) - why finish?
[Normal]
  1. The balance of SV, CS and DS in this map is quite ridiculous for a normal, players basically have to make jumps to click the next object. I'd suggest lower the DS or increase the SV if you don't want to change the CS for mapset balance, but ugh, that needs a remap .-. psst, sv1.25ds1.16
  2. 00:14:294 (1,3) - bad overlap
[Hard]
  1. AR7.5 for the bpm (srsly you had an unnecessary 7.5 on the previous pokemaps and here you decided to lower it?)
  2. 00:00:218 (1,2) - really not a fan of this blanket
  3. 00:11:478 (1) - i feel like this is missing a hitsound.. you have a crash there on the second occurence
  4. why is 00:16:581 (1) - NCed and 00:02:681 (5) - is not?
  5. rhythms are weird but adsf
[cs7 memes]
whee tiny changes for tiny circles
  1. check AiMod on this diff
  2. my point about starting a map with a stream stands, suggest 2 clicksliders or something
  3. 00:12:512 (4) - 1px down, looks reeeeally off otherwise
  4. 00:26:764 (5) - 1px down too, not so off without it though
Phos-

Firmatorenio wrote:

[cs7 memes]
whee tiny changes for tiny circles
  1. check AiMod on this diff Space fix ur hard
  2. my point about starting a map with a stream stands, suggest 2 clicksliders or something Nah, each sound has equal strength so it's kinda unnecesary.
  3. 00:12:512 (4) - 1px down, looks reeeeally off otherwise Done
  4. 00:26:764 (5) - 1px down too, not so off without it though Done
Thanks for modding!

Code
osu file format v14

[General]
AudioFilename: RivalAppears.mp3
AudioLeadIn: 0
PreviewTime: 8641
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:A Rival Appears!
TitleUnicode:ライバルあらわる
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:-Space-
Version:Faded's Rivalry
Source:ポケットモンスター 赤・緑
Tags:-Faded- pokemon pokémon red blue green yellow generation one gen
BeatmapID:1018905
BeatmapSetID:476986

[Difficulty]
HPDrainRate:6.5
CircleSize:7
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
196,351.906158357771,4,2,1,70,1,0
8641,-100,4,2,1,70,0,1
14272,-100,4,2,1,70,0,0
22717,-100,4,2,1,70,0,1
28348,-100,4,2,1,70,0,0
32043,-100,4,2,1,50,0,0
32571,-100,4,2,1,45,0,0
33099,-100,4,2,1,30,0,0
33627,-100,4,2,1,15,0,0
33978,-100,4,2,1,5,0,0


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Topic Starter
Spayyce

Firmatorenio wrote:

depressed pone noises

[General]
Insanely loud hitsounds, a player that plays at 35% hitsounds volume (and 100% music) tells you this, nerf pls they used to be 100%, I will change them down to 60%

[Easy]
  1. 00:03:033 (1) - why do you have an angle in this slider? it looks somewhat out of style.. You're right fixed
  2. 00:05:848 (1,2,3) - (1) and (2) slightly overlap, yet (2) and (3) don't, inconsistent combo :\ It didn't overlap on mine? :x I changed it anyway due to your above suggestion.
  3. 00:15:701 (3) - why finish? wrong hitsound sry
[Normal]
  1. The balance of SV, CS and DS in this map is quite ridiculous for a normal, players basically have to make jumps to click the next object. I'd suggest lower the DS or increase the SV if you don't want to change the CS for mapset balance, but ugh, that needs a remap .-. psst, sv1.25ds1.16 It's fine. The 'jumps' are 1/1 and the spacing through 1/2 is minimal. If they can't manage to aim at 1/1 they need to go back to easy.
  2. 00:14:294 (1,3) - bad overlap It's fine, it's at the pivotal point of slider 3 which was intended. However, since it's subjective if more people say I will consider.
[Hard]
  1. AR7.5 for the bpm (srsly you had an unnecessary 7.5 on the previous pokemaps and here you decided to lower it?) I don't ocd my maps bpm they're different songs.
  2. 00:00:218 (1,2) - really not a fan of this blanket ok.
  3. 00:11:478 (1) - i feel like this is missing a hitsound.. you have a crash there on the second occurence accidently took it off mb
  4. why is 00:16:581 (1) - NCed and 00:02:681 (5) - is not? removed nc
  5. rhythms are weird but adsf
Thanks for mod.
Arphimigon
DAD kdsfarmingtime

[Easy]
Lol blankets
00:03:033 (1,3) - Lolblanket
00:12:886 (2) - I think easy players would benefit if this curve didn't angle so far up, yknow it makes the slider feel like 2 movements to them (and they don't understand leniency)

[Normal]
00:16:933 (4,1) - Lolnazithings move the slider end point down a bit so that the sliderstart and end are equal distant to note here? About 4 pixels does it.
I actually find the OD to be quite low esp for a map that has 3 note taps but idk your choice on that.

[Hard]
00:16:581 (5,6,1) - I feel like this transition here to next section would work a lot nicer with 3 notes. Mainly because that first slider ends on a stronger sound and a higher pitched sound, making it weird to tap in this situation, and the simple 3 taps is just standard transitional stuff.
00:18:165 (3,4) - How about making this a slider since 00:18:341 - this sound is really quiet and passive? On every other case here there has been an anti-jump because of no sound, but now there is a sound, it IS really faint so doesn't need an extra tap.

[Faded Rivalry]
To be real honest, I don't think this map is dense enough or fast enough for AR9, and I think the use of something like AR8.5 might make for reading some of the spacing changes to be easier. Just my two cents, AR9 is fine still though.
00:05:848 (1,2,3,4,5) - I know you moved slider 5 away because pitches and so but it can still point towards the notes in the middle right? It's odd having the first two sliders point to the middle notes and not the last in the pattern.

feed
Topic Starter
Spayyce

Arphimigon wrote:

DAD kdsfarmingtime

[Easy]
Lol blankets
00:03:033 (1,3) - Lolblanket looks fine
00:12:886 (2) - I think easy players would benefit if this curve didn't angle so far up, yknow it makes the slider feel like 2 movements to them (and they don't understand leniency) you're right, changed.

[Normal]
00:16:933 (4,1) - Lolnazithings move the slider end point down a bit so that the sliderstart and end are equal distant to note here? About 4 pixels does it.
I actually find the OD to be quite low esp for a map that has 3 note taps but idk your choice on that. Nah it looks fine to me :s

[Hard]
00:16:581 (5,6,1) - I feel like this transition here to next section would work a lot nicer with 3 notes. Mainly because that first slider ends on a stronger sound and a higher pitched sound, making it weird to tap in this situation, and the simple 3 taps is just standard transitional stuff. Would make it inconsistent with everything else :P
00:18:165 (3,4) - How about making this a slider since 00:18:341 - this sound is really quiet and passive? On every other case here there has been an anti-jump because of no sound, but now there is a sound, it IS really faint so doesn't need an extra tap. okay I put a slider here

feed

Thanks for mod! :D
Phos-

Arphimigon wrote:

[Faded Rivalry]
To be real honest, I don't think this map is dense enough or fast enough for AR9, and I think the use of something like AR8.5 might make for reading some of the spacing changes to be easier. Just my two cents, AR9 is fine still though.
00:05:848 (1,2,3,4,5) - I know you moved slider 5 away because pitches and so but it can still point towards the notes in the middle right? It's odd having the first two sliders point to the middle notes and not the last in the pattern.
feed
Applied all, thanks!

Code
osu file format v14

[General]
AudioFilename: RivalAppears.mp3
AudioLeadIn: 0
PreviewTime: 8663
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:A Rival Appears!
TitleUnicode:ライバルあらわる
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:-Space-
Version:Faded's Rivalry
Source:ポケットモンスター 赤・緑
Tags:-Faded- pokemon pokémon red blue green yellow generation one gen
BeatmapID:1018905
BeatmapSetID:476986

[Difficulty]
HPDrainRate:6.5
CircleSize:7
OverallDifficulty:8
ApproachRate:8.5
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
218,351.906158357771,4,2,1,70,1,0
8663,-100,4,2,1,70,0,1
14294,-100,4,2,1,70,0,0
22739,-100,4,2,1,70,0,1
28370,-100,4,2,1,70,0,0
32065,-100,4,2,1,50,0,0
32593,-100,4,2,1,45,0,0
33121,-100,4,2,1,30,0,0
33649,-100,4,2,1,15,0,0
34000,-100,4,2,1,5,0,0


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[ Shamwow ]
m4m \o/

hard


-00:13:414 (6) - theres a lot going on in the song during this slider that can be mapped imo
-00:27:490 (7) - ^

faded's rivalry

I couldn't find anything wrong with the map, however I think it would be worth it to map the parts in between 00:04:968 (2,1),00:07:783 (2,1), etc. but if you prefer not to then thats fine, i just wanted to make whatever suggestions i could since i have no issues with this map

i'll shoot a star since I didn't have much to say, feel free to ask for another mod anytime so i can make up for this :p good luck!
Phos-

-Dave Strider- wrote:

m4m \o/

faded's rivalry

I couldn't find anything wrong with the map, however I think it would be worth it to map the parts in between 00:04:968 (2,1),00:07:783 (2,1), etc. but if you prefer not to then thats fine, i just wanted to make whatever suggestions i could since i have no issues with this map

i'll shoot a star since I didn't have much to say, feel free to ask for another mod anytime so i can make up for this :p good luck!
Thanks for the star. I intentionally don't have these mapped because I want to draw out a contrast between the lesser emphasised notes and the more emphasised notes.
-GriM-
grim has large penis modding inc.

faded meme.png

00:04:968 (2) - like below

00:07:783 (2) - feels too empty after this, i feel like more attention should be paid attention to the background

00:12:886 (1,2) - see, something like this i would understand. The spacing between notes fits alot better.

00:19:044 (2) - once again

00:21:860 (2) - ^, I feel like in such a short map the most should be made out of it.

Also regarding the stacks, I feel like something could be done to be more creative instead of using the stacks. My opinion though <3
LOVE YA FADED BB XDDDDDDDDD rawr

Space's hard dick.jpeg

couldn't really find anything here, flows really well, GJ!

Space's normal size weiner.exe

00:01:625 (1,2,3) - lower a bit maybe?

00:08:487 (4,1,2,3,4) - you use circles and sliders here, but why one big slider here? 00:11:478 (1) -

some slider art doesnt look very good but i wont judge for that

Space's easy diff for nerds like me

00:29:778 (3) - may be a bit too high

rest of diff is good, nice job

sorry if mod is bad i haven't done it in forever and i dont know how to do the special shit so i just use colors to make it look semi decent
Phos-

-Faded- wrote:

I intentionally don't have these mapped because I want to draw out a contrast between the lesser emphasised notes and the more emphasised notes.
No changes on my part.
Topic Starter
Spayyce

-Dave Strider- wrote:

m4m \o/

hard


-00:13:414 (6) - theres a lot going on in the song during this slider that can be mapped imo
-00:27:490 (7) - ^

Changed both, thanks!

-GriM- wrote:

grim has large penis modding inc.


Space's hard dick.jpeg

couldn't really find anything here, flows really well, GJ! :^)

Space's normal size weiner.exe

00:01:625 (1,2,3) - lower a bit maybe? would ruin flow if I made them lower and would get rid of my symmetry.

00:08:487 (4,1,2,3,4) - you use circles and sliders here, but why one big slider here? 00:11:478 (1) - removed slider, don't let star rating decieve it's easier than it says >.>

some slider art doesnt look very good but i wont judge for that lolwot its gr8]

Space's easy diff for nerds like me

00:29:778 (3) - may be a bit too high plays fine, stuff like that doesn't bother me.

rest of diff is good, nice job Thanks!

sorry if mod is bad i haven't done it in forever and i dont know how to do the special shit so i just use colors to make it look semi decent [color=#000000]no problem any mod is helpful! Thanks :DD[/color]
tomadoi
hey space cool map

[Hard]

Set HP to 5

00:26:962 (6) - NC

00:29:778 (5) - ^


[Faded's Rivalry]

00:29:778 (5) - stack those


[Normal]

00:31:185 - place a note here or make a slider out of 00:31:009 (4) - since there is a sound at the end


good luck with your map!
Sonnyc
As far as I know, this song would be from the pokemon generation 1, isn't it? Using a remake version of pokemon red/blue quite feels less matching with that information despite it has a relationship as a rival battle... Can you found a more related BG?

Easy.
In this difficulty, I'd like you to think about the rhythm selections overall. Things like 00:04:440 (3) - 00:07:256 (3) - were fine because it was capturing some major rhythms. But the ones like 00:03:033 (1) - 00:05:848 (1,2) - could be improved to express this song better. Indeed pure 1/1 and 2/1 sliders are a typical way to make simple rhythms, but the usage here felt to be unfitting along the song. At the first slider, 00:03:561 has a distinct sound which is similar with 00:03:033. While 00:03:737 does contain a beat, just mapping this section with a 2/1 slider didn't really felt to be the best rhythm to express this particular song. Such rhythm would fit any other ones and those aren't really considered high quality. You'll want to think something similar at 00:06:376 and the rhythms over this diff.

Normal.
00:14:294 (1,2) - You are using a large spacing out of no reason. Keep the 1.3x spacing please.
I can say this is a good diff.

Hard.
00:00:218 (1,2) - Lets use 1.3x for consistency.
00:01:625 (1,2,3) - 00:04:088 (3,4) - 00:06:904 (3,4) - 00:10:071 (1,2) - 00:12:886 (5,6) - 00:15:701 (4,5) - 00:20:980 (4,5) - 00:24:147 (1,2) - 00:29:778 (5,6,7) - I see several overlap concepts in this map. If these spacing gets equal each in visual, you could assure better consistency. But besides technical ones, I've somewhat got a feeling that anti jump overlaps to be a little overused. Such mapping concepts are rather uncommon ones which could work nice if used in particular spots of the music which gives a better emphasis but I couldn't feel some quality or emphasis regarding it since it is just appearing anytime. At least 00:12:886 - and 00:26:962 - has a complete pause of the instruments if you can hear. Maybe applying the anti jump concept on such specific and consistent parts could've assured some good effects along your pattern usage, but the current decision didn't really created some unique idea on the song imo.
00:14:118 (7,1,2,3) - 00:28:370 (1,2,3) - Although the idea of a spacing decrease right after the kiai was consistently used, I don't think using a spacing decrease was a nice choice to begin with since there wasn't any major difference in the song for such different setting to happen.

Insane.
00:24:499 (3,4) - I think the spacing could be better as a 0.22x. It feels a bit close atm.

Maybe I could consider a nomination at the future if major improvements are made in this set, but at least not for now.
Good luck then~
Topic Starter
Spayyce

Sonnyc wrote:

As far as I know, this song would be from the pokemon generation 1, isn't it? Using a remake version of pokemon red/blue quite feels less matching with that information despite it has a relationship as a rival battle... Can you found a more related BG? When uploading this I couldn't find a good quality image of the gen 1 trainer battle without obnoxious watermarks, if anyone can link me an image it'd be appreciated.

Easy.
In this difficulty, I'd like you to think about the rhythm selections overall. Things like 00:04:440 (3) - 00:07:256 (3) - were fine because it was capturing some major rhythms. But the ones like 00:03:033 (1) - 00:05:848 (1,2) - could be improved to express this song better. Indeed pure 1/1 and 2/1 sliders are a typical way to make simple rhythms, but the usage here felt to be unfitting along the song. At the first slider, 00:03:561 has a distinct sound which is similar with 00:03:033. While 00:03:737 does contain a beat, just mapping this section with a 2/1 slider didn't really felt to be the best rhythm to express this particular song. Such rhythm would fit any other ones and those aren't really considered high quality. You'll want to think something similar at 00:06:376 and the rhythms over this diff. I appreciate the depth in which you've explained this. It is extremely helpful in how I can better myself with more variation for this song in particular. I am taking on board this suggestion and will find a way to better emphasise notes with stronger sounds. I think I can get away with starting sliders on 1/2 due to how strong the beats are, especially with an introductory 1/2 slider to begin.
Whilst the reasoning is still relevant, I think I have improved much more as a mapper and decided a remap was necessary here due to the inconsistencies in my previous diff, i kept the same base and applied your suggestions throughout, as well as increasing fluidity and consistency in my map.

Normal.
00:14:294 (1,2) - You are using a large spacing out of no reason. Keep the 1.3x spacing please. Yep, think I got everything under control here.
I can say this is a good diff.

Hard.
00:00:218 (1,2) - Lets use 1.3x for consistency. Got the parts that were meant to be 1.3x but kept some jumps
00:01:625 (1,2,3) - 00:04:088 (3,4) - 00:06:904 (3,4) - 00:10:071 (1,2) - 00:12:886 (5,6) - 00:15:701 (4,5) - 00:20:980 (4,5) - 00:24:147 (1,2) - 00:29:778 (5,6,7) - I see several overlap concepts in this map. If these spacing gets equal each in visual, you could assure better consistency. But besides technical ones, I've somewhat got a feeling that anti jump overlaps to be a little overused. Such mapping concepts are rather uncommon ones which could work nice if used in particular spots of the music which gives a better emphasis but I couldn't feel some quality or emphasis regarding it since it is just appearing anytime. At least 00:12:886 - and 00:26:962 - has a complete pause of the instruments if you can hear. Maybe applying the anti jump concept on such specific and consistent parts could've assured some good effects along your pattern usage, but the current decision didn't really created some unique idea on the song imo.
00:14:118 (7,1,2,3) - 00:28:370 (1,2,3) - Although the idea of a spacing decrease right after the kiai was consistently used, I don't think using a spacing decrease was a nice choice to begin with since there wasn't any major difference in the song for such different setting to happen.

Insane.
00:24:499 (3,4) - I think the spacing could be better as a 0.22x. It feels a bit close atm.

Maybe I could consider a nomination at the future if major improvements are made in this set, but at least not for now.
Good luck then~
I need to do a lot of work on this, apologies to the modders but this might be a WIP for a while until I can decently remap it
Topic Starter
Spayyce
I've improved as a mapper and believe I can tackle your very valid points you made across my mapset. Haven given myself time to reflect upon what makes this map this map specifically I have came to a consensus following points from your mod, pretty much everything I agree with and have attempted to reimplement to the best of my ability.

Sonnyc wrote:

As far as I know, this song would be from the pokemon generation 1, isn't it? Using a remake version of pokemon red/blue quite feels less matching with that information despite it has a relationship as a rival battle... Can you found a more related BG?

Easy.
In this difficulty, I'd like you to think about the rhythm selections overall. Things like 00:04:440 (3) - 00:07:256 (3) - were fine because it was capturing some major rhythms. But the ones like 00:03:033 (1) - 00:05:848 (1,2) - could be improved to express this song better. Indeed pure 1/1 and 2/1 sliders are a typical way to make simple rhythms, but the usage here felt to be unfitting along the song. At the first slider, 00:03:561 has a distinct sound which is similar with 00:03:033. While 00:03:737 does contain a beat, just mapping this section with a 2/1 slider didn't really felt to be the best rhythm to express this particular song. Such rhythm would fit any other ones and those aren't really considered high quality. You'll want to think something similar at 00:06:376 and the rhythms over this diff. Fixed all these, reasoning you gave was extremely helpful in my progression as a mapper overall and I am extremely appreciative.

Normal.
00:14:294 (1,2) - You are using a large spacing out of no reason. Keep the 1.3x spacing please.
I can say this is a good diff.

Hard.
00:00:218 (1,2) - Lets use 1.3x for consistency.
00:01:625 (1,2,3) - 00:04:088 (3,4) - 00:06:904 (3,4) - 00:10:071 (1,2) - 00:12:886 (5,6) - 00:15:701 (4,5) - 00:20:980 (4,5) - 00:24:147 (1,2) - 00:29:778 (5,6,7) - I see several overlap concepts in this map. If these spacing gets equal each in visual, you could assure better consistency. But besides technical ones, I've somewhat got a feeling that anti jump overlaps to be a little overused. Such mapping concepts are rather uncommon ones which could work nice if used in particular spots of the music which gives a better emphasis but I couldn't feel some quality or emphasis regarding it since it is just appearing anytime. At least 00:12:886 - and 00:26:962 - has a complete pause of the instruments if you can hear. Maybe applying the anti jump concept on such specific and consistent parts could've assured some good effects along your pattern usage, but the current decision didn't really created some unique idea on the song imo.
00:14:118 (7,1,2,3) - 00:28:370 (1,2,3) - Although the idea of a spacing decrease right after the kiai was consistently used, I don't think using a spacing decrease was a nice choice to begin with since there wasn't any major difference in the song for such different setting to happen.

Insane.
00:24:499 (3,4) - I think the spacing could be better as a 0.22x. It feels a bit close atm.

Maybe I could consider a nomination at the future if major improvements are made in this set, but at least not for now.
Good luck then~
Thanks, pretty much everything applied (including applications on Faded's diff)
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