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Suzaku - Anisakis -somatic mutation type''Forza''-

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Seiga Kaku_old_1

Louis Cyphre wrote:

[Overall]

- I suggest to use current background in 1366 x 768 resolution: Link

[Another]
I remember your mapping style from old times and it didn't change ;D
I have only some suggestions:

00:30:245 (1,2,3,4,1,2,3,4,1) - I believe this stars can be improved till perfection if you use Ctrl+Shift+D option for creating various polygons
00:51:002 (1) - the last circle marked as a new combo corrupts the stream design. Better to fix it
00:51:651 (1,2,3,4) - set hole pattern to x:484 ; x:232
01:11:110 (3) - 01:12:408 (3) - 01:13:705 (3) - etc i suggest to set 2-3 grids away from slider in such way:

[RLC's Hyper]

Really nice. I don't like the slider near the end at 01:57:164 (1) - it can be easily improved. Here is a code of my perfect vesrion:
164,328,117164,6,0,B|208:372|304:376|348:304|348:192|255:192|164:192|164:80|208:8|304:12|348:56,1,560,4|0,0:0|2:0,0:0:0:0:
Also: 02:10:624 - add a spinner?

[SMIC's Standard]
02:10:462 (1) - add a note and then start spinner

[Beginner]

I honestly do not consider this as a beginner. And would be better if you increase AR by 1 point
Lucifer is Back!?!?
Topic Starter
ouranhshc

P o M u T a wrote:

hi #modreqs

[General]
  1. This map spread, Standard Hyper between big 2.20 ----> 3.82 . try SMIC's Standard more harder (2.3~2.5 SD). or you can ask QAT better.
  2. Artist is '朱雀' Romanised Artist is 'Suzaku' this not fix now? other modder was modded this.
  3. add tag 'beatmania IIDX 15 DJ TROOPERS' It's already fine.
  4. Remove Countdown?
[Normal]
  1. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo. fixed
  2. 00:22:786 (2) - add finish slider end here. cymbals part. fixed
  3. 00:30:245 (3) - ^ fixed
  4. 00:32:191 (2,3) - ^ but, slider head. fixed
  5. 00:52:299 (1) - ^ but, slider end. fixed
  6. 00:48:407 (3) - spacing high this. should be 0.8x around. i think its fine
  7. 00:53:597 (3) - Perfect stack please, move (x:256 y:168)i think its fine, its only noticeable in the editor.
  8. 01:04:299 (2) - move (x:256 y:242). (1) middle seems more good. fixed
  9. 01:18:245 (1,2,1,2) - add finish slider end. fixed
  10. 01:24:732 (3) - It's short slider and double reverse is confuse beginner imo. Please try circle→circle→1/1 slider. fixed
  11. 02:02:353 (3) - spacing high this. should be 0.8x around. i think its fine
  12. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  13. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  14. 01:50:678 - this bit calm part, nothing hitsound. try add some whistle or finish? fixed
  15. 02:00:407 (1) - Unrankable issue here. fixed
    I recommend to map the spinners. If you want you can also shorten them and start the new lines properly but make sure to leave ~1 measure between the spinner ending and the next note.
  16. 02:08:840 (3) - same reason two reverse. changed
  17. 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
  18. 02:10:543 - ^ 02:10:552 - snap to 02:10:543fixed
[SMIC's Standard]

  • Nice long slider. I like it!
  1. This diff high SV. I recommend AR+1. also, Normal diff AR4. need differentiation imo.
  2. 00:26:353 (1,2,3) - try use same slider. seems more good. you can copy and paste. and use Ctrl+H and Ctrl+J and Ctrl+G. no change
  3. 00:36:732 (1) - make curve? so, this reverse allow really outside. try avoid this! fixed
  4. 00:44:516 (1) - like this slider seems easy diff, try this
  5. 01:25:705 (3) - It's should be 1/3 sound. you try this.fixed
  6. 01:38:191 (2) - add note here. Gereral wrote, i think this diff bit more harder better. for spread. no change
  7. 02:02:840 - add note. ^ same reason. no change
  8. 02:04:786 - add note. ^ no change
  9. 02:10:137 - add note (x:288 y:216) ? no change
  10. 02:15:651 - spinner end this time better. your diff only 02:15:326 - . bit early :D fixed
  11. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272 fixed
  12. 01:25:948 - ^ 01:25:957 - snap to 01:25:948 fixed
  13. 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
  14. 02:10:543 - ^ 02:10:552 - snap to 02:10:543 fixed
[RLC's Hyper]
  1. 01:37:867 (2) - add whistle slider head. fixed
[Another] fixed
  1. Normal diff finish suggest, Similarly add please.
  2. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo.
  3. 00:24:732 (5,7) - forget whistle here. piano high sound part and this part already put 00:27:326 - .
  4. 00:54:894 - not reverse slider, add circle here? comfortable play imo.
  5. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  6. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  7. 02:10:380 - ^ 02:10:389 - snap to 02:10:380
  8. 02:10:543 - ^ 02:10:552 - snap to 02:10:543
that's all!! nice map.
good luck for ranking. I am very much looking forward.
thanks for the mod
Mafumafu
Hi! M4M from your queue!

[General]
I strongly recommend adding a silenced slider-slide for your map, especially the very first part. Sliderslide sounds are quite annoying when the music is smooth.
I am worrying about the difficulty spread. The gap between standard and Hyper is too high, there is even no H icon. Hyper has many short streams or triplets where the 1/2 rhythm in standard is quite rare. I guess it's quite unrankable. At least you should have an H icon for one certain diff.

[Normal]
00:10:137 (2) - Use stable spacing here. http://puu.sh/lsXuW/d7a46f062c.jpg
00:14:029 (1) - Why the spacing becomes 0.80x? You didnt change the SV so you should use same DS as former part.
01:21:489 (2) - 0.91x 01:23:435 (1) - 0.79x Please make the spacing stable.

[Standard]
tick rate 1?
00:14:353 Why not add a hitsound here?
00:17:272 (4,5) - Use higher position here. It is almost offscreen 00:49:705 (1) - Also too low person may cause overlaps with score meter, which would affect gameplay quite a bit.
00:54:245 (4,5,6) - Three stacked single taps are really toooooo hard pattern for standard diffs. Please use reverse sliders as your previous parts.
01:48:732 (2,3,4) - ^

[RLC]
OD+1.5 AR8 OD5 is quite imbalanced.
01:10:543 (1,1,1,1,1,1,1) - Recovery time is too short. Also AR circle of the note on the centre would mix with spinner circles so...
01:24:732 (1,2) - The empty between the two sliders make me feel weird when play.
01:44:840 (1,2,3,1,2,3) - Consider using same spacing as 01:44:191 (1,2,3,1,2,3) - since their music is similar.

Good Luck!
JauiPlaY
Hey!
M4M here.

[General]
No kiai? Why?

[Normal]
00:12:083 (1,1) - Not appropriate for this diff? I think they're quite hard for newbie.
00:47:110 - I expect a finish here.
01:26:029 (1) - I still think it's too short (for this diff).
01:58:462 (1) - ^

[SMIC's Standard]
00:09:489 (1,2) - How about http://puu.sh/ltblG/632a9f322d.jpg
00:28:624 (5) - I expect a finish here.
01:57:813 (3) - I think a whistle here would be better. Well just my opinion though.

[RLC's Hyper]
00:00:408 - Oh...lazy you. xD
01:36:732 (2) - Ctrl+G?
The map is fine, for me the only problem is the hitsound...just too loud.
Like, from 00:13:380 - the volume is 80%, but I think 60% should be enough.

[Another]
00:06:083 - Add a circle?
01:11:272 -
01:12:570 -
01:13:867 -
01:15:164 -
01:27:326 (1,2,3) - According to the music they should be a slider.
01:38:353 (1,2,3,4,5,6,7,8) - Looks quite weird.
01:48:732 (9) - NC.
01:57:812 (9) - ^
Basically a neat and well mapped diff, good job.

Sorry I couldn't mod better. ><. I'm just getting back into mapping/modding
Anyway good luck!
Linada
Hi ! from M4M :)

[Normal]
00:33:813 - Add circle ?
00:40:624 (3) - remove whistle on slider body
00:53:597 (3) - nazistack
01:11:435 - i think you should not skip thoses beats
02:05:597 - this feel really awkward if you miss thoses imo, why not delete 02:05:921 (2) - and make sliders reverse ?
02:09:813 (4) - slider instead ?

[SMIC's Standard]
00:45:489 (2) - remove whistle on tail ? sound weird
00:47:110 (1) - ^

[Hard]
00:10:786 (1) - it sound weird, circle instead ? or extand it to 00:12:083 - ?
00:18:245 (1,2,3,4,1,2,3,4,1,2,3,4) - AR 6.5 make it really hard to read, why not increase it to 7 or 7.5 ?
00:25:786 (2) - why you change instrument ? i'd play really weirdly, i'd prefer to put it at red tick, OR apply it here too 00:28:299 (8) - for consistency
00:33:489 - missing piano ?
00:33:813 - ^
02:08:840 (1,2,3,4) - why 1/6 ? put 1/4 for consistency with 01:42:894 (1,2,3,4) -

[RLC's Hyper]
00:38:678 (3) - feel strange to play, imo two 1/4 sliders would fit more
00:49:056 (3) - ^

[Another]
00:10:786 (1) - this does not fit imo
00:25:948 (5) - even if this play good, the sound is on red tick (listen to 0.25x)
01:15:002 (3) - space it to 1.24 like the 3 before for consistency ?

I hope i helped =w=
Good set i can see, good luck :3
Easy
M4M! Click here

  • Normal


    00:04:299 (3) - Curving this slider to the left would look better since 00:04:948 (4) below it is curved to the right.

    00:09:489 (1) - Curve this out to the left a bit since it seems like it's overlapping with 00:09:164 (2)

    00:14:678 (1) - Change the angle of this slider to go into 00:15:975 (1) better?

    00:15:975 (1) - Really close to the top of the page. Not sure if this is ok.

    00:36:083 (2,1) - I wouldn't put 2 straight sliders in a row like this. Curve them a little bit to make it seem more dynamic if you don't mind.

    00:44:516 (1,2) - Same thing happens here. It's probably just your mapping style, but consider changing it in a few other parts of the map.

  • SMIC's Standard


    01:51:651 (1,2) - A slider might go better here.

    02:10:462 (1) - Put this closer to the middle maybe

    Other than those two things, this map seems fine.

  • Hard


    I didn't see anything wrong with this map ;)

  • RLC's Hyper


    01:19:543 (1,1) - In this break, you could place down some circles to the snares. Just a suggestion.

    02:10:137 (1) - Rotate this slider 90 degrees counterclockwise, and readjust if you want it to go straight into the spinner.
Chibi Maruko
Hai! From Modding Queue

Another
  • 00:20:191 (2) - Blanket
    00:26:353 (8) - NC
    00:29:921 (6) - Blanket
    01:25:705 (4) - ^
    02:03:002 (4) - ^
Keada
Hey There o/ M4M from your modding queue


  • Another

  1. 00:18:245 (3) - wouldnt it fit with a slider here instead? since I hear piano music on 00:18:407 - and it seems like youve been mapping piano all along here
  2. 00:20:516 (1,2) - what about spacing them a bit more? (Im not that big a fan of kicksliders overlapping eachother D:)Didnt fit the music that much either tbh, and it looks better imo http://puu.sh/lBwhw/b127bb4fd4.jpg
  3. 00:22:137 (4,5,1) - same ^
  4. 00:24:732 (5,6,7,8) - this stream didnt fit the music imo
  5. 00:27:326 (4,5,6,7,1) - ^
  6. 00:33:002 (1,2,3) - these are kind of fine, it fits more here
  7. 00:34:462 (3) - space it a bit more from the slider, cause the bass in the bg is a strong note, and it fits better
  8. 00:54:894 (1) - space a bit more? since strong note again
  9. 01:11:353 - what about adding a note before each 1/8 slider so the player knows which part of the song it is later (1/6 part that is)
    so here 01:11:353 - 01:12:651 - 01:13:948 - 01:15:245 - That would make this part 01:18:245 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - easier to read imo
  10. 01:23:353 - put a note here? fits the music really much
  11. 01:50:678 (5) - make this a bigger jump and NC because the big white tick, and strong note here
  12. 01:51:164 (2,3,4,5,6,1) - what about making this part like http://puu.sh/lBwLH/fb2fb96d37.jpg ? since the strong note is on 01:51:651 (5,1) - and it wouldve been a cool pattern imo

The other diffs looked good to me as well
Really good map :D
Good luck!
__Hatsune_Miku
#M4M

basic

  1. Trun off Widescreen Support and Letterbox during breaks #your map dosent use story board

Normal

  1. 00:12:083 (1) - This spinner was start here 00:11:110
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle

Hard

  1. 00:11:191 ~ 00:12:732 - add spinner
sorry i cant find more ;w;
Topic Starter
ouranhshc

Linada wrote:

Hi ! from M4M :)

[Normal]
00:33:813 - Add circle ? no
00:40:624 (3) - remove whistle on slider body fixed
00:53:597 (3) - nazistack no because i don't want the osu! to stack it weirdly
01:11:435 - i think you should not skip thoses beats no change
02:05:597 - this feel really awkward if you miss thoses imo, why not delete 02:05:921 (2) - and make sliders reverse ? no change
02:09:813 (4) - slider instead ? no change

[SMIC's Standard]
00:45:489 (2) - remove whistle on tail ? sound weird fixed
00:47:110 (1) - ^ fixed

[Hard]
00:10:786 (1) - it sound weird, circle instead ? or extand it to 00:12:083 - ? no
00:18:245 (1,2,3,4,1,2,3,4,1,2,3,4) - AR 6.5 make it really hard to read, why not increase it to 7 or 7.5 ? increased it to 7, and changed pattern
00:25:786 (2) - why you change instrument ? i'd play really weirdly, i'd prefer to put it at red tick, OR apply it here too 00:28:299 (8) - for consistency
00:33:489 - missing piano ? didn't map it on purpose
00:33:813 - ^ didn't map it on purpose
02:08:840 (1,2,3,4) - why 1/6 ? put 1/4 for consistency with 01:42:894 (1,2,3,4) - well, its not 1/4, its 1/3

[RLC's Hyper]
00:38:678 (3) - feel strange to play, imo two 1/4 sliders would fit more no change
00:49:056 (3) - ^ no change

[Another]
00:10:786 (1) - this does not fit imo no change atm
00:25:948 (5) - even if this play good, the sound is on red tick (listen to 0.25x) no change
01:15:002 (3) - space it to 1.24 like the 3 before for consistency ? Fixed

I hope i helped =w=
Good set i can see, good luck :3

Lolipop wrote:

M4M! Click here

  • Normal


    00:04:299 (3) - Curving this slider to the left would look better since 00:04:948 (4) below it is curved to the right. no change

    00:09:489 (1) - Curve this out to the left a bit since it seems like it's overlapping with 00:09:164 (2) Fixed. I manually moved the slider

    00:14:678 (1) - Change the angle of this slider to go into 00:15:975 (1) better? no change

    00:15:975 (1) - Really close to the top of the page. Not sure if this is ok.

    00:36:083 (2,1) - I wouldn't put 2 straight sliders in a row like this. Curve them a little bit to make it seem more dynamic if you don't mind.

    00:44:516 (1,2) - Same thing happens here. It's probably just your mapping style, but consider changing it in a few other parts of the map. yeahh, is kinda just my style

  • SMIC's Standard


    01:51:651 (1,2) - A slider might go better here. no change

    02:10:462 (1) - Put this closer to the middle maybe moved it a little bit closer, but i don't want people to get confused

    Other than those two things, this map seems fine.

  • Hard


    I didn't see anything wrong with this map ;)

  • RLC's Hyper


    01:19:543 (1,1) - In this break, you could place down some circles to the snares. Just a suggestion. no change

    02:10:137 (1) - Rotate this slider 90 degrees counterclockwise, and readjust if you want it to go straight into the spinner. Fixed

Chibi Maruko wrote:

Hai! From Modding Queue

Another
  • 00:20:191 (2) - Blanket no
    00:26:353 (8) - NC no
    00:29:921 (6) - Blanket no
    01:25:705 (4) - ^no
    02:03:002 (4) - ^no

Keada wrote:

Hey There o/ M4M from your modding queue


  • Another

  1. 00:18:245 (3) - wouldnt it fit with a slider here instead? since I hear piano music on 00:18:407 - and it seems like youve been mapping piano all along here
  2. 00:20:516 (1,2) - what about spacing them a bit more? (Im not that big a fan of kicksliders overlapping eachother D:)Didnt fit the music that much either tbh, and it looks better imo http://puu.sh/lBwhw/b127bb4fd4.jpg
  3. 00:22:137 (4,5,1) - same ^
  4. 00:24:732 (5,6,7,8) - this stream didnt fit the music imo
  5. 00:27:326 (4,5,6,7,1) - ^
  6. 00:33:002 (1,2,3) - these are kind of fine, it fits more here
  7. 00:34:462 (3) - space it a bit more from the slider, cause the bass in the bg is a strong note, and it fits better
  8. 00:54:894 (1) - space a bit more? since strong note again
  9. 01:11:353 - what about adding a note before each 1/8 slider so the player knows which part of the song it is later (1/6 part that is)
    so here 01:11:353 - 01:12:651 - 01:13:948 - 01:15:245 - That would make this part 01:18:245 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - easier to read imo
  10. 01:23:353 - put a note here? fits the music really much
  11. 01:50:678 (5) - make this a bigger jump and NC because the big white tick, and strong note here
  12. 01:51:164 (2,3,4,5,6,1) - what about making this part like http://puu.sh/lBwLH/fb2fb96d37.jpg ? since the strong note is on 01:51:651 (5,1) - and it wouldve been a cool pattern imo

nty

_ Hatsune Miku wrote:

#M4M

basic

  1. Trun off Widescreen Support and Letterbox during breaks #your map dosent use story board

Normal

  1. 00:12:083 (1) - This spinner was start here 00:11:110 i'm going to leave the spinner like how it is
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end fixed
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle fixed

Hard

  1. 00:11:191 ~ 00:12:732 - add spinner fixed
sorry i cant find more ;w;
Mango Juice
:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?
Mango Juice

_ Hatsune Miku wrote:

#M4M

basic

  1. Trun off Widescreen Support and Letterbox during breaks #your map dosent use story board

Normal

  1. 00:12:083 (1) - This spinner was start here 00:11:110
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle

Hard

  1. 00:11:191 ~ 00:12:732 - add spinner
sorry i cant find more ;w;
Ha, ha, ha ,ha. Why do you say that widescreen support should be off? lol
Topic Starter
ouranhshc

Mango Juice wrote:

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?
sorry not changing anything, thanks for the mod though
Mango Juice

ouranhshc wrote:

Mango Juice wrote:

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?
sorry not changing anything, thanks for the mod though
well those are kinda important but your choice :arrow: . :arrow:
Topic Starter
ouranhshc

Mango Juice wrote:

sorry not changing anything, thanks for the mod though
well those are kinda important but your choice :arrow: . :arrow:[/quote]

cya~
Raiden
Did some small mod IRC with the mapper~

SPOILER
00:50 ouranhshc: hi~ do you only mod taiko?
00:51 Raiden: yeah
00:51 ouranhshc: :(
00:51 Raiden: ?
00:51 ouranhshc: nvm
00:51 *Raiden is editing [https://osu.ppy.sh/b/89570 Zektbach - Kagachi [Verdi's Taiko Oni]]
00:51 Raiden: this sucks :u
00:51 Raiden: remap :u
00:53 ouranhshc: *goes back on the hunt*
00:55 ouranhshc: BTW do you know of any standard BNs?
00:55 Raiden: >_>
00:55 Raiden: <_<
00:56 Raiden: ^_^
00:56 Raiden: v_v
00:56 ouranhshc: lol
00:56 Raiden: :D
00:56 ouranhshc: *pokes*
00:57 Raiden: o-ow...
00:57 Raiden: that hurts ;__;
00:57 ouranhshc: :(
00:58 ouranhshc: that dodging of the question
00:58 Raiden: of course I know standard BNs
00:58 Raiden: but it's up to you too look for them :^)
00:59 ouranhshc: yeah
00:59 ouranhshc: thats not going to well >_>
00:59 Raiden: weird
00:59 Raiden: considering you're a classical mapper
00:59 Raiden: >_>
00:59 Raiden: <_<
00:59 ouranhshc: well
01:00 *Raiden angry old man voice
01:00 Raiden: these new BNs and 2015 quality mapping!
01:00 ouranhshc: its kinda hard when a decent number aren't taking mod requests however they have time to show up for certainpeoples maps
01:01 ouranhshc: :<
01:01 Raiden: that's kinda
01:01 Raiden: normal tbh
01:01 Raiden: like, for hollow wings maps
01:01 Raiden: :D
01:01 ouranhshc: *cough* mon *cough*
01:01 Raiden: mon?
01:01 ouranhshc: the dude that has like 8 qualified maps
01:02 Raiden: no idea
01:02 Raiden: o_o
01:03 ouranhshc: https://osu.ppy.sh/u/2706438
01:03 Raiden: http://puu.sh/lTjuH.jpg
01:04 Raiden: give me the map
01:04 Raiden: although i won't be able to do anything beside hitsounds or unrankable stuff lmao
01:04 ouranhshc: https://osu.ppy.sh/p/beatmaplist?q=monstrata&m=-1&r=11&g=0&la=0
01:04 Raiden: I meant yours
01:04 Raiden: you baka
01:04 ouranhshc: JANaiyo D:
01:05 *ouranhshc is listening to [http://osu.ppy.sh/b/200645 Suzaku - Anisakis -somatic mutation type ''Forza''-]
01:05 Raiden: excuse me
01:05 Raiden: you big GIANT baka
01:06 ouranhshc: *takes wadadon*
01:06 Raiden: lazy
01:06 Raiden: not making an easy wow
01:06 ouranhshc: *takes raiden's taiko drums*
01:07 Raiden: don't play with fire
01:07 ouranhshc: *puts the drums back*
01:07 Raiden: the volume of 00:07:543 (2) - should be rather diminished, instrument is barely hearable
01:08 Raiden: (again I can only point hitsounds or ugly stuff lol)
01:09 ouranhshc: ok~
01:11 Raiden: 01:29:597 - why skip this beat if the pace is exactly the same as next parts and you mapped 01:30:894 (3) -
01:11 Raiden: o_o
01:11 ouranhshc: circle placed
01:12 Raiden: is this really being useful
01:12 Raiden: lol
01:12 ouranhshc: yes
01:12 Raiden: wow...
01:12 Raiden: I cna kill myself after this
01:13 Raiden: 01:37:705 (1) - both head and tail can have Finish on it
01:13 ouranhshc: ironically i probably should have asked you to look at the mapset that has the taiko diffs it :x
01:13 Raiden: 01:38:678 (3) - can have finish too
01:13 Raiden: lol
01:14 Raiden: well I'm here now no use getting me out of here :u
01:14 ouranhshc: oh good, then i can through two mapsets at you then :3
01:14 Raiden: yo yoyoyoyoyoyo
01:14 Raiden: HOLD ON A SECOND
01:14 ouranhshc: LOPL
01:14 Raiden: I'm just modding this one :u
01:15 ouranhshc: :x
01:15 Raiden: anyway let's continue
01:15 Raiden: did you accept using finish on those notes'
01:15 ouranhshc: yes
01:16 Raiden: o_O?
01:16 Raiden: no feedback?
01:16 Raiden: just "yes"
01:16 Raiden: wow wow. disappointed :D
01:16 Raiden: maybe I am next irreversible B)
01:16 ouranhshc: is that a good thing?
01:16 Raiden: jk
01:18 ouranhshc: lol
01:18 Raiden: normal seems fine
01:18 Raiden: idk higher advanced concepts..
01:18 Raiden: this is GD?
01:18 *Raiden is editing [https://osu.ppy.sh/b/352957 Suzaku - Anisakis -somatic mutation type ''Forza''- [SMIC's Standard]]
01:19 ouranhshc: yes
01:19 ouranhshc: *yes, that diff is a guest diff
01:19 Raiden: hard then
01:19 *Raiden is editing [https://osu.ppy.sh/b/831391 Suzaku - Anisakis -somatic mutation type ''Forza''- [Hard]]
01:20 ouranhshc: :D
01:20 Raiden: 00:01:056 (2) -
01:21 Raiden: and all 1/2 reverse sliders
01:21 Raiden: hmmmmmmmmmmmm
01:21 Raiden: is there any REAL 1/2 beat here?
01:21 ouranhshc: well, there is the piano
01:21 Raiden: extremely faint though
01:21 Raiden: maybe less volume? lol
01:23 ouranhshc: sounds good :3
01:23 Raiden: higher difficulties will be a pain in the ass to mod
01:24 Raiden: lol
01:24 ouranhshc: you don't have to mod the higher ones if you don't want to
01:25 Raiden: hmm
01:25 ouranhshc: (i could substitute the taiko diffs in their place *COUGH COUGH*
01:26 Raiden: >>>>>>>>>>>>>>>______________>>>>>>>>>>>>>>>>>>
01:26 ouranhshc: but you are free to continue looking at this one :3
01:26 Raiden: 01:53:921 (2,3) - stack them like 01:51:651 (1,2) - ? idk they feel the same
01:27 ouranhshc: nah
01:27 ouranhshc: well i gues i could stack them but
01:28 Raiden: :D
01:28 Raiden: buuuut?
01:30 ouranhshc: then i would have to redo the pattern for the four sliders
01:30 Raiden: don't stack then
01:31 ouranhshc: however, since there are two spinners following those sliders
01:31 ouranhshc: i think i'll just leave them unstacked
01:31 Raiden: alright!
01:32 Raiden: hmmm
01:32 *Raiden is editing [https://osu.ppy.sh/b/199593 Suzaku - Anisakis -somatic mutation type ''Forza''- [Another]]
01:32 Raiden: hard was fine in my eyes
01:32 Raiden: 01:11:272 - why skip this amazing beat? x_x
01:32 Raiden: 01:12:570 - 01:13:867 - 01:15:164 - same ;_;
01:33 Raiden: 01:16:786 - oh here too
01:34 ouranhshc: question:
01:34 ouranhshc: 01:12:732 (1) - should i make these sliders 1/8 or 1/6
01:34 ouranhshc: or does it actually matter
01:35 Raiden: 1/8 sounds actually more accurate
01:35 Raiden: also the beats are snapped to 1/3
01:35 Raiden: the ones I mentioned, not 1/2
01:35 Raiden: /me baka
01:36 Raiden: meaning: 01:11:326 - and the followin
01:37 ouranhshc: yeah i know~ just trying to think about a pattern to use
01:37 Raiden: well placing a circle right on top might be a bit unreadable lol
01:39 ouranhshc: I think i'll just redo the pattern
01:39 Raiden: ;_;
01:39 Raiden: right after, you focus indeed the 1/3 beat
01:39 Raiden: why not in there :p
01:41 ouranhshc: :( i'm still leaning towards not changing it :<
01:41 Raiden: the pattern is fine
01:41 Raiden: but missing the 1/3 beat makes it... aah idk
01:42 Raiden: weird????
01:42 Raiden: D:
01:42 ouranhshc: i'd have to change the partern to make the 1/3 fit
01:42 ouranhshc: because i can't do crazy jumps since that isn't the style i mapped with
01:43 Raiden: true
01:43 Raiden: ;__;
01:44 ouranhshc: if i wanted to put the 1/3 there, then i don't think i could use the 1/8 slider
01:44 ouranhshc: and come out with a decent pattern
01:44 Raiden: yeah x_X
01:45 Raiden: btw isn't gap from Hyper to Another a tad extreme? o_o
01:45 Raiden: 332 objects ->692
01:46 ouranhshc: DON"T MAKE ME MAKE ANOTHER DIFF ;~;
01:46 Raiden: I won't make you map another diff :u
01:46 ouranhshc: i already had to add that hard dif
01:46 Raiden: anyway that's all
01:46 Raiden: the rest of Another seems pretty good to me XD
01:47 ouranhshc: \:D/
01:48 Raiden: do you want me to post it? lol
01:48 ouranhshc: sure
01:48 ouranhshc: if you want to

Good luck :D
Mint
Ah... seeing your name again is so cool w
from my queue!

NO KD!

:idea: General


* Clean!

Metadata


* Title: Anisakis -somatic mutation type''Forza''-
* Artist: 朱雀
* Romanized Artist: Suzaku
* Source: REFLEC BEAT or beatmania IIDX (consider using IIDX for consistency with the already ranked mapsets and moving REFLEC BEAT to the tags?)
* Tags: add '15 DJ TROOPERS'
* Link(s): http://www.konamistyle.jp/sp/reflecbeat ... html#disc2
http://www.konami.jp/bemani/bm2dx/bm2dx ... sakis.html

Hmm.. it seems only the space after 'type' is different. Got this from the OST on Konami's website and on IIDX site. Ask someone else as well just to be sure?

Hard


* OD6.5? Could use 7 or 7.5 imo, you should note that the Another difficulty is OD9.

Kinda expected spread issues, but it works surprisingly well o-o

Actually, this is a really nice mapset and I can't any major issues, good job all of you.

Call me back!
Topic Starter
ouranhshc

appleeaterx wrote:

Ah... seeing your name again is so cool w
from my queue!

NO KD!

:idea: General


* Clean!

Metadata


* Title: Anisakis -somatic mutation type''Forza''-
* Artist: 朱雀
* Romanized Artist: Suzaku
* Source: REFLEC BEAT or beatmania IIDX (consider using IIDX for consistency with the already ranked mapsets and moving REFLEC BEAT to the tags?)
* Tags: add '15 DJ TROOPERS'
* Link(s): http://www.konamistyle.jp/sp/reflecbeat ... html#disc2
http://www.konami.jp/bemani/bm2dx/bm2dx ... sakis.html

Hmm.. it seems only the space after 'type' is different. Got this from the OST on Konami's website and on IIDX site. Ask someone else as well just to be sure?

Hard


* OD6.5? Could use 7 or 7.5 imo, you should note that the Another difficulty is OD9.

Kinda expected spread issues, but it works surprisingly well o-o

Actually, this is a really nice mapset and I can't any major issues, good job all of you.

Call me back!

Fixed everything~ and I made the OD on hyper 7.0
Mint
Bubbled!
Akiyama Mizuki
<3
Kvantuma Rozo
HE is back
Topic Starter
ouranhshc

Kvantuma Rozo wrote:

HE is back
:3
Exa
Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.

Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
01:52:624 (3,4) - Could be a much prettier blanket.
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)
Topic Starter
ouranhshc
sorry, no changes
HappyRocket88

ouranhshc wrote:

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.
Topic Starter
ouranhshc

HappyRocket88 wrote:

ouranhshc wrote:

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.
What a terrible assumption~

Mango Juice wrote:

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._. I'm mapping to the piano, and the piano doesn't make a sound there
00:10:786 (1) - what is this even goes with the sound that is made
00:43:543 - You missed strong beat(s) what beat?
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
1/8th sliders are not unrankable
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing sorry no change
00:33:002 (2) - useless note no change
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x) no, one spinner for each streams
Normal
00:12:083 (1) - this goes to 00:11:759 - no change
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
thats not outside the playfield. All because the slider goes outside the grid, doesn't mean that its offscreen
That's all, I am not touching guest diffs, sorry >.> :?

Exa wrote:

Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this.
Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object! nty
00:32:191 (4) - You've had the same result with other rhythms as well.nty
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.nty
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern. nty
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case! nty
01:12:624 - Same goes for this.nty
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed. nty
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases. nty
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most. once again, why should i emphasize a note with larger spacing for something i'm not following in the music.
01:52:624 (3,4) - Could be a much prettier blanket. its fine
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)why should I adjust patterns to emphasize sounds that I'm not mapping.

HappyRocket88 wrote:

ouranhshc wrote:

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.

so yeah, sorry no changes in regards to those mods.

EDIT: the other stuff didn't get saved.
Exa
The point is to properly reply to everything and explain why you didn't change anything that you didn't change!

"Yea sorry no change"s is not enough to justify why you did what you did!

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
Topic Starter
ouranhshc

Exa wrote:

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.
Exa

ouranhshc wrote:

Exa wrote:

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.
I am just trying to help make this mapset better. Nobody said I don't enjoy playing nor did I ever say that "want" your map to be in a certain way.
I am just curious to see why you did everything that you did. So if you could just please reply to all the mods you've received so far by people who just want to help, that would be nice :3

By the way you just attacked me instead of actually replying to "at least" what you've quoted there. Very sportsmanlike behavior indeed.
Topic Starter
ouranhshc
I explained it. So why continue to talk about it and the "experienced mapper"
Exa

ouranhshc wrote:

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
Topic Starter
ouranhshc

Exa wrote:

ouranhshc wrote:

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
and you can stop posting
Nerova Riuz GX
OK time to try stopping the terrible fight between "after-2015" and "before-2013"

Exa wrote:

Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.

Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
follow the drums all along is not always the "right way" to deal with a song like this because this is based on "really near to trance style" song, and placing slider heads on drums is not a "rule" as well. let's take an example, Nekomata Master - Far east nightbird (kors k Remix) . in RLC's Extra, 00:23:148 (2,2,2,2) - those sliders' end are on drums, which are all "huge beats" as you said before, and you still can't say it's totally wrong, because those things are all representing other beats, not the drums. i believe this has already proved that sliders can be placed in a different way when you're going to represent different things, so in this case he's representing the piano sounds. i can't see any problems here.

00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
obviously there are some loud cymbal here and he's going to follow them. take another example, Suzaku - Anisakis -somatic mutation type "Forza"- , which is the same song but mapped by Chewin. in Another diff, he did use a long slider on 00:43:543 (2) - to go with the long loud cymbal sound. though they have the same length but placed on different places, in ouran's map 00:43:380 (1) - can still be considered following the cymbal. yeah i don't think this long slider has any problem as well, 00:43:867 (2,3,4) - and those objects did make a bridge to connect the context between slow and fast objects.

01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
if i were him i'll reject this one as well. why we can't stack circles when we're going to make something slow? both two ways are acceptable, i believe it's more like a personal preference.

01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
personally i'll agree with these things because those beats are pretty clear, and also without those circles will make the hold a little bit hard to catch in sight reading.

01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
short distance can be used on emphasizing too, like stacked notes. using bigger jumps for emphasizing is COMMON, but not ALWAYS should be done like that. if you need some examples, here:
A.SAKA - Nanatsu Issenzakura, Whirl diff , 00:00:175 (1,1) - 01:23:198 (1,2,3,4) -
Function Phantom - Algebra, Incomputable diff, 02:49:556 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , short distance for emphasizing.


01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
uhhh is that necessary

01:52:624 (3,4) - Could be a much prettier blanket.
i believe we all agree that it won't cause any problem if he don't want to fix this.

01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
same. i don't think there's any issue if he don't place a bigger spacing on that note. the music just leave its first intense part and ready to go into the next one, make them slow won't cause any problem. also, the drums is not represented at the first place.

02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!
BUT I CAN HEAR THE BEAT, and that sound is also appear in the original iidx game and other ranked maps on the same song.

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)
to make those examples more closer to people's experiences, I took modern maps for my examples.
you can find more in old maps around 2011-2013

@Exa:
most of you said are all common, but not "should be done in this way", and the hardest diff is not "represent everything as possible as you can".
look at handsome's maps, did he map everything as possible as he can? obviously not, but they are still good.
the spread is fine, and those objects have their own specified structure. that's it.
oh and you should better correct some of your wording on mods because they did make lots of people mad.

@ouran:
maps nowadays have lots of varieties and can be expressed in many different ways, but people does not always have the same thoughts as you have.
so a proper, reliable reply to mod is needed, to explain why you did these things on your map.

yes, i did explain my thoughts on the mod, but it's not the last decision from the mapper.
please we do have different view on maps so please just "suggest/explain" your view and calm down
Exa

Nerova Riuz GX wrote:

*Insert huge quote here*
I am really glad to see Nerova taking his time to reply, even though it's not his map.

Just to be crystal clear, my mod was merely an attempt to suggest better "ways" of going about things that I saw "misrepresented" in my eyes. I never intended to "force" the mapper to change anything. Only thing that I asked (and should be common sense) was for him to properly reply to my mod, explaining why he didn't change stuff. I got some "ntys" instead though, oh well.

I also admire the fact that you used valid examples of other maps to make your points. Although I could just give you the classic "Do not use previously ranked maps to justify your actions" but I find this unnecessary since you actually bring up thoughtful things.

I find nothing wrong with how I use the English language to make my mods and nor should anyone who has an average understanding of it.
(I could say stuff in a simpler fashion, I don't know..)

Also yeah, there is indeed a beat on 02:02:597 - so sorry, my bad here.

ouranhshc wrote:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this. Like... Any map that is made to map the song? You *are* mapping a song as far as I am aware of so you should only use what that song provides you with.
Again really glad Nero could give proper feedback for my mod, thanks. (It's up to the mapper now, not gonna reply again).
Mint
Well.

I was aware of these so-called "issues" prior to iconing the map.
I can totally understand where Exa's points come from and I think they do make sense.

However, Nerova's explanation has covered most of the stuff I thought too. Also, the doubles in the beginning are there for polarity. Don't forget that 1/4 can be used to improve playability and emphasis in general.

What I find inappropriate / unneeded is the bubble pop here.
Yes, the mapper didn't reply (properly) to the mod and I don't think that kind of attitude is right either, but have you even checked it yourself Happy?

You even say in the post that you are 'still going to mod it' aka 'placeholder' (with placeholder stuff going on recently, it's quite known those things dont work LOL) which in my eyes means you haven't even checked the map yourself. How could you judge this mapset then? Please correct me if I'm wrong, because I really get that impression now >.>

If you still need me to icon, you can call me back c:
Topic Starter
ouranhshc
Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
Nerova Riuz GX
Replying to mods is a common sense nowadays, which helps people understand how the map work. If those mods are all well-replied, I believe everything questionable can be solved pretty easily.
Somehow I support rocket's pop because it does prevent lots of problems that could probably happen in the future.

Welp, gl
HappyRocket88
Placeholder.
HappyRocket88

ouranhshc wrote:

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
I'm quite unsure about the way the names of difficulties. What would be the difference between Normal and Standard? If this is a beatmania mapset, it would be better if you could rename the diffs in this way to have more sense and avoid the misleading diff name :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
In addition, I highly suggest to add a slider-slider.wav or a soft-slidertick.wav with blank files to avoid the noisy sound of the current ones over these kind of sliders 00:00:408 (1) - 00:05:597 (1) of the normal, where the sliderticks sound way off and make a terrible sound in the music of the background.
[Normal]
  1. There are several inconsistencies in the spacing on some objects. Over lower difficulties, it's way reasonable when the spacing is consistent among all the objects because in this way newbies players won't find it too hard to follow the 1/1 beats over the map. Consider fix these ones attached in the following box, the should go around in a range of 0.75 ~ 0.85:
    1. 00:04:948 (4,5)
    2. 00:21:813 (2,1)
    3. 00:22:462 (1,2)
    4. 00:47:759 (2,3)
    5. 01:05:272 (4,5)
    6. 01:04:299 (2,1)
    7. 01:11:759 (2,3)
    8. 01:13:056 (9,10)
    9. 01:17:597 (2,1)
    10. 01:20:191 (2,1)
    11. 01:20:840 (1,2)
    12. 01:46:786 (1,2)
    13. 01:47:435 (2,3)
    14. 01:48:083 (3,1)
    15. 02:01:705 (2,3)
  2. 00:08:191 (1) The NC over this object doesn't make much sense on how you started placing the NC at the beginning. It would be better if you remove it to keep consistency in the way you managed the New Combo. Hence players would find the patterning more intuitively if you don't place short or long combos in this easy. Consider applying the same in the following cases
    1. 00:15:975 (1)
    2. 00:22:462 (1)
    3. 00:39:326 (3,1) Swap NC here.
    4. 00:51:002 (1)
    5. 01:13:056 (3) NC
    6. 01:16:948 (1) Remove NC.
    7. 01:19:543 (1)
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1)
    9. 01:45:489 (1) Remove NC
    10. 01:46:786 (1)
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)
    12. 01:54:570 (1) Remove NC
    13. 01:57:164 (1) Remove NC
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 00:51:002 (1,2,3,4) The amount of circles is rather high in comparison with the long sliders you managed just before. It would be better if you changed those circles to two 1/1 sliders as you did in the previous patterns to reduce the density of clicks. Consider applying the same here 01:15:651 (1,2)
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) -
    2. 01:09:813 (8,9) -
    3. 01:25:705 (7,8) -
    4. 01:39:651 (29,30) -
    5. 01:40:948 (31,32) -
    6. 01:49:380 (49,50) -
      01:50:678 (50,51)
  2. 00:09:489 (1) Remove NC here and add NC here 00:10:137 (2) to keep consistency in the way you placed NC in the first pattern.
  3. 00:10:786 (1,1) I doubt there are 750 ms between these two notes. Please, make sure there's enough time to players to recover from the spinner since this diff should be friendly to beginner players too due the difficulty. For more information refer to t/241019
  4. To don't break the consistency on NC-ing, remove NC here 00:31:543 (3) and add NC here 00:32:840 (1) respectively.
  5. 01:29:921 (1) Remove NC here. Consider doing it the same in these cases 01:37:705 (1) - 01:42:894 (1) - 01:48:083 (1) -
  6. 01:39:651 (2,3) The flow over this song might be confusing to players due the way the slider-tail 01:39:651 (2) redirects to the next slider. It would make more sense if they were placed in a way to let players follow better the objects intuitively. Like this:

    Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. After testing the map a couple of times, I realize the HP was rather high compared to the fluent pattern you managed in this diff. It would be better if you had it over 5 since the patterns don't deserve such as a high HP imo.
Composing
  1. 00:04:299 (1) Remove NC here. There's no need to split the NC up here since having it every two full measures would be more perceptive. Consider doing the same here 00:09:489 (1) - 00:30:245 (1) -
  2. 00:23:435 (5,1) This stack was way confusing because if players aren't aware of the rhythm, they might probably click (5) faster due the way you placed objects starting on the red tick just before. Consider unstack them for a better readability.
  3. 00:26:353 (1) Remove NC here and add NC here 00:27:651 (6) to keep consistency with the way you managed NC at the first place.
  4. 00:26:353 (1,2,3,4,5,6,7,8,9) This pattern was way confusing because it's not clear what it was following here. Sometimes it followed the drum like here 00:27:003 (3,4) or here 00:28:299 (8,9), but later it changed suddenly to follow the piano waves like here 00:27:489 (5,6) or here 00:28:137 (7,8) which ending making an clutter rhythm here. It would be better if you tried to follow only one instrument to give players the opportunity to orientate the clicks in a more catchy way. Like this:
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern.
  6. 01:37:867 (2,1) Honestly, this was the weirdest transition that this segment has because of the almost 1 seconds without clicking something. It would be better if you place some notes here to keep following the intensity of this part since it would be more intuitive to players know the patterning continue without breaks.
  7. 01:40:948 (3) This slider-tail should be snapped to 01:41:191 as well as you did in the previous 3/4 sliders since the intensity is the same, i don't see the need of making something different. Consider applying the same here 01:43:543 (3)
Topic Starter
ouranhshc

HappyRocket88 wrote:

ouranhshc wrote:

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
I'm quite unsure about the way the names of difficulties. What would be the difference between Normal and Standard? If this is a beatmania mapset, it would be better if you could rename the diffs in this way to have more sense and avoid the misleading diff name :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
In addition, I highly suggest to add a slider-slider.wav or a soft-slidertick.wav with blank files to avoid the noisy sound of the current ones over these kind of sliders 00:00:408 (1) - 00:05:597 (1) of the normal, where the sliderticks sound way off and make a terrible sound in the music of the background. changed

[Normal]
  1. There are several inconsistencies in the spacing on some objects. Over lower difficulties, it's way reasonable when the spacing is consistent among all the objects because in this way newbies players won't find it too hard to follow the 1/1 beats over the map. Consider fix these ones attached in the following box, the should go around in a range of 0.75 ~ 0.85:
    1. 00:04:948 (4,5) no change
    2. 00:21:813 (2,1) adjusted
    3. 00:22:462 (1,2) adjusted
    4. 00:47:759 (2,3) no change
    5. 01:05:272 (4,5) I don't know what this is referring to
    6. 01:04:299 (2,1) changed pattern
    7. 01:11:759 (2,3) no change
    8. 01:13:056 (9,10) ?
    9. 01:17:597 (2,1) no change
    10. 01:20:191 (2,1) no change
    11. 01:20:840 (1,2) adjusted slightly
    12. 01:46:786 (1,2) no change
    13. 01:47:435 (2,3) no change
    14. 01:48:083 (3,1) no change
    15. 02:01:705 (2,3) no change
    For the distance snap stuff, most of it is actually pretty trivial.
  2. 00:08:191 (1) The NC over this object doesn't make much sense on how you started placing the NC at the beginning. It would be better if you remove it to keep consistency in the way you managed the New Combo. Hence players would find the patterning more intuitively if you don't place short or long combos in this easy. Consider applying the same in the following cases
    1. 00:15:975 (1)
    2. 00:22:462 (1) changed
    3. 00:39:326 (3,1) Swap NC here. changed
    4. 00:51:002 (1) changed
    5. 01:13:056 (3) NC no changed
    6. 01:16:948 (1) Remove NC. changed
    7. 01:19:543 (1) changed
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1) changed
    9. 01:45:489 (1) Remove NCchanged
    10. 01:46:786 (1) changed
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)changed
    12. 01:54:570 (1) Remove NC changed
    13. 01:57:164 (1) Remove NC changed
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 00:51:002 (1,2,3,4) The amount of circles is rather high in comparison with the long sliders you managed just before. It would be better if you changed those circles to two 1/1 sliders as you did in the previous patterns to reduce the density of clicks. Consider applying the same here 01:15:651 (1,2)no change
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) - no change
    2. 01:09:813 (8,9) - adjusted
    3. 01:25:705 (7,8) - no change, because the only place to start a slider would be the upper right corner. In addition this slider is far enough away to not be confusing
    4. 01:39:651 (29,30) - adjusted
    5. 01:40:948 (31,32) - adjusted
    6. 01:49:380 (49,50) - no change because technically there isn't any place you could put the circle for it to be distance snap. In addition, as you can see it was flipped for symmetry.
      01:50:678 (50,51)
  2. 00:09:489 (1) Remove NC here and add NC here 00:10:137 (2) to keep consistency in the way you placed NC in the first pattern.changed
  3. 00:10:786 (1,1) I doubt there are 750 ms between these two notes. Please, make sure there's enough time to players to recover from the spinner since this diff should be friendly to beginner players too due the difficulty. For more information refer to t/241019 changed
  4. To don't break the consistency on NC-ing, remove NC here 00:31:543 (3) and add NC here 00:32:840 (1) respectively. I disagree here because (1) is mapped to something different. So why should it be apart of the same combo as (3)
  5. 01:29:921 (1) Remove NC here. Consider doing it the same in these cases 01:37:705 (1) - 01:42:894 (1) - 01:48:083 (1) -
  6. 01:39:651 (2,3) The flow over this song might be confusing to players due the way the slider-tail 01:39:651 (2) redirects to the next slider. It would make more sense if they were placed in a way to let players follow better the objects intuitively. Like this:

    Didn't take your suggestion but "fixed" the distance snap
    Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. After testing the map a couple of times, I realize the HP was rather high compared to the fluent pattern you managed in this diff. It would be better if you had it over 5 since the patterns don't deserve such as a high HP imo.
changed
Composing
  1. 00:04:299 (1) Remove NC here. There's no need to split the NC up here since having it every two full measures would be more perceptive. Consider doing the same here 00:09:489 (1) - 00:30:245 (1) - changed
  2. 00:23:435 (5,1) This stack was way confusing because if players aren't aware of the rhythm, they might probably click (5) faster due the way you placed objects starting on the red tick just before. Consider unstack them for a better readability. changed, although i'd rather leave it
  3. 00:26:353 (1) Remove NC here and add NC here 00:27:651 (6) to keep consistency with the way you managed NC at the first place.changed
  4. 00:26:353 (1,2,3,4,5,6,7,8,9) This pattern was way confusing because it's not clear what it was following here. Sometimes it followed the drum like here 00:27:003 (3,4) or here 00:28:299 (8,9), but later it changed suddenly to follow the piano waves like here 00:27:489 (5,6) or here 00:28:137 (7,8) which ending making an clutter rhythm here. It would be better if you tried to follow only one instrument to give players the opportunity to orientate the clicks in a more catchy way. Like this:
    no change because its clearly going to the piano and its even hitsounded along with piano.
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern. No.
  6. 01:37:867 (2,1) Honestly, this was the weirdest transition that this segment has because of the almost 1 seconds without clicking something. It would be better if you place some notes here to keep following the intensity of this part since it would be more intuitive to players know the patterning continue without breaks.changed
  7. 01:40:948 (3) This slider-tail should be snapped to 01:41:191 as well as you did in the previous 3/4 sliders since the intensity is the same, i don't see the need of making something different. Consider applying the same here 01:43:543 (3)
changed the other patterns that were similar except 01:36:407 (1,2,3,4) - because its different in the music from the others.
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