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Endoh Masaaki - Clear Mind

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Bernkaztl
That's i mean you make anti jump is ,
why you make the note so close ?
u can make it jump note.

and about normal ,
i mean follow the BG music is like "dum tak tak dum tak"
like that,

well i'm say impossible is the circle is to small and your slider velo is little big
Indra145

Seabottom wrote:

You guys are really serious about that it can't be ranked if the background is 16:9??? Seriously, who's got any 4:3 monitors anymore?
I still got a 4:3 monitor ._.
It's okay to have a 16:9 Background, but please make the resolution 1366x768 or 852x480, it's on the rule, you can read it at here https://osu.ppy.sh/wiki/Ranking_Criteria

Also, please give kudosu to the person that mods your map if you find their mod is helpful :)
Topic Starter
Seabottom
I would give some kodosu if I had any left. Thanks fo res comment :-)
Bernkaztl
Don't Worry Seabottom,
If u give kudos ,your kudos won't be Decrease
Topic Starter
Seabottom
I want to try this again, and I just want to know if my mapping is going in the right direction before I'm getting too far and have to ditch my work like I did previously.
If you stumble across this map a few days after I have updated it, please leave a message first as I'm still working on it and want to leave you with the most recent map.
-Liddell
mod from my queue t/462074/start=0


I can and will only mod hard-insane maps and the insane diff is not yet finished. here's my quick take on the hard diff :3

HARD

00:03:328 (3) - move the slider for consistent distance
00:06:328 (3) - ^
00:24:516 (1,2,3) - the triples on the slider end is off imo. try putting 1 hitcircle at 00:25:078 instead
00:38:953 (4) - try single slider (non returning) here. feels better
00:56:016 (5) - new combo
00:59:391 (1) - new combo
03:21:516 (1) - the spinner kills the flow of the sliders. replace it with the sliders from the earlier part :D
03:32:859 (4) - move to 03:32:766 and extend up to 03:33:328
03:48:141 (8) - move slider to the left because it kills the flow
04:11:578 (1) - I LIKE THE BUILD UP FROM THIS! :D
04:18:516 - put spinner

OD 7 is too high imo. try to lower it down from 6-6.5
I like the mapping style all in all. most of the issues are from spacing and flow. good luck o/
Topic Starter
Seabottom
Thank you for the feedback, I am currently out of town a few days and will take a look at it thursday.

On an unrelated note, I used to have 2 longer breaks in between the first and second verse,and ,the second verse and the ''heeey'' solo part, but someone old me that it probably would be better to map that as well.
I don't know, I think it's too much drain time and not that well mapped tbh.
Topic Starter
Seabottom

-Liddell wrote:

mod from my queue t/462074/start=0
HARD

00:03:328 (3) - move the slider for consistent distance Done
00:06:328 (3) - ^ Done
00:24:516 (1,2,3) - the triples on the slider end is off imo. try putting 1 hitcircle at 00:25:078 instead I feel like you are right, not sure though, I have adjusted it a bit
00:38:953 (4) - try single slider (non returning) here. feels better ½ spaced slider feels weird, but 1/4 slider sounds better. Done
00:56:016 (5) - new combo Done
00:59:391 (1) - new combo Done
03:21:516 (1) - the spinner kills the flow of the sliders. replace it with the sliders from the earlier part :D I think there's already enough qudrouple slider repeats there, but I agree and have replaced the spinner with something else
03:32:859 (4) - move to 03:32:766 and extend up to 03:33:328 Kills the flow then
03:48:141 (8) - move slider to the left because it kills the flow No it doesn't?
04:11:578 (1) - I LIKE THE BUILD UP FROM THIS! :D All right ;)
04:18:516 - put spinner TBH I hate spinners from the bottom of my heart and putting a spinner there would certainly only be in the way. Besides I think Kai time fountains do the job pretty well instead

OD 7 is too high imo. try to lower it down from 6-6.5 Lowered to 6
I like the mapping style all in all. most of the issues are from spacing and flow. good luck o/
Thank you for your opinion :)
Plaudible
I'll mod them all, I got time to kill, why not? :) NM from my queue~ t/462483&start=0
__________


Normal
GENERAL:
Try distance snapping, a lot of your distances are inconsistent and this may help. You can use alt+scroll to adjust the distance multiplier. :)
You should aim to put NCs on every big white tick on the downbeat, they're scattered randomly rn in some places.
Maybe add kiai time to your preview point as well?
Also, do consider using some blankets, it'll make it a lot more attractive to play. 00:09:516 (1) to 00:21:516 (4) could use some!
Like this:

Honestly if you don't really want to most of them are fine, but do change 00:09:516 (1,2,3,1,2,3).
03:33:516 (1,2,3) - ^
00:36:891 (1,2,3,4) - Inconsistent spacing. Space second out.
00:38:391 (1,2) - ^
00:47:016 (1,2,3) - Could look better like this: stagger them from a direction, it'll look nicer. :)

00:51:891 (1,2,3,4) - You slightly overlapped 3 over 4 but not 1 over 2, be consistent-er! ^_^
01:08:016 (1) - I'd blanket this against 2 (the next slider)
01:06:516 (1,2,3,4,1,2,3) - This looks nice, well done!
01:20:578 (1,2) - Stack this better.
03:50:578 (1,2) - ^
01:31:641 (4,5) - This rhythm is pretty tough to follow, to make it easier I'd do this...

02:46:641 (1,2) - ^
02:39:891 (1,2) - Blanket
02:47:953 (3,4) - This is hard to follow with 2 repeating reverses, I'd consider switching it up.
03:11:391 (1,2) - For how quickly you have to jump here, it really needs to be overlapped, spacing consistency.
03:32:016 (1,2,3) - This would be better as a reverse slider, not necessarily an issue though.
04:07:453 (1,2,3,4) - 4 is not a square if that's what you're going for.

Hard
00:20:016 (1,2,3) - Inconsistency between sliders
00:38:953 (4) - Intended? Why not drag it out one tick further
00:50:016 (7) - NC
01:30:141 (1,2) - Blanket better
03:17:391 (1) - Extend this slider out 1 more tick

Insane
00:03:141 (1,2,3,4,5) - Please no :c that's needlessly difficult. Try 5 note stream burst, angle it or something or maybe increase spacing but this is too weird to play.
00:06:141 (1,2,3,4,5) - ^
00:08:016 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Suggestion for all of these: try this:

Why? It makes it into triples. A lot more playable, still follows your beat and landing the stream bursts becomes significantly easier. Basically make them into 2 notes then a slider stacked together into that pattern 4 times, and arrange it as you please, maybe align slider ends in the middle or do a gradual angling of them all.
00:09:516 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - Please do change these up, same pattern 8 times :c
00:21:891 (1,2,3,4,5,6,7,8,9,10,11) - Don't hand place streams, use distance spacing and start NC every 8 notes.
Fix for rest of streams too
00:33:516 (1) - Here onward, snap the pentagons to the grid.

Love the song but you do need some work on these difficulties, please PM me if any of my mods don't make sense or if you need some help. <3
Topic Starter
Seabottom

Plaudible wrote:

Normal
GENERAL:
Try distance snapping, a lot of your distances are inconsistent and this may help. You can use alt+scroll to adjust the distance multiplier. :)
I have been using distance snap 1.4x since I started making this diff, specifically because I didn't want spacing issues. If you think spacing is off somewhere please tell me exactly where and I'll fix it.

You should aim to put NCs on every big white tick on the downbeat, they're scattered randomly rn in some places.
You are right about it being scattered, I thought that NC worked well on changes in the music, besides it's not that difficult so I think NC's should appear everytime there's a significant gap between notes.

Maybe add kiai time to your preview point as well? Kai time should be the same across all maps

Also, do consider using some blankets, it'll make it a lot more attractive to play. 00:09:516 (1) to 00:21:516 (4) could use some!
Honestly if you don't really want to most of them are fine, but do change 00:09:516 (1,2,3,1,2,3).
03:33:516 (1,2,3) - ^
I have added more interesting blankets these places. The reason I didn't was that I didn't want it to be too repetitive.

00:36:891 (1,2,3,4) - Inconsistent spacing. Space second out.
00:38:391 (1,2) - ^
Spacing wan't that far off TBH, fixed though.

00:47:016 (1,2,3) - Could look better like this: stagger them from a direction, it'll look nicer. :)
I was aiming for a more "adult" pattern but you're right. I have fixed it.

00:51:891 (1,2,3,4) - You slightly overlapped 3 over 4 but not 1 over 2, be consistent-er! ^_^ Fixed and noted
01:08:016 (1) - I'd blanket this against 2 (the next slider) Curved it a little more for a complete blanket
01:06:516 (1,2,3,4,1,2,3) - This looks nice, well done! Thank you

01:20:578 (1,2) - Stack this better.
03:50:578 (1,2) - ^
That's just how the game autostacks it, I cannot change it

01:31:641 (4,5) - This rhythm is pretty tough to follow, to make it easier I'd do this...

02:46:641 (1,2) - ^
I already tried that when I made the map, I just don't think it flows that nicely

02:39:891 (1,2) - Blanket Fixed

02:47:953 (3,4) - This is harqd to follow with 2 repeating reverses, I'd consider switching it up.
03:11:391 (1,2) - For how quickly you have to jump here, it really needs to be overlapped, spacing consistency.
Agreed, changed to one 8x repeater

03:32:016 (1,2,3) - This would be better as a reverse slider, not necessarily an issue though. I think it's nicer the way it is
04:07:453 (1,2,3,4) - 4 is not a square if that's what you're going for. It is now

Hard
00:20:016 (1,2,3) - Inconsistency between sliders I did think they didn't look quite straight, but wasn't sure. Fixed
00:38:953 (4) - Intended? Why not drag it out one tick furtherThat was changed in the previous mod, but I've changed it back now.
00:50:016 (7) - NC Done
01:30:141 (1,2) - Blanket better I had to make it fit in that tight corner, but I've done my best to fix it now.
03:17:391 (1) - Extend this slider out 1 more tick Oh I must have missed that in production

Insane
There was no need to look at this monstrousity, if you look at the beatmap description you will see that this was a proof of concept, as in I wanted to see if this was too hard if mapped properly with the same amount of circles or too easy if using 3 sliders and triple circles.
I am by no means an expert OSU player so I cannot tell how insane an "insane" difficulty should be.
  • 00:03:141 (1,2,3,4,5) - Please no :c that's needlessly difficult. Try 5 note stream burst, angle it or something or maybe increase spacing but this is too weird to play.
    00:06:141 (1,2,3,4,5) - ^
    00:08:016 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Suggestion for all of these: try this:

    Why? It makes it into triples. A lot more playable, still follows your beat and landing the stream bursts becomes significantly easier. Basically make them into 2 notes then a slider stacked together into that pattern 4 times, and arrange it as you please, maybe align slider ends in the middle or do a gradual angling of them all.
    00:09:516 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - Please do change these up, same pattern 8 times :c
    00:21:891 (1,2,3,4,5,6,7,8,9,10,11) - Don't hand place streams, use distance spacing and start NC every 8 notes.
    Fix for rest of streams too
    00:33:516 (1) - Here onward, snap the pentagons to the grid.
Thank you for your time, I knew that the normal diff wasn't polished at all, but you pointed out some glaring issues with it.
Also for hard diff, I think most spacing inconsistencies with notes right next to each other is because of the grid size as I use a rather large one, so I will make sure that all ½ spaced notes are all the same distance apart now using 1.0x distance snap, except for specific patterns
Plaudible
No kudos for this!

I'm not too sure why it's stacking like that, but when I meant fix stacking I meant that you should try to go for this:

For me there's a point where when I move it around enough it snaps to there... I'm not sure why it wouldn't work for you, perhaps a more experienced mapper can give some advice. :)
Topic Starter
Seabottom
It has come to my attention that this map has no rythm and is just steaming ahead with the same BPM without any actual elements to map.
That's not necessarily a bad thing.

I've been told that there are many triples seemingly thrown in randomly which might be true. I might need to redo entire sections of some parts in order to follow the music better.

So that's why I say, do not hold back on your criticism, I need to know where the bad spots are and what to do with them.
I would like to get this ranked if possible, however, a good source has told me it might not be possible due the missing "rythm", although I do like the song a lot.
jyu

Seabottom wrote:

I've been told that there are many triples seemingly thrown in randomly which might be true. I might need to redo entire sections of some parts in order to follow the music better.
i think your triplets are fine rhythmically, but yea there are some modders who points out about triplets consistency and tbh it kinda makes the map boring bcs they want triplets to be repeated at the same beat in every verses. since your rythm is quite readable, overall i think its fine.

also ayy from queue

[General]

  1. Use "遠藤 正明" for Artist and "Masaaki Endoh" for the Romanised Artist bcs new ranking criteria requires mapper to use original metadata (like Japanese or Chinese) if there's one
  2. Remove Clear Mind from Tags since it's already in Title
[Normal]

  • According to Ranking Criteria, the highest AR for Normal diff is 5 and yours is 6 so please fix that.

    And i think you're probably tired of hearing people telling you to use the same distance snap in this diff. Imma tell you that again. Yeah please use consistent ds throughout this whole diff bcs this diff is the easiest one in this mapset and it's designated for beginners. Like, for example you used 1.3x for 00:08:016 (1,2,3,4) - then you changed into 1.7x at 00:09:516 (1,2) - and tbh during the first play, i didnt expect that sudden change in rhythm bcs 00:09:516 (1,2) - has quite some space between them so i didnt expect them to be only 1/4 beat apart. If this isn't the easiest diff, i suppose it would be fine. But because it is, then i suggest to change it. Or maybe you can make one easier diff lmao

    Also there are some places which you can spice up with finish hitsounds, for example, the start of these sliders 00:09:516 (1) - 00:15:516 (1) - and these circles 00:21:516 (4) - 00:27:516 (2) - you can find the rest by yourself. just listen to the music and see which parts you can add with hitsounds

    And another important thing is multiple reversed slider like these 00:42:891 (1) - 00:51:891 (1) - (especially these 02:47:953 (3) - 03:11:391 (1) - 03:44:016 (1,4) - )are highly NOT RECOMMENDED for easiest diff bcs beginners can't really predict those. I suggest to change them into two 1/4 sliders or smth
  1. 00:53:766 (4) - i think this would be really hard for beginners. i suggest to change this into a circle at 00:53:766 -
  2. 01:01:828 (3,4) - ok this ds is way too cruel
  3. 02:04:641 (3,4) - move them a bit farther. also you can make them a blanket but its up to u http://puu.sh/prYiH/18ba2210ba.jpg
  4. 02:06:891 (2) - idk this reversed slider doesnt really seem to fit the vocal you're following so i suggest to snap it to a simple rhythm http://puu.sh/prYol/0ffb8bf595.jpg
  5. 02:22:453 (2,3) - damn
  6. 02:29:953 (2,1) - ^
  7. 03:30:516 (1,1,1,1) - hooooly shit. if this is a hard diff i'd be damn fine but hella

    There are actually some places where you should fix the blankets, like 03:48:516 (1,2,3) - . I choose not to point those out bcs im bad at blakets so i cant give you proper example lmao but yea try to fix those. Next modders will probably point out your blankets anyway
[Hard]

  1. 00:23:766 (3,1) - make them identical by using copying (3)'s shape and then rotate it to whatever degree you want http://puu.sh/prYWh/14f741dc59.jpg if you follow, adjust this one too 00:25:266 (3) -
  2. 00:47:766 (3,4) - i dont really like seeing these two a bit too close when you can just move them a bit farther
  3. 02:07:641 (6,1,2) - only a suggestion http://puu.sh/prZcI/cc509b07c3.jpg
  4. 02:38:391 (7,2) - these two are kinda touching each other and idk i know youre stacking (2) with previous circle but i suggest to move them apart http://puu.sh/prZhb/822f4b8056.jpg

    same suggestions like normal diff about the blankets and hitsounds
goodluck~!
Topic Starter
Seabottom

jyu wrote:

[General]

  1. Use "遠藤 正明" for Artist and "Masaaki Endoh" for the Romanised Artist bcs new ranking criteria requires mapper to use original metadata (like Japanese or Chinese) if there's one
  2. Remove Clear Mind from Tags since it's already in Title
Done and done. I was unable to put the sign language in since I don't have a japanese keyboard, so thank you for that

[Normal]

  • According to Ranking Criteria, the highest AR for Normal diff is 5 and yours is 6 so please fix that. Done

    And i think you're probably tired of hearing people telling you to use the same distance snap in this diff. Imma tell you that again. Yeah please use consistent ds throughout this whole diff bcs this diff is the easiest one in this mapset and it's designated for beginners. Like, for example you used 1.3x for 00:08:016 (1,2,3,4) - then you changed into 1.7x at 00:09:516 (1,2) - and tbh during the first play, i didnt expect that sudden change in rhythm bcs 00:09:516 (1,2) - has quite some space between them so i didnt expect them to be only 1/4 beat apart. If this isn't the easiest diff, i suppose it would be fine. But because it is, then i suggest to change it. Or maybe you can make one easier diff lmao
    Though it may sound like much when you write it down, the actual distance wasn't really that much off, like only a few millimeters, but I have put the sliders somwhat closer together now.

    Also there are some places which you can spice up with finish hitsounds, for example, the start of these sliders 00:09:516 (1) - 00:15:516 (1) - and these circles 00:21:516 (4) - 00:27:516 (2) - you can find the rest by yourself. just listen to the music and see which parts you can add with hitsounds
    I hadn't gotten around to adding hitsounds on the normal difficulty yet, but I will copy what I added on the hard diff in a moment.

    And another important thing is multiple reversed slider like these 00:42:891 (1) - 00:51:891 (1) -Corected (especially these 02:47:953 (3) - 03:11:391 (1) - 03:44:016 (1,4) - Removed and replaced)are highly NOT RECOMMENDED for easiest diff bcs beginners can't really predict those. I suggest to change them into two 1/4 sliders or smth
    I have eliminated all reversing sliders with more than 1 repeat
  1. 00:53:766 (4) - i think this would be really hard for beginners. i suggest to change this into a circle at 00:53:766 - Done
  2. 01:01:828 (3,4) - ok this ds is way too cruel Fixed
  3. 02:04:641 (3,4) - move them a bit farther. also you can make them a blanket but its up to u Don't know why it wasn't a blanket. Fixed.
  4. 02:06:891 (2) - idk this reversed slider doesnt really seem to fit the vocal you're following so i suggest to snap it to a simple rhythm You are correct. Fixed.
  5. 02:22:453 (2,3) - damn I didn't think it would be hard since you just have to hold the mouse until the slider is done, but it's fixed now.
  6. 02:29:953 (2,1) - ^ Fixed
  7. 03:30:516 (1,1,1,1) - hooooly shit. if this is a hard diff i'd be damn fine but hella Really? You just click, click, click, like you would do with regular spaced circles. I'm gonna leave this until other people comments on it. It might look intimidating but it's not.

    There are actually some places where you should fix the blankets, like 03:48:516 (1,2,3) - . I choose not to point those out bcs im bad at blakets so i cant give you proper example lmao but yea try to fix those. Next modders will probably point out your blankets anyway I do not see a problem with the blankets you point out.
I have fixed a few other things as well, since

[Hard]

  1. 00:23:766 (3,1) - make them identical by using copying (3)'s shape and then rotate it to whatever degree you want http://puu.sh/prYWh/14f741dc59.jpg if you follow, adjust this one too 00:25:266 (3) - Fixed.
  2. 00:47:766 (3,4) - i dont really like seeing these two a bit too close when you can just move them a bit farther They have 1/4 spacing so I think it's fine.
  3. 02:07:641 (6,1,2) - only a suggestion http://puu.sh/prZcI/cc509b07c3.jpg It is now a perfect triangle.
  4. 02:38:391 (7,2) - these two are kinda touching each other and idk i know youre stacking (2) with previous circle but i suggest to move them apart http://puu.sh/prZhb/822f4b8056.jpg Fixed it by bending the slider.

    same suggestions like normal diff about the blankets and hitsounds Hitsounds have already been added to the hard diff, but it might not've been obvious since I used the hitsounds to emphasize the drums. I turned hitsounds off and put in hitsounds where I could hear changes in the music.
    I don't know what you're talking about regarding blankets, they all seem fine to me, unless I have misunderstood the term "blanket".
goodluck~!
Thank you for your feedback, I find it very valuable :D
Izzywing
Heyo, mod from queue

[General]

Your tags are conflicting. I assume you changed the tags for one diff and forgot to do it for all of them. Fix that.

To have a rankable mapset you need something below 2 stars so make an Easy map.

[Normal]

A normal shouldn't have many distance inconsistencies. Check ai-mod, you have a ton. I won't point all of them out, but do your best to make the distances consistent.

00:00:516 (1,1,2) - In normal diffs it can be confusing for newer players to see hit objects while the spinner is still happening. Either shorten the spinner (which feels weird) or just extend the spinner and remove the hit objects

00:08:391 (2,1) - I wouldn't overlap 1 with 2 here, feels weird.

00:09:516 (1,2,3,1,2) - ^Same here. You have a lot of space on the map, take advantage of it. This kind of overlap is undesirable, especially in a Normal.

00:11:016 (1,2) - On another note, these blankets are all kinda wonky. Try something like this maybe - https://osu.ppy.sh/ss/5404739

00:21:516 (4) - New combo

00:21:891 (1) - remove NC

00:23:016 (2) - new combo

00:23:391 (1) - remove NC

^I think you get the idea.

Newcombo on the downbeats.

00:30:516 (1,1) - same comment as before about hit objects appearing on the spinner

00:38:016 (4) - Like I said above, new combo on the downbeats.

00:52:266 (2,3) - move 3 so it isn't under 2

00:53:391 (5,6) - ^

00:56:766 (3) - This shape is fine, but make it less smooshed

01:02:578 (6,1) - This blanket needs work because the end of 6 should curve in a bit more.

01:29:015 (1) - not snapped

02:03:891 (2,3) - This has some weird flow, maybe do something like this - https://osu.ppy.sh/ss/5404815

^Of course, you'd have to remap the parts after to match this.

02:06:891 (2,3) - the flow is bad, a direction change like this can't be expected of newer players

02:18:891 (2,4) - slight overlap

02:35:578 (1,2) - position 2 down some more so its not over 1

03:11:391 (1,2,3) - tricky flow for newer players

03:26:953 (1,2,3) - make 3 and 2 parallel

03:33:516 (1) - curve 1 a bit more for an improved blanket

03:34:641 (3,1,2) - ^

03:59:016 (1) - not snapped

Overall Thoughts

This map is decent. The biggest flaws are as follows -

- The Distance Spacing is all over the place. I'd follow it much more strictly than you did, and this requires a soft-remap. But, you have to do it.

- The comboing is very random / inconsistent. Put combos on every other downbeat as a start, and then from there you can divert for emphasis.

- Aesthetically, it needs some work. I pointed out the blankets that I think were most obvious, but go through again and look at each slider and how it's positioned next to other ones. Does it look attractive / nice?

The patterns were overall pretty good, and the map itself was fun. Just focus on some of the above and it'll be way better.

[Hard]

Okay, so this map is wayyy to hard to be hard. If nothing else, it feels like a Light Insane. Your Hard needs to be a lot easier. For a start, lower the slider velocity and follow a consistent Distance Spacing, and only break it for jumps to emphasize a sound. I'll mod the map for what it is, but I think you should either rename this, make it a nudge easier and call it Light Insane, and then make a new map to call Hard, or just remap this entirely.

00:44:766 (4,1,2,3,4) - Reposition these sliders so they are equal distance from each other, and not touching.

00:47:016 (1) this is confusing when transitioning into 00:47:766 (3) because they're not the same lenght, but you'd expect them to be. I'd make these sliders repeat the same amount for consistency.

00:58:828 (5,2) - Minor comment but these two notes shouldn't be this close imo

01:08:016 (1,2,3,4,5) - perhaps arrange these in a perfect pentagon?

01:30:891 (3,4,5) - 3 has a slight overlap with 5 you can fix.

01:35:203 (6,7,8) - move these to the right to avoid an overlap

02:06:516 (2,6) - move 6 down to avoid overlap

02:36:141 (3,1) - You should blanket these

02:37:828 (5,7,2) - ^

Overall thoughts

Most of what I said for your normal applies to this diff.

- Combos are wack. Remember; every other downbeat is a good start.

- Way too hard to be a "Hard". Call it a Light Insane perhaps? Or you can remap it to make it easier. Up to you.

- Aesthetically needs some work. Recheck all of your blankets, and overlaps to confirm they are intentional. If they aren't, fix em!

Good luck!
Topic Starter
Seabottom

Hobbes2 wrote:

[General]

Your tags are conflicting. I assume you changed the tags for one diff and forgot to do it for all of them. Fix that.
I was unaware that tags were not identical across all diffs

To have a rankable mapset you need something below 2 stars so make an Easy map.
I thought that normal was already easy enough, but I'll see what I can do.
I asked in #modhelp and they said that I didn't need one that's easier.


[Normal]

A normal shouldn't have many distance inconsistencies. Check ai-mod, you have a ton. I won't point all of them out, but do your best to make the distances consistent.
AiMod cannot be trusted. All the errors it points out seems fine to me.

00:00:516 (1,1,2) - In normal diffs it can be confusing for newer players to see hit objects while the spinner is still happening. Either shorten the spinner (which feels weird) or just extend the spinner and remove the hit objects Allright, done.

00:08:391 (2,1) - I wouldn't overlap 1 with 2 here, feels weird.

00:09:516 (1,2,3,1,2) - ^Same here. You have a lot of space on the map, take advantage of it. This kind of overlap is undesirable, especially in a Normal.

00:11:016 (1,2) - On another note, these blankets are all kinda wonky. Try something like this maybe - https://osu.ppy.sh/ss/5404739

I have changed the pattern and fixed the blankets.

00:21:516 (4) - New combo

00:21:891 (1) - remove NC

00:23:016 (2) - new combo

00:23:391 (1) - remove NC

^I think you get the idea.

Newcombo on the downbeats.
All sensible combo errors have been fixed.

00:30:516 (1,1) - same comment as before about hit objects appearing on the spinner
Replaced the notes after the spinner with a break.

00:38:016 (4) - Like I said above, new combo on the downbeats.

00:52:266 (2,3) - move 3 so it isn't under 2

00:53:391 (5,6) - ^
Fixed

00:56:766 (3) - This shape is fine, but make it less smooshed
Fixed

01:02:578 (6,1) - This blanket needs work because the end of 6 should curve in a bit more.

01:29:015 (1) - not snapped
Fixed

02:03:891 (2,3) - This has some weird flow, maybe do something like this - https://osu.ppy.sh/ss/5404815

^Of course, you'd have to remap the parts after to match this.

02:06:891 (2,3) - the flow is bad, a direction change like this can't be expected of newer players
Fixed and remapped

02:18:891 (2,4) - slight overlap

02:35:578 (1,2) - position 2 down some more so its not over 1
Reconstructed

03:11:391 (1,2,3) - tricky flow for newer players
Fixed

03:26:953 (1,2,3) - make 3 and 2 parallel
Fixed

03:33:516 (1) - curve 1 a bit more for an improved blanket

03:34:641 (3,1,2) - ^

03:59:016 (1) - not snapped
Fixed

Overall Thoughts

This map is decent. The biggest flaws are as follows -

- The Distance Spacing is all over the place. I'd follow it much more strictly than you did, and this requires a soft-remap. But, you have to do it.
It should be good now, I have made a lot of changes to the difficulty to make it fit.

- The comboing is very random / inconsistent. Put combos on every other downbeat as a start, and then from there you can divert for emphasis.
Normally it would be true to put combos on the 1/1 beat but in this song in the chorus, the drums have shifted ½ a beat so I've made the combos fit to the way I think is best.

- Aesthetically, it needs some work. I pointed out the blankets that I think were most obvious, but go through again and look at each slider and how it's positioned next to other ones. Does it look attractive / nice?
All blankets have been reworked and looked over multiple times, and I have made other changes to the overall layout as well to make it play better in some parts.

The patterns were overall pretty good, and the map itself was fun. Just focus on some of the above and it'll be way better.
It should be way better now then!

[Hard]

Okay, so this map is wayyy to hard to be hard. If nothing else, it feels like a Light Insane. Your Hard needs to be a lot easier. For a start, lower the slider velocity and follow a consistent Distance Spacing, and only break it for jumps to emphasize a sound. I'll mod the map for what it is, but I think you should either rename this, make it a nudge easier and call it Light Insane, and then make a new map to call Hard, or just remap this entirely.
As soon as you understand the slider speed, it's not really that hard. I have also replaced a lot of triples with kicksliders instead as I realized that people were right for the most part, so that would decrease the overall difficulty I think.
If it really is too hard, I'll see if I can get a GD for a Hard map, and then I shall call this one "Advanced".


00:44:766 (4,1,2,3,4) - Reposition these sliders so they are equal distance from each other, and not touching.
They were perfect when I made them the first time. Don't what have gone wrong there.

00:47:016 (1) this is confusing when transitioning into 00:47:766 (3) because they're not the same lenght, but you'd expect them to be. I'd make these sliders repeat the same amount for consistency.
I tried that and I feel like I want to click at the last note so I'm keeping it the way it is for now

00:58:828 (5,2) - Minor comment but these two notes shouldn't be this close imo
I think the issue lies more in that the sliders where not rotated properly. I have fixed it.

01:08:016 (1,2,3,4,5) - perhaps arrange these in a perfect pentagon?
I thought they were already. I have fixed it now.

01:30:891 (3,4,5) - 3 has a slight overlap with 5 you can fix.
Fixed.

01:35:203 (6,7,8) - move these to the right to avoid an overlap
You are correct. Fixed.

02:06:516 (2,6) - move 6 down to avoid overlap
Moved and blanketed.

02:36:141 (3,1) - You should blanket these

02:37:828 (5,7,2) - ^
Done

Overall thoughts

Most of what I said for your normal applies to this diff.

- Combos are whack. Remember; every other downbeat is a good start.
I'll fix it so that it seems more logical in places.

- Way too hard to be a "Hard". Call it a Light Insane perhaps? Or you can remap it to make it easier. Up to you.
Not remapping it. You might be right, but making another diff is no easy task.

- Aesthetically needs some work. Recheck all of your blankets, and overlaps to confirm they are intentional. If they aren't, fix em!
I thought I had the overlaps pretty much covered but no one is perfect. I will redo all blankets and patterns to make it look nice like I did with the normal map.

Good luck!
Thank you! I appreciate your feedback.
I think the normal map looks pretty solid now, though more people will have to chime in on it.
The hard map is still being worked on at the time of posting this, but I will have all of the blankets fixed before updating the map.
Topic Starter
Seabottom
Phew I'm so done right now. It literally took an entire day to edit my map difficulties, not so much because of Hobbes2's mod, but because I had to make a ton of adjustments to make everything fit properly.

As a result I have removed all previously added hitsounds on all difficulties. I will re-add them once there aren't a whole lot of modding left to be done.

Therefore I really hope that the only things left to mod now are minor flow issues.

Have fun!
Axon
Mod from my queue

Clear Mind
General

As Hobbes mentioned previously, your map in order to be rankable needs a difficulty below 2 stars.

Normal

00:21:516 (2,1,2,1,2,1) - This could be mapped less repetitive

01:00:328 (5) - I don't suggest doing this on normal diff

01:18:516 (1,2,3) - This doesn't look good blanketed

02:15:328 (5) - don't do this on normal diff

02:33:516 (1,2,3) - Stop forcing blankets like these

03:05:766 (2) - don't do this on normal diff

03:18:141 (3,1,2,3,4,5,6,7,8,9) - Did you really just put jumps in a normal diff?

Hard

00:27:512 (1,2,3,1,2,3,4,5) - Way too repetitive

that's really all i could find, nice job :)
Topic Starter
Seabottom

Axon wrote:

Clear Mind
General

As Hobbes mentioned previously, your map in order to be rankable needs a difficulty below 2 stars.
Ok I will a make a map under 2 stars then. Prepare to fall asleep.

Normal

00:21:516 (2,1,2,1,2,1) - This could be mapped less repetitive
I moved one slider to the top.

01:00:328 (5) - I don't suggest doing this on normal diff
Replaced with ½ beat slider

01:18:516 (1,2,3) - This doesn't look good blanketed
I think it looks good, but that might not be what you mean. I'm leaving it as it is for now.

02:15:328 (5) - don't do this on normal diff
Replaced with ½ beat slider

02:33:516 (1,2,3) - Stop forcing blankets like these
Same as above.

03:05:766 (2) - don't do this on normal diff
Replaced with ½ beat slider

03:18:141 (3,1,2,3,4,5,6,7,8,9) - Did you really just put jumps in a normal diff?
Well they have the same spacing as everything else, they're just in a different arrangement. I'll leave it as it is for now.

Hard

00:27:512 (1,2,3,1,2,3,4,5) - Way too repetitive
I could agree with this one. I have replaced it with something else.

That's really all i could find, nice job :)
Allright not too bad. Thank you for your feedback.
Speed of Snail
Hey, from my queue.

First off, before I started I noticed that your Kiai times are unsnapped in all of your difficulties, it's a pretty quick fix so make sure you get that done.

Additionally it's kinda weird how your diff names are all moved forwards, none of them except the Hard are weird, not a huge problem but it's strange to have such a massive gap between the Normal and Hard. But it's not unrankable or anything, just something I like to have in all of my sets.

Unimportant, but potentially add "Burning Soul" to tags, as it's referenced heavily.

NORMAL

Part of me feels like, this difficulty is mapped rhythmically like a normal, but spaced and posed like a hard, like you couldn't decide which difficulty you were making, so it's a hybrid of sorts. I'd recommend going back through this difficulty and doing a couple things additionally.
First suggestion would be to tone down the spacing a little bit, I know that it would cause a lot of disgusting overlap to simply reduce it, so it's probably best that you take a look at note stacking or possibly remaking a couple patterns to fit in circles on the heads of slider to compensate for this.
Secondly, while they aren't technically wrong, Sliders that move with contrary motion can be confusing and disruptive in low difficulty maps
(Easy/Normal/Low-Level Hard). So if possible, Removing those couple of patterns would be a large improvement to the set overall.

00:42:887 - (1,2) As a general rule overlap like this should be avoided for lower difficulties, not saying that it's never been done, but especially since in this instance the notes are 1/2 rather than 1/1, making this quite quick comparatively.

00:44:012 - (1,2) Also this pattern should probably be moved a little bit down for aesthetics sake, I think centering it around the previous circle would make this look very nice.

01:05:012 - Perhaps make this an actual square, I know it's slow so it's a tad hard to tell, but it's not that much work to make this even all the way around, and while you're at it this pattern would be nicer to look at and play if the second square was rotated a little bit so that the notes weren't overlapping, Maybe do it something like this. (Just a rough idea, don't exactly copy that one as the rotation is a tad off)
Square 1
Square 2

01:09:137 - The fact that you left this beat empty feels wrong, on top of the fact that in earlier instances, whenever you've had two sliders blanketed together, the following note has been nearly immediate, this break in consistency is just a slap in the face to anyone playing the map.

02:05:387 - (1,2,3) I feel like this slider being an exact replica of the first one isn't a great idea, generally you should be avoiding anything that's potentially misleading in low difficulty maps. They aren't going to completely kill a set, but the less you have the better off you are.

02:24:137 - Same as 01:09:137

02:47:574 - (1,2,3,4) This pattern ends up feeling mistimed, even though it isn't, just because it doesn't match how you've been mapping the song so far. In this instance it feels like you've randomly swapped emphasis away from the vocals, even though the vocals have been key to how you've mapped up until this point. So even though there is music there, this pattern would feel more intuitive if you got rid of the first note, and simply used 2,3,4.

03:05:574 - Not really a mod, just thought I'd let you know that this whole section after the break was very well done and I like the rhythms here, well done.

Anything else is just repetition of things I've already said. I think you have a fairly good handle on this rhythmically, but your aesthetics could use some work.

HARD

00:08:012 - Well I already see why the SR is so high for a difficulty named "Hard". This is overkill, make them repeating sliders and save the triplets for insane+ difficulties.

00:48:137 - (1,2) This is just a little obnoxious, again, nothing wrong with the pattern, but it doesn't belong in lower difficulty maps, I don't see the need for that last circle to be there.

You know, I was continuing this mod, but I realized that, if this map was labeled "Light Insane" or something to that name, I'd have zero problems, it's just that this isn't a Hard, it's an Insane, and there are very clear differences. So frankly I recommend you keep this as is, and try to find someone to make you an actual hard diff, or maybe make one yourself if you can dedicate the extra time and effort. Either way, the diff itself if fine, it just doesn't fit the category you put it in, and it doesn't do well to just slap the title Hard on this difficulty, and call it a finished set, when there is no "Hard" difficulty in it.

Well that's all I'm going to say for now, Hope this helps. GL with this. :)
Topic Starter
Seabottom

TheOnlyLeon wrote:

Hey, from my queue.

First off, before I started I noticed that your Kiai times are unsnapped in all of your difficulties, it's a pretty quick fix so make sure you get that done.
Oh I didn't notice that since they were only off by 4 ms. Fixed.

Additionally it's kinda weird how your diff names are all moved forwards, none of them except the Hard are weird, not a huge problem but it's strange to have such a massive gap between the Normal and Hard. But it's not unrankable or anything, just something I like to have in all of my sets.
As you say now and later on, you are probably right since other people have mentioned this as well. I have renamed hard to Insane and the insane I haven't started on yet to Extra

Unimportant, but potentially add "Burning Soul" to tags, as it's referenced heavily.
Seems logical enough. Done.

NORMAL

Part of me feels like, this difficulty is mapped rhythmically like a normal, but spaced and posed like a hard, like you couldn't decide which difficulty you were making, so it's a hybrid of sorts. I'd recommend going back through this difficulty and doing a couple things additionally.
First suggestion would be to tone down the spacing a little bit, I know that it would cause a lot of disgusting overlap to simply reduce it, so it's probably best that you take a look at note stacking or possibly remaking a couple patterns to fit in circles on the heads of slider to compensate for this.
While I see your point, I chose to use distance snap 1.4x since the notes in a half beat would be right next the one before it which means I could avoid any potential overlaps while mapping it.
However when looking at an AUTO and manual playthrough I can indeed see that the cursor moves significantly faster between 1/1 spaced notes than ½ notes.
I will see to reducing the distance between 1/1 spaced notes. Experimenting shows that with a snap of 1.1x on 1/1 spaced notes will put them ½ the distance closer to the previous note. This is so that I don't mess up the nice blankets I've got.

Example
So instead of the current spacing between green note "3" & "5", the distance will instead be between green note "3" & blue note "1" between 1/1 notes. I will not change the ½ beat spaced notes (green note "3" & "4".

Secondly, while they aren't technically wrong, Sliders that move with contrary motion can be confusing and disruptive in low difficulty maps
(Easy/Normal/Low-Level Hard). So if possible, Removing those couple of patterns would be a large improvement to the set overall.
Response
If you mean patterns like this


and not this


Then I can understand. I will rearrange patterns like the first picture for a more linear/circular flow.

00:42:887 - (1,2) As a general rule overlap like this should be avoided for lower difficulties, not saying that it's never been done, but especially since in this instance the notes are 1/2 rather than 1/1, making this quite quick comparatively.
Probably true, I have arranged them linearly instead and blanketed the "3" note.

00:44:012 - (1,2) Also this pattern should probably be moved a little bit down for aesthetics sake, I think centering it around the previous circle would make this look very nice.
I have no idea why that wasn't centered. Must've been a misclick or something.

01:05:012 - Perhaps make this an actual square, I know it's slow so it's a tad hard to tell, but it's not that much work to make this even all the way around, and while you're at it this pattern would be nicer to look at and play if the second square was rotated a little bit so that the notes weren't overlapping, Maybe do it something like this. (Just a rough idea, don't exactly copy that one as the rotation is a tad off)
Example
Square 1
Square 2
I did not use the polygon feature for this while I should have. It has been fixed to a square. I do not agree with rotating the pattern halfway as that would increase the distance between notes. I think that the pattern switching direction mid-way is variety enough.

01:09:137 - The fact that you left this beat empty feels wrong, on top of the fact that in earlier instances, whenever you've had two sliders blanketed together, the following note has been nearly immediate, this break in consistency is just a slap in the face to anyone playing the map.
I know it seems strange and I have tried putting the note like the others, even making it a ½ slider but it doesn't feel right to play imo. I think it needs to be 1/1 spaced there, we'll see what others have to say about that.

02:05:387 - (1,2,3) I feel like this slider being an exact replica of the first one isn't a great idea, generally you should be avoiding anything that's potentially misleading in low difficulty maps. They aren't going to completely kill a set, but the less you have the better off you are.

02:24:137 - Same as 01:09:137
I thought people liked circles. Even then the sliders are spaced 3 full beats apart and the first slider has plenty time to disappear before the next comes along on top of it. I do get your point though and I have made this change. It is still circular motion then.

02:47:574 - (1,2,3,4) This pattern ends up feeling mistimed, even though it isn't, just because it doesn't match how you've been mapping the song so far. In this instance it feels like you've randomly swapped emphasis away from the vocals, even though the vocals have been key to how you've mapped up until this point. So even though there is music there, this pattern would feel more intuitive if you got rid of the first note, and simply used 2,3,4.
I think the issue lies more in the yellow slider that comes before it. I have halved it's length so it now fits the vocals. I think it feels weird having a 1½ beat spacing just randomly there, so I'm going to leave in the "1" note for now.

03:05:574 - Not really a mod, just thought I'd let you know that this whole section after the break was very well done and I like the rhythms here, well done.
All right, thanks a lot!

Anything else is just repetition of things I've already said. I think you have a fairly good handle on this rhythmically, but your aesthetics could use some work.
I will see what I can do. I did notice however that though my blankets are fine they don't have the same spacing between them so I will fix that as well.

HARD

00:08:012 - Well I already see why the SR is so high for a difficulty named "Hard". This is overkill, make them repeating sliders and save the triplets for insane+ difficulties.

00:48:137 - (1,2) This is just a little obnoxious, again, nothing wrong with the pattern, but it doesn't belong in lower difficulty maps, I don't see the need for that last circle to be there.

You know, I was continuing this mod, but I realized that, if this map was labeled "Light Insane" or something to that name, I'd have zero problems, it's just that this isn't a Hard, it's an Insane, and there are very clear differences. So frankly I recommend you keep this as is, and try to find someone to make you an actual hard diff, or maybe make one yourself if you can dedicate the extra time and effort. Either way, the diff itself if fine, it just doesn't fit the category you put it in, and it doesn't do well to just slap the title Hard on this difficulty, and call it a finished set, when there is no "Hard" difficulty in it.
You're not the first one to say that. I have renamed the difficulties as I mentioned at the very beginning of this post.

Well that's all I'm going to say for now, Hope this helps. GL with this. :)
It does indeed help, thanks a lot for your time!
On another note, you should select the objects you are talking about and then copy instead of just copying the time you're at and write the obejcts numbers afterwards ;)
I will not have updated the map yet when posting this, it will take some time to resnap all of the distances. I will evidently have to rearrange some patterns as well for it look nice/fit again.
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