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Nyanners - Kyun! Vampire girl

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Topic Starter
Lust
This beatmap was submitted using in-game submission on Saturday, August 24, 2013 at 8:46:19 PM

Artist: Nyanners
Title: Kyun! Vampire girl
Tags: side pocket nyanners kyun! vampire girl
BPM: 145
Filesize: 2119kb
Play Time: 01:58
Difficulties Available:
  1. Easy (3.02 stars, 168 notes)
  2. Frantic (4.98 stars, 306 notes)
  3. Normal (4.26 stars, 200 notes)
Download: Nyanners - Kyun! Vampire girl
Information: Scores/Beatmap Listing
---------------
Kyuuuuuuuun!
Easy: Ready to be modded
Normal: Ready to be modded
Frantic: (Francis guest difficulty) Ready to be modded!
shoutout to all them modders out there going through the struggle of modding this map gomenasai
Francis
KYUNNNN~~~~

BEST SONG 2013!!!
Francis
Sounds better with 145 BPM and 131 offset
Topic Starter
Lust

Francis wrote:

Sounds better with 145 BPM and 131 offset
Trueeeeeee
Francis
I'm so slow at mapping T_T
and I have to study for exams so my difficulty will come late... maybe around 1-2 days?
Kyunnnnnn~
Topic Starter
Lust

Francis wrote:

I'm so slow at mapping T_T
and I have to study for exams so my difficulty will come late... maybe around 1-2 days?
Kyunnnnnn~
huehue alright
Sayuki Fujimi
Easy
[*]Set your snap:
Object isn't snapped! 01:36:751
Object isn't snapped! 01:38:613
Object isn't snapped! 01:40:268
Object's end is not snapped! 01:40:681
Object's end is not snapped! 01:43:992
Object's end is not snapped! 01:44:819
Object's end is not snapped! 01:47:302
Object's end is not snapped! 01:48:957
Object isn't snapped! 01:50:199
Object's end is not snapped! 01:51:440
Object isn't snapped! 01:52:268



Normal
Note: a remap can be usefull :/ Take a look at your Aimod -> (Ctrl + Shift + A) in the editor

Timing:

[*]To make kiai time you must use Inherited Points, Not timing point.
[*]Uninherited timing points conflict with Easy diff.
[*]Delete those timing point: (or change it in Inherited Points) (Keep the first Timing Point).

70268,413.793103448276,4,2,0,100,1,1
88734,413.793103448276,4,2,0,100,1,0
98747,413.793103448276,4,2,0,100,1,1
118620,413.793103448276,4,2,0,100,1,0

Audio:

[*]50%> Volume.
[*]70%> Kiai time.

Storyboard:

[*]This background resolution can be better: http://puu.sh/3TJG5.jpg

Mapping:

[*]Resnap all notes.
[*] 00:55:579 (1,2,3,1) - over hitclap, too many.
[*] 00:03:441 (5) - Hidden hitcircle behind the slider? most delete it.
[*] 01:25:888 (1) - Break time during kiai time? most set it.
Aren't snaped:
 00:01:165 (1,2,3,4,5,1,2,1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,1,1,2,3,4,5,1,2,3,4,1,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,1,2,1,2,3,1,2,1,1,2,3,1,1,2,1,2,3,1,1,2,1,1,2,1,2,3,1,2,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,1,2,3,4,1,2,1,2,3,1,2,3,1,2,3,4,1,1,2,3,4,1,1,2,3,4,5,1,2,1,1,1,2,3,1,2,3,1,2,3,4,1,1,1,1,2,1,2,1,1,2,3,4,5,6,7,8,1,2,1,1,1,2,1,2) - 

That's pretty all of it, Question, Need help, Leave me a pm. :)
Topic Starter
Lust

Dusicyon wrote:

Easy
[*]Set your snap:
Object isn't snapped! 01:36:751
Object isn't snapped! 01:38:613
Object isn't snapped! 01:40:268
Object's end is not snapped! 01:40:681
Object's end is not snapped! 01:43:992
Object's end is not snapped! 01:44:819
Object's end is not snapped! 01:47:302
Object's end is not snapped! 01:48:957
Object isn't snapped! 01:50:199
Object's end is not snapped! 01:51:440
Object isn't snapped! 01:52:268



Normal
Note: a remap can be usefull :/ Take a look at your Aimod -> (Ctrl + Shift + A) in the editor

Timing:

[*]To make kiai time you must use Inherited Points, Not timing point.
[*]Uninherited timing points conflict with Easy diff.
[*]Delete those timing point: (or change it in Inherited Points) (Keep the first Timing Point).

70268,413.793103448276,4,2,0,100,1,1
88734,413.793103448276,4,2,0,100,1,0
98747,413.793103448276,4,2,0,100,1,1
118620,413.793103448276,4,2,0,100,1,0

Audio:

[*]50%> Volume.
[*]70%> Kiai time.

Storyboard:

[*]This background resolution can be better: http://puu.sh/3TJG5.jpg

Mapping:

[*]Resnap all notes.
[*] 00:55:579 (1,2,3,1) - over hitclap, too many.
[*] 00:03:441 (5) - Hidden hitcircle behind the slider? most delete it.
[*] 01:25:888 (1) - Break time during kiai time? most set it.
Aren't snaped:
 00:01:165 (1,2,3,4,5,1,2,1,2,3,1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,1,2,3,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,1,1,2,3,4,5,1,2,3,4,1,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,1,2,1,2,3,1,2,1,1,2,3,1,1,2,1,2,3,1,1,2,1,1,2,1,2,3,1,2,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,1,2,3,4,1,2,1,2,3,1,2,3,1,2,3,4,1,1,2,3,4,1,1,2,3,4,5,1,2,1,1,1,2,3,1,2,3,1,2,3,4,1,1,1,1,2,1,2,1,1,2,3,4,5,6,7,8,1,2,1,1,1,2,1,2) - 

That's pretty all of it, Question, Need help, Leave me a pm. :)
Thanks for the mod!
Francis
Here is my difficulty~ http://puu.sh/3Ua7P/3eb99ea427.osu
I'm so bad at mapping >.<
Topic Starter
Lust

Francis wrote:

Here is my difficulty~ http://puu.sh/3Ua7P/3eb99ea427.osu
I'm so bad at mapping >.<

Thanks, added!
Squichu
Hey, a little mini-mod here. :D
(justa few suggestions. >o<)

General
  1. Your background image is 1228x767px, which is okay, I guess, but I recommend using either 1024x768px or 1366x768px, cause it's getting resized the way it is now. (With 4:3 the sides are cut off and with wide screen resolution the top and bottom of the picture are cut off.)
  2. Also, your audio file is 128 k/Bits, which is fine, but it'd be great if you can find one with higher quality.
  3. Kiai Time is a biiit too much (for my taste), consider reducing it? c:
Easy
  1. you should resnap everything (objecty and kiai time). (http://puu.sh/3Urs9.png)
  2. 00:05:924 (3,4,5) - the circles look rather randomly placed, try to think of a pattern or just place them in a straight line, or a curved one.
  3. 00:37:372 (2) - it's too close to the previous circle.
  4. 01:36:751 (1,1) - really short time between spinner and circle, maybe leave a longer pause.

    maybe I'll have a few more suggestions, I'll just wait for when you have resnapped everything. >o<
Normal
  1. 00:53:924 (1) - isn't snapped
  2. 00:03:855 (2,1) - bit far away from eah other (make sure to use distance snap for Easy/Normal, it's much easier for beginners to play that way.)
  3. 00:04:475 (3,1) - too close (^)
  4. 00:14:820 (3,4,5) - hard to read, consider placing 4 and 5 elsewhere
  5. 00:17:510 (1,2) - distance snap(!)
  6. 00:54:958 (2) - sounds off, move to white tick before
  7. 00:57:027 (1,1) - slider doesn't fit here very well, you could delete it and extend the spinner.
  8. 01:13:579 (4) - move to white tick before to match the rhythm

    there's a bit more to say, but I'm kinda out of time, so I'll come back and do the rest of the mod as soon as I can! ^o^/

Hope this helps so far. :3
Topic Starter
Lust

Squirrel wrote:

Hey, a little mini-mod here. :D
(justa few suggestions. >o<)

General
  1. Your background image is 1228x767px, which is okay, I guess, but I recommend using either 1024x768px or 1366x768px, cause it's getting resized the way it is now. (With 4:3 the sides are cut off and with wide screen resolution the top and bottom of the picture are cut off.)
  2. Also, your audio file is 128 k/Bits, which is fine, but it'd be great if you can find one with higher quality.
  3. Kiai Time is a biiit too much (for my taste), consider reducing it? c:
Easy
  1. you should resnap everything (objecty and kiai time). (http://puu.sh/3Urs9.png)
  2. 00:05:924 (3,4,5) - the circles look rather randomly placed, try to think of a pattern or just place them in a straight line, or a curved one.
  3. 00:37:372 (2) - it's too close to the previous circle.
  4. 01:36:751 (1,1) - really short time between spinner and circle, maybe leave a longer pause.

    maybe I'll have a few more suggestions, I'll just wait for when you have resnapped everything. >o<
Normal
  1. 00:53:924 (1) - isn't snapped
  2. 00:03:855 (2,1) - bit far away from eah other (make sure to use distance snap for Easy/Normal, it's much easier for beginners to play that way.)
  3. 00:04:475 (3,1) - too close (^)
  4. 00:14:820 (3,4,5) - hard to read, consider placing 4 and 5 elsewhere
  5. 00:17:510 (1,2) - distance snap(!)
  6. 00:54:958 (2) - sounds off, move to white tick before
  7. 00:57:027 (1,1) - slider doesn't fit here very well, you could delete it and extend the spinner.
  8. 01:13:579 (4) - move to white tick before to match the rhythm

    there's a bit more to say, but I'm kinda out of time, so I'll come back and do the rest of the mod as soon as I can! ^o^/

Hope this helps so far. :3
Thank you very much for the mod! ^^
Papysh
Hi, Papysh here
General
  1. 1/2 Notes are kinda too hard for Easy difficulty, try to avoid that
  2. First kiai in every difficulty should be finished at 01:28:682 <-Must fix
  3. Im not sure about second kiai finish, But im sure that 1:58:475 isnt correct
  4. You used same slider velocity to easy and normal, Please try to avoid that! And change SV on higher for every harder difficulty
  5. In My Opinion the preview point should start at the beggining of first kiai (Timing -> set current point as preview point)
  6. Timing should be 145 BPM and 958 offset
  7. Please use distance snap, its really important to keep flow and look effect of your map https://osu.ppy.sh/wiki/Distance_Snap




Easy
  1. As i said the 1/2 Is kinda too hard for easy, you can also create a begginer difficulty wth only 1/1 so that can keep ballance
  2. 00:10:475 (2,3) - Move it a bit down so it can play, and look better
  3. 00:11:096 (3,4,5,6,1,2,3,4) - That part isnt holding rhytm for me Please move it in time forward for a 1/2 Also dont forget to use distance snap to place them a bit in other position
  4. 00:03:855 (1) - Remove NC
  5. 00:22:268 (1) - Remove NC
  6. 00:39:027 (1) - Remove NC
  7. 00:06:751 (1) - Maybe curve that slider a little bit Like this:
    Or like this
  8. 00:25:786 (2,1,2,3) - This part is really confusing at 00:25:786 (2) - and 00:26:199 (2) - Spacing is broken really badly Try to fix it like this:
  9. 00:28:475 (1) - Remove NC
  10. 00:48:544 (2) - Make it like this: *looks nice*
  11. 00:50:199 (4) - Other shape please
  12. 01:13:165 (2,3) - Move it Higher so it can be less confusable
  13. 01:15:855 (2) - turn it into straight slider
  14. 01:27:234 (1) - Broken spacing, fix please
  15. 01:43:165 (3) - Make it fit the slider
  16. 01:43:579 (4) - Chose other shape
  17. 01:45:234 (1) - Broken spacing




Normal
  1. 00:04:268 (2) - Nc Here
  2. 00:04:062 (1) - Remove NC
  3. 00:03:648 (1) - Remove NC
  4. 00:00:958 (1,2) - Start it in the corner so it can look better
  5. 00:03:855 (1,2,1,2) - Spacing broken between them really badly, maybe something liek this *just do it better than me at ss please*
  6. 00:08:199 (6) - A bit higher
  7. 00:14:820 (3,4,5,6,7) - Make it look better, like this
  8. 00:16:268 (1) - Stack it with (7) tail
  9. 00:17:510 (1,2,3,4) - Broken spacing here
  10. 00:18:958 (2) - same here
  11. 00:19:993 (2) - ^
  12. 00:24:337 (1,2,3,4,5) - Really confusing part, even for me maybe replace that notes, and make it like this:
    00:25:372 (1) - Stack it with (5)
  13. 00:28:682 (2,3) - Broken spacing between them
  14. 00:30:131 (4,5) - Too high jump for normal, also broken spacing
  15. 00:32:820 (1) - Remove NC
  16. 00:32:820 (1) - Broken spacing (previous notes have 1,7 Spacing
  17. 00:36:337 (1) - Remove NC
  18. 00:41:717 (2) - Move it higher so it can keep the flow
  19. 00:48:958 (1) - Remove NC
  20. 01:16:475 (3) - Broken spacing
  21. 01:18:751 (3) - A bit down so it can keep flow
  22. 01:22:475 (1,2,3,4,5) - Change other shape for them *also i think it misses 1 more note*
  23. 01:21:855 (1) - No nc
  24. 01:23:924 (1,2) - Remove it also here
  25. 01:41:096 (1,2,3) - Chose other shape for that 1/2
  26. 01:42:544 (2,3,4) - Do almost same thing here
  27. 01:41:096 (1) - Remove NC
  28. 01:49:993 (3,4) - This one is too early by 1/2
  29. 01:58:268 (1) - Remove NC




Frantic
  1. 00:24:131 (2,3,4,5) - This breaks flow really badly, maybe try something other please
  2. 00:34:372 (3,4) - Instead of that
    Use that
  3. 00:54:855 (4) - Please avoid the 1/4 notes starting at blue tick i just hate it and it sounds awful for me
  4. 01:21:234 (3) - Ctrl+G so it will make better flow and make an jump
Rest seems fine, or im just too lazy to mod more XD




Gl With mapping it
Topic Starter
Lust
Thank you so so so much for the mod! I'll apply the ones that I see fit, which are a lot of them >.<
10crystalmask01
Ello! :D Random mod!

[Easy]
00:05:924 (3) - Being overlapped by the third circle. Overlaps aren't really recommended in Easy mode, so I suggest that you may need to re-map that part :(
00:17:510 - Try this rhythm:

00:23:303 (2) - New combo should be here instead of 00:22:268 (1)
00:24:544 (5) - Bad distance with previous hit circle
00:24:958 - Try this rhythm:

00:32:199 (4) - No overlaps should be in Easy mode.
00:34:889 (2) - ^
00:39:855 (2) - Tail should end at 00:40:682.
00:59:303 (1) - Tail should end at 01:00:544 Instead.
01:03:441 (3) - Overlap :o
01:05:096 (3) - ^
01:07:165 - A spinner would sound better here, and ending at 01:09:648.
01:13:165 (2,3) - Overlap >:(
01:15:027 (1) - Should look like 01:15:855 (2)
01:22:475 (5,1) - Swap combos! :P
01:25:786 - Spinner would sound better here,ending at 01:28:682.
01:39:027 (2) - Overlap! >:(
01:39:648 (4,5) - Overlap!!! >:(
01:41:924 - Another rhythm suggestion...


Overall, I'd say this diff needs alot of work :( The rhythm is messy, and the hit sounds also sounds rather dull.
Consider re-mapping some parts.
Tip:Try to avoid placing notes on the red tickmark, since this is considered an off-beat.

[normal]
00:00:958 - Try this rhythm:

00:07:165

00:10:889 - Add a note
00:20:820 (4) - New combo
00:37:372 - Place 4 hit circles on the white tickmarks after this one...
00:42:958 (1) - Remove
00:43:165
Will sound better.
00:57:027 (1) - Move to 00:57:234.
01:04:475 (1,2,3,1,2,3,1,2,3) - Now this is what I call a good rhythm! :D
01:07:372 (1) - Move to 01:07:165.
01:13:786 - New combo and another rhythm suggestion:

01:16:889 (1) - Move to 01:17:096, If you agreed to my previous suggestion
01:25:786 Same spinner suggestion as Easy mode
01:51:441 (5) - NC
01:58:475 (4) - Add a finish

This diff will also need some work :( Same reasons as Easy mode...

[Frantic]
00:34:372 (3) - Move to 00:34:268
00:45:234 (4,5,6) - These sliders should look similar in shape.
01:06:648 (1) - Remove NC

Well this looks okay. But still lacking hitsounds >.<

Hope this helps! :)
Topic Starter
Lust
Thank you very much! ^^ (I applied basically everything)
Sayuki Fujimi

Francis wrote:

Here is my difficulty~ http://puu.sh/3Ua7P/3eb99ea427.osu
I'm so bad at mapping >.<
Actually i think a kudosu it's for a mod but not a guest difficulty.
Topic Starter
Lust

Dusicyon wrote:

Francis wrote:

Here is my difficulty~ http://puu.sh/3Ua7P/3eb99ea427.osu
I'm so bad at mapping >.<
Actually i think a kudosu it's for a mod but not a guest difficulty.
Oh well I thought anything that improves the mapset gets a kudosu
HelloSCV
as m4m

General

  1. offset: 118(-13)

Easy

  1. maybe this diff has too high SV
  1. AR,OD -1
00:22:268 (1) - delete NC (and many more like 00:28:475 (1) - here)

Normal

  1. AR -1
00:15:648 (7,1) - this DS seems little bit confused for beginners?
00:23:510 (6) - NC and 00:24:337 (1) - delete NC
00:32:406 (4,5,6) - i don't think this sudden jump is good at Normal diff
00:54:958 (2) - NC for SV changing
01:07:165 (1) - delete NC, don't need it
01:22:475 (1) - ^
01:24:544 (1) - ^
01:44:199 (1) - delete NC too and another sudden jump issue :<
01:47:096 (1) - delete NC
01:53:924 (1) - ^

Frantic

  1. try to add more hitsounds :/
  1. HP -1
00:00:958 (5) - 0.8x DS is purposed?
00:21:441 (4) - NC for SV changing?
00:34:372 (3) - it will be better if you move this note to previous red tick
00:36:751 (1,2,3,4,5,6,7,8,9,10,11,12) - this rhythm need to rearrange to fit with vocal imo
00:44:717 (3) - move this slider to next white line, feels better
00:54:854 (4) - hmm i think this note should be on 00:54:752 (4) - here
00:56:199 (3) - ^ 00:56:096 (3) - here
01:11:924 (3) - NC (01:18:751 (3) - here too)
01:46:889 (5) - ^

well Frantic diff looks like insane and Normal look hard diff as well i recommend to change diff naems o.o

good luck anyway!
Topic Starter
Lust
Thank you for the mod!

Easy

  1. maybe this diff has too high SVehh not feeling it
  1. AR,OD -1done
00:22:268 (1) - delete NC (and many more like 00:28:475 (1) - here) done i dont know how those slipped through >.<

Normal

  1. AR -1 mmm alright
00:15:648 (7,1) - this DS seems little bit confused for beginners? changed
00:23:510 (6) - NC and 00:24:337 (1) - delete NC done
00:32:406 (4,5,6) - i don't think this sudden jump is good at Normal diff changed
00:54:958 (2) - NC for SV changing done
01:07:165 (1) - delete NC, don't need it done
01:22:475 (1) - ^done
01:24:544 (1) - ^done
01:44:199 (1) - delete NC too and another sudden jump issue :< done and fixed
01:47:096 (1) - delete NCdone
01:53:924 (1) - ^donnu
couldntthink
I thnk the hitsounds are a bit loud
Topic Starter
Lust

couldntthink wrote:

I thnk the hitsounds are a bit loud
hmmm alright ill go through them
Francis

Papysh wrote:

Hi, Papysh here
Frantic
  1. 00:24:131 (2,3,4,5) - This breaks flow really badly, maybe try something other please
  2. 00:34:372 (3,4) - Instead of that *Done
    Use that
  3. 00:54:855 (4) - Please avoid the 1/4 notes starting at blue tick i just hate it and it sounds awful for me *Done
  4. 01:21:234 (3) - Ctrl+G so it will make better flow and make an jump *Done
Rest seems fine, or im just too lazy to mod more XD

10crystalmask01 wrote:

Ello! :D Random mod!
[Frantic]
00:34:372 (3) - Move to 00:34:268 *Done + added a note on 00:34:371
00:45:234 (4,5,6) - These sliders should look similar in shape. *Tried to make them as similar as possible
01:06:648 (1) - Remove NC *Done

Well this looks okay. But still lacking hitsounds >.<[/notice]

HelloSCV wrote:

as m4m
Frantic

  1. try to add more hitsounds :/ *I will when I have the time
  1. HP -1 *DONE
00:00:958 (5) - 0.8x DS is purposed? *I changed it to 0.65-0.66x DS
00:21:441 (4) - NC for SV changing? *Done
00:34:372 (3) - it will be better if you move this note to previous red tick *Done
00:36:751 (1,2,3,4,5,6,7,8,9,10,11,12) - this rhythm need to rearrange to fit with vocal imo *Tried to change it a little
00:44:717 (3) - move this slider to next white line, feels better *Done
00:54:854 (4) - hmm i think this note should be on 00:54:752 (4) - here *Done
00:56:199 (3) - ^ 00:56:096 (3) - here *Done
01:11:924 (3) - NC (01:18:751 (3) - here too) *Done
01:46:889 (5) - ^
*Done

well Frantic diff looks like insane and Normal look hard diff as well i recommend to change diff naems o.o

good luck anyway!
Thank you for all your mods ^^
11t
Hello! Thank you for the M4M!

[Frantic]

00:00:118 (1,2,3,4,5) - I'm not sure about this one. The timing for the 1-2 stack here is very deceiving. Normally you would want to make your first few objects easy to hit correctly, because, as the music hasn't even started yet, the player has absolutely no idea of what to expect. As the first hitcircles here come into view, all the player sees is a small collection of closely-spaced objects. A more experienced and detail-oriented player will be able to detect the stack, but even so, I personally had difficulty interpreting the actual timing of the stack correctly.

Add to this the quick repeat slider into mini-stream, and the entire experience was just a fumble of mistimed clicks for me. I would recommend that you increase the distance between 1 and 2, and consider turning the repeat slider into 3 hitcircles for a longer mini-stream. The important point here is that you want the start of your map to be the easiest section to read, and in my opinion the current arrangement is too confusing. It could just be that this part is hard to land for me because I'm bad at osu, but to put things into perspective, I didn't have too much trouble with the rest of the map.

After actually playing the song (past the first 2 seconds), I found your mapping to be creative and exciting to play. Your jumps are really well-designed!

00:30:738 (4,5) - I think this anti-jump is a bit problematic. The anti-jump here skips over a downbeat (white tick), which strongly encourages the player (or at least me) to mistime the 5-slider. Skipping over a downbeat is always something to be wary of, as players tend to want to click something at those moments in time. This desire can be mitigated by creating space between the two objects that skip over the downbeat, but you've chosen to do the exact opposite here: an anti-jump. The approach circle tells me to wait, but both the downbeat and the close spacing tell me to CLICK NOW. So I do. And then I'm sad because I broke my combo.

00:36:738 (1,2,3,4,5,6,7,8,9,10,11) - Uguu~
I'm not sure what to do about this one. The timing is definitely off, and it looks like I'm not the first to point this out. But the real problem is that the timing seems to be off in the actual music, and efforts to fit the hitcircles perfectly onto the timing of the vocals leads to 1/6 or 1/8 or 1/12 beat-snapping and only makes the gameplay even more awkward.

Maybe just turn this section into a huge spinner? Or base your rhythm off of the percussion? The vocals seem like a lost cause here.

01:02:600 (3,4) and 01:04:152 (1,2) - Most of your map consists of variously-spaced jumps, so stacks like this are always potential points of confusion for the player. These two in particular play somewhat awkwardly because of their close proximity to one another, yet the stacks have different timings. I think you should choose one, and space out the other one so that it isn't stacked. Or space them both out; that's always an option.

01:20:393 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - This part was extremely satisfying to play. I thought that your choice to use different spacings throughout this section, rather than sticking with just one, was very effective here. And you may have used different spacings, but the flow was unambiguous and not confusing at all to read. Good job!

Approach Rate: After a couple of playthroughs, I noticed that the map seemed to play a lot smoother with an Approach Rate of 9. In fact, AR9 seemed to solve, by itself, some of the ambiguities I listed above. AR9 decreases the total amount of information available to the player at any one time, so it can actually help to decrease the number of points of confusion within the map. Since objects appear closer to when they're meant to be hit, the players have less choices to make about which circle to hit next, making it more likely for them to choose the correct one. Consider using AR9 instead of AR8. I personally think it leads to smoother and more enjoyable play.

[Normal]

Approach Rate up to 7 (+3). AR4 gives the player much, much more information than they can process at one time. Because your objects are relatively closely spaced in this difficulty, and your rhythm can be somewhat unorthodox (not in a bad way!), having the player stare at 8 different approach circles at one time can be very confusing. AR7 may sound like a bit of a drastic change, but I personally found the map to play much more smoothly and clearly at this Approach Rate.

00:16:255 (1) - Space this one out more. This comes just after a stream of quick half-beat hits, so the player probably expects to continue to move around a lot. Alternatively, you could start the slider at 00:16:049 instead of 00:16:255, to match the cymbal sound. Also consider ending the slider at 00:17:083 instead of 00:17:290. This seems to make much more musical sense to me personally (percussive snare hit occurs here). This makes 00:17:497 (1,2,3,4) less awkward to deal with afterwards.

I think you should focus more on object arrangement in this difficulty. Especially for slower difficulties, aesthetics are very important because the player spends less time clicking and more time truly looking at things.

Areas of problematic aesthetics
00:20:807 (1,2,3,4)
00:37:152 (1,2,3,4,5,6,7,8,9,1)
00:54:945 (1,2,3,4,5)
01:14:807 (5)

00:33:842 (2,3,4,5) - These notes are mistimed to the vocals.

00:37:152 (1,2,3,4,5,6,7,8,9) - Same issue here as with Frantic.

Just out of curiosity, is there a particular reason why some of your sliders have odd waypoints at the ends? Like 00:50:600 (1), for example.

00:51:221 - This break seems sudden and out of place.

Overall, this difficulty plays somewhat awkwardly for me. It doesn't appear as if you stick with a consistent rhythm throughout. Consistent rhythm is always nice as it gives players an idea of what to expect, which allows for more flexibility in map design without being confusing or ambiguous.

[General]

Francis: Your Frantic difficulty was fantastic, great job!

Side Pocket: There's real potential in your Normal difficulty, but I think it could use a lot of work.

Normal seemed rushed and to be honest unfinished. I think you should focus a lot on how your arrangement of objects appears on the map; I personally think that the enjoyment that comes from playing a map is 50% based on aesthetics. There are some issues with rhythm, and I think a more consistent rhythm will enable you in the end to be able to embed more of your creativity into your mapping.

I hope this helped! Good luck with ranking!
Topic Starter
Lust

11t wrote:

Hello! Thank you for the M4M!

[Normal]

Approach Rate up to 7 (+3). AR4 gives the player much, much more information than they can process at one time. Because your objects are relatively closely spaced in this difficulty, and your rhythm can be somewhat unorthodox (not in a bad way!), having the player stare at 8 different approach circles at one time can be very confusing. AR7 may sound like a bit of a drastic change, but I personally found the map to play much more smoothly and clearly at this Approach Rate. I will try it out

00:16:255 (1) - Space this one out more. This comes just after a stream of quick half-beat hits, so the player probably expects to continue to move around a lot. Alternatively, you could start the slider at 00:16:049 instead of 00:16:255, to match the cymbal sound. Also consider ending the slider at 00:17:083 instead of 00:17:290. This seems to make much more musical sense to me personally (percussive snare hit occurs here). This makes 00:17:497 (1,2,3,4) less awkward to deal with afterwards.started the slider at 00:16:049

I think you should focus more on object arrangement in this difficulty. Especially for slower difficulties, aesthetics are very important because the player spends less time clicking and more time truly looking at things.

Areas of problematic aesthetics
00:20:807 (1,2,3,4)
00:37:152 (1,2,3,4,5,6,7,8,9,1) fixed to look better
00:54:945 (1,2,3,4,5) fixed to look better
01:14:807 (5)

00:33:842 (2,3,4,5) - These notes are mistimed to the vocals. not feeling this one

00:37:152 (1,2,3,4,5,6,7,8,9) - Same issue here as with Frantic.

Just out of curiosity, is there a particular reason why some of your sliders have odd waypoints at the ends? Like 00:50:600 (1), for example.no reason ;~;

00:51:221 - This break seems sudden and out of place. i like it there, not a particularly harder difficulty so i thought newer players would like an extra break

Overall, this difficulty plays somewhat awkwardly for me. It doesn't appear as if you stick with a consistent rhythm throughout. Consistent rhythm is always nice as it gives players an idea of what to expect, which allows for more flexibility in map design without being confusing or ambiguous.
thank you for the feedback! i'll remap some parts
[General]

Francis: Your Frantic difficulty was fantastic, great job!

Side Pocket: There's real potential in your Normal difficulty, but I think it could use a lot of work.

Normal seemed rushed and to be honest unfinished. I think you should focus a lot on how your arrangement of objects appears on the map; I personally think that the enjoyment that comes from playing a map is 50% based on aesthetics. There are some issues with rhythm, and I think a more consistent rhythm will enable you in the end to be able to embed more of your creativity into your mapping.
;~; alright
I hope this helped! Good luck with ranking!
thanks!
thank you for the mod!
Francis

11t wrote:

Hello! Thank you for the M4M!

[Frantic]

00:00:118 (1,2,3,4,5) - I'm not sure about this one. The timing for the 1-2 stack here is very deceiving. Normally you would want to make your first few objects easy to hit correctly, because, as the music hasn't even started yet, the player has absolutely no idea of what to expect. As the first hitcircles here come into view, all the player sees is a small collection of closely-spaced objects. A more experienced and detail-oriented player will be able to detect the stack, but even so, I personally had difficulty interpreting the actual timing of the stack correctly.

Add to this the quick repeat slider into mini-stream, and the entire experience was just a fumble of mistimed clicks for me. I would recommend that you increase the distance between 1 and 2, and consider turning the repeat slider into 3 hitcircles for a longer mini-stream. The important point here is that you want the start of your map to be the easiest section to read, and in my opinion the current arrangement is too confusing. It could just be that this part is hard to land for me because I'm bad at osu, but to put things into perspective, I didn't have too much trouble with the rest of the map. *I think that even if I turned the slider into 3 hitcircles, people will still have problem playing it since the stream has 6 circles and most people usually end streams with the finger they started with so I think that I should change the first 4 hitcircles into a slider so that people can end the stream easier.

After actually playing the song (past the first 2 seconds), I found your mapping to be creative and exciting to play. Your jumps are really well-designed!

00:30:738 (4,5) - I think this anti-jump is a bit problematic. The anti-jump here skips over a downbeat (white tick), which strongly encourages the player (or at least me) to mistime the 5-slider. Skipping over a downbeat is always something to be wary of, as players tend to want to click something at those moments in time. This desire can be mitigated by creating space between the two objects that skip over the downbeat, but you've chosen to do the exact opposite here: an anti-jump. The approach circle tells me to wait, but both the downbeat and the close spacing tell me to CLICK NOW. So I do. And then I'm sad because I broke my combo. *I spaced the 5-slider further away from the 4-slider.

00:36:738 (1,2,3,4,5,6,7,8,9,10,11) - Uguu~
I'm not sure what to do about this one. The timing is definitely off, and it looks like I'm not the first to point this out. But the real problem is that the timing seems to be off in the actual music, and efforts to fit the hitcircles perfectly onto the timing of the vocals leads to 1/6 or 1/8 or 1/12 beat-snapping and only makes the gameplay even more awkward.

Maybe just turn this section into a huge spinner? Or base your rhythm off of the percussion? The vocals seem like a lost cause here. * This part is the only part out of the whole song that I have problems finding the timing and making a spinner at this part feels dumb so I think I'll just follow the percussion.

01:02:600 (3,4) and 01:04:152 (1,2) - Most of your map consists of variously-spaced jumps, so stacks like this are always potential points of confusion for the player. These two in particular play somewhat awkwardly because of their close proximity to one another, yet the stacks have different timings. I think you should choose one, and space out the other one so that it isn't stacked. Or space them both out; that's always an option. *I went to space out only 01:02:600 (3,4)

01:20:393 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - This part was extremely satisfying to play. I thought that your choice to use different spacings throughout this section, rather than sticking with just one, was very effective here. And you may have used different spacings, but the flow was unambiguous and not confusing at all to read. Good job! *Thank you so much ^^

Approach Rate: After a couple of playthroughs, I noticed that the map seemed to play a lot smoother with an Approach Rate of 9. In fact, AR9 seemed to solve, by itself, some of the ambiguities I listed above. AR9 decreases the total amount of information available to the player at any one time, so it can actually help to decrease the number of points of confusion within the map. Since objects appear closer to when they're meant to be hit, the players have less choices to make about which circle to hit next, making it more likely for them to choose the correct one. Consider using AR9 instead of AR8. I personally think it leads to smoother and more enjoyable play. *I think that AR9 is better ^^

I hope this helped! Good luck with ranking!
Thank you very much for your mod! ^^
misk703
[Easy]
00:24:118 (3) - Delete clap
00:26:186 (1,2,3,4) - Use Create Polygon Circles function
01:02:600 (1,2,3) - At equal spaces

This should come in useful.
Topic Starter
Lust

misk703 wrote:

[Easy]
00:24:118 (3) - Delete clap done
00:26:186 (1,2,3,4) - Use Create Polygon Circles functiondone
01:02:600 (1,2,3) - At equal spacesdone

This should come in useful.
thanks!
TheVileOne
Hitsound check requested. don't assume i'm an hitsound expert.

General
Not nearly enough hitsounds for such a rhythm enriched song.
Your tags are unnecessary. Remove them.

Easy

00:00:945 (1) - When you hear a finish sound, add a finish. It may not sound exactly like the part in the music, but it's more interesting than having nothing there.
00:01:359 (2) - Soft whistles can fill the parts where claps are too loud.
00:03:428 (2) - Add one here as well
00:04:255 - ^ (You can also decide whether you want to add a hitsound at the end of the slider as well 00:05:083 -) (whistle or clap will do)
00:05:497 (2) - Finish sound
00:06:324 (4) - whistle
00:06:738 (5) - clap on start and finish on end
00:07:980 (1,2,3) - This is just an idea, but instead of clap clap nothing, you could have whistle clap whistle
00:09:635 (1,2) - Then you could have finish, whistle, clap. nothing in order of the circles. The nothing could be a whistle.
If you add a whistle to the end of the second slider, 00:11:290 (3) - add a whistle on the repeat. Claps can go on both ends to fill the emptiness.
00:12:531 (4) - new combo btw. Also finish sound.
00:14:186 (1) - Toying with the possibility of using a whistle instead of a clap to start
00:14:186 (1,2,3,4,1) - Spacing concerns here.
00:17:497 - Add finish. It would be a good idea to lower the volume about 15 to keep the finish from appearing overpowering.
Volume adjustments will allow you to include more hitsounds without interfering very greatly with the song.
00:19:566 (1) - whistle? (Volume for this note could be lowered by about 10)
Other places where you can fit in whistles 00:24:531 (4) -, 00:24:945 (5) - (end), 00:26:186 (1) -, 00:27:842 (5) - (start). well any one of these types of sounds in this song could be hitsounded, but I don't want it to sound overbearing.
00:30:738 (2) - another finish sound
00:33:221 (1,2,3) - This doesn't look right. Center the slider to form a triangular pattern. Reposition the stack to be more visually appealing. The slider would still be skipping over a major hitsound beat. It would be better if there was a note where the slider starts and then there was a repeat slider here 00:33:635 (2) - . Only my thoughts.
00:34:876 (3) - Good place to have a whistle.
00:37:773 (3,5,1) - also good places for hitsounds.
00:41:911 (5) - whistle
00:43:980 - finish sound
00:44:807 (3,5,1) - whistles here would sound good.
00:46:876 (2) - ^
00:47:290 (3) - Maybe finish?
00:47:704 (1,2,3,4) - Try to incorporate more symmetry here. As for the hitsounds, claps on the starts is a good start. May be able to fit a whistle in somewhere. End combo with a finish.
00:53:911 (1) - finish sound
00:55:152 - ^
00:58:049 (2,4,1) - ^
01:00:945 (1) - whistle
01:01:359 (2) - clap
01:05:497 (1,3) - finishes?
01:10:462 (1) - ^
70% volume claps are loud, especially when they aren't following any rhythm in particular such as 01:11:290 (3,4) - . Hitsound rhythm is 01:10:876 (2) - and 01:11:704 (4) -
01:13:359 (2) - Finish
01:14:186 (2) - hitsound rhythm at 2 and 4. Notice the rhythm. Keep the clap rhythm on these ticks.
01:16:255 - whistle perhaps?
01:16:669 (3) - Finish (start)
01:17:911 (2) - Remove clap
01:19:152 - clap
01:19:566 (2) - Remove clap
01:21:221 (2,3) - whistles
01:22:049 (4) - finish
01:22:876 (2,3) - whistles to follow 1:21
01:23:704 (4) - finish
01:24:531 (6) - whistle start and clap end
01:25:359 (7) - finish
01:25:773 (1) - ^
01:38:600 - I've mentioned enough about the finishes that you should know where they go. But you could mix up the hitsound pattern and have a clap every fourth white tick.
01:52:669 (3,4,5) - whistle, whistle, finish
01:53:911 (1) - finish (start)

Normal

Add finishes in the same areas where you saw them in Easy and where you hear finish sounds in general. It's okay if you don't have a finish on every finish sound. Too many can overpower the song. remember to lower the volume when needed.

00:01:152 (2,3) - add whistle to one of these. Whichever one feels most correct to you.
00:02:186 (4) - whistle (start)
00:03:635 (1,2) - whistles
00:04:255 (4,5) - ^ (make a nice double hitsound pattern)
00:05:083 - whistle here too.
00:05:497 (1,2) - This is offbeat. Hitsound this by adding a whistle to the end of the first slider and the start of the second one.
00:06:945 (3) - This clap doesn't fit.replace with whistle and you can have a finish on the finish sound 1/2th later.
00:07:566 - whistle
00:08:807 (3) - ^(both ends)
00:10:049 (4) - clap on start, whistle on repeat
00:11:290 (1,3) - claps
00:12:531 (4,1) - alternate between finishes and some hitsound
00:14:186 (2,3,4,5,6,7) - I suggest an abstract hitsound rhythm here. The end of 2 would go good as a clap. 4,5 can be whistles and 6 is a clap. 00:15:635 (7) - is not following the beat very closely. I suggest moving it 1/2th later and using the same hitsound pattern as 4,5,6
00:18:531 (1,2) - Offbeat- doesn't play well. Mapping white ticks would feel better.
00:19:359 (1,3) - The actually hitsound rhythm is not on these ticks but you can hitsound the sliders and they will seem to be following the rhythm. try adding whistles to both of these (starts only)
00:24:531 (3) - whistle (to break up the quiet)
00:25:359 (1) - ^(start)
Keep adding whistles to similar sounds through here. That is the 2,4 rhythm. Keep this rhythm until 00:40:669 -
00:28:255 (1) - Don't have random claps.
00:28:669 (2,3) - Position like this. http://osu.ppy.sh/ss/920186
00:32:393 (4,5,6) - Claps don't follow a rhythm. you could remove the clap from 4. But that slider goes over the other sound required to complete the hitsound rhythm here. A hitsound would go well here 00:33:428 - . you could accomplish this with a custom slider tick.
00:33:842 (2,3,4,5) - ^ ugh Remove the claps, make 00:34:255 (3,4) - whistles. 00:35:083 - this should be a whistle and 00:35:497 (2) - too to complete the pattern.
00:36:324 (5) - I don't agree with this shape. I suggest normalizing it by making it dive less. Example https://osu.ppy.sh/ss/920207
00:43:980 - Finish then follow up with a clap on the repeat here 00:44:186 (4) -
00:44:186 (4,5) - Ugly transition. I suggest doing something like this https://osu.ppy.sh/ss/920213 I have whistles on the ends of the slider and a clap on the repeat. The note after also has a whistle.
00:47:083 (3,1) - Too close.
00:50:600 (4) - Replace start with whistle and end with finish?
00:53:911 (1,2) - Plays weird. http://puu.sh/3YOxw.jpg < I think this is better.
00:55:359 - 1/1 length slider here? Then have the repeater start here 00:55:980 -
00:56:186 clap
00:57:221 (1) - Reduce to long white tick
01:01:359 (1) - whistle (start)
01:03:014 (2,3) - Plays weird. I suggest making into one slider.
01:04:462 (1,2,3,1,2,3) - Make the spacing of these triples even.
01:07:152 (2) - whistle maybe?
01:14:186 (2) - whistle
01:15:014 - ^
01:15:635 (8,1,2,3,1) - Badly spaced.
01:19:152 (5,1) - This? http://osu.ppy.sh/ss/920230
01:22:876 (4,6,7) - whistles
01:24:118 (2) - ^
01:24:531 (3) - ^ (start) end on the white tick
01:25:773 (1) - Finish
01:39:635 (2) - whistle
01:40:049 (3) - ^(ends)
01:42:945 (7) - move to x 184 y 80 (better curve)
01:46:876 (1,2,3) - Spacing
01:53:911 (1) - Make symmetrical.


x.x I'm done for now. These maps need a LOT of work. I was focused on the hitsounding. This mod would be even larger if i was pointing out more of the pattern related issues with the map. I'll save those for another day. Let's get the hitsounds in shape first.

Edit:

Frantic
There's not much to go on. I may suggest whistles more than other hitsounds as they are the easiest to incorporate into a map. I will try to suggest complex rhythms if they become apparent to me. Some experimenting could reveal more complex and interesting patterns. Keep the hitsoundings of the other difficulties when you hitsound this one. What worked and what didn't work.

80% is loud for stable hitsounding. In the other difficulties you had the volume set to 50%. There are some part later on where the loudness fits. i'll leave it to you to decide how consistent you want the hitsound volumes to be.

00:00:118 (1,2,3,4) - Try starting with a whistle, and ending with a finish.
00:00:945 - Why is this a break when it's mapped in the other difficulties? Personally it don't mind it. I think it's a bit soon to cut the gameplay. People might not want to have to be forced to wait to play each time.
00:11:290 (2,3,4) - whistle, whistle, clap? Traditional 2,4 would work too, but it's bland IMO. You can do 2,4 hitsounding here. Maybe add clap here 00:14:186 (5) - to break up the pattern.
00:14:600 (1,2,3,4) - 2,4 whistles (starts of the sliders and whistle on 4)
00:16:566 (6,7) - whistles here would accentuate the pattern here.
00:17:497 (1,2,3,4,5,6) - You can start this with a finish if you reduce the volume. A whistle on the start of 3 and 00:18:945 (6) - works too.
00:19:566 (1,2) - The ooh sound can be accentuated by whistles.
00:21:221 (3) - This is a strong beat tone that can be accentuated by the stronger clap sound. But please make sure the hitsounds are lowered.
00:21:428 (1,1) - whistles on the starts.
00:22:255 (2,5) - ^
00:23:497 (1) - clap on repeat to continue your clap pattern
00:24:118 (2,3,4,5) - you could try alternating between whistle and clap on the starts.
00:25:773 (6,8) - whistles to accentuate the vocals.
00:26:807 (1,2,3,4) - How about adding a whistle to the end of 1 and the start of 4? again to accentuate the vocals.
00:30:324 (2) - whistle
00:30:738 (4,5) - Start of 4 is on a finish sound, but it sounds bad at 80% volume. I suggest using 1.1 distance snap here for improved flow.
00:31:980 (7) - whistle?
00:32:807 (1,1) - Same sounds as 19 seconds.
00:33:221 - I like it better if there was something here.
00:33:428 (1) - New combo for consistency.
00:33:428 (1,1,2,3,4,5) - Flows badly. The spacing going into the combo needs to be larger and it would play better if spacing for the triples were larger too.
00:35:290 (3,7) - I guess whistles.
00:36:118 (7,8,9,1) - Inconsistent/weird spacing. make it the same as the next combo.
00:36:945 (2,6,10) - Whistles
00:39:842 (1,2,3) - Start of 1 and 2,3 , add whistles
00:41:083 (6,1,2,3,4) - end of 6,2, and the start of 4 add whistles to complete the hitsound pattern.
00:44:807 (3,4,5,6) - Try adding whistles to the starts of 3,4,5 and both ends of 6
00:47:704 (1,2,4) - whistles?
00:48:324 (7,8,9) - whistle, clap, whistle
00:48:738 (9) - New combo.
00:49:359 (11,13,14) - whsitles
00:50:393 (2) - end with whistle
00:51:014 (4,5,7) - whistles
00:51:842 (9,10) - whistle, finish
00:52:669 (2,4) - whistles
00:53:911 (1,2) - finish or whistle on the start of 1 and whistle on start of 2.
00:54:945 (5) - whistle (end)
00:55:773 (2) - ^
00:56:807 (5) - ^
00:57:221 (7,1) - finish, whistle
00:58:049 (3,4) - clap, whistle
00:58:876 (1,2,3,4) - finish, clap, whistle, finish
01:00:118 (7) - Clap?
01:00:531 (1) - finish (start)
01:00:945 (2,4) - whistles
01:02:393 (2,3) - whistle on 2 and the end of 3?
01:03:842 (1) - Finish
01:04:152 (1) - whistle (end)
01:05:497 (1) - finish
01:05:807 (1,2,2,3) - There are several hitsound options you could do here.
01:06:324 (1) - finish or clap.
01:10:462 (1) - whistle or reduced volume finish on start
01:10:876 (2) - clap
01:11:704 (2) - ^
01:12:324 (2) - ^ (end) You get the pattern. Continue it.
01:12:738 (3) - End with whistle perhaps.
01:14:393 (3,4) - whistle on end and 4 (to make a whistle, whistle,clap rhythm with the ongoing claps)
01:15:014 (1,2,3) - continue the whistle, whistle , clap
01:16:255 (5) - start whistle, end finish
01:17:497 (3,2) - start with whistles?
01:18:738 (1,2,3,4,5) - you have several possible hitsounding choices here as well.
01:20:393 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - I think you could figure out how to hitsound this .
01:38:600 (1) - finish (start)
01:39:014 (2) - clap
01:39:842 (6) - ^ (you know the rhythm, continue it!)
01:41:911 (1,2,3,4,5,6) - This could be whistles or claps using the above hitsound pattern
01:43:566 (1,2,3,4) - finish, nothing, whistle, finish
01:44:600 (2,3) - whistle, finish
01:45:221 (1) - whistle (end)
01:46:462 (4) - whistle(start)
01:46:876 (1,3) - whistles
01:48:531 (1,2,3,4,5,6,1,2,3,4,5,6,7) - you know what to do!
01:56:807 (1,2,3,4) - finish, nothing, whistle, finish
01:57:842 (1,2,3,4) - nothing, whistle, nothing, finish

I stopped checking the patterns and flow. The hitsounds should sound nice though.
Topic Starter
Lust
Thank you very much! I'll apply the hitsounds where I think they fit over the coming days (busy)
Kanari
Hellooo ~ owo)/


Just a few things ~

- The g in Vampire girl should be capitalized
- Offset is incorrect, try -715
- Why not make the preview point where the chorus is? owo
- Remove everything in the tags (your name, Side Pocket is already in the creators field, Nyanners and Kyun! Vampire girl are mentioned in the artist and title)
- THE iDOLM@STER 2 should go into the source since this song came from there
- This is a cover, so add that into the tags perhaps ? owo
- Add Francis into tags because this person is part of the mapset
Topic Starter
Lust
thanks will do!
Synge2050
I want it, but I can't have it.
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