Suzuki Konomi 'n Kiba of Akiba - Watashi ga Motenai no wa Do

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Topic Starter

Garven wrote:

Good gods, that's an old bubble.

Since you're mapping through 00:35:451 - I recommend you use tick rate 1 for this song. | I'm actually using 2 because I'm using hitsounded sliderticks in the lower diffs - while I know this causes quite a bit of "ugh-ness" in taiko converts, I want to keep it at 2 for hitsounding purposes; I will, however, lower their volume in this section to make it a bit less.. weird, for people with more audible ticks in their skins

OD +2 | k
00:16:851 (1) - Way too soon after a spinner for an Easy. Give about 4 beats at this BPM. | Seing as this is a rather centered slider, I think 3/1 should do in this case, so I shortened the spinner by one, having the consistent spinnerend-whistle like in the other diffs
00:30:951 (2,1) - Surprised there was no tick sound magic on these two sliders. | the only form of magic I see possible here would be quite confusing to the player because it'd be like 1/2 right after the initial click, which I'd much rather avoid on an Easy and not-climax section, so that's why I stuck to the more simple main rhythm
01:21:651 (1) - Too soon after spinner blah blah | I believe this one should feel fairly natural enough with the rhythm and momentum going into it; moved it to lead better into 2, though
01:24:501 (1) - Remove new combo | k

OD +1 or 2 | +1
This is really high SV compared to the AR. Not too fond of it. | increasing AR by 1
00:16:251 (1) - Way too soon after a spinner in a Normal. Give 2-3 beats for this BPM. The spinner itself is really short too. It's probably best to map through it. | don't think there's a rhythmically nice way to put this differently, so I'm kinda wanting to keep it as-is; moving the following two combos a bit more to the left, though, to have it more centered after the spin
00:33:201 (1,1,1) - New combo spam. :(| dragged the first NC to the slider before so it should look less ugh with the doublered now
00:42:651 (1,1,1,1,1) - Don't new combo spam please. | halvened combo density :v
00:47:301 (1) - etc | is do
01:21:051 (1) - Soon after spinner | this one's 3/2, and with the momentum here, I'd say it comes rather natural, so I want to keep it as-is

OD +1 or 2 | 6 now
00:13:851 (1,1,1) - New combo spammmmmm. Not going to mention them anymore on your maps. Get rid of 'em. They screw with hp drain and most of what I've seen they don't even really fit the musical phrasing well. | there's actually strongly seperated pairing going on here, so I'd rather keep it
00:36:651 (4,5) - Although it's distance snapped, I'd have it slightly overlapped with the end of 4 so that it's very obvious the snap is going to be different.
I kind of wish you used more hard angles on the sliders considering the style of song. | not quite an overlap now but just about no bit of air between them; should get the thingy across, I guess

OD +1 or 2 | OD7/8 for this kind of diff..? raaaaaaaaaaaaather not.
Pretty solid, though it felt too smooth for the genre.

OD +1 or 2 | you should really do something about your highOD obsession Garven (raised to 7.5, not going to push this to oblivion because it's not the peak diff)
00:12:051 (3) - ctrl + g if you want to be consistent with your jumps | true that
00:20:901 (7,1) - After all those jumps this felt way too close | why yes, it is close, but the 180° turn into the new combo gives it fairly enough snappy pressure as to keep it viable in my eyes, so I'll keep this
00:33:501 (3,1,2) - Erm, why? | I don't know anymore
00:42:651 (1,2,1,2,1,2,1,2) - This felt a little off since the song stopped gaining in intensity, but the pattern kept going. | I can see it continuing the upwards trend until 00:44:151, keeping
01:16:701 (4) - Such a drastic velocity change for not much of a change in the music. | stretched vocals without any of the previously more screaming tone to it makes this very much of a holdy section to me
01:21:201 (2) - And the same story here. | tons of instrumental pressure coming back for the finish
01:22:101 (1) - And when she's actually holding a note so a slider makes sense, it's super-slow compared to the one before it. Doesn't flow well at all. | that's a low-momentum vocal string, so I'm following, again, the "holdiness" of the whole thing, rather than a continuously strong momentum covering a wide distance
01:24:201 (1) - And back to zoom zoom. Try listening to the music during this end section and get a better feel for it. Right now the interpretation is pretty wildly disproportionate compared to what's really going on. | disagree. short-jabby end to the song, short-jabby end to the map. not much more to say in that matter.

[Extra] *Rejection
00:14:001 (2,3) - 00:14:601 (2,3) - They're snapped wrong. Fix that. There's a lot more riddled throughout the map. | how are they snapped wrong, they're exactly on the same beats as in Insane and any other diff; unless you would want me to extend the slider by 1/8 or 3/16 to get a more abrupt and guitarfollowing transition, I don't see what you mean by this.
00:42:801 (2,1) - This first return really doesn't flow very well. The second iteration's jump is much smaller and flows nicely making it really unbalanced in comparison. The third has the same bad flow problem as the first, and the last one is nice. You might want to rethink this particular set of patterns. | that's the point: the song is jabby and having a harsh impact, demanding you to focus on every repetition individually, which is best achieved by not making it too monotoneous and horridly consistent - you can see I'm following a pattern and it's evidently achieving just that, so I'm very convinced of keeping it as-is
01:05:151 (5,6) - This flows better if the 6 was positioned lower. The end is also unsnapped. | the end is not unsnapped, it's on the blue tick.. also, again, the more abrupt change emphasizes the shift from the more snappy drumpattern into the more pairy guitar strings, even more so because you don't follow the same curved string and shaping throughout both of them
The end also has the same velocity issues that then Insane has. | I have the same response for this as before :v
~ I hope you can see my points with the explanations provided and find yourself able to agree, or at least bear with them.
I'd like to add something about NC spam on lowdiffs:

^^^ That's Jenny's Hard diff lolol ^^^

Yes, it does affect the drain, but NO, this is not an issue. on low HP values with low object density it's very possible to survive through critical situations, or in my above example, through constant misses and accuracy-fucks and sliderbreaks even with a lot of NCs. Whether they make sense musically is another story, but they're technically not really a problem, youc an still get ridiculously bad scores with it.
Rerank this already meh
I haven't rechecked, but the pop was over the notes too soon after spinners, so give more recovery time. Those are non-negotiable.
In Easy:

01:21:651 (1) - just delete this as a compromise, very similarly to what you did at 00:16:251 -

In Normal:

00:15:051 (1) - this one's too short for a [Normal] spinner anyway. Just map it using hitobjects

edit: nvm these I guess

01:18:501 (1) - I'd shorten this to 01:20:001 - where the musical phrase starts still makes sense and gives a lot of room for players
Lookin' better.

Since you bumped AR up one, bump OD up another accordingly.
01:21:051 (1) - Still too soon after a spinner. The most natural spot to end would be at 01:19:851 - (would also fit better for the Easy compared to where it's currently ending so you can start mapping again when the band comes back in)

00:13:851 (1,1,1) - These are all part of the same musical phrase. I don't see how they are "pairing." The way you're mapping each combo at about a measure each, it'd make more sense to remove the new combo at 00:13:251 (1) - and at 00:14:301 (1) - (and 00:15:201 (1) - if you're being really anal about it)
00:36:651 (4,5) - Looks good, thanks

Still needs that bump up in OD.

00:16:251 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - ALL of these are back and forth jumps. Suddenly breaking that at 00:20:901 (7,1) - broke your flow.
01:16:251 (1,2,3,4,1,2,1,2,3,4) - I'd rather you made it similar to this pattern 00:42:651 (1,2,1,2,1,2,1,2) - considering the intensity is much more obvious in this section. Maybe starting slow and building up back to normal speed. Keeping it all at not-moving speed doesn't make sense musically and the tiny distance snap increments currently don't really represent it well.
01:21:201 (2) - I'm not feeling this "pressure" you're speaking of. Especially after the big rise from before - all of the power is in the first two notes with わた. After that, there's nothing. A slider doesn't fit here in the first place - two circles would represent this best. But having it as a faster than the normal established speed AND as a slider just doesn't fit at all.
01:22:101 (1) - Though it does fit with your previous explanations, compared with the slider before it, it just plays poorly. I think adjusting this to the highest point of however you increased the previous pattern (if you do) would work well.
01:24:201 (1) - And this is the same as the other fast slider. It works better as a circle, not a slider for the same reasons stated above.

00:14:001 (2,2) - The ends should be snapped on the white tick. There's nothing on the blue ticks. There's a lot like this that don't really fit the song.
00:42:801 (2,1) - I still think having more of a progressive increase would work much better since this works the same as what you did in the Insane at the same point
01:05:301 (6) - The blue tick is unsnapped as there's nothing in the music there. Actually, Instead of moving it down like I originally suggested, from your explanation I think having the motion work when you ctrl + g it fits the flow from before then. You'll have that opposite of the anticipated flow action continued from the circle honeycombish patterns.
And if you make adjustments to the weird SV changes in the Insane, apply them here too.
I'll reply when I get a chance. Just posting this here for the history. I'm still not happy with the ridiculous speed changes at the end of Insane and Extra. I'll probably call for a compromise.

2014-08-19 18:23 Jenny: I put an update for the lower diffs; shortened the spin in Normal, using decimal AR/OD for RLC's diff now because it doesn't feel quite "Insane"-y enough for AR8OD7 to me
2014-08-19 18:23 Jenny: also OD7.5 for Insane
2014-08-19 18:24 Jenny: eh, AR7.5 for RLC's hard* still OD7
2014-08-19 18:25 Jenny: *as an off-the-side update ping
2014-08-19 18:55 Garven: Alright
2014-08-19 18:56 Garven: So is it ready for rechecking? Or that just a quick update thus-far?
2014-08-19 18:56 Jenny: I kinda want to stick to the highdiff stuff still
2014-08-19 18:57 Garven: Meh. I still don't feel it at all. Do you at least get where I'm coming from?
2014-08-19 18:57 Jenny: 00:20:901 (7,1) - on Insane, because this is a collabed diff, this is a section change between the vocalists, which is why the way of mapping is also changing here
2014-08-19 18:57 Garven: Well, I'm not set up for modding atm so I'll check those when I can
2014-08-19 18:57 Jenny: 01:16:251 (1,2,3,4,1,2,1,2,3,4) - I can see what you mean about this one when comparing it to the previous (00:42:651 (1,2,1,2,1,2,1,2) - ) but..
2014-08-19 18:58 Jenny: at this point, it's more like.. not an actual huge change in pressure each time, it's not really speedy
2014-08-19 18:58 Jenny: it's more like it gets more focussed and pinned on the vocals, I would say?
2014-08-19 18:59 Jenny: which is what I find the slider-to-circle angles I have there do quite well because you have this active snap and switch of the flowlines there
2014-08-19 18:59 Jenny: like every combo has it's own curve and you snap and switch between them on the strongly put verses
2014-08-19 18:59 Jenny: you can check back on this whenever, doesn't really have to be now, I'll just use the chance to write it down
2014-08-19 19:01 Jenny: 01:22:101 (1) - this one, I could see work if I ctrl-G'd it because you'd have the more jumpy initiation since, well, the vocal it starts on is kind of.. sticking out? then again, that also makes this part a fair bit harder yet again and would make the next transition kinda awkward
2014-08-19 19:02 Jenny: and I kinda want the more holdy aspect there, since it also forces more attention to the change in pace which goes with the vocal
2014-08-19 19:03 Jenny: 01:24:201 (1) - the ending slider, from a sheer "a slider should end on a sound" point, doesn't make much sense, yes - but well, I don't use sliders as "one click two hitsounds" objects most of the time (if anything, I'd utilize the latter part on more jabby transitions with them ending 1/4 before the other object, like in Rejection)
2014-08-19 19:05 Jenny: so here it's functioning as an accelerated guided playing path (plus, holding the key down during the sliderpath contributes to the whole ending snap for me- like, you see the next object, you hear the vocals, you know there's a last finishing beat incoming and you hold the one you are currently at for the ending snap)
2014-08-19 19:06 Jenny: 00:14:001 (2,2) - @Rejection: pretty much what I just elaborated on, it's for the jabby-snapping transitions here, and I did lower the volume of the slider's ends (might actually take it down by another 10-15% or so)
2014-08-19 19:07 Jenny: though in this case, the guitar is rather lasting aswell, so I wanted to keep the previous string's momentum for as long as possible each time, because, well, that gives the snappy tone and play to it that I find very much dominant in the song
Cleaned up a few minor things along with the speed changes at the end of Insane and Extra, AR slightly tweaked in RLC's Hard.

I dunno what to follow up with Irrerererere's bubble image, so here's... something I guess.
Remove (TV Size) from the title!

01:08:901 (1,2,1,2,1,2,1,2) - Shouldn't this be better being al 1/1 sliders? They'd compliment the vocals better.

Might come back later with some more suggestions if no one else will be checking this.
shush, Dake
I'm going to take this. Because I'm being forced to. hi Irre


  1. Not much to say here, however I'm a little bit concerned about the gap between both Hard diffs and the Insane. You might want to boost RLC's diff or nerf Insane a tad to close that gap a little
  2. Also, I'm not sure about the snapping at the 00:35:451 part, so I'd like to ask for confirmation here.


  1. 00:13:851 (1) - you could have the spinner start a beat earlier to make it a bit longer and easier to clear for new players. Sure, it doesn't start on the strong drums then, but a spinnerstart is such an inactive-impactless thing anyway, it doesn't really matter as long as the buildup is conveyed properly
  2. 00:21:051 (1,2,3) - suggesting a different rhythm because that 3/2 gap might be hard to catch for beginners:
  3. 00:42:651 (1,2) - for this you could go with a rhythm like that:
  4. 00:48:051 - add a circle
  5. 00:48:651 (1) - remove NC
  6. 00:57:351 - try a reversed 3/2 slider here
  7. 01:02:151 (1,2,3,1,2) - this whole part feels extremely awkward, try a rhythm like this:
  8. 01:08:001 (1) - remove NC
  9. 01:18:501 (1) - i think it'd be fine if you let this one end on 01:20:601 -


  1. AR6 might be a tick too fast for Normal, consider reducing by 1 or maybe even only 0.5
  2. 00:03:651 (1) - RNC
  3. 00:06:351 (1,2,3) - instead of having these unfitting short 1/2 sliders, can't you like do this vvv that would also help with the NCing. I'm suggesting these kinds of rhythm for the whole intro part because it's using these sliders repeatedly
  4. 00:13:851 (1) - I would still suggest to map this slider using hitobjects.
  5. 00:16:851 (2,4) - feel a bit clunky, make them slightly less curved for better visuals
  6. 00:18:051 (4,2) - additionally you might want to arrange the pattern so that you get a blanket here
  7. 00:21:951 (3,4,5) - feels completely off, change this in whatever way you want, but make sure to get the emphasis on the vocals on the red tick.
  8. 00:23:751 (1) - same as with the 1/2 sliders in the beginning
  9. 00:39:051 (3,1) - feels rather crunched together.. You should get the whole pattern a bit the right so you have a little more space to raise the ds on this one, this feels a little too close
  10. 00:39:551 (1) - RNC
  11. 00:47:301 (6) - move up a bit, the """ flow """ from 5-6 isn't really cool rn
  12. 00:55:251 (3) - lengthen this by 1/2, then 00:55:851 (1) - remove this reverse arrow and add a circle at 00:56:601 - then ??? then profit aka fitting vocals


  1. 00:06:051 (1) - remove NC lol
  2. 00:24:501 - add a circle -> vocals
  3. 00:24:651 (1,2) - remove and put a slider on the vocals on the red tick
  4. 00:32:451 (1,1,1,2,1) - you have the NCs here but not 00:13:851 (1,2,3) - here. remove them for consistency reasons
  5. 00:41:351 (1) - tbh this NC isn't really needed, it's still the woman singing, so there's no seperation needed here
  6. 00:55:401 (4) - you might want to get this out of the shadow of 00:54:501 (3), I can imagine this being a tricky read on the first play of Hard players
  7. 01:08:901 (1,1,1,1,1,1,1,1) - as I said, the NC don't really cause drain problems, but still, these are really a lot in a row. Remove every second one, that way you have a NC every time the cycle of guy-girl-singing restarts

RLC's Hard

  1. raising the spacing at some intense beats such as 00:53:301 (1) - or 00:54:951 (2) - or w/e would be beneficial for the spread, so consider doing that at some places
  2. 00:05:601 (1) - RNC
  3. 00:24:951 (2) - replace this with circles, that way the vocals on the next 2 sliders are more emphasized
  4. 00:36:051 (1) - RNC


  • 00:02:751 (3) - spacing seems a little high here, but it's right at the beginning so one or 2 retries won't hurt anyone i guess
  1. 00:15:051 (1,1,1,1) - too many NCs, deleting the second and fourth one would emphasize the change in vocal tone, so do that
  2. 00:21:801 (4) - this lands on a rather strong beat, I'd rather see an object there, and also have a NC on said object
  3. 00:23:151 (8) - ^ same thing but more important
  4. 00:35:038 (1) - don't feel like this NC is necessary
  5. 00:43:551 (1,2,1,2) - This Insane diff is really hard compared to the Hard diff and it's mostly because of patterns like this. In this case, the tone , or pitch, is different for these 2 jumppatterns as opposed to 00:42:651 (1,2,1,2). I suggest to make this easier and more fitting at the same time by deleting these, then copying 00:42:651 (1,2,1,2) and flipping them, you'd then end up with something like that:
    Would obviously requir readjusting but this is kind of imprtant to tone down the pattern a bit.
  6. 00:47:301 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Urgh. I believe this also a reason for the big star rating, this is the only stream of such length in the whole diff and I feel like it should really be shortened. What's even more annyoing is that it starts on a slidertail which always screws with getting into streams correctly because you don't actively press the first beat. Well, that's how i feel at least. (You have Rejection as diff that can carry the streams and super-jumps, so no need to kill players or they high-acc plays here)

    To put it into perspective: The first kiai part is like, waaay easier than these jumps or the stream imo, that doesn't make too much sense.
  7. 01:11:301 (1) - make this 2.70 spacing instead of 2.80 to fit with the other patterns
  8. 01:20:301 (1,1) - RNCs

Mod on Rejection will be done tomorrow. It's 3 am and meeh.

00:32:451 (1,2) - This isn't too hard in itself but I dislike that you expect the player to follow 1/3 rhythm after 1 slider, I'd remove the note and make this a reverse slider.
00:33:051 (1,2) - Increase spacing to make this a clear 1/2 jump.
00:35:451 (1,2) - This needs to be a jump of some sorts. It's weird to read as it is.
00:36:951 (7,8) - Space more please. At the moment this section just seems so wishy-washy to follow. I can't understand the beat properly it's really weird.
00:38:151 (3,4) - ^
00:38:751 (6,7) - ^
00:39:351 (9,10) - ^
00:41:151 (5,6) - ^
00:44:751 (4,5) - Increase spacing here, currently reads like a spaced stream thanks to the previous 1/4 jumps imo. Alternatively reduce the spacing on 00:44:451 (1,2,3,4)
01:14:901 (3) - Move this note further upwards, it's very awkward right now.
01:08:901 (1,2,3,4,1,2,3,4) - If you were feeling generous then move every repeat left more (as in move this as pattern 01:10:101 (1,2,3,4,1,2,3,4) left and this even further 01:11:301 (1,2,3,4,1,2,3,4) etc... )
01:24:201 (1) - Aim this slider further down (more towards 01:24:501 (1) ). At the moment it's very easy to 100 it because it's so fast and in an inconvenient direction.
Topic Starter
Few little changes about Rejection (00:35:451 -, 00:44:751 -), mostly everything changed from Zare's stuff unless stated otherwise

Easy: Anything but 00:57:351 - + 01:18:501 -
Hard: 00:24:651 - no
00:55:401 - not a concern with new default
RLC: 00:24:951 (2) - same as 00.24:651 - @Hard
Insane: 00:45:801 (4) -
Also, removed (TV Size) from title after talking back to KSHR:

Let's take a last look at Rejection then, don't kd this post as it's part of the previous mod

  1. AR+ 0.5; it's currently really hard to read, especially with circle-jump sections liek the second kiai part, higher AR would ease this a bit.
  2. The drain is beyond hope, but we've talked about this a lot already. It should be fine with the Insane diff as alternative map to play when you can't pass this.
  3. 00:18:051 (9,10) - consider using circles here because of the equalish vocal-intensity on the ticks, similar to 00:20:451 (7,8,9,10) -
  4. 00:33:201 (2,2) - I'd agree with jesse on rasing the spacing on these to accentuate the snap.
  5. 00:35:038 (1) - this one is a pain, neither the spacing nor the previous slider or w/e implies this being 1/3, and I'm constantly 100'ing it. Use sliders here:
  6. 00:44:601 (2) - jump feels a bit overdone, especially since there's nothing here that would imply that big of a spacing increase. reduce the spacing.
  7. 00:48:651 (1) - reduce the spacing to 1.20 as with the previous streamjumps
  8. 00:51:801 (2) - you might want to reconsider whether this spacing really makes sense in regards to the song
  9. 01:23:601 (2,3,4,5) - Make the spacing here consistent or make it so that it makes sense in some way, especially that antijump on 5 feels weird

Once this and RLC's mod is answered, AND once I have confirmation about the weird snaps, this can be ranked.
Topic Starter
17:03 Jenny: 00:18:051 (9,10) - sliders because want to do exactly that: less emphasis on vocals so the next combo has more of an impact with the sliderangles and backleading jumps
17:03 Jenny: 00:21:051 (1) - different vocalist and tonage, is more sliderbuilt
17:09 Jenny: 00:34:751 (1,2,1,2) - errr.. no. using any more slider than this (or anything else, for that matter) will only fuck up the soundpatterning and nothing else. it's correctly snapped and the approachrate should give you enough room and time to get this
17:10 Jenny: 00:44:451 (1,2,3,4) - harsh drumfinish to the section
17:11 Jenny: 00:48:651 (1) - not part of the streampattern anymore but a new individual one; makes no sense to space it exactly like something that's entirely different in nature and song
17:12 Jenny: 00:51:651 (1,2) - again, harsh sectionfinishing drums, fairly reasoned in my book - yes, hard, very hard, but that's exactly what goes well with the minibreak before the kiai kicks off
Poking RLC when I next get to see him online.
seems like jenny changed the nc's already, and i changed the other things
Topic Starter
Please don't utilize an apostrophe for a word's plural form, it's posession >:

Alright then.
Gratz o3o
uguu Zare so mean :u

Congratulations \o/
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