Shibayan feat. 3L - Lunar 11.3 Candle Magic [Osu|Taiko]

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Topic Starter
11t
Updated with ono's wonderful katdon!
TicClick
okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags


[Lunatic]
  1. 00:34:463 (3) or 00:34:697 (4) - add a whistle on the tail maybe. If you like the result, don't forget to do so for the rest of the map (times when the singer says "ka-mi-sa-ma" or whatever that was)
  2. 00:35:635 (2) - it's uncomfortable to play, because right after this slider you have to move your hand in the exactly opposite direction to reach the next slider, and this is just unnatural. Please rotate the slider; example: http://puu.sh/7Pojd/de6fa7ba0e.jpg
  3. 00:44:424 (5) - try adding a little curve to make it look better: http://puu.sh/7PkGE/00519c904f.jpg
  4. 01:00:713 (3) - add a soft finish on the tail
  5. 01:26:260 - put a note here to map the sound which appears in the music right here. It sounds similar to normal-hitnormal
  6. 01:43:603 - when mapping a kiai, please don't leave unnecessary gaps. Yes, the vocals are temporarily shut down, but the beat remains, along with shiny things falling off the cursor and the epic mood. To solve the problem and not break the playing flow, add a short slider at 01:43:603: http://puu.sh/7PGyP/f638ca39d3.jpg or something like that. Do the same for 01:44:775.
  7. 01:52:392 (1) - please, do not use a slider here. You can clearly hear the downbeat at 01:52:510, which needs to be mapped. The players want to hit the key at that time (according to the music itself), not simply hold it. If you make them do it, everything is fine. But if you keep the slider, all the things you've done to emphasize the moment (storyboard, kiai flash and finish hitsound) fail to work and become useless.


[Hard]
  1. 00:33:525 (5,6,7) - ahem. Please direct it somewhere else, so people playing it could see the last note of the triplet. As of now, it's almost completely hidden by the slider's tail and the first note
  2. 00:37:275 (3) - add a clap on the tail, since it exists in the music
  3. 00:51:689 - you skipped a part of the triplet here; please map it. Something like this would be nice: http://puu.sh/7Pluf/7b8bc71a0b.jpg
  4. 01:23:095 (2) - add a slight curve to pair it with the prev. slider: http://puu.sh/7PlBj/b2405088c2.jpg


[Normal]
  1. 00:51:103 (3) - replacing it with a single note would probably be a better solution
  2. 00:52:744 (1,2,3) - halving the spacing is unnecessary and unwelcomed on lower difficulties (Easy/Normal). It is misleading; also there's only three notes and it is not worth compressing them to ease the difficulty
  3. 01:07:510 - you skipped the downbeat; try mapping it instead. Look up there for an explanation why you should do this
  4. 01:34:931 (3) - please take this jump out of the difficulty and insert something better instead. It is too big, way too sudden and also not really comfortable for playing
  5. 01:42:900 (1) - reduce SV to 1.4 or 1.5 maybe, otherwise people can easily break their combo here due to a sudden speed-up
  6. 01:52:510 - what I said about downbeat earlier


[Easy]
blabla downbeat blabla please fix. On a more serious note, I hope you re-do some sliders in the way someone playing the map could hit the keys, instead of holding them all the time. This will also cure your problem with new combos, since most, if not all of them, should be placed on downbeats (represented by big white ticks):
Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure
  1. 00:23:447 - you can put a note here; no need to make the player wait for this long
  2. 00:38:447 ↑
  3. 00:41:260 (3) - according to the music, you want to start a new combo here and not on the next slider
  4. 01:02:822 (3) - nc please


Still a great map, nonetheless (esp. Lunatic & Hard). Keep it up!
TicClick
also, a note on kiai placement. When playing songs and modding some maps, you could notice that almost all the beatmaps have their kiai starting on the big white tick. But that's not the only thing they have in common.

I'll continue with some example taken from your beatmap. You can hear 3L singing four lines from the lyrics; they start at 00:22:510, then 00:26:260, then 00:30:010 and 00:33:760 and form together something.. uh, the correct term probably is "Strophe"; an independent part of the song which can't be split up without losing its integrity.

So yeah, kiai usually starts at the beginning of the strophe and lasts till its end. This is why the music at 01:01:885 is worth only a fountain, but not a complete or proper kiai time: it's only in the middle of the said part of the music and has nothing different from the rest of it. The same goes for 01:07:510, let it be a simple fountain.

Yes, you can keep kiai at 01:22:510, since you did make it outstanding (dat heat), and there's also a new strophe. The next one also enables you to set up a fountain at 01:37:510 and keep the rest unchanged.

Summary:
  1. 01:01:885 - only fountain
  2. 01:07:510 ↑
  3. 01:37:510 - add fountain

apply this to all the standard difficulties.
Topic Starter
11t
Wow, thanks a lot for the random mod, TicClick!

okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.
(:3[_____]

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags
    Fixed both


[Lunatic]
  1. 00:34:463 (3) or 00:34:697 (4) - add a whistle on the tail maybe. If you like the result, don't forget to do so for the rest of the map (times when the singer says "ka-mi-sa-ma" or whatever that was)
    I like this, even if it doesn't really follow the music. Thanks for the suggestion!

  2. 00:35:635 (2) - it's uncomfortable to play, because right after this slider you have to move your hand in the exactly opposite direction to reach the next slider, and this is just unnatural. Please rotate the slider; example: http://puu.sh/7Pojd/de6fa7ba0e.jpg
    The player doesn't have to move at all for the repeat, so really the direction that its pointing in doesn't really affect much. I like what I have now because it fits aesthetically.

  3. 00:44:424 (5) - try adding a little curve to make it look better: http://puu.sh/7PkGE/00519c904f.jpg
    I personally don't like the curve too much, so I'll leave it as it is for now.

  4. 01:00:713 (3) - add a soft finish on the tail
    Added a drum-hitwhistle here; I think it fits better than a soft finish.

  5. 01:26:260 - put a note here to map the sound which appears in the music right here. It sounds similar to normal-hitnormal
    I think mapping this note would take away from the impact that the vocals have here.

  6. 01:43:603 - when mapping a kiai, please don't leave unnecessary gaps. Yes, the vocals are temporarily shut down, but the beat remains, along with shiny things falling off the cursor and the epic mood. To solve the problem and not break the playing flow, add a short slider at 01:43:603: http://puu.sh/7PGyP/f638ca39d3.jpg or something like that. Do the same for 01:44:775.
    Remapped this section.

  7. 01:52:392 (1) - please, do not use a slider here. You can clearly hear the downbeat at 01:52:510, which needs to be mapped. The players want to hit the key at that time (according to the music itself), not simply hold it. If you make them do it, everything is fine. But if you keep the slider, all the things you've done to emphasize the moment (storyboard, kiai flash and finish hitsound) fail to work and become useless.
    Remapped this section.


[Hard]
  1. 00:33:525 (5,6,7) - ahem. Please direct it somewhere else, so people playing it could see the last note of the triplet. As of now, it's almost completely hidden by the slider's tail and the first note
    Okay, moved the triple further out a bit.

  2. 00:37:275 (3) - add a clap on the tail, since it exists in the music
    Added!

  3. 00:51:689 - you skipped a part of the triplet here; please map it. Something like this would be nice: http://puu.sh/7Pluf/7b8bc71a0b.jpg
    I really like the pattern that I have now.

  4. 01:23:095 (2) - add a slight curve to pair it with the prev. slider: http://puu.sh/7PlBj/b2405088c2.jpg
    All of the other 1/4s here are straight, so this wouldn't fit.


[Normal]
  1. 00:51:103 (3) - replacing it with a single note would probably be a better solution
    I think it's fine as it is now.

  2. 00:52:744 (1,2,3) - halving the spacing is unnecessary and unwelcomed on lower difficulties (Easy/Normal). It is misleading; also there's only three notes and it is not worth compressing them to ease the difficulty
    I didn't compress these notes to ease the difficulty; I compressed them because I thought that it fit the music. This Normal is harder than most Normals so I think readability of this should not be an issue.

  3. 01:07:510 - you skipped the downbeat; try mapping it instead. Look up there for an explanation why you should do this
    I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.

  4. 01:34:931 (3) - please take this jump out of the difficulty and insert something better instead. It is too big, way too sudden and also not really comfortable for playing
    Okay, Ctrl+G'd.

  5. 01:42:900 (1) - reduce SV to 1.4 or 1.5 maybe, otherwise people can easily break their combo here due to a sudden speed-up
    I'm going to think of ways to remap this, because the rhythm here is sort of awkward anyway.

  6. 01:52:510 - what I said about downbeat earlier
    A long repeat works just as well as mapping the downbeat here in my opinion.


Still a great map, nonetheless (esp. Lunatic & Hard). Keep it up!
Thank you!

As for the kiai, I changed it so that the first kiai ends at 01:07:510 . I do want to start this kiai at 01:01:885 though, since I want this section to have more lasting impact, rather than just a kiai fountain burst.
TicClick

11t wrote:

I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.
Topic Starter
11t

TicClick wrote:

11t wrote:

I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.
Of course, changing that one specific part to what you suggested wouldn't make the entire map monotonous. I was just saying that just because there's a downbeat here, it doesn't mean that I have to map the start of an object here. I think that a slider release can sometimes have as much impact as a slider start or a hitcircle. I personally think that the slider release works here, so I'm going to keep it.
Salvage
Great one, Shibayan <3


Do you plan on mapping some other shibayan songs? There are some amazing ones not mapped still lol, also as someone said above it's better to not cut the song halfway cause it's just amazing.
Topic Starter
11t

Salvage wrote:

There are some amazing ones not mapped still lol
Pretty much every Shibayan song still isn't mapped orz

I'm sorry I cut this one, geez! This song, like most Shibayan songs, is full of long sections of beats and at the time I didn't find the vocals before the halfway mark to be too interesting. I had no idea how I could map the intro sections without making the map repetitive and boring, so I just decided to cut everything and map only the most intense section of the song, when 3L's vocals go really crazy.

In the end, I don't think anyone would appreciate 6 minutes of 1/4 slider spam like this, haha...

I mapped this over half a year ago; now that I'm a bit more familiar with mapping, and especially after seeing maps like Nhato - Miss You by Hanzer, I now know that there are definitely ways to map the full 6 minutes of this song without being overly repetitive and boring or frustrating to play through.

Maybe one day I'll map a Marathon version.

I love Shibayan; I've always been wanting to map his other songs. Here's a list of songs I've attempted, and issues that I'm facing.
  1. R.I.N. - The last time I tried to map this, I tried to map it val-style at 2x BPM. But this sort of stops working once past the intro section, once the vocals kick in. Looking back on it now, this song is totally mappable; it's overall pretty fast-paced, and it's full of diverse rhythms. I might try again with this map sometime soon.

  2. レディメイド・シティライフ - One of my favorite songs off of Shibayan's newest album. The best thing about this song is its repetition of rhythm; the same rhythmic pattern is carried through pretty much the entire song. But this also makes it really difficult to map since the map can easily become boring and predictable.

  3. アナタガモトメルモノ - This song has a really exciting bassline and some 1/12 synths which make the beginning sections extremely mappable. I sort of ran out of ideas on how to map the first vocal sections though, so I ended up giving up. 3L really goes crazy near the end.

  4. アモリタチテカミトミユ - The guitar rhythm is totally mappable but unfortunately it also gets a bit repetitive, since it's there throughout the entire song. At the same time, it's hard to really map anything other than the guitar rhythm, since it's so strong in comparison to the vocal rhythm. If you can make it past the halfway mark of this song though, there are plenty of opportunities for diverse patterns and rhythms and such.

  5. ・-・・ --- ・・・- ・ - Another patchy arrange~ I tried to map this one similar to how I mapped Candle Magic, but it doesn't work as well here, since the backrhythms aren't as intense; the song overall feels a bit less energetic, but 3L's vocals here are just as interesting.

  6. MyonMyonMyonMyonMyonMyon! - I finished mapping a Lunatic diff for this a while back. I wanted to be as silly as possible with the myons, so the result isn't too readable on the first few tries until you get a feel for the rhythm. I ended up cutting the song to around 1:30 because outside of the vocals, nothing much really happens in the full song.

  7. MyonMyonMyonMyonMyonMyonMyon! - Absolutely amazing from 01:48:120 to 04:37:080 . The section starting at 03:04:920 is so great for SV experimentation. Unfortunately, after the guitar solo the song starts feeling somewhat repetitive in my opinion.

  8. 秋扇 - This song is completely mappable. The kiai vocals are slow but the bassline is carried through the entire song so you can sort of ride off of that rhythm if you don't want to make a slow map. I'm not sure why I gave up on this.

  9. フリフリおじょうさま - Really just there for the たんs.

  10. Desert Years - yana yanagi vocals and an engaging bassline make this song so amazing; the section starting at around 5:00 is probably the best Shibayan I've ever heard. But this song is so extremely difficult to map. It's swing rhythm so if you want to be accurate you'll have to map 1/6s. If you can do that while still keeping the patterns playable and readable, I think there's enough in this song to make one of the best maps ever made. I've tried, and I've failed; I'm not good enough of a mapper for this song yet.

  11. Fall in the Dark - The most mapped Shibayan song out there, and also the song that everyone seems to give up on after trying (at least with osu! standard). The problem is that the bassline is fast-paced, but the verse vocals are relatively slow. It's hard to keep difficulty and object speed consistent in this map, unless you just completely ignore the vocals and map only the bassline, but then the map becomes repetitive. The chorus is easier to deal with, though.
I think that the main issue with Shibayan's non-bossa nova songs in terms of mappability is that they're all in the 120-130 BPM range. Since the prime BPM range for 1/2 hitcircle jumps seems to be 160-220 BPM, Shibayan's BPMs are too slow for 1/2 hitcircle jumps, but too fast for 1/4 hitcircle jumps (if for example you treat the song as 2x BPM). So to make a challenging map, you have to rely a lot of 1/4 sliders. Streams are next to impossible to map because in most cases you have only two possibilities: a 120-130 BPM stream, or a 240-260 BPM stream; 120 BPM streams generally play awkwardly since they feel too slow and players tend to overstream, and 240 BPM streams are usually just too fast for most players.

120-130 BPM isn't unmappable though; there are many maps out there that are in that range, and are amazing. https://osu.ppy.sh/s/114488 and https://osu.ppy.sh/s/155691 come to mind. I'm just not good enough yet to be able to map like that.
OnosakiHito
I smell collaboration from now on between us.
Topic Starter
11t
such a lovely smell :3c
Salvage
What about this one?:


Clockup Flowers


You did try to map the best ones tho, but this one is also amazing, after min 5~6 it gets pretty cool as well, but yeah the mapping looks really hard not being repetitive or the issue with the streams as well :(.
Topic Starter
11t
Oh, yes, that was actually a more recent one that I tried to map, and by try to map I mean I timed it and placed like two notes :>

Like you said, Ranko's vocals get totally amazing near the end, and the intro with the timestop-like crescending synth cuts is really cool, but I agree that it's really difficult to make a map of this that isn't totally repetitive.
Kethsar
I'd take a go at mapping some of the Shibayan songs (if only I could actually map). The problem is, the songs I would like to try mapping - such as Curse Mind, Myoisia, and Ame wa Rirarira - are just too repetitive. To make good maps, they'd have to be cut, and because they're so long, the amount of the song cut could easily be over 60% of the entire song. It makes me so sad. :(
Salvage
The good thing about these songs is that it leaves space for creative styles (you can spam sliders, but you can also do amazing things without being repetitive), for example, mappers like LKs, RLC and such could do insanelly good versions of this, well you said yourself that you had an easier time mapping stuff like this after seeing HanzeR's Miss You (awesome btw), and we need more creative mapping, latelly the styles of mapping are way too similar, i'm no one to talk about this cause i don't know how to map, i just know i have more fun playing such maps lol.


EDIT: Oh god Ame wa Rirarira is so goood, i effing love shibayan
10nya

Satellite wrote:

Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?
  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"


[General]
  1. Clear!


[10nya's Easy]
  1. 01:11:260 - I kinda want a regular add note here
  2. 01:17:822 - ^ it'll make hard for easy player to add non-stop notes
  3. 01:20:166 (3,4,1) - 01:20:166 (3) - this slider more reverse, and adjusted along with it.
    sure, remapped
  4. 01:27:666 (1,2) - More better rhythm,follow with lyrics,like this.
    same reason as first;;


That's all. really nice mapset. take my star ;)

TicClick wrote:

okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.

General
  1. The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
  2. Your map lacks OnosakiHito in tags


[Easy]
blabla downbeat blabla please fix. On a more serious note, I hope you re-do some sliders in the way someone playing the map could hit the keys, instead of holding them all the time. This will also cure your problem with new combos, since most, if not all of them, should be placed on downbeats (represented by big white ticks):
Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
nah im focused on clap sound (since easy player will easy to catch the notes and rhythms)
Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure
00:23:447 - you can put a note here; no need to make the player wait for this long00:38:447 ↑00:41:260 (3) - according to the music, you want to start a new combo here and not on the next slider01:02:822 (3) - nc please [b]all fix
thank you for the mods and sorry for the late reply;;

osu file format v12

[General]
AudioFilename: Shibayan feat. 3L - 11.3 Candle Magic.mp3
AudioLeadIn: 0
PreviewTime: 21924
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 7510,22510,37510,52510,67510,82510,97510,112510,127510
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Lunar 11.3 Candle Magic
TitleUnicode:月齢11.3のキャンドルマジック
Artist:Shibayan feat. 3L
ArtistUnicode:Shibayan feat. 3L
Creator:11t
Version:10nya's Easy
Source:Touhou
Tags:10nya tennya OnosakiHito C79 ココロバイブレーション Heart Vibration ShibayanRecords やまざきさやか Yamazaki Sayaka ラクトガール 少女密室 Locked Girl Secret Room 東方紅魔郷 Embodiment Scarlet Devil パチュリー ノーレッジ Patchouli Knowledge
BeatmapID:322254
BeatmapSetID:122390

[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
5635,468.75,4,2,1,40,1,0
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7978,-100,4,2,2,70,0,0
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67627,-100,4,2,1,60,0,0
73135,-100,4,2,3,60,0,0
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74658,-100,4,2,1,60,0,0
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112392,-100,4,2,1,60,0,0
112510,-100,4,2,1,60,0,1
112627,-100,4,2,1,60,0,0


[Colours]
Combo1 : 163,70,255
Combo2 : 0,202,0
Combo3 : 18,124,255
Combo4 : 242,24,57
Combo5 : 255,192,0

[HitObjects]
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228,372,14541,1,8,0:0:0:0:
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228,204,17353,2,0,L|332:204,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
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256,348,27197,1,0,0:0:0:0:
199,263,27666,2,8,P|125:203|137:108,2,200
256,180,30010,6,0,L|248:64,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
152,64,30947,2,0,P|108:76|48:64,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
24,164,31885,2,0,L|32:280,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
44,364,32822,2,0,B|96:364|124:304|124:304|120:204,1,200,0|0,0:0|0:0,0:0:0:0:
116,112,34228,5,8,0:0:0:0:
208,80,34697,2,0,P|248:68|312:88,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
256,192,35635,12,4,37510,0:0:0:0:
256,92,38447,5,0,0:0:0:0:
260,192,38916,2,0,L|308:284,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
256,92,40322,2,0,P|212:104|164:160,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
108,220,41260,5,0,0:0:0:0:
24,276,41728,2,0,P|104:320|200:256,1,200,8|8,0:0|0:0,0:0:0:0:
220,176,43135,2,0,L|316:116,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
368,44,44072,2,0,P|404:100|400:140,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
364,224,45010,5,0,0:0:0:0:
388,320,45478,2,0,P|340:324|272:200,1,200,8|8,0:0|0:0,0:0:0:0:
220,124,46885,2,0,P|260:112|324:128,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
128,164,48291,2,0,P|88:176|24:160,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
84,80,49228,6,8,P|132:72|224:184,1,200
240,272,50635,2,0,L|248:376,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
180,192,52041,2,0,P|208:176|276:180,1,99.9999999999999,8|4,0:0|0:0,0:0:0:0:
316,268,52978,6,8,P|284:200|348:92,2,200,8|8|8,0:0|0:0|0:0,0:0:0:0:
344,364,55322,2,0,P|392:340|416:292,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
432,204,56260,2,0,L|432:104,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
504,272,57666,1,8,0:0:0:0:
432,204,58135,6,0,P|372:196|256:280,1,200,2|0,0:0|0:0,0:0:0:0:
188,336,59541,2,0,L|76:336,1,99.9999999999999,10|4,0:0|0:0,0:0:0:0:
24,260,60478,6,0,P|32:216|16:144,1,99.9999999999999,4|4,0:0|0:0,0:0:0:0:
216,108,61885,2,0,P|208:152|224:224,1,99.9999999999999,4|8,0:0|0:0,0:0:0:0:
310,266,62822,6,0,P|224:224|144:276,2,200
392,328,65166,2,0,L|500:324,1,99.9999999999999,8|2,0:0|0:0,0:0:0:0:
488,224,66103,6,0,L|380:228,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
300,276,67041,2,0,P|288:224|308:160,1,99.9999999999999,8|4,0:0|0:0,0:0:0:0:
396,176,67978,6,8,B|320:160|296:88|296:88|224:96,2,200
488,132,70322,2,0,P|500:192|472:240,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
296,296,71728,1,8,0:0:0:0:
204,336,72197,2,0,L|88:344,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
56,256,73135,6,0,B|64:152|64:152|32:56,2,200,2|0|2,0:0|0:0|0:0,0:0:0:0:
144,300,75478,2,0,L|176:188,1,99.9999999999999,8|0,0:0|0:0,0:0:0:0:
256,152,76416,1,8,0:0:0:0:
340,203,76885,2,0,L|368:300,1,99.9999999999999,2|8,0:0|0:0,0:0:0:0:
476,132,78291,1,8,0:0:0:0:
392,80,78760,6,0,P|356:80|316:136,1,99.9999999999999,2|8,0:0|0:0,0:0:0:0:
256,204,79697,1,2,0:0:0:0:
195,125,80166,2,0,P|168:85|120:80,2,99.9999999999999,8|2|8,0:0|0:0|0:0,0:0:0:0:
160,220,81572,2,0,B|144:284|172:344|172:344|228:320|264:336,1,200,4|4,0:0|0:0,0:0:0:0:
328,280,82978,6,8,P|368:224|324:100,2,200
248,336,85322,2,0,L|149:317,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
108,228,86260,2,0,P|116:168|148:128,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
228,88,87197,1,0,0:0:0:0:
316,136,87666,6,8,P|352:156|336:308,2,200
364,48,90010,2,0,L|468:80,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
440,276,91416,1,8,0:0:0:0:
340,304,91885,2,0,L|236:272,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
224,176,92822,6,0,P|160:220|176:344,2,200,0|4|0,0:0|0:0|0:0,0:0:0:0:
312,124,95166,1,8,0:0:0:0:
412,112,95635,2,0,P|400:176|368:208,1,99.9999999999999,0|8,0:0|0:0,0:0:0:0:
180,176,97041,1,8,0:0:0:0:
100,236,97510,6,0,L|124:352,1,99.9999999999999,4|8,0:0|0:0,0:0:0:0:
256,188,98916,2,0,L|256:88,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
172,236,100322,2,0,P|240:280|348:216,1,200,0|4,0:0|0:0,0:0:0:0:
372,140,101728,5,4,0:0:0:0:
168,284,102900,2,0,P|108:316|20:272,1,150,4|8,0:0|0:0,0:0:0:0:
16,192,104072,2,0,L|4:76,2,99.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
32,292,105478,1,8,0:0:0:0:
120,340,105947,6,0,P|172:352|308:288,1,200
324,200,107353,2,0,P|368:220|396:276,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
256,124,108760,5,0,0:0:0:0:
192,200,109228,2,0,P|147:220|122:262,2,99.9999999999999,8|0|8,0:0|0:0|0:0,0:0:0:0:
288,224,110635,6,4,B|292:120|220:100|192:104|192:104|168:68,2,200
Topic Starter
11t
Updated, thank you 10nya!
Ciyus Miapah
Quick play mod by Fort

[lunatic]
Jump so thrilling, i cant even hit a sliders properly. but i like this jump, so electro!
Slider breaker http://puu.sh/8BBqM.osr

00:15:830 (4) - how about this http://puu.sh/8BBLY.jpg
00:17:353 (3,4) - i like this slider http://puu.sh/8BBND.jpg
00:19:228 (3) - just an suggestion http://puu.sh/8BC3u.jpg
00:21:103 (3,4) - i think delete reverse slider and add cicle, and stack it with slider 4
00:23:916 (6,1) - try this pattern http://puu.sh/8BClx.jpg
00:30:478 (3) - dont so sudden, change reverse slider like this http://puu.sh/8BCsa.jpg
01:08:330 (4) - i like this slider looks like this http://puu.sh/8BCTx.jpg
01:22:978 (3) - http://puu.sh/8BCZu.jpg
01:23:916 (6) - http://puu.sh/8BD0Q.jpg
01:29:424 (7) - http://puu.sh/8BD3j.jpg
01:44:306 (3) - change pattern like this http://puu.sh/8BD7B.jpg
01:48:408 (6,7) - add reverse slider in slider 6, then move slider 7 in white tick
01:50:049 (5) - i like this one http://puu.sh/8BDk4.jpg
01:52:041 (1,1,1,1,1) - i like this style http://puu.sh/8BDsv.jpg

[hard]
i like single tap XD http://puu.sh/8BE4h.osr

00:10:088 (2,3) - i like this pattern http://puu.sh/8BEbs.jpg
00:14:072 (3) - slider looks nice like this http://puu.sh/8BEfj.jpg
00:17:822 (3) - i liker this http://puu.sh/8BEiq.jpg
00:35:400 (1,2) - try this pattern http://puu.sh/8BErW.jpg
00:58:955 (4) - move this, it hard to read http://puu.sh/8BEy3.jpg
01:42:900 (1) - BANG!
01:51:572 (1,1,1,1,1,1,1,1,1) - i think this pattern so boring, try this http://puu.sh/8BENS.jpg (01:51:572 (1,2,3,4,1,1,1,1,1))

[Normal]
nothing in here just an comment
i like sliders

[10nya's easy]

00:17:353 (3,1,2) - http://puu.sh/8BF7s.jpg (circle close to spinner, easier to spin)
00:59:541 (2) - nice look like this http://puu.sh/8BFdT.jpg

i cant look other sliders, it so nice sliders at all
inverness
Mod request from my queue

Red is unrankable and must be fixed.
Pink is you should apply this to any similar notes/parts/patterns/whatever it was stated on it.
Mods with question marks (?) are only suggestion/opinion. You're free to choose whether you're going to apply it or not.

Additional notes:
I cannot mod another game modes.
Please reply to my mods, I always looking forward to the replies so I could improve better.
If you think one or more points on my mod is unclear, feel free to ask about it.

Hello!

General
  1. Storyboard
    1. Rules wrote:

      Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

      The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
      Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.
    2. Holy fuck, you managed to storyboard the lyrics letter-by-letter. I bow before you, your highness. I know this is very possible but how? Yet they're made so perfectly and smooth 0.0
    3. http://puu.sh/8CgZq.jpg unused
  2. 00:07:510 - Move title text here?
  3. That girl on the background is surely high
  4. Some parts lack proper volume for hitsounds (they're way too low)


Easy
  1. 00:23:447 (1,2) - Slightly imperfect blanket
  2. 00:24:853 (2) - Missed clap on start, repeat, and tail
  3. 00:27:666 (4) - Same here
  4. 00:35:635 (1) - Not really. I suggest to map this part instead of putting an unfitting spinner here
  5. 00:31:885 (3,4) - Too close, maybe you could try http://puu.sh/8Chge.jpg
  6. 00:45:010 (1,2) - Blanket-spacing is kinda too far on some point
  7. 00:48:291 (4,1) - Same here
  8. 00:49:228 (1) - Clap on sliderstart and tail
  9. 00:50:635 (2) - Clap on slidertail?
  10. 01:07:978 (1) - Missed clap on start, repeat, and tail
  11. 01:13:135 (1,2) - Maybe http://puu.sh/8ChEj.jpg
  12. 01:17:822 - You can't really miss a note here, you know
  13. 01:22:978 (1) - Again missed clap on start, repeat, and tail
  14. 01:27:666 (1) - Wow there's more


Normal
  1. 00:44:072 (3) - I bet a curve would work better than this forced straight slider
  2. 00:55:322 (3,1) - This is bad )-:
  3. 01:34:463 (2) - I suggest to Ctrl+G this to avoid any confusion with the next slider's placement
  4. 01:46:885 (1,2) - Bad. Not really recommendable in Normals
  5. 01:48:760 (1,2,3) - Same here, these kind of placement is best used in harder diffs
  6. 01:49:697 (3,1) - A blanket by (1) would look waaay better.


Hard
  1. Oh wow. Really? It's like 92% of the notes are arranged to the vocals, not to the music (a.k.a. rhythm). This plays REALLY weird, I feel like I was playing in air. I mean, most of the notes are placed in blue tick, and they rarely matched with music therefore you can't really add hitsounds on them. Okay maybe you could blame the singer for singing not in downbeats but still, this kind of mapping is not really advisable. Moreover, sometimes you map the vocals and sometimes you map following the music. I don't know, but I'd rather not to mod this diff. I'm sorry.


Lunatic
  1. Okay, this diff is way more playable than Hard. But still, you mapped a lot of notes offbeats (especially sliders, they had downbeats in the middle of them) Consider to map more to the rhythm next time.
  2. 00:34:931 (5,6) - This placement is just eh. What about stacking (6)'s sliderstart to 00:33:525 (7) - that'll look better
  3. 00:45:830 (3,5) - Blanket by (5) maybe?
  4. 00:54:150 (8) - I don't like this. I suggest to unstack it as it is mapped differently from the previous pattern (sliderbackings)
  5. 01:07:978 (3,4) - Blanket by (4)?
  6. 01:11:260 - Pleeeeeease add note here, please! ;_;
  7. 01:19:931 (5,6) - Less jumped, thus broken flow. Put them apart maybe?
  8. 01:26:260 - Please, add note!
  9. 01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
  10. 01:52:510 (1) - This placement doesn't make any sense. Why don't you put it on x:84 y:52 (a.k.a. continuing the previous pattern placements) instead


I hope I could help. Good luck!
Topic Starter
11t
Thanks a lot for the mod, Fort! Your suggestions were really good! I couldn't change some things in Lunatic because of how the map overall was designed.

Quick play mod by Fort

[lunatic]
Jump so thrilling, i cant even hit a sliders properly. but i like this jump, so electro!
Slider breaker http://puu.sh/8BBqM.osr

00:15:830 (4) - how about this http://puu.sh/8BBLY.jpg
00:17:353 (3,4) - i like this slider http://puu.sh/8BBND.jpg
00:19:228 (3) - just an suggestion http://puu.sh/8BC3u.jpg
01:08:330 (4) - i like this slider looks like this http://puu.sh/8BCTx.jpg
01:29:424 (7) - http://puu.sh/8BD3j.jpg
I don't think that these shapes fit with the style of the map (which is mostly sharp angles and single curves)

00:21:103 (3,4) - i think delete reverse slider and add cicle, and stack it with slider 4
I like how the repeat interacts with the rhythm here, so I'll keep it for now.

00:23:916 (6,1) - try this pattern http://puu.sh/8BClx.jpg
I can't change this, because this is how the rhythm is in the entire map.

00:30:478 (3) - dont so sudden, change reverse slider like this http://puu.sh/8BCsa.jpg
I really like this suggestion and this is something that I want to change, but it conflicts with the rhythm of the rest of the map...
I think I need to remap a significant portion of this.


01:22:978 (3) - http://puu.sh/8BCZu.jpg
01:23:916 (6) - http://puu.sh/8BD0Q.jpg
I like how the straight lines looks here, so I'm keeping them.

01:44:306 (3) - change pattern like this http://puu.sh/8BD7B.jpg
The current pattern fits the vocals.

01:48:408 (6,7) - add reverse slider in slider 6, then move slider 7 in white tick
I want to keep the pause here between 7 and 1.

01:50:049 (5) - i like this one http://puu.sh/8BDk4.jpg
Yes, something like this fits better I think.

01:52:041 (1,1,1,1,1) - i like this style http://puu.sh/8BDsv.jpg
This looks great, changed!

[hard]
i like single tap XD http://puu.sh/8BE4h.osr

00:10:088 (2,3) - i like this pattern http://puu.sh/8BEbs.jpg
00:14:072 (3) - slider looks nice like this http://puu.sh/8BEfj.jpg
00:17:822 (3) - i liker this http://puu.sh/8BEiq.jpg
Remapping this section!

00:35:400 (1,2) - try this pattern http://puu.sh/8BErW.jpg
I like this pattern, but I don't have a good arrangement for it ;_;
If I get any ideas I'll change it!


00:58:955 (4) - move this, it hard to read http://puu.sh/8BEy3.jpg
Hm, no one else has mentioned this yet. I'll think about changing this if more people bring it up.

01:42:900 (1) - BANG!
01:51:572 (1,1,1,1,1,1,1,1,1) - i think this pattern so boring, try this http://puu.sh/8BENS.jpg (01:51:572 (1,2,3,4,1,1,1,1,1))
I think this might be too hard to read with the new combos. I'll consider it, though!

[Normal]
nothing in here just an comment
i like sliders
w
Hello!
Greetings, Earthling!

General
  1. Storyboard
    1. Rules wrote:

      Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

      The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
      Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.
      SB element size no longer seems to be a ranking criteria that anyone really takes word for word; lots of maps nowadays are being ranked with some pretty huge SB sprites.

      Even though the page says that "there's really no need to use anything larger [than 640x480] for full-screen purposes", the fact is that there IS a reason, and that's because if you use 640x480 with 1.0x scaling, the image will just look completely terrible because then it's scaling a 640x480 image to your screen resolution which in most cases will be something larger than 1280x768, which means that a single pixel in the image will occupy about 4 pixels of screenspace. And that just looks so bad.

      When storyboarding, I use full-resolution images scaled to something lower than 1.0x (i.e. 0.625x for ~1366x768 resolutions), in order to ensure that each pixel in the loaded sprite corresponds to only 1 pixel in screenspace.

      bokeh.png is 1000x470 and 88 KB in size, so I don't think this one is an issue at all.
      hime.png is 1459x1233 and 1.81 MB; this one might be a bit large but this image really does need to be high resolution, because there's a zoom on this sprite in the SB.
      p0.png, p1.png shouldn't even be in the folder; these are just leftover sprites that I'm not using in the SB anymore due to lag issues. I totally forgot to remove them, I guess.

    2. Holy fuck, you managed to storyboard the lyrics letter-by-letter. I bow before you, your highness. I know this is very possible but how? Yet they're made so perfectly and smooth 0.0
      I wrote a script in Photoshop that converts text into single-letter (or in this case, single-kana) images. That takes care of most of the work already; the rest is just looking up offsets, which does sort of take a while (but not any longer than using line-based lyrics), and scripting the animations, which is actually really easy as long as you aren't trying to do it in the editor or in the .osb directly.

      Storyboarding the lyrics like this lets you be more flexible, but there are some downsides. Unless your text-image generation script is really really good, or unless you're willing to adjust the each letter's positions manually, each letter will be spaced equally in the line. So you've really got no kerning, which could look weird in some cases. Also, having one image per letter does tend to increase your folder size a bit, versus having one image per line. This totally wouldn't be a problem with English lyrics though, since there are only 26 letters, so they're extremely reusable.

    3. http://puu.sh/8CgZq.jpg unused
      Oops, more leftovers! Thanks!
  2. 00:07:510 - Move title text here?
    Um... you'll have to remind me how to do this w
  3. That girl on the background is surely high
    High-res serious modo patchy images are hard to find ;_;
  4. Some parts lack proper volume for hitsounds (they're way too low)
    I think just in general the hitsounds are really lacking... it's mostly an issue with how I mapped the rhythm, skipping downbeats and such, see below.


Normal
  1. 00:44:072 (3) - I bet a curve would work better than this forced straight slider
    No room, unfortunately. You know how hard it is to change anything having to do with spacing in a Normal; one spacing change messes with your distance snapping for like the next minute of mapping orz
  2. 00:55:322 (3,1) - This is bad )-:
    Okay )-:
  3. 01:34:463 (2) - I suggest to Ctrl+G this to avoid any confusion with the next slider's placement
    Okaaaaaay.
  4. 01:46:885 (1,2) - Bad. Not really recommendable in Normals
  5. 01:48:760 (1,2,3) - Same here, these kind of placement is best used in harder diffs
    Fortunately the Hard is harder than most Hards, so I can make the Normal slightly harder too. And anyway, there's an Easy at the low end of the spectrum to balance out the spread.
  6. 01:49:697 (3,1) - A blanket by (1) would look waaay better.
    Yeah, this does sort of look weird. Rearranged a bit.


Hard
  1. Oh wow. Really? It's like 92% of the notes are arranged to the vocals, not to the music (a.k.a. rhythm). This plays REALLY weird, I feel like I was playing in air. I mean, most of the notes are placed in blue tick, and they rarely matched with music therefore you can't really add hitsounds on them. Okay maybe you could blame the singer for singing not in downbeats but still, this kind of mapping is not really advisable. Moreover, sometimes you map the vocals and sometimes you map following the music. I don't know, but I'd rather not to mod this diff. I'm sorry.
    That's okay, thanks for your comments!


Lunatic
  1. Okay, this diff is way more playable than Hard. But still, you mapped a lot of notes offbeats (especially sliders, they had downbeats in the middle of them) Consider to map more to the rhythm next time.
    I mapped this almost a year ago, and I've learned a lot since then. Mostly, from mapping this I've learned what to avoid when mapping, ahaha...

    Emphasizing the vocals with slider starts led to a lot of blue tick sliders, which in turn led to a lot of skipped downbeats, and this makes hitsounding the map actually pretty hard...

    Another thing I would do differently would be to use more stacks for the hitcircles, rather than snapping most of them at 1.0x. I think that 1.0x snapped hitcircles work for double BPM style maps if you chain them together, but single hitcircles -> slider combinations play more smoothly if they're stacked, imo.

    Anyway, I don't want to change the map too much, up to the point of remapping it, because I'd rather try and keep the style consistent with how I mapped it 7 months ago. While there are some bad practices in this map, I think that it does have a certain appeal to it, and changing things drastically would completely change how the map feels. This isn't something that I want to do at this point, even if it means significantly improving the playability of the map. I think of this map as a sort of diary entry; it's not something that I would go back and significantly change after a few months.

    But I do have confidence that the map can be ranked without drastic changes, which is why I'm working on pushing it forward. Some people do seem to be having fun playing it, and for me, I guess that's become enough of a motivator.

  2. 00:34:931 (5,6) - This placement is just eh. What about stacking (6)'s sliderstart to 00:33:525 (7) - that'll look better
    Okay, I rearranged this section a bit.
  3. 00:45:830 (3,5) - Blanket by (5) maybe?
    I spent a while debating this, but decided not to blanket. The (5,1) arrangement is more persistent during play than the (3,5) relationship, so it's more important that (5,1) looks nice rather than (3,5). IMO a blanketcurve on 5 would make the (5,1) arrangement look weirder than it is now, so I'm keeping this as is.
  4. 00:54:150 (8) - I don't like this. I suggest to unstack it as it is mapped differently from the previous pattern (sliderbackings)
    I don't like this aesthetically, but I do think that it plays well in this location. It makes a smooth transition between (7) and (1).
    ...but um yeah I don't like this aesthetically. Changed.

  5. 01:07:978 (3,4) - Blanket by (4)?
    I think this makes the arrangement look a little weird; looooooong slider blanketed by a really short repeat.
  6. 01:11:260 - Pleeeeeease add note here, please! ;_;
    c-can't be helped ;_;
  7. 01:19:931 (5,6) - Less jumped, thus broken flow. Put them apart maybe?
    I decreased the spacing between (3,4). Hopefully this helps the player ease into the decreased spacing here.
  8. 01:26:260 - Please, add note!
    ;____;
  9. 01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
    Sliderbow? Oh, I see, haha
    Why is this a problem? Is it an issue with aesthetics, or playability?

  10. 01:52:510 (1) - This placement doesn't make any sense. Why don't you put it on x:84 y:52 (a.k.a. continuing the previous pattern placements) instead

I rearranged this section a bit according to Fort's suggestion.

I hope I could help. Good luck!
This was really helpful, thank you!

Thank you both so much for the mods! They really helped a lot, and even though I didn't follow some of the suggestions here because of style conflicts, they're definitely things that I'll continue to think about in my future maps.
inverness

11t wrote:

[*]01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
Sliderbow? Oh, I see, haha
Why is this a problem? Is it an issue with aesthetics, or playability?
Aesthetics. As you can see, shorter second slider would usually lead to an overlapped slidertail (by the bow slider) and thus generally looks bad. It's still playable though (although in some cases where the second slider had repeats, the repeat arrow might be blocked by the overlap).
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