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posted
Hey Moway :3

General:
  1. Remove the widescreen support, count down and letter box, since you don't use it in your map
  2. The diff spread is kinda odd...jumping from 1.5 star ratting to 4.20, and the normal diff is kinda looked like easy diff imo..so you might want to rethink about mapping a normal diff...to fix this spread


Normal:
  1. 00:07:850 (5) - i don't honestly like how you placed this note..seems a bit random so how about moving it to x:388 y:148, so it'll make better shape with the (3) don't forget to fix the spacing on the next slider, if you fixed that
  2. 00:23:551 (2) - move this 1 grid to right so it'll blanket better with the first slider
  3. 00:35:887 (1) - why you didn't add hitsounds on this slider's repeat and tail? it'll sound better if you added finish on repeat and whistle on the tail..it's sounds good imo
  4. 01:20:747 (1) - i don't like how this slider is overlapping with 01:18:504 (3) - how about making a bit blanket between them so they won't overlap? like this
  5. 01:22:990 (3) - fix this if you did the above^



Hard:
Good diff...Moway so pro =3=


anyways that's all i could find clean map and so simple, i like it <3 good luck!
posted

Sekai-nyan wrote:

Hey Moway :3

General:
  1. Remove the widescreen support, count down and letter box, since you don't use it in your map fixed
  2. The diff spread is kinda odd...jumping from 1.5 star ratting to 4.20, and the normal diff is kinda looked like easy diff imo..so you might want to rethink about mapping a normal diff...to fix this spread we'll see about this, the spread star-wise looks a bit odd, but I'm not sure that I can really map a between diff that isn't redudnant.


Normal:
  1. 00:07:850 (5) - i don't honestly like how you placed this note..seems a bit random so how about moving it to x:388 y:148, so it'll make better shape with the (3) don't forget to fix the spacing on the next slider, if you fixed that for this one it's the top half of a pentagon, so it' not super random, I think it's alright the way it is
  2. 00:23:551 (2) - move this 1 grid to right so it'll blanket better with the first slider fixed
  3. 00:35:887 (1) - why you didn't add hitsounds on this slider's repeat and tail? it'll sound better if you added finish on repeat and whistle on the tail..it's sounds good imo yeah missed these, fixed
  4. 01:20:747 (1) - i don't like how this slider is overlapping with 01:18:504 (3) - how about making a bit blanket between them so they won't overlap? like this
  5. 01:22:990 (3) - fix this if you did the above^ not sure how you made this without some odd spacing, so I'll leave this for now



Hard:
Good diff...Moway so pro =3=


anyways that's all i could find clean map and so simple, i like it <3 good luck!
Thanks!
posted
Hi

General
  1. Slider tick rate 0,5 is unrankable, set this to 1.0, you could silence the unwanted ticks though.


Hard
  1. Od6?
  2. 00:19:065 (3) - Would be cool if you could prevent the start and end of the slider from overlapping
  3. 00:31:401 (1,2) - This doesn't flow that well, try putting it like this: http://puu.sh/5uWQb.jpg
  4. 00:37:009 (3) - Same as before
  5. 00:48:224 (7) - Why don't you stack this with 00:46:542 (4) - , this would flow a lot better, you would have to rotate it a bit though.
  6. 01:27:476 (1) - Place this slider at x:272 y:144, this would look a lot better organized

    There's a lot of little imperfections, which you would really notice while playing such a slow map, I would appreciate it if you could fix these things in the spoilerbox
    00:01:121 (3,1) - Not stacked perfectly, this is not your fault though, osu fails to stack objects perfectly for some reason when placing it on another object. Just turn off grid snap and move it 1 or 2 pixels
    00:03:364 (3,1) - ^
    00:07:850 (5,1) - ^
    00:10:093 (5,1) - ^
    01:18:504 (1,2) - ^
    01:22:990 (1,1) - ^



Normal
  1. 00:13:457 (1,2) - Would be nice if these were a blanket to eachother or perfectly symmetric to eachother, looks a bit random right now http://puu.sh/5uY4l.jpg http://puu.sh/5uY5g.jpg
  2. 00:58:317 (1) - A bit more curve would look nice, just like the slider before this
  3. 01:16:261 (1,2) - Same as I mentioned earlier


Not much to do about this map, just some small things to make it even more clean. Nice job
posted

Kyshiro wrote:

Hi

General
  1. Slider tick rate 0,5 is unrankable, set this to 1.0, you could silence the unwanted ticks though. oh, I don't think it actually changes anything so setting it to 1 is no problem.


Hard
  1. Od6? sure
  2. 00:19:065 (3) - Would be cool if you could prevent the start and end of the slider from overlapping sure
  3. 00:31:401 (1,2) - This doesn't flow that well, try putting it like this: http://puu.sh/5uWQb.jpg alright i'll try it that way
  4. 00:37:009 (3) - Same as before fixed
  5. 00:48:224 (7) - Why don't you stack this with 00:46:542 (4) - , this would flow a lot better, you would have to rotate it a bit though. I agree, fixed
  6. 01:27:476 (1) - Place this slider at x:272 y:144, this would look a lot better organized moved it some, but I want to preserve spacing here

    There's a lot of little imperfections, which you would really notice while playing such a slow map, I would appreciate it if you could fix these things in the spoilerbox
    00:01:121 (3,1) - Not stacked perfectly, this is not your fault though, osu fails to stack objects perfectly for some reason when placing it on another object. Just turn off grid snap and move it 1 or 2 pixels
    00:03:364 (3,1) - ^
    00:07:850 (5,1) - ^
    00:10:093 (5,1) - ^
    01:18:504 (1,2) - ^
    01:22:990 (1,1) - ^ all done



Normal
  1. 00:13:457 (1,2) - Would be nice if these were a blanket to eachother or perfectly symmetric to eachother, looks a bit random right now fixed to be symmetrichttp://puu.sh/5uY4l.jpg http://puu.sh/5uY5g.jpg
  2. 00:58:317 (1) - A bit more curve would look nice, just like the slider before this fixed up
  3. 01:16:261 (1,2) - Same as I mentioned earlier and fixed


Not much to do about this map, just some small things to make it even more clean. Nice job
thanks kshro
posted
[Hard]
first of all.... this map is adorable and i wann squeeze it~~
00:06:448 (4) - I think this circle should be part of the next combo set. but I noticed you added new combo on the big white tick so I guess i ll deal wit it.
00:49:345 (1,2) - I think this looks a bit randomly placed, what about this: http://puu.sh/5x95V.jpg
That s all~, really nice diff

[Normal]
00:51:588 (2) - maybe end it here: 00:52:149 - and add a repeat?
Other than that, perfect for me

Good luck~~
posted

Lizbeth wrote:

[Hard]
first of all.... this map is adorable and i wann squeeze it~~ OwO
00:06:448 (4) - I think this circle should be part of the next combo set. but I noticed you added new combo on the big white tick so I guess i ll deal wit it. I will actually change these, these kind of stacks happen a few times in the map and I like having them the same color so I'll fix these up
00:49:345 (1,2) - I think this looks a bit randomly placed, what about this: http://puu.sh/5x95V.jpg for now I'll say no, but I'm open to more opinions here. I personally like this pattern because it's the same slider that leads upward, but just lowering it a bit. If it doesn't look good to other people I can change it though.
That s all~, really nice diff

[Normal]
00:51:588 (2) - maybe end it here: 00:52:149 - and add a repeat? leaving this for consistency, and I like the reflected sliders as a sort of theme between the two difficulties
Other than that, perfect for me

Good luck~~
Thanks!
posted
From Christmas☆Queue 2013

How amazing is this Winter song! And the overall flow of your map ♥

:!: Unrankable ─ :?: Doubtful Item ─ :idea: Tips & Tricks ─ ♥ Greetings ─ * Comments ─

Other lines are normal mods, just suggestion unless for Unrankable or strongly recommended changes.
[General]
:?::!::shock: Well, it seems you're using a silent hitnormal.wav, which really is fine and make sense with the song imho, but I'm unsure and a bit afraid if such silencing would be considered unrankable, since the rule stated there (Ranking Criteria) seems to be contradictory. Well, let's see:

  1. Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.
Well, I ask myself which part wins if the Red or Blue ones above. The Red part clearly denies any silencing, while the Blue part clearly makes a concession wherever such silencing would be acepted. The Italic part seems to be there in order to restrict the Blue clause, what would make Red win, but in front of this song (your Christmas song), it just enforces the Blue clause, making both unbeatable by each other, thence my doubt comes in. Such doubts could even make BATs debate during long times.

Conclusion: it seems to me as Unrankable, besides it's mighyt not. The doubt remains, so let's see further opinions on it.

As an alternative, you could use a low-volume hitnormal.wav (something about 20% of the default loudness).

[Hard]
00:48:224 (7) - would be nice if you set the last node to x:432 y:116, so the player's cursor could find a way to next note (:

[Normal]
00:35:887 (1,2) - would be nice if you position these two objects like → http://puu.sh/5y3Vb.jpg ← with the 00:35:887 (1) - at x:332 y:316 and the 00:37:850 (2) - at x:368 y:140.

That's all... your map is almost Rankable, except for the doubtful issues found above >< Doubtful that can be turned either Unrankable or not, depending on BAT discretion, considering the song calmness (true calmness *.*)

GOOD LUCK

♪ I want to be the shooting star ♫

Att.
posted

Alarido wrote:

From Christmas☆Queue 2013

How amazing is this Winter song! And the overall flow of your map ♥

:!: Unrankable ─ :?: Doubtful Item ─ :idea: Tips & Tricks ─ ♥ Greetings ─ * Comments ─

Other lines are normal mods, just suggestion unless for Unrankable or strongly recommended changes.
[General]
:?::!::shock: Well, it seems you're using a silent hitnormal.wav, which really is fine and make sense with the song imho, but I'm unsure and a bit afraid if such silencing would be considered unrankable, since the rule stated there (Ranking Criteria) seems to be contradictory. Well, let's see:

  1. Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.
Well, I ask myself which part wins if the Red or Blue ones above. The Red part clearly denies any silencing, while the Blue part clearly makes a concession wherever such silencing would be acepted. The Italic part seems to be there in order to restrict the Blue clause, what would make Red win, but in front of this song (your Christmas song), it just enforces the Blue clause, making both unbeatable by each other, thence my doubt comes in. Such doubts could even make BATs debate during long times.

Conclusion: it seems to me as Unrankable, besides it's mighyt not. The doubt remains, so let's see further opinions on it.

As an alternative, you could use a low-volume hitnormal.wav (something about 20% of the default loudness). This should be rankable because even though I use a silent soft-hitnormal, I make sure that every slider head and circle has a hitsound. The silence is for the slider ends, which is rankable because those do not need to be clicked in order to be hit correctly. As a result, this should be okay. Of course, if I missed any circles or sliderheads in hitsounding I definitely would need to fix those, but I think the way I mapped it I have it so pretty much all of the notes are on the slider heads or circles, so it should be pretty well hitsounded out.

[Hard]
00:48:224 (7) - would be nice if you set the last node to x:432 y:116, so the player's cursor could find a way to next note (: sure

[Normal]
00:35:887 (1,2) - would be nice if you position these two objects like → http://puu.sh/5y3Vb.jpg ← with the 00:35:887 (1) - at x:332 y:316 and the 00:37:850 (2) - at x:368 y:140. and fixed

That's all... your map is almost Rankable, except for the doubtful issues found above >< Doubtful that can be turned either Unrankable or not, depending on BAT discretion, considering the song calmness (true calmness *.*)

GOOD LUCK

♪ I want to be the shooting star ♫

Att.
Thanks!
posted
hue rank now
posted


[General]
Add lead-in?

[Hard]
00:30:841 (6,1) - maybe you need to bend the 2 sliders more, like 00:30:280 (5) - and 00:31:962 (2).
00:53:831 (1,2,3,4,5) - nazi - not a standard star: (1) and (3) are too close.
posted

popner wrote:



[General]
Add lead-in? don't think I can anymore

[Hard]
00:30:841 (6,1) - maybe you need to bend the 2 sliders more, like 00:30:280 (5) - and 00:31:962 (2). fixed
00:53:831 (1,2,3,4,5) - nazi - not a standard star: (1) and (3) are too close. fixed i think
thanks popner~
posted
Bubbled!
posted
Wow, Faster bubble!!^^
posted
Self pop here with some changes after Irre IRC.
posted
Because japanese unicode seems to be used more frequently for the source now. Maybe you should change the source to Japanese as well?

Source: 毛糸のカービィ

Add: Kirby's Epic Yarn to the tags.

Not sure what the final order was for this, but it seems like its being pushed more towards using the Japanese names in their original language for the source.

p/2553625

<3 go go Moway
posted

Lanturn wrote:

Because japanese unicode seems to be used more frequently for the source now. Maybe you should change the source to Japanese as well?

Source: 毛糸のカービィ

Add: Kirby's Epic Yarn to the tags.

Not sure what the final order was for this, but it seems like its being pushed more towards using the Japanese names in their original language for the source.

https://osu.ppy.sh/forum/p/2553625

<3 go go Moway
I'll add it to tags. I am still in the camp that English/romaji is the better way to title things, so I will add the Japanese to the tags instead.
posted
Hi :3 Come for the M4M que~

Hard
00:01:682 - Stack?
00:20:186 - http://puu.sh/5O1Hl.jpg this way maybe :3?
00:24:392 (1,2) - do somthing on these two notes?The music is keep going so I thought it should not stack
00:33:364 (1,2) - ^

I think the Normal diff is ok ;3

Nice song and Merry Christmas~
posted

Silver Crow wrote:

Hi :3 Come for the M4M que~

Hard
00:01:682 - Stack? fixed
00:20:186 - http://puu.sh/5O1Hl.jpg this way maybe :3? i prefer it this way in order to match the music a bit better
00:24:392 (1,2) - do somthing on these two notes?The music is keep going so I thought it should not stack
00:33:364 (1,2) - ^ these ones I have for consistency, I like the way these play and fit with the music also

I think the Normal diff is ok ;3

Nice song and Merry Christmas~
Thank you!
posted
Alright, rebubbled after some issues changed, also added Audio lead-in (since it wasn't added automatically)~

Sorry for the delay! D;
posted
The hitsounds here need some extra work.
Basically every hitsound has a whistle, or is silent which isn't really allowed. Custome hitsounds is probably required.
If you need help for that, I might have some custom hitsounds for this song.
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