Hello.
Mod requested on my Modding Queue.
General
*Comment* Dat BG file name.
The GD doesn't match with the setup of combo colours on your diffs, you might want to have his GD to have the same setup of combo colours of yours.
he likes his colors, so he didn't chang those The diff name "pishi" isn't acceptable, you must rename it for something everyone understands its difficulty, which in this case, it's an Insane.
changed The last kiai on Ringating's diff is inconsistent with your kiais. It could end at 02:58:260, instead of 02:58:030 to keep it consistent. And the first and second kiai on Normal should end respectively at 01:14:900 and 02:06:580 instead of 01:14:438 and 02:06:119.
changed Why only Easy and Normal begins at 00:01:071 - ? It's really recommended that you start/end all diffs at the same place. Also, you should increase the audio lead-in on Easy and Normal, so it gives enough time for players to get ready to play, since countdown is disabled. You can do this by going on File>Open .osu in Notepad and increase the time on "AudioLeadIn" below the [Genera] section, where it says "0", you could put around 1500 or 2000, test it out and check what suits better for you. You'll want to do the same on the other diffs if you consider to map at 00:01:071 -.
just got rid of that intro thing, so now all difficulties start at the same placeEasy
There are two unsnapped inheriting sections here, one at 00:30:609 and another one at 01:40:763. Delete them and readd where they should be snapped, the first one on 00:30:602 and the other one at 01:40:740.
i changed the bpm from 130 to 130.03 after mapping everything, so all the time markers are messed up. fixed over all diffs now though Basically, the main issue here is indeed spacing. At an Easy, you should really stick with one spacing and use it from the beginning until the end, as this make things consistent and better to read.
yeah... i didn't use distance spacing for any of the difficulties. i mapped insane first and noticed that distance spacing made things too close, so i disabled it and didn't touch it for the easier difficulties afterwards. (i don't really play easy diffs so i dunno how they work either ) You can improve a lot the visuals of your sliders. Using grid level 4 is recommended to do some really awesome sliders (View>Grid Level>4), you should check this thread where they have a great variety of sliders, so you can get some ideas:
t/37194.
changed (i hope) Also, try to avoid placing circles on times like on 00:18:374 (4,5,1,2) -. This is a kind of hard pattern and should be avoided on this diff.
got it Don't use too many slider velocities! Here's the guideline: "A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be." Consider this for all the diffs.
considered for all difficulties... except insane Avoid unnecessary overlaps (like this, try placing the objects in a way they won't touch each other (if it isn't your intention at first place), this makes the grid a lot better to work.
got it I loved the ideas you made based on the flow, try to keep that up, but minding the spacing.
Normal
There's an unsnapped inheriting section at 00:14:094. Snap it to 00:14:106.
Ok, so the thing about spacing should also be followed here, and should be followed in every single diff as well. A normal gives you the possibility to add some challenges here, but that doesn't mean you should forget the spacing. Give more emphasis on the patterns for the song, but keep it still easy to read. Jumps shouldn't be used here.
When adding objects that have a different slider velocity, do add the NC on them, this makes the player understand that it's a new section, and something might have changed, like on 00:13:991 (3) - (should've added the NC!).
did that over all the diffs Not many people like if the pattern throughout the diff is based only on the instruments (if the song isn't instrumental) and the vocals were clearly forgotten, and vice-versa. Make some variety, mix vocals and instruments, this way players won't get bored when playing. On this diff, that allows a bit more of variety on the patterns like I said, you clearly followed only the instrumentals.
did that on all diffs as well Good work on the hitsounds, just keep in mind you can add them while following the vocals too!
thanks... i think. i don't play with hitsounds enabled so i dunno what anything's supposed to sound likeHard
There's an unsnapped slider at 02:36:342 (2) and several unsnapped inheriting sections (here), do snap them!
autosnapper must have missed that note when i did the bpm change Yes, the spacing here is an issue as well. I mean, take a look at 00:39:139 (2,3,4) - for example. This isn't right, the time between them is different, but they are placed like if the time between them was the same, this will confuse players!
A hard let's you make more challenges; jumps, streams (if it makes sense with the song) but only in some specific places, so use it wisely!
The patterns here can be improved a lot. Like in Normal, they also follow pretty much just the instruments, you should work on that.
pishi
There's also a lot of unsnapped inheriting sections here. Fix them.
Ok so, as an Insane, you're able to do any kind of challenges here, as long as they make sense with the song and it's readable. The distance spacing here can be disabled, as long as it makes sense with the song, but if you're not sure about it, do use it.
The patterns do need some improvement as well, although they are more consistent with the song, so good job on that.
made the flow of things a whole lot better as well as getting some more orthodox patterns (like stars. i like stars :3) Improve your sliders, make a good use of the nodes.
damn. i didn't realize how bad they were lolRingating's Insane
There's also some unsnapped inheriting sections here: http://puu.sh/6EodP.png. Fix them.
Why no hitsounds on the kiai? You don't have to use the drums hitsounds there, you can change hitsounds at anytime by either adding a inheriting section or changing the sampleset.
00:36:831 (1,1) - Feels kinda empty, you could have added something at 00:37:062 - to emphasize the vocals. Here's an example of the pattern:
Example
00:51:597 (5,6) - Pretty much the same as above.
01:48:123 (1,1) - What happened here? If the gap between them is intentional, then at least add a break so the HP won't run out. But I think you should keep mapping at this part.
02:16:732 (4) - Two arrows seems a bit unnecessary, try removing one arrow, it follows the song better imo since there's no drums at 02:17:424 - on the song itself.
02:26:422 (6) - Try making it more smoother, to improve visuals:
Example
02:33:343 (4,5) - Just move a grid to the left (5), that way you can improve the blanket.
03:04:490 (5,6,7) - Add NC at (5), it'll give a better emphasis with those drums hitsounds you've added.
Pretty good here, although you should work a bit more on the hitsounds.can't really comment on his stuff for himpishifat: If you're willing to remap your diffs, I'd say for you to go for it.
i didn't exactly remap, but i did move around all the notes. spacing is now (hopefully) validI think that's all for now. If you don't understand something I said feel free to poke me ingame or via forum pm. Good luck!
Also you should answer other people mods (also mine), so they can know what you changed and what you haven't to improve their modding.
will do so in the future