marina - Towa yori Towa ni

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Raiku
Raiku mod!

[Easy]

00:41:450 (2) - I personally feel that general flow can be aided in this section by adjusting the rotation of this slider slightly so the tail exits into the start of the next slider. I feel like this because it is mid-combo and there is more necessity for it to flow into a larger slider than from a note. More emphasis on the top. Here is the rotation settings (http://puu.sh/77DCe.png), also (http://puu.sh/77DTa.jpg).

00:44:150 (4) - I felt similar with this slider as you are still continuing the combo, I recommend rotating it to 35 degrees (http://puu.sh/77E1x.png), as it forms a slight visually pleasing blanket but also allows the head of the slider to flow out of the
previous one a little better ( http://puu.sh/77Ea8.jpg).

00:55:250 (1) - I suggest moving this note down a little to follow the curve of the sliders that sandwich it a little better. I do see what you were doing however, as it IS a new combo and not so important. I do feel it flows better for beginners though (http://puu.sh/77EuS.jpg).

01:14:450 (1) - How do you feel about sorting this overlap by slightly adjusting the last point in the slider to the right a little? This will also help this slider flow into the next note smoother too (http://puu.sh/77EJd.jpg).

01:18:050 (4,5,1) - I know you are going for perfect middle symmetry here, but here's my suggestion on how to bring unison to the whole combo. Simply highlight these notes, and move them down until 4 is in the center of its 2 sliders (http://puu.sh/77EUo.jpg). The flow from note 1 of the next combo into note 2 is still unaffected.

01:40:250 (6) - I felt that this note could be angled exactly in line with the exit of its previous slider for better flow. I don't think by doing this you are affecting distance problems with the timing into the next note despite it being an easy, however if you feel this is the case, you can adjust the position of slider 7, which won't affect flow or manageability in the transition from this combo into the next (http://puu.sh/77Fo4.jpg). What I have also done in this image is given a suggestion as to how to position the next slider to fit in with the distance snap whilst maintaining flow.

02:10:250 (1) - I recommend neatening this blanket so that the curve of both sliders fit in with each other neater, what I did was rotate this slider on the selection center at 11 degrees (http://puu.sh/77FDP.png). In this example I also moved 02:09:050 (4) down a touch so that its tail stacks on the tail of slider 2 like so (http://puu.sh/77FPx.jpg).

[Insane]

I highly recommend OD9 with this diff. While I agree a higher OD will create more accuracy dynamics in the leaderboards, I do feel that many players will feel that this is too much of a liberty. I also feel that a map with this flow will feel hindered when the average player goes to tackle these jumps and has to focus on the 100s, but then again this IS a rhythm game.

Maybe consider naming this an Extra if you plan to keep the OD.

Uncheck letterbox during breaks because its cutting out the chick on the right in my screen and breaks are a time to enjoy the background.


00:23:150 (5) - I felt by moving this note up, you are creating a better transition from sliders into jumps. You are also preventing an overlap with this note and the tail slider 1 of the next combo (http://puu.sh/77G4J.jpg).

00:48:950 (2) - I feel that a less acute curve at the head of this slider would provide less of an impact on the rather smooth vocal section. I would probably agree with how you curved this slider if her voice was a little more pitch-changing at this stage but its too quiet in my opinion
to impact the flow as such (http://puu.sh/77Gxo.jpg).

00:52:700 (7) - Consider this placement of this note as a flow alternative out of the very linear sliders that preceded it. I feel it adds variety to the flow which I felt could have been done there (http://puu.sh/77H15.jpg).

00:54:050 (1,2,3,4,5,6,7,8,1) - I felt that some anti-flow was welcome at this breakdown but seeing as it is a little conflicting, I am going to provide 2 alternatives to a pattern sequence that I felt was lacking some excitement to match the drums:

1. Anti-flow pattern where each triple bends outward from each other (http://puu.sh/77Hiy.jpg).

2. Flowy, symmetrical looking pattern that flows nicely into the next phrase (http://puu.sh/77HrO.jpg).

01:13:175 (4,5) - Possibly an option I was pondering was to space these out like the part at the start of the map. The reason I suggest this is because the drums have a sharp abrupt feel to them which I felt those 2 notes could benefit from. Spaced at the slider to cursor speed of course: (http://puu.sh/77HH4.jpg).

Everything from kiai onwards had the perfect mix of flow and intended anti flow and I personally felt was mapped masterfully. I back this for ranking and starred.
Avishay
Heyo Garven!
Unfortunately I didn't save the chat logs, and you have them, so quote me and post them! :)

[KSHR's Normal]
01:05:450 (1,4) - Stack them properly

[Melo's Hard]
00:27:950 (3,4) - I feel like they shouldn't stack (there's no clap on 3), so what about stacking 3 on the end of 2?
01:24:050 (1,2,3) - Isn't toooo much empty? I can't find it enjoyable or fun at all. I think you can easily fit here something like this :


[Clivery's Insane]
00:26:750 (2, 3) - This is barely readable at all, maybe lift 3 a bit more down? So people will be actually able to tell what is going on there
00:41:150 (1,2) - The spacing here is annoying, either make it bigger, or simply stack them. (00:44:150 (3,4) - or 00:42:950 (7,1) - for example)
01:14:150 (2) - NC?
01:24:050 (3) - Isn't the SV change is too extreme? It is good that it gets slower, but I think it is a bit too much
01:35:150 (1,2) - I think CTRL + G for each one of them will make a more interesting pattern, it just changes the direction but it adds so much


I must say that all of you guys did splendid job, especially with the hitsounds, looking forward to see this getting ranked!

Garven edit:
Adding chatlog.

2014-02-23 10:16 Avishay: ACTION is editing [http://osu.ppy.sh/b/356658 marina - Towa yori Towa ni [Insane]]
2014-02-23 10:16 Avishay: This is really difficult to understand or read
2014-02-23 10:16 Avishay: 00:26:450 (1,2,3) -
2014-02-23 10:16 Avishay: maybe make the spacing smaller
2014-02-23 10:16 Avishay: so it will be nicer
2014-02-23 10:17 Avishay: 00:36:650 (1) -
2014-02-23 10:17 Avishay: maybe make the hitsound a bit stronger?
2014-02-23 10:17 Avishay: and I think you should a note before
2014-02-23 10:17 Garven: I'm trying to avoid overlaps, and that's about as close as they can get before it starts to look ugly. I figure with the high DS with 1/2 rhythms, those 1/4 read fairly well.
2014-02-23 10:18 Avishay: I think 'yuru' is a single word and you just put a note in mid there
2014-02-23 10:18 Avishay: and all of this part feels really weird tbh
2014-02-23 10:18 Garven: I didn't want to map too many notes right after the big finish, but I'll think about it.
2014-02-23 10:18 Garven: I generally undermapped so it doesn't feel rushed since it's such a calm part of the piece.
2014-02-23 10:18 Avishay: yeah but it feels really weird
2014-02-23 10:18 Avishay: I didn't really enjoy this part
2014-02-23 10:20 Avishay: also looking back
2014-02-23 10:20 Avishay: I think that at00:26:450 (1) -
2014-02-23 10:20 Avishay: you can just shorten the slider to
2014-02-23 10:20 Avishay: 00:26:750
2014-02-23 10:20 Avishay: because there's a bit, and then just make your spaced stream
2014-02-23 10:21 Garven: Well, it's following the strings there. If I ended it early, I'd just remove the 1/4s completely
2014-02-23 10:21 Avishay: alright then
2014-02-23 10:21 Avishay: 01:01:100 (5) -
2014-02-23 10:21 Avishay: perhaps CTRL + G?
2014-02-23 10:21 Avishay: it flows better imo
2014-02-23 10:22 Garven: Hm, how about if I move it further up and left?
2014-02-23 10:22 Garven: I'd have to redesign pretty much everything afterward if I did the ctrl g
2014-02-23 10:23 Avishay: I don't think you have to, they're different patterns
2014-02-23 10:23 Garven: The flow gets really bad if I only ctrl g it once you get to 01:01:550 (6,7) -
2014-02-23 10:24 Garven: But I see why you want a direction change there
2014-02-23 10:24 Garven: I'll see what I can do
2014-02-23 10:24 Avishay: um you can just use ctrl + g in the next parts
2014-02-23 10:24 Garven: How about having a mirror of 01:00:650 (4) - a little to the right of 4?
2014-02-23 10:25 Garven: Though that does overlap. Bleh
2014-02-23 10:25 Avishay: yeah
2014-02-23 10:25 Avishay: that feels good
2014-02-23 10:25 Avishay: and great
2014-02-23 10:25 Avishay: overlaps are not that bad
2014-02-23 10:25 Garven: I design without overlaps
2014-02-23 10:25 Avishay: especially in maps with such high SV
2014-02-23 10:26 Garven: It makes such high veolocity ratings easier to read
2014-02-23 10:26 Avishay: well but I tell you that this is really enjoyable when done well
2014-02-23 10:26 Garven: And I want the mapt o be fun, ont hard to read
2014-02-23 10:26 Garven: to be fun, not hard to read*
2014-02-23 10:26 Avishay: well imo it makes the map much fun to play as well, but it depends
2014-02-23 10:27 Garven: There are some types of overlaps that work well, sure
2014-02-23 10:27 Garven: But with the style in which I map, I don't find overlapping appropriate most of the time.
2014-02-23 10:27 Avishay: that's fine, I just gave you my opinion
2014-02-23 10:28 Garven: Yeah, and that's mine hehe
2014-02-23 10:28 Garven: Still trying to see if I can move things around at that 4 sldier though
2014-02-23 10:29 Avishay: oh and a small question tbh, what is the purpose of the Slider Tick Rate under Slider Velocity? I have no idea how it affects the gameplay itself
2014-02-23 10:29 Avishay: is it just the hitsounds inside of the slider or something like that?
2014-02-23 10:29 Garven: http://puu.sh/77Fbp/8d3c793ed2.jpg
2014-02-23 10:29 Garven: It adds those little circles on the sliders
2014-02-23 10:29 Garven: They make it so that there's a constant rhythm chiming even though there aren't hit objects to be hit at those points
2014-02-23 10:30 Garven: So tick rate 1 is a tick every beat
2014-02-23 10:30 Garven: Rate 2 is 2 ticks each beat, etc.
2014-02-23 10:30 Garven: Most songs will use tick rate 2 since focusing on the 1/2 rhythm is usually best.
2014-02-23 10:31 Avishay: okay, I got it, thanks.
2014-02-23 10:31 Avishay: 02:14:300 (6) - this slider doesnt'
2014-02-23 10:31 Avishay: t feel properly timed
2014-02-23 10:31 Avishay: 02:17:900 (3) - NC
2014-02-23 10:31 Avishay: 02:18:350 (5) - NC
2014-02-23 10:31 Avishay: 02:18:800 (7) - NC
2014-02-23 10:33 Garven: I'm not going to NC spam
2014-02-23 10:33 Garven: And the slider is partical drums and partial guitar there. What do you think it should be?
2014-02-23 10:35 Avishay: it just disrturbs me really hard with the vocal, I'd maybe move it forward a bit but it makes stuff a bit problematic
2014-02-23 10:35 Avishay: 02:14:525
2014-02-23 10:35 Garven: It's pretty clear that I'm not following vocals for that though. Hm
2014-02-23 10:36 Avishay: yeah but this part really felt off place
2014-02-23 10:36 Garven: Since you have the short bridge to the final part and there's no vocals to fill in at the start
2014-02-23 10:36 Garven: I think changing the voice that I'm following right in the middle of it would be more disruptive to the rhythmic flow
2014-02-23 10:36 Avishay: actually
2014-02-23 10:36 Garven: How would you keep the intensity up while still following the vocals?
2014-02-23 10:37 Avishay: I think following the vocal before getting into a stronger part is actually nice
2014-02-23 10:37 Garven: Because right now I have big emphasis on the chord changes as it progresses to the last part
2014-02-23 10:37 Garven: The thing is that there are no vocals until the middle of the phrase, so it's hard to change to that without messing up the player
2014-02-23 10:38 Avishay: I think you can make 02:14:300 empty and insert the slider into 02:14:450 (6) -
2014-02-23 10:38 Avishay: this is a pattern I've seen some mappers do
2014-02-23 10:39 Avishay: follow the rhythm and then follow the vocal before moving to the next part, which in this case is a really strong part
2014-02-23 10:39 Avishay: I actually think it really fits
2014-02-23 10:39 Garven: You lose a lot of the driving force of the descending chords though...
2014-02-23 10:39 Garven: When you omit that one rhythm it kills the drive
2014-02-23 10:40 Avishay: not really, it just accelerated into the next part like a boss
2014-02-23 10:40 Avishay: it slows down for a moment and goes up high and strong
2014-02-23 10:40 Garven: Are you considering the part before it though?
2014-02-23 10:40 Garven: Filler rhythms like 02:11:300 (4) -
2014-02-23 10:40 Avishay: yeah
2014-02-23 10:40 Garven: Deleting those and adding a jump instead feels a bit wrong since it's more of a constant feel instead of a broken up feel to me
2014-02-23 10:41 Avishay: they're fine as they are
2014-02-23 10:41 Avishay: the only part there which should be changed is the slider we're talking about
2014-02-23 10:41 Avishay: it is fine to slow down then boost ahead
2014-02-23 10:41 Garven: I won't make that change without altering the parts before, because the rhythmic flow would be off to me.
2014-02-23 10:42 Garven: It wouldn't be consistent with the parts before it and would throw players off more than help them
2014-02-23 10:43 Avishay: well it is supposed to be not consistent, this is pretty much the purpose of this pattern, the parts before then are really good and fine, but I don't see anything wrong in following the vocal in this certain place and then boosting again
2014-02-23 10:44 Avishay: I see nothing wrong between mixing vocal and rhythm
2014-02-23 10:44 Garven: Different philosophy on it, I suppose.
2014-02-23 10:44 Garven: I still don't see it as a benefit to changing that rhythmically though, so I'm gonig to decline that
2014-02-23 10:44 Avishay: alright, that's cool
2014-02-23 10:45 Garven: As for 01:00:650 (4) - , I moved things around to this. http://osu.ppy.sh/ss/1361728
2014-02-23 10:46 Avishay: alright that's great, and maybe you can blanket 6 with 4?
2014-02-23 10:47 Garven: Spacing would be way too far at that point.
2014-02-23 10:47 Garven: I was going to have it centered between, but that breaks the spacing for 6, 7
2014-02-23 10:49 Avishay: almsot all of the map is spaced really big, so I don't think it is really breaks anything here
2014-02-23 10:49 Avishay: it just designs nicer when it blankets
2014-02-23 10:49 Garven: It's spaced big, sure, but it's consistent where I can
2014-02-23 10:50 Avishay: also there is a beat distance between 6 and 7
2014-02-23 10:50 Garven: And that part doesn't really ask for a jump
2014-02-23 10:50 Garven: 6 and 7 is actually a little closer than it was prior, but that's about as far as I can do it without breaking the flow too much
2014-02-23 10:50 Avishay: uhm I guess you are right, I take my words back about that
2014-02-23 10:53 Avishay: alright everything else is fine imo :)
2014-02-23 10:53 Garven: Cool, thanks!
2014-02-23 10:54 Garven: You plan on looking at the other maps? Or just the insane?
2014-02-23 10:54 Avishay: I am a bit hungry so I'm going to take myself something to eat, I'll just get something and will take a look at everything else as well
2014-02-23 10:54 Garven: Okay
2014-02-23 10:58 Avishay: Okay I'm here, do you want me to take a look at all of the GD as well or just your diffs?
2014-02-23 10:59 Avishay: oh and wow, by searching your name in my beatmap list I must say that I love your maps!
2014-02-23 10:59 Garven: All would be preferred, but you can make a forum post for those since they aren't my maps.
2014-02-23 10:59 Garven: Oh thank you, haha
2014-02-23 10:59 Avishay: alright I'll just mod Easy now (if I can find anything) and I'll post everything else in the forum
2014-02-23 11:00 Garven: Alrighty
2014-02-23 11:02 Avishay: ACTION is editing [http://osu.ppy.sh/b/356657 marina - Towa yori Towa ni [Easy]]
2014-02-23 11:02 Avishay: um
2014-02-23 11:02 Avishay: maybe it is just me
2014-02-23 11:02 Avishay: 00:37:850
2014-02-23 11:02 Avishay: I think you should add a note here
2014-02-23 11:02 Avishay: it feels wayyy to empty
2014-02-23 11:02 Avishay: it folows nicely with the vocal for the new players
2014-02-23 11:03 Avishay: 01:04:250 (5) - Perhaps make it a slider and extend it until 01:04:550
2014-02-23 11:04 Garven: I don't want notes too soon after a spinner, so I need to set a really slow pace for that section.
2014-02-23 11:04 Avishay: 01:51:050 (1) - isn't this too difficult to read for new players?
2014-02-23 11:04 Garven: And that would feel a bit too rushed having another beat after 5.
2014-02-23 11:04 Garven: Um, it's a long curly slider.
2014-02-23 11:04 Garven: How would it be difficult? The path is pretty clear.
2014-02-23 11:05 Avishay: I don't really think new players will realise that this slider spins..
2014-02-23 11:05 Avishay: also about 01:04:250 (5) - again, I don't think it will be rushed, you had the fast paced part then you moved to the slower pace
2014-02-23 11:06 Garven: Yeah, it's about the transition to the slower part though. I'd rather have it all be slower so that the player won't be in a clicking frenzy hehe
2014-02-23 11:06 Garven: I'll ask some newer players about the slider. I really don't think it'd be much of an issue though.
2014-02-23 11:07 Avishay: alright, I just try to recall how it was for me when I started to play, I was sure that all of the sliders are going in one direction
2014-02-23 11:08 Avishay: until I tried harder difficulties
2014-02-23 11:09 Avishay: alright this is it for the easy diff, I hope you'll be able to get around to my mapset sometime, I'll get to the other diffs now
Topic Starter
Garven

Raiku wrote:

[Easy]

00:41:450 (2) - I personally feel that general flow can be aided in this section by adjusting the rotation of this slider slightly so the tail exits into the start of the next slider. I feel like this because it is mid-combo and there is more necessity for it to flow into a larger slider than from a note. More emphasis on the top. Here is the rotation settings (http://puu.sh/77DCe.png), also (http://puu.sh/77DTa.jpg).

00:44:150 (4) - I felt similar with this slider as you are still continuing the combo, I recommend rotating it to 35 degrees (http://puu.sh/77E1x.png), as it forms a slight visually pleasing blanket but also allows the head of the slider to flow out of the
previous one a little better ( http://puu.sh/77Ea8.jpg).

00:55:250 (1) - I suggest moving this note down a little to follow the curve of the sliders that sandwich it a little better. I do see what you were doing however, as it IS a new combo and not so important. I do feel it flows better for beginners though (http://puu.sh/77EuS.jpg).

01:14:450 (1) - How do you feel about sorting this overlap by slightly adjusting the last point in the slider to the right a little? This will also help this slider flow into the next note smoother too (http://puu.sh/77EJd.jpg).

01:18:050 (4,5,1) - I know you are going for perfect middle symmetry here, but here's my suggestion on how to bring unison to the whole combo. Simply highlight these notes, and move them down until 4 is in the center of its 2 sliders (http://puu.sh/77EUo.jpg). The flow from note 1 of the next combo into note 2 is still unaffected.

01:40:250 (6) - I felt that this note could be angled exactly in line with the exit of its previous slider for better flow. I don't think by doing this you are affecting distance problems with the timing into the next note despite it being an easy, however if you feel this is the case, you can adjust the position of slider 7, which won't affect flow or manageability in the transition from this combo into the next (http://puu.sh/77Fo4.jpg). What I have also done in this image is given a suggestion as to how to position the next slider to fit in with the distance snap whilst maintaining flow.

02:10:250 (1) - I recommend neatening this blanket so that the curve of both sliders fit in with each other neater, what I did was rotate this slider on the selection center at 11 degrees (http://puu.sh/77FDP.png). In this example I also moved 02:09:050 (4) down a touch so that its tail stacks on the tail of slider 2 like so (http://puu.sh/77FPx.jpg).

I replied in IRC, but in general I took the gist of the mods and applied them in my own way. The only one I didn't apply was at 01:40.

[Insane]

I highly recommend OD9 with this diff. While I agree a higher OD will create more accuracy dynamics in the leaderboards, I do feel that many players will feel that this is too much of a liberty. I also feel that a map with this flow will feel hindered when the average player goes to tackle these jumps and has to focus on the 100s, but then again this IS a rhythm game.

I'm considering changing to Extra, but we will see how Cilvery's Insane turns out after she posts some fixes. To me, I feel that this kind of OD should be more standardized for harder Insanes like this (even if it isn't actually that hard). With the speed and intensity of the song, I don't think people will be concentrating too hard just to get 300s. They'll come naturally.

Maybe consider naming this an Extra if you plan to keep the OD.

Uncheck letterbox during breaks because its cutting out the chick on the right in my screen and breaks are a time to enjoy the background. There aren't any breaks though D:


00:23:150 (5) - I felt by moving this note up, you are creating a better transition from sliders into jumps. You are also preventing an overlap with this note and the tail slider 1 of the next combo (http://puu.sh/77G4J.jpg).

I'm actually going for a much more curved flow with this. Maybe people won't play it like that, but it's how I interpret these higher-velocity settings. So imagine an arc instead of a straight line to the next hit object and you'll see how it forms a nice loop into the 6 7 8 curve.

00:48:950 (2) - I feel that a less acute curve at the head of this slider would provide less of an impact on the rather smooth vocal section. I would probably agree with how you curved this slider if her voice was a little more pitch-changing at this stage but its too quiet in my opinion
to impact the flow as such (http://puu.sh/77Gxo.jpg).

Yeah, I don't know what I was thinking. Probably trying to fit it with the previous kinked slider. Just changed to a normal curve.

00:52:700 (7) - Consider this placement of this note as a flow alternative out of the very linear sliders that preceded it. I feel it adds variety to the flow which I felt could have been done there (http://puu.sh/77H15.jpg).

I didn't want to jump to such a high distance snap so suddenly at that point. I kept it low to transition into the sets of 3 hit jumps to get the velocity going, then move the DS higher at 00:54:050 (1) - since the pace is thus reset.

00:54:050 (1,2,3,4,5,6,7,8,1) - I felt that some anti-flow was welcome at this breakdown but seeing as it is a little conflicting, I am going to provide 2 alternatives to a pattern sequence that I felt was lacking some excitement to match the drums:

1. Anti-flow pattern where each triple bends outward from each other (http://puu.sh/77Hiy.jpg).

2. Flowy, symmetrical looking pattern that flows nicely into the next phrase (http://puu.sh/77HrO.jpg).

This section has been tricky ever since I first made it. Initially I had something like your first suggestion since it was such a powerful part, but it just ended up playing too poorly. I opted for the circular flow currently with one kick for the final piece leading into the red combo. The final curve also acts as a long arc like I described from the first modded item for this map.

01:13:175 (4,5) - Possibly an option I was pondering was to space these out like the part at the start of the map. The reason I suggest this is because the drums have a sharp abrupt feel to them which I felt those 2 notes could benefit from. Spaced at the slider to cursor speed of course: (http://puu.sh/77HH4.jpg).

Hm, alright.

Everything from kiai onwards had the perfect mix of flow and intended anti flow and I personally felt was mapped masterfully. I back this for ranking and starred.
Thanks!


@Avishay: Melo expressed no desire to change anything.
Muya
[Melo's Hard]
01:31:100 (2) - (1)のsliderfollowcircleに合わせるような形にすると綺麗かもしれません http://puu.sh/78DbJ.jpg
01:35:750 - この辺は寂しい感じがするのでなにかnoteがあったほうがいいと思います

[Insane]
01:12:950 (3,4,5) - 意図的で無いのならスペーシングは統一した方がいいと思います

[Cilvery's Insane]
00:29:900 (1) - 00:30:200で終わる形にして、00:30:275にサークルを置く?
01:04:250 (1,2) - この遅いスライダーは01:04:175 (4,1) - のスペーシングとの差が強すぎるので違和感があると思います。なるべく早いスライダーにしたほうがいいのかもしれません
01:14:150 (2) - 01:14:450 (1) - に重ねてしまったほうがいいと思います
01:42:650 (1,1) - 01:43:250 (1) - と同じように終点をsofthitsoundに
02:15:050 (1) - 始点にfinish
02:17:450 - これらは全てfinishがあったほうがいいと思います
02:17:600 -
02:17:900 -
02:18:050 -
02:18:350 -
02:18:500 -
02:18:800 -
02:18:950 -
02:19:850 -
02:19:250 (1) - ここは音楽が無音で歌だけの部分なのでsofthitsoundが合ってると思います

[KSHR's Normal]
00:39:650 (2,3,4,5) - このような配置のほうが綺麗だと思います http://puu.sh/78ELv.jpg

[Easy]
01:29:450 (1,3,2) - 重ならないように、最低限(1,3)の重複は直して欲しい

健闘を祈る
Topic Starter
Garven

Muya wrote:

[Melo's Hard]
01:31:100 (2) - (1)のsliderfollowcircleに合わせるような形にすると綺麗かもしれません http://puu.sh/78DbJ.jpg
直した

[Insane]
01:12:950 (3,4,5) - 意図的で無いのならスペーシングは統一した方がいいと思います
前のModからもう直したと思う・・・ 今はどう?

[Easy]
01:29:450 (1,3,2) - 重ならないように、最低限(1,3)の重複は直して欲しい
Fade inとFade outの時間は多分Overlapは大丈夫かも。

健闘を祈る
南無
Satellite
Hi ~ > ω <


[Easy]
  1. AR+1 ? bpmが高いので、AR3が合うと思います。
  2. 00:27:500 (2) - Humm..もっと、曲に合うようにしてみませんか?
  3. 01:00:350 (2) - Naziです。GridSize:Tinyで1grid upするとDSとBlanketが綺麗になります。
  4. 01:21:650 (4) - 手前からの流れを考えると c t r l + gが綺麗?
  5. 01:35:675 - 使ってない green line ? remove ?
  6. 01:51:050 (1) - Awesome Slider.
  7. 02:18:950 - 02:19:025 - 02:19:475 - same as 01:35:675 - here.


[KSHR's Normal]
  1. 01:06:950 (4) - このスタックは少し危険(?) x404 y136あたりに持ってくるのはどうですか?
  2. 01:08:450 (1) - 音に合わせると後ろのほうで曲げたほうが合ってそう。
  3. 01:09:950 (2) - 01:09:950 - ここにも音はあるんだけど、フォローしないほうが良さそう?
  4. 01:48:350 (4,5) - ただの配置の提案です。
  5. 02:17:450 (1,2,3,4) - Easyと同じ音取りよりHardと同じ音取りにしてバランスを整えたほうが良さそう(?)


[Melo's Hard]
  1. 00:29:150 (2,3) - 2から曲調的には伸びているから、そのままスライダーでフォローしたほうが自然(?)かも
  2. 00:47:750 (6) - ここのwhistleはいらないと思います。
  3. 01:12:950 (3,4) - こんな音取りのほうが合うかもしれません、一度試してみてください。
  4. 01:44:900 (2) - x2.2のジャンプは大きいので1と2を調整してこんな感じにしてみませんか?
  5. 01:50:450 (1) - remove Nc?
  6. 02:19:250 (1) - 流れを考えると ctrl + hしたほうが綺麗だと思います。


[Cilvery's Insane]
  1. 00:30:950 (9,10,11,1) - 少しovermapな感じがしました、以下のような音取りはどうですか?

  2. 00:41:150 (1,2) - スペーシングが危険に感じます。00:41:450 (2) - これを 00:41:150 (1) - この上にスタックさせませんか?
  3. 00:41:450 (2) - add whistle. 試してみてください。
  4. 02:04:850 (1) - 非常に難しいと思います。手前の連打を1つsliderに変更してこのような感じはどうですか?


~★
Topic Starter
Garven

Satellite wrote:

Hi ~ > ω <

=^> ω <^=

[Easy]
  1. AR+1 ? bpmが高いので、AR3が合うと思います。
    fm,AR4が早すぎる感じけど・・・他のSuggestionで変えるかも
  2. 00:27:500 (2) - Humm..もっと、曲に合うようにしてみませんか?
    変の音けど D: この時間に中々Undermapしたいだから、今はいいかも
  3. 01:00:350 (2) - Naziです。GridSize:Tinyで1grid upするとDSとBlanketが綺麗になります。
    はい~
  4. 01:21:650 (4) - 手前からの流れを考えると c t r l + gが綺麗?
    説明日本語で難しいごめん。This part was difficult for me to make simply because of the direction of the flow. I ended up with the counter flow slider as a result. I found that starting a counter flow that moves into the next combo smoothly played a lot better than having the counter flow going directly into the new combo.
  5. 01:35:675 - 使ってない green line ? remove ?
    おっけ
  6. 01:51:050 (1) - Awesome Slider.
    (^^ゞ
  7. 02:18:950 - 02:19:025 - 02:19:475 - same as 01:35:675 - here.
    Removed two - need to keep the one to turn kiai off ;)
ありがとうよ!
kanpakyin
The offset should be 44? (and adjust the subsequent offset)
and this offset : 01:24:050 - should be 3/4 (Waltz)
don't kds this post :)
KSHR

Avishay wrote:

[KSHR's Normal]
01:05:450 (1,4) - Stack them properly kk

Muya wrote:

[KSHR's Normal]
00:39:650 (2,3,4,5) - このような配置のほうが綺麗だと思います http://puu.sh/78ELv.jpg fixed!これに合わせてその後の00:41:450 (1,2,3,1) - のパターンもいじりました

Satellite wrote:

[KSHR's Normal]
  1. 01:06:950 (4) - このスタックは少し危険(?) x404 y136あたりに持ってくるのはどうですか? ギリギリ見えそうかなーっていうのと、個人的に次の(5)でボーカルの「奥深く」に合わせて流れを下から上に持っていきたいから、一度保留で様子見をして何度も指摘を受けるようであれば・・っていう形にさせてください!
  2. 01:08:450 (1) - 音に合わせると後ろのほうで曲げたほうが合ってそう。 んー、01:08:600 - にも音があるし今の方が合ってると思ったからこのままで
  3. 01:09:950 (2) - 01:09:950 - ここにも音はあるんだけど、フォローしないほうが良さそう?・・・・ん?
  4. 01:48:350 (4,5) - ただの配置の提案です。おっけ~
  5. 02:17:450 (1,2,3,4) - Easyと同じ音取りよりHardと同じ音取りにしてバランスを整えたほうが良さそう(?) 実はこれ、Normalのが先に完成したんです・・! ていうのどうでもいいから置いておいて、fixed(ちょっと怒られそうな配置にしてみた)
Thanks for modding~!

osu file format v12

[General]
AudioFilename: 02. .mp3
AudioLeadIn: 0
PreviewTime: 95750
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 21500,139850
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4

[Metadata]
Title:Towa yori Towa ni
TitleUnicode:永久より永遠に
Artist:marina
ArtistUnicode:marina
Creator:Garven
Version:KSHR's Normal
Source:少女神域∽少女天獄 -The Garden of Fifth Zoa-
Tags:Kite KSHR Cilvery Melophobia TKSalt Shoujo Shiniki Tengoku
BeatmapID:356659
BeatmapSetID:143370

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:2

[Events]
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Combo2 : 125,70,130
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Topic Starter
Garven
kpy:

I've gotten the offset checked by several others including lolcubes - are you sure it's -6? Well, I'll test it later on, but I think it's good where it's at.

And at this BPM, I found 6/4 more fitting to the phrases than 3/4. You'll get less measure bar spam that way haha.
regenz
never heard garven map an eroge song O_o.
kanpakyin
Garven:
Yea, I testplayed the taiko diff and if you listen to the music carefully, you could hear the metronome cannot fit the drum and hence casuing inaccuracy. (This can be heard from the beginning of the taiko. Just open auto and hear the taiko with current timing.)
JUDYDANNY
Hello~ :3
Here's a Taiko Mod via My Taiko Moding Queue
(TKSalt posted)
My mod is for suggetions. if you dont like, ignore please.
~Taiko~
d is Red Note.
k is Blue Note.
and, D ,K is finisher .. .
“+ ?” is I like pattern (※example→ add? , remove?
Big text is storong suggestion.
[General]
  1. widescreen support(ry
    http://puu.sh/728Ot.png
[Oni]

  • notes777維持とのことでしたのでadd とdeleteとそれ以外と項目別にしました。
    もし見にくかったらごめんなさい><

    :idea: add
  1. 00:27:875 - add d ギターのロングトーンを意識するならaddがしっくりくると思いました。
  2. 01:11:900 (12) – add note ?

    :idea: delete
  3. 00:40:700 – delete + 00:40:550 – k? やはりdkdで少しブレーキがかかってる気がします。
  4. 00:19:250 (13) – delete?

    :idea: Change color&move
  5. 01:08:600 (3) - k ?
    ボーカルなら01:08:150 (1,2,3,4) –kdkd=>01:09:050 (2,3,4,5) – kdkk ….
    リズムならkdkd=> 01:08:750 (1,2,3,4) - dkdk的で、どちらにもfitする気がしました。
  6. 01:34:475 – move1/2 left? kkd~~~ ddk~~ 連打で始まるパターンの統一で勢い付いていい感じ?
  7. 02:12:050 – d? かかなり迷いましたが、dでいいと思います。1/1~k k k kはここで用いるのにもかなり苦しい…
    02:12:650 – のkと同色リンクさせている意図だと思って話を進めますが、02:10:550 (2,3,4) – kddとkからの1/2ストリームでリズムを刻ませているので既にプレイヤーには kの意識がある程度ついてると思うので、リンクに縛られるほどの必要性を感じませんでした。
[Muzukashii]
  1. 02:11:600 (6) – move => 02:11:000 (4) - …で1度目と同一のリズムでいいと思います。この緩急はあまりfitしてないように感じました、、というよりは緩急がつきすぎてしまってる気がしました。02:15:050 (27,28,29) – こちらで1/1を使っているので同一にする必要も薄いかと.
  2. 00:30:800 (98,99,100,101) – ddd k => d kkk この辺だけ聞いたらリズムに違和感が;;
  3. 01:12:950 (124) – k?
  4. 01:49:400 (285,286) – swap? とかどうでしょうか。
以上です! Editで見ていてコンボ数調整ってすごく大変そうでした;;; 頑張ってください!>w</
That’s all! I thank you for reading it through ;)
Good Luck! :D
TKS

JUDYDANNY wrote:

Hello~ :3
Here's a Taiko Mod via My Taiko Moding Queue
(TKSalt posted)
My mod is for suggetions. if you dont like, ignore please.
~Taiko~
d is Red Note.
k is Blue Note.
and, D ,K is finisher .. .
“+ ?” is I like pattern (※example→ add? , remove?
Big text is storong suggestion.
[General]
  1. widescreen support(ry
    http://puu.sh/728Ot.png
[Oni]

  • notes777維持とのことでしたのでadd とdeleteとそれ以外と項目別にしました。
    もし見にくかったらごめんなさい><

    :idea: add
  1. 00:27:875 - add d ギターのロングトーンを意識するならaddがしっくりくると思いました。 - たしかに
  2. 01:11:900 (12) – add note ? - バスの音だけでとどめたいです

    :idea: delete
  3. 00:40:700 – delete + 00:40:550 – k? やはりdkdで少しブレーキがかかってる気がします。 - ピアノの音しか聞こえないのでこのままにします。
  4. 00:19:250 (13) – delete? - ok

    :idea: Change color&move
  5. 01:08:600 (3) - k ?
    ボーカルなら01:08:150 (1,2,3,4) –kdkd=>01:09:050 (2,3,4,5) – kdkk ….
    リズムならkdkd=> 01:08:750 (1,2,3,4) - dkdk的で、どちらにもfitする気がしました。 - たしかに。でもdddから01:09:050 (311,312,313,314,315) - のギター音に入る感じが好きなのでそのままにします。
  6. 01:34:475 – move1/2 left? kkd~~~ ddk~~ 連打で始まるパターンの統一で勢い付いていい感じ? - 1/2で左ってどこに動かせばいいんだ…
  7. 02:12:050 – d? かかなり迷いましたが、dでいいと思います。1/1~k k k kはここで用いるのにもかなり苦しい… - 元々dです
    02:12:650 – のkと同色リンクさせている意図だと思って話を進めますが、02:10:550 (2,3,4) – kddとkからの1/2ストリームでリズムを刻ませているので既にプレイヤーには kの意識がある程度ついてると思うので、リンクに縛られるほどの必要性を感じませんでした。
[Muzukashii]
  1. 02:11:600 (6) – move => 02:11:000 (4) - …で1度目と同一のリズムでいいと思います。この緩急はあまりfitしてないように感じました、、というよりは緩急がつきすぎてしまってる気がしました。02:15:050 (27,28,29) – こちらで1/1を使っているので同一にする必要も薄いかと. - バスの音が強いのでこっちにしました02:10:700 -
  2. 00:30:800 (98,99,100,101) – ddd k => d kkk この辺だけ聞いたらリズムに違和感が;; - 別の綺麗な音取りに変えました。
  3. 01:12:950 (124) – k? - ここのスネアを強調させたいのでこのままで 01:13:100 (125,126,127) -
  4. 01:49:400 (285,286) – swap? とかどうでしょうか。 - ok
以上です! Editで見ていてコンボ数調整ってすごく大変そうでした;;; 頑張ってください!>w</
That’s all! I thank you for reading it through ;)
Good Luck! :D
見辛いヂッフでごめんなさい。ありがとうございます。
Circle Sizeも変更 綺麗に並ぶと信じたい

https://dl.dropboxusercontent.com/u/263 ... a%20ni.rar
qoot8123
Hi Taiko mod :3

Red : unrankable issue
Purple : strongly recommend
Black : just suggestion

[General]
  1. 01:35:750 - ~ End you can add spinner on 01:35:750 - and use some speed change to make this map more exciting :D



[ Muzukashii]

  1. 00:12:050 (8) - I think this note could add finish to emphasize the songs power
  2. 00:52:100 (35) - move to 00:51:500 - to follow the vocal would be better imo
  3. 01:04:250 (93) - add finish? here is more powerful than other part
  4. 01:18:650 (148,149,150,151) - this pattern is a bit weird to me ,the rhythm did not link up well,remove finish on 01:18:950 (149) - and add d on 01:19:100 -
  5. 01:38:900 (229) - try to add finish? I think it can enhance kiai's power
  6. 01:58:100 (332) - ^
  7. 01:49:700 (287,288) -and 01:50:000 (289,290) - reverse and 01:50:150 (290) - move to 01:50:300 - would be better for me
  8. 02:04:850 (367) - remove and 02:05:225 (369) - remove , since the vocal on 02:04:850 - has a break
  9. 02:07:250 (378,379,380,381,382,383) - this pattern is not proper for 02:06:050 (373,374,375,376,377) - ,so try move 02:08:000 (382) -to 02:07:850 -



[ Oni]

  1. 00:12:050 (10) - same as muzu, add finish?
  2. 00:12:050 (10,203,205,207,211) - as muzu, remove?
  3. 01:17:000 (352) - move to 01:17:450 - to follow the similar pattern 01:15:050 (343,344,345,346) -
    01:17:600 (355) - move to 01:19:100 - ,01:18:950 (364) - remove finish as i said on muzu and 01:17:900 (356) - remove?
  4. 01:43:700 (509,510,511,512,513,514) - although this pattern is no vital problem, but how about use this ? http://osu.ppy.sh/ss/1374238 this is based on k d d k d d k as the pattern 01:45:050 (519,520,521,522,523,524,525,526,527,528) -
  5. 01:55:550 - ~ 01:55:700 - try to add note?


That's all from me
Good Luck~ :)
TKS

qoot8123 wrote:

Hi Taiko mod :3

Red : unrankable issue
Purple : strongly recommend
Black : just suggestion

[General]
  1. 01:35:750 - ~ End you can add spinner on 01:35:750 - and use some speed change to make this map more exciting :D



[ Muzukashii]

  1. 02:04:850 (367) - remove and 02:05:225 (369) - remove , since the vocal on 02:04:850 - has a break - deleted 02:05:225 (369)



[ Oni]

  1. 00:12:050 (10,203,205,207,211) - as muzu, remove? - ?


That's all from me
Good Luck~ :)
thanks for mod!

onegai shimasu
osu file format v12

[General]
AudioFilename: 02. .mp3
AudioLeadIn: 0
PreviewTime: 95750
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 21500,90050,139850
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32

[Metadata]
Title:Towa yori Towa ni
TitleUnicode:永久より永遠に
Artist:marina
ArtistUnicode:marina
Creator:Garven
Version:TK'S Muzukashii
Source:少女神域∽少女天獄 -The Garden of Fifth Zoa-
Tags:Kite KSHR Cilvery Melophobia TKSalt Shoujo Shiniki Tengoku
BeatmapID:368411
BeatmapSetID:143370

[Difficulty]
HPDrainRate:6
CircleSize:7
OverallDifficulty:5
ApproachRate:9
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"theonlysfwbgforthisdamnedgame.jpg",0,120
//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]
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89450,300,4,1,0,85,1,0
89450,-100,4,1,0,85,0,0
96650,-100,4,1,0,85,0,1
139850,-100,4,1,0,85,0,0


[Colours]
Combo1 : 174,0,0
Combo2 : 171,111,176
Combo3 : 179,179,255
Combo4 : 64,125,136
Combo5 : 255,255,113

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256,192,112250,1,0,0:0:0:0:
256,192,112550,1,8,0:0:0:0:
256,192,112850,1,0,0:0:0:0:
256,192,113000,1,0,0:0:0:0:
256,192,113150,1,8,0:0:0:0:
256,192,113450,1,0,0:0:0:0:
256,192,113600,1,0,0:0:0:0:
256,192,113750,1,8,0:0:0:0:
256,192,113900,1,8,0:0:0:0:
256,192,114050,1,0,0:0:0:0:
256,192,114350,1,8,0:0:0:0:
256,192,114650,1,8,0:0:0:0:
256,192,114800,1,0,0:0:0:0:
256,192,114950,1,0,0:0:0:0:
256,192,115100,1,8,0:0:0:0:
256,192,115250,1,0,0:0:0:0:
256,192,115325,1,0,0:0:0:0:
256,192,115400,1,0,0:0:0:0:
256,192,115550,1,8,0:0:0:0:
256,192,115850,1,4,0:0:0:0:
256,192,116150,1,8,0:0:0:0:
256,192,116450,1,0,0:0:0:0:
256,192,116600,1,0,0:0:0:0:
256,192,116750,1,8,0:0:0:0:
256,192,117050,1,0,0:0:0:0:
256,192,117125,1,0,0:0:0:0:
256,192,117200,1,0,0:0:0:0:
256,192,117350,1,8,0:0:0:0:
256,192,117500,1,0,0:0:0:0:
256,192,117650,1,8,0:0:0:0:
256,192,117800,1,8,0:0:0:0:
256,192,118100,1,8,0:0:0:0:
256,192,118400,1,0,0:0:0:0:
256,192,118550,1,8,0:0:0:0:
256,192,118850,1,0,0:0:0:0:
256,192,119000,1,0,0:0:0:0:
256,192,119150,1,8,0:0:0:0:
256,192,119450,1,8,0:0:0:0:
256,192,119600,1,0,0:0:0:0:
256,192,119750,1,0,0:0:0:0:
256,192,119900,1,0,0:0:0:0:
256,192,120050,1,8,0:0:0:0:
256,192,120200,1,0,0:0:0:0:
256,192,120350,1,8,0:0:0:0:
256,192,120425,1,8,0:0:0:0:
256,192,120500,1,8,0:0:0:0:
256,192,120650,1,0,0:0:0:0:
256,192,120950,1,8,0:0:0:0:
256,192,121250,1,0,0:0:0:0:
256,192,121400,1,0,0:0:0:0:
256,192,121550,1,8,0:0:0:0:
256,192,121850,1,0,0:0:0:0:
256,192,122150,1,8,0:0:0:0:
256,192,122450,1,0,0:0:0:0:
256,192,122600,1,0,0:0:0:0:
256,192,122750,1,8,0:0:0:0:
256,192,123050,1,12,0:0:0:0:
256,192,123350,1,0,0:0:0:0:
256,192,123500,1,12,0:0:0:0:
256,192,123800,1,0,0:0:0:0:
256,192,123950,1,12,0:0:0:0:
256,192,124250,1,8,0:0:0:0:
256,192,124400,1,0,0:0:0:0:
256,192,124475,1,0,0:0:0:0:
256,192,124550,1,0,0:0:0:0:
256,192,124700,1,8,0:0:0:0:
256,192,124850,1,0,0:0:0:0:
256,192,125150,1,8,0:0:0:0:
256,192,125300,1,8,0:0:0:0:
256,192,125450,1,0,0:0:0:0:
256,192,125750,1,8,0:0:0:0:
256,192,126050,1,0,0:0:0:0:
256,192,126200,1,0,0:0:0:0:
256,192,126350,1,8,0:0:0:0:
256,192,126650,1,0,0:0:0:0:
256,192,126950,1,8,0:0:0:0:
256,192,127250,1,0,0:0:0:0:
256,192,127400,1,0,0:0:0:0:
256,192,127550,1,8,0:0:0:0:
256,192,127700,1,0,0:0:0:0:
256,192,128000,1,0,0:0:0:0:
256,192,128150,1,8,0:0:0:0:
256,192,128450,1,0,0:0:0:0:
256,192,128600,1,0,0:0:0:0:
256,192,128750,1,8,0:0:0:0:
256,192,129050,1,8,0:0:0:0:
256,192,129200,1,0,0:0:0:0:
256,192,129350,1,8,0:0:0:0:
256,192,129500,1,8,0:0:0:0:
256,192,129800,1,0,0:0:0:0:
256,192,129950,1,8,0:0:0:0:
256,192,130025,1,8,0:0:0:0:
256,192,130100,1,8,0:0:0:0:
256,192,130250,1,0,0:0:0:0:
256,192,130550,1,8,0:0:0:0:
256,192,130700,1,0,0:0:0:0:
256,192,130850,1,0,0:0:0:0:
256,192,131150,1,8,0:0:0:0:
256,192,131450,1,0,0:0:0:0:
256,192,131750,1,8,0:0:0:0:
256,192,131900,1,8,0:0:0:0:
256,192,132050,1,0,0:0:0:0:
256,192,132350,1,8,0:0:0:0:
256,192,132650,1,8,0:0:0:0:
256,192,132800,1,0,0:0:0:0:
256,192,132950,1,0,0:0:0:0:
256,192,133100,1,8,0:0:0:0:
256,192,133250,1,0,0:0:0:0:
256,192,133400,1,0,0:0:0:0:
256,192,133550,1,8,0:0:0:0:
256,192,133850,1,8,0:0:0:0:
256,192,134000,1,8,0:0:0:0:
256,192,134150,1,0,0:0:0:0:
256,192,134225,1,0,0:0:0:0:
256,192,134300,1,0,0:0:0:0:
256,192,134450,1,8,0:0:0:0:
256,192,134525,1,8,0:0:0:0:
256,192,134600,1,8,0:0:0:0:
256,192,134750,1,0,0:0:0:0:
256,192,135050,1,8,0:0:0:0:
256,192,135350,1,8,0:0:0:0:
256,192,135650,1,8,0:0:0:0:
256,192,135950,1,8,0:0:0:0:
256,192,136100,1,0,0:0:0:0:
256,192,136250,1,8,0:0:0:0:
256,192,136550,1,8,0:0:0:0:
256,192,136700,1,0,0:0:0:0:
256,192,136850,1,8,0:0:0:0:
256,192,137150,1,0,0:0:0:0:
256,192,137450,1,12,0:0:0:0:
256,192,137600,1,12,0:0:0:0:
256,192,137900,1,12,0:0:0:0:
256,192,138050,1,12,0:0:0:0:
256,192,138350,1,12,0:0:0:0:
256,192,138500,1,12,0:0:0:0:
256,192,138800,1,12,0:0:0:0:
256,192,138950,1,12,0:0:0:0:
256,192,139250,1,0,0:0:0:0:
256,192,139400,1,8,0:0:0:0:
256,192,139850,1,4,0:0:0:0:
Topic Starter
Garven
kpy: I've gotten a couple more people to say their thoughts on the timing, and I ended up with a +5 and a "spot on"
I think averaging it all out to where it is now works, heh.
Kodora
As requested

[General]

  1. normal-hitfinish2.mp3 is too loud & sounds too long, which was bothering me while playing. Can you please make it a bit more quiet and shorten if possible?
  2. Easy, KSHR's Normal & Melo's Hard have different combo-colours, any reasons for that?
  3. Disable Letterboxes during breaks in all standard diffs - they doesn't looks well with this bg :(


[Expert]

  1. 00:26:450 (1,2,3) - These spaced 1/4 notes works kinda too crues, especially with this OD - how about reduse spacing here to x0.6? This will made this part much easier to catch in first attempt
  2. 00:27:500 (6,8) - Hmm, this overlap isn't looks good, maybe better keep (6) regularly curved? Something like this:

  3. 00:28:100 (8,1) - Being a bit nazi but please improve this slider blanket ;)
  4. 00:30:200 (6) - NC follow pattern & follow new part in music?
  5. 01:00:650 (4,5) - Not sure if this flows well, honestly looks a bit messy. Maybe simple copy 01:00:650 (4) - and make symmetrial pattern here? Something like this - looks better & related with how you mapped before:

  6. 01:51:350 (4) - Eh, this slider have one big problem - it is very easy to misread beginning of this slider. Try to move slider head a bit down, this will work much more intuitive & will madfe this slider easier to catch. I tried to improve slider snape, here is screen & code:



    222,329,111350,2,0,B|207:323|195:307|196:277|196:277|195:211|145:179|92:190|33:251|99:322|99:322|160:384|80:440|-16:456|-96:336|-104:16|32:-96|176:-128|320:-120|560:-80|512:164|450:354|240:384|10:296|0:160|64:-170|250:-128|456:20|464:72|456:112|456:112,1,1748.24994664765,4|0,0:0|0:0,0:0:0:0:
  7. 02:11:450 (5,6) - Looks like old catmulls, maybe keep them regularly curved instead? Or you can try something like this - i know, you love such sliders ;)

  8. 02:17:900 (3) - Looks like continuation of 1/2 jump section, what can be too evil; trap, especially in the near ending :< Adding some New Combos at 02:17:900 (3) - 02:18:350 (5) - 02:18:800 (7) - can could easily solve this problem.


Good map. Also, i was have no any problems with OD10 while playing - there are only few 1/4 notes and HP Drain is generous enough to allow people keep playing even if they will get several 100's. Please keep it ;)

[Kite's Insane]

*Suggesting use OD9 here for better difficulty spread (since Expert use OD10)

  1. 00:09:650 (1) - How about silence this spinner? (except endpoint) Should works pretty nicely for such calm sound imo.
  2. 00:17:975 (2) - Delete this note to follow music better?
  3. 00:20:300 (7) - Add clap to head? Sounds nice imo.
  4. 00:41:225 (2) - This slider is wrongly snapped, should starts at 00:41:150 -
  5. 01:01:100 (1,3) - Hmm, form of these sliders looks a bit screwed up :< Using simple linears here looks better as for me.
  6. 02:01:550 (7) - Same here
  7. 02:21:950 (1) - And probably same goes here too.


Nice job, great & clean diff!

[Cilvery's Insane]

  1. 00:31:325 (1) - End of spinner sounds kinda too quiet. Can you please up a bit volume here?
  2. 00:36:875 (3) - Delete this note to follow music better? Triplet sounds kinda too heavy at such calm part.
  3. 00:37:775 (7) - Same here
  4. 00:46:700 (4) - - I think there are should be soft-sampleset for this slidertick, isn't it?
  5. 00:47:600 (6) - Remove this note to mach vocals better
  6. 01:25:850 (6,1) - You can silence sliderticks at these sliders like Garven did at his diff - sounds better imo.
  7. 01:27:650 (3) - Add whistle to emphazire vocals here?
  8. 01:31:100 (8) - This slowdown feels a bit confusing here, how about make it a bit more faster? Something like x0.85 should works perfectly here.
  9. 01:42:650 (1,2) - Silence endpoints here - sounds better imo. Also, how about add finish to head at 01:42:650 (1) - ?
  10. 01:53:450 (1,2,3) - Ah, this antijump looks kinda too evil here and doesn't fit the music well imo :< Try to change this to jump or stack perfectly.
  11. 02:04:550 (5) - NC due to spacing change?
  12. 02:08:600 (5,6) - There are tiny stacking issue here :p
  13. 02:17:450 (1,2,3) - Hmm, plays kinda weird. Try to re-arrange these sliders to follow 2 guitar notes here instead to improve playability.



Awesome diff!

[Melo's Hard]

*You can silence sliderticks during calm sections as Garven did at his diff - they sounds a bit too busy currently

  1. 00:56:750 (2,3,4) - Quite tricky stacking, also might be too hard for regular Hard diff. I'd recommend you stack 00:57:500 (4) - with head of 00:57:650 (1) - to make it easier to catch
  2. 01:44:750 (1,2,3) - Ew, really might be too cruel jump for a Hard diff - try to stack 01:44:900 (2) - with head of 01:43:850 (1) - you will still have nice jumpy pattern, just less cruel one :p
  3. 01:48:650 (1) - Add hitfinish to head to emphazire vocals?
  4. 02:13:850 (1,2,3) - <3


Good job Melo-nyan <3

[KSHR's Normal]

*Raise HP Drain by 1 tick for better difficulty spread

  1. 00:27:050 (3,4) - Might be too hard to catch for Normal diff. Try something more simple, like following only drums:

  2. 00:28:700 (1,2) - Same can be applied here (also, this could help reduse star rating a bit)

  3. 00:42:950 - I was expecting note here since you followed vocals before. Or maybe replace 00:42:650 (3) - with slider and end it at 00:42:950 -
  4. 01:06:050 (2,3,4) - Kinda weird to follow. Haw about replace this with 3/2 reverse-slider to follow vocals closely?

  5. 01:38:450 (4,1) - I would highly recommend avoid such overlaps in lowest diffs - it looks confusing and might works bad for beginners. It is readable, but confusing :<
  6. 01:40:850 (5) - Looks bad, try something like this for better flow:



Good diff :3

[Easy]

*Raise AR by 1 tick for better difficulty spread & to improve readability also if you will raise AR OD +1 could work well too

  1. 01:42:650 (2,3,4,5) - Kinda intense section for easiest diff. Would highly recommend to replace with two 1/1 sliders to make it more beginner-friendly.
  2. 02:01:550 (1,2,3,4,5) - Same here - two 1/1 sliders should works better imo.
  3. 02:06:050 - Feels kinda empty, how about add note here?
  4. 02:17:450 (1,2,3,4) - Try to replace them with two 3/2 sliders - currently this section feels a bit weird, and replacing notes with sliders here will make rhythm here easier to catch.


Nice.

Star & good luck!
Topic Starter
Garven

Kodora wrote:

As requested

[General]

  1. normal-hitfinish2.mp3 is too loud & sounds too long, which was bothering me while playing. Can you please make it a bit more quiet and shorten if possible? Nooo that's the point! It's loud and awesome and stuff!
  2. Easy, KSHR's Normal & Melo's Hard have different combo-colours, any reasons for that? Ah whoops, I lightened the colors in Extra and forgot to apply it to the rest.
  3. Disable Letterboxes during breaks in all standard diffs - they doesn't looks well with this bg :(None of the standard diffs have breaks...


[Expert]

  1. 00:26:450 (1,2,3) - These spaced 1/4 notes works kinda too crues, especially with this OD - how about reduse spacing here to x0.6? This will made this part much easier to catch in first attempt I don't see it as much of an issue. I increased the spacing a little bit to reduce overlapping, but from the test plays that I have seen, people read them as 1/4 just fine.
  2. 00:27:500 (6,8) - Hmm, this overlap isn't looks good, maybe better keep (6) regularly curved? It's not overlapped though! :( I scooted it back a tiny bit anyway.
  3. 00:28:100 (8,1) - Being a bit nazi but please improve this slider blanket ;)It originally was a blanket, but the flow of the outside sliders was too horrible with the one nipple on the outside so I widened things up.
  4. 00:30:200 (6) - NC follow pattern & follow new part in music? Nah, keeping with the 2 measures.
  5. 01:00:650 (4,5) - Not sure if this flows well, honestly looks a bit messy. Bleh. The sad thing is this is about how I had it before, but it was changed for a mod. I think I'll just revert back to how it was.
  6. 01:51:350 (4) - Eh, this slider have one big problem - it is very easy to misread beginning of this slider. Try to move slider head a bit down, this will work much more intuitive & will madfe this slider easier to catch. I tried to improve slider snape, here is screen & code:

    I've tweaked this slider sooooo many times hahaha. The problem with your proposition is that it introduces some unnecessary overlap. I tried to widen it a little bit more, but it keeps screwing up the smoothness of the red anchor at 01:51:650 - . So far I haven't had any complaints beyond yours for this iteration of the slider, and I haven't seen test players screw up at all on it (as opposed to other versions where they'd mess up 90% of the time D: )
  7. 02:11:450 (5,6) - Looks like old catmulls, maybe keep them regularly curved instead? Or you can try something like this - i know, you love such sliders ;)

    I like having the weak curves on this instead of the sharper hooked angle, sorry. The funny thing is that you missed the real catmull slider in this map. Can you find it? :D
  8. 02:17:900 (3) - Looks like continuation of 1/2 jump section, what can be too evil; trap, especially in the near ending :< Adding some New Combos at 02:17:900 (3) - 02:18:350 (5) - 02:18:800 (7) - can could easily solve this problem.

    I refuse to add new combos to make a pattern read better. That said, I'm not exactly sure what you mean. You're saying that the stack of two 1/2s and jumping to another stack of 1/2's feels like it's a 1/1 jump instead of a 1/2 jump? I was hoping that the jumpy symmetry sliders would convey that rhythm would be continuing while introducing something a little spicier to keep the play interesting going into the finale. Do yo uhave any suggestions beyond new combos?


Good map. Also, i was have no any problems with OD10 while playing - there are only few 1/4 notes and HP Drain is generous enough to allow people keep playing even if they will get several 100's. Please keep it ;)

Thanks!

[Easy]

*Raise AR by 1 tick for better difficulty spread & to improve readability also if you will raise AR OD +1 could work well too

I've already raised them both once. It's good where it's at.

  1. 01:42:650 (2,3,4,5) - Kinda intense section for easiest diff. Would highly recommend to replace with two 1/1 sliders to make it more beginner-friendly.
  2. 02:01:550 (1,2,3,4,5) - Same here - two 1/1 sliders should works better imo.
    It's the kiai section. I want to ramp up the difficulty a bit.
  3. 02:06:050 - Feels kinda empty, how about add note here?
    There isn't really a strong beat there. I'd rather not.
  4. 02:17:450 (1,2,3,4) - Try to replace them with two 3/2 sliders - currently this section feels a bit weird, and replacing notes with sliders here will make rhythm here easier to catch.
    And as the finale, I wanted another spike in difficulty. I think this is fair with the larger spacing so it communicates that there's a different rhythm coming up.


Thanks Kodora!
Melophobia

Kodora wrote:

[Melo's Hard]

*You can silence sliderticks during calm sections as Garven did at his diff - they sounds a bit too busy currently I don't like it. :3

  1. 00:56:750 (2,3,4) - Quite tricky stacking, also might be too hard for regular Hard diff. I'd recommend you stack 00:57:500 (4) - with head of 00:57:650 (1) - to make it easier to catch It's no longer a regular hard due to it's speed.
  2. 01:44:750 (1,2,3) - Ew, really might be too cruel jump for a Hard diff - try to stack 01:44:900 (2) - with head of 01:43:850 (1) - you will still have nice jumpy pattern, just less cruel one :p Okay!
  3. 01:48:650 (1) - Add hitfinish to head to emphazire vocals? hmm no.
  4. 02:13:850 (1,2,3) - <3


Good job Melo-nyan <3

Satellite wrote:

[Melo's Hard]
  1. 00:29:150 (2,3) - 2から曲調的には伸びているから、そのままスライダーでフォローしたほうが自然(?)かも 区切った方がかっこいいかなって思います
  2. 00:47:750 (6) - ここのwhistleはいらないと思います。ないとちょっと寂しい・・・
  3. 01:12:950 (3,4) - こんな音取りのほうが合うかもしれません、一度試してみてください。単発でドーンってした方が気持ちいいかなーと思ってこんな感じです(この難易度で連打は置いてないので)
  4. 01:44:900 (2) - x2.2のジャンプは大きいので1と2を調整してこんな感じにしてみませんか? ほい
  5. 01:50:450 (1) - remove Nc? 確かに今のままだとコンボが短くて変だったので周辺のNCも併せて調整して対応しました
  6. 02:19:250 (1) - 流れを考えると ctrl + hしたほうが綺麗だと思います。ほい
Thanks! http://puu.sh/7gRff.osu
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