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GARNiDELiA - ambiguous (TV Size) [Osu|Taiko]

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Blaziken
I didn't get an email telling me I had a mod to work on ;_;. I'll look at it tomorrow.
pkk
From my modding queue~

Warning, really really long post. Good thing they invented spoilerboxes god bless These changes might take you a while to make.

Just a general note, if I suggest a change and also post an image, but what I say is different from the image (for example, I say place a slider at 00:30:00 but the picture clearly looks like the slider is placed at 00:30:200) then you should trust the image. Maybe I copied the wrong time, who knows \o/ For the most part what I write should be accurate.

Your difficulties still need a bit of work. I would say you should prioritize mods on your own difficulties for now. Areas you need to work on include but are not limited to: Rhythm, object placement (where you place them on the beatmap, not on the timeline), combos and hitsounds. I'm only doing this because I care ;w; Let's get started~~~


Easy

:::::
[Easy]
  1. 00:02:445 (4) - I think a repeat slider here fits better as it will match the vocal (singing part). Here the singer sings three syllables, and a repeat slider matches this because each tick of the slider coincides with each syllable the singer sings.

    You did this in your normal difficulty, so you can also do it in easy. You might have made it just a slider so it would be easier, but I feel that you should still keep it as a repeat slider.
  2. 00:04:468 (2,3,4) - three hitcircles in a row might be a bit bland/repetitive, I suggest turning 00:04:805 (3,4) - into one slider. Another reason why I recommend turning it into a slider is because you have arranged 00:04:468 (2,3,4,5) - in a line, and it isn't visually appealing. This is sort of hard to explain, but when you map I think it's better not to have everything arranged in a line, but rather segments. If you have a bunch of sliders in a line it makes the map look sort of one-dimensional.
  3. 00:08:681 - consider adding a note here to match the sound effect here in the music to create emphasis. You can stack it on top of 00:09:018 (1) - and also make it a new combo.
  4. 00:10:367 (2,3,4) - the gap at 00:11:378 - feels awkward since you have three hitcircles in a row right before. It sort of makes the pause feel forced, and it interrupts the flow of your map. This is what I suggest doing:
    Delete 00:10:704 (3,4) - and instead add a slider starting from where (3) was (00:10:704 - ) and have the slider end at 00:11:378 - .
    I feel like this helps the map flow better.
  5. 00:13:400 (3,4) - over here you can do things a little bit differently. Delete 00:13:400 (3,4) - like before, but instead of a slider you can have a repeat slider.

    The reason a repeat slider matches this section is because of the guitar part that plays in the music.
  6. 00:25:198 (4,1) - the empty space between these two notes can be mapped to fit the music. Add a hitcircle at 00:26:209 - , then a repeat slider at 00:26:546 - .

    The hitcircle at 00:26:209 - is used to help fill in the beat, and then the repeat slider is to match the guitar playing the notes/chords back and forth.
  7. 00:30:591 - hitsounds starting from this timing point seem a bit loud, I would say lower it to around 35-40% volume. The hitsounds have more presence than the music, which is not what you want. Lowering the volume should solve this problem.
  8. 00:35:985 (4) - try to make this a repeat slider, this way it will match the vocal singing 'waaah'
  9. 00:48:625 (1,2,3) - this feels sort of awkward, probably because the time between 00:47:445 (2,1) - is shorter than the time between 00:48:625 (1,2,3) - . Anyways, try this for better flow/rhythm to match the music:
    Delete 00:48:625 (1,2,3) - . Create slider on 00:48:625 - that ends at 00:48:962 - . Create repeat slider at 00:49:299 - that ends on 00:49:973 - . Add note here 00:50:310 - . The result should look like this:


    00:48:625 (3) - helps keep up the beat without the use of two separate circles. 00:49:299 (4) - matches the vocal as the singer alternates between two pitches. 00:50:310 (5) - is there to keep up the beat as well. These changes should make this section sound better overall.
  10. 00:52:164 (1) - since this is the start of the kiai time and main chorus of the song, it is appropriate to add a finish hitsound on the head/start of this slider to give it more emphasis.
  11. 00:53:344 (2,3,4) - 4 hitcircles in a row feel repetitive, so instead you can delete these and add a repeat slider in their place. Alternatively, you could try replacing 00:53:344 (2,3) - with a slider instead.
  12. 00:56:041 (2,3,4,5) - to match the vocal, you could try replacing 00:56:041 (2,3,4) - with one slider
  13. 00:59:580 (1,3,4) - for a moment, you can see that these notes overlap before 00:59:580 (1) - has a chance to completely disappear. Try to rearrange 01:00:591 (1,2,3,4) - so that it looks better, perhaps something like this:


    I've tried rearranging it a number of different ways and I think this way looks good. The red slider in the picture is the same slider as 00:59:580 (1) - but horizontally flipped (ctrl+h) and I applied ctrl+g to it.
  14. 01:02:951 (1) - this sounds off, probably because the middle of the repeat slider is on a blue tick (while using 1/4 beat snap divisor). Delete this and instead create a slider that starts and ends at the same time (01:02:951 - to 01:03:794 - ). After you create the slider, make sure you add a finish hitsound on the head as the beginning of the chorus starts again.
  15. 01:05:142 (3) - remove finish hitsound as it sounds out of place because it does not emphasize anything important in the music
  16. 01:07:838 - here you can choose to add a note, or a slider that ends at 01:08:176 - (red tick). This is to keep up the rhythm and prevent any unnecessary gaps/interruptions in the rhythm.
  17. 01:24:524 - to match the music, add a repeat slider here that ends at 01:25:198 - .

    This fills in the awkward gap in the timeline.

Normal

:::::
[Normal]
  1. 00:04:467 (2,3,4) - try to avoid arranging it in a straight line, instead you should make it a bit interesting! Here is one suggestion (you will have to move all four notes 00:03:625 (1,2,3,4) - )


    I have adjusted the slider points on 00:03:625 (1) - so that it blankets with 00:04:467 (2) - . I also made 00:05:142 (4) - curved so it blankets with 00:04:804 (3) - . 00:03:625 (1) - and 00:05:142 (4) - also appear to be somewhat symmetrical now. Anyways the point is to find cool ways to place objects.
  2. 00:09:018 (1,2) - replace these sliders with the following:

    This should match the music better.
  3. 00:14:412 (1) - replace this with the following:

    After you make the above two changes, try to listen to it and see how it matches the rhythm/music better than before.
  4. 00:24:187 (2,3,4) - the shape that these objects make does not look that good. Try turning 00:25:198 (4) - into a different slider shape

    Notice that 00:25:198 (4) - is also stacked right below 00:24:861 (3) -
  5. 00:30:591 - same as in easy, hitsounds are a bit loud. Lower the volume of this timing section to about 35-40%
  6. 00:57:389 (2,1) - rhythm is a bit off here. This is one way to fix it:
    00:57:389 (2) - extend this to 00:57:895 - . 00:58:063 (1) - move forward to 00:58:232 - and shorten it so it ends on 00:58:906 - . Add note at 00:58:063 -. This is what it should look like:

  7. 00:59:412 (1,2,3,4,5,6) - Here are some changes that you can apply for better rhythm:
    Turn 00:59:749 (2) - into a repeat slider. Move 01:00:928 (4,5,6) - back so that they all land on red ticks instead of white ticks. Finally added a note at 01:02:277 - . You should have something like this now:

  8. 01:04:805 (5) - delete this and add a hitcircle here instead. Delete 01:05:647 (1) - and add a slider at 01:05:142 - that ends at 01:05:647 - .

    The red (1) in the picture is actually 01:05:985 (2) - , but it becomes (1) as we add a slider right before it.
  9. 01:06:322 (3) - move this back to 01:06:153 - for better rhythm.
  10. 01:07:501 (1) - remove combo here as this note and the note after are part of the same measure as 01:05:985 (1,2,3) - , so you should keep it one combo. Instead, make a new combo at 01:08:344 (3) -
  11. 01:11:041 (2) - extend this to 01:11:883 - . Move 01:12:052 (3) - to 01:12:220 - . Better rhythm now, hooray \o/
  12. 01:13:737 (1) - this might be better as just a hitcircle so that there are no notes when the guitar starts.
  13. 01:25:198 - consider adding a slider here that ends on 01:25:366 - to match the drums/music.

Hard

:::::
[Hard]
  1. 00:03:625 (1,2,3) - this might be a bit hard for hard. I suggest keeping the pattern the same as 00:00:929 (1,2) - since the vocal is pretty similar.
  2. 00:10:367 (5) - move it so it starts at 00:10:535 - and shorten it so it ends at 00:10:872 - .
  3. 00:11:041 (6,7,8,9) - this is pretty brutal for a hard difficulty. It's also sort of repetitive, especially at 00:13:232 (4,5,6,7,8,9) - . Anyways, I suggest replacing 00:11:041 (6,7) - with a slider. For parts where you have multiple hitcircles in a row, you can always (probably always) fix it by merging some objects and turning them into sliders. You usually want the slider to be at the part where the music feels the most smooth. Personally I like having sliders followed by hit circles than having hit circles followed by the slider. In this case it's a slider followed by two hit circles.
  4. 00:13:401 (5,6) - try turning these into one slider. You can also turn 00:13:738 (7,8) - into a slider
  5. 00:15:929 (1,2,3,4,5,6,7) - try fixing this on your own. Don't be afraid to experiment with sliders/repeat sliders.
  6. 00:18:625 (5,6,7,8) - I think this is an example where four hitcircles in a row can be deemed appropriate. However you should find a nice way to place them instead of in a line. Here is one fun way to place it:


    If you follow the numbers you will notice that this is a star pattern, lots of fun for sure~~~ My point is that you should find creative ways to place multiple hitcircles in a row rather than in a line. You can look at other maps for inspiration or ask people for help on designing a pattern~
  7. 00:30:591 - same as easy and normal, reduce volume of timing point to around 35-40% since the claps are a bit loud
  8. 00:31:940 (3) - move this to 00:31:771 - , then extend it to 00:32:277 - to match the vocal.
  9. 00:39:693 (6,7) - generally you would want to avoid really small overlaps like this so that the map looks nicer. If you have to, you can change distance snap.
  10. 00:51:490 (1) - add a finish hitsound on the end of this slider to match the music
  11. 00:52:164 (2) - you want to add a new combo here to match the beginning of the kiai time
  12. 00:52:164 (2,3,4,5,6,7,8) - ok, time to get our hands dirty -puts on gloves-. I noticed that 00:53:007 (4,5,6,7,8) - sounds very awkward, probably due to your varying note density. What I mean is that here 00:52:164 (2,3) - you technically have 4 'hitcircles' in such a short time and then you have 00:53:007 (4,5,6,7,8) - . It's more 'busy'/crowded at 00:52:164 (2,3) -than it is after it, which makes 00:53:007 (4,5,6,7,8) - stand out and sound awkward. To fix this, delete 00:52:164 (2,3) - and instead make a slider starting at 00:52:141 - that ends at 00:52:501 - , then have sliders that are the same length placed at 00:52:670 - , 00:53:344 - and 00:54:018 - .


    The reason for this is so that this part matches the part at 00:54:861 (3,4,5,6) - in which the vocal part is pretty similar.
  13. 01:03:457 (3,4) - turn this into one slider so it's smoother. With two hit circles, it feels too jumpy and does not match the vocal well.
  14. 01:04:805 (5) - extend this to 01:05:310 - to match vocal better

Blaziken's Hard

:::::
[Blaziken's Hard]
  1. 00:04:805 (1,2,3,4) - since you were following the vocal before, I'm not sure what these notes are supposed to be following. Try something like this instead:

    (1) starts on 00:04:805 - , (2) starts on 00:05:479 - .The slider should also be moved to 00:06:322 - to match the vocal part better. Also extend the slider so that it ends on 00:08:681 - so you can match the sound effect in the music.
  2. 00:13:400 (6,7) - when mapping, it will look nicer if you avoid small overlaps like this
  3. 00:22:164 (7) - try to ctrl+g this, I think it will be more fun to play this way and it won't be too easy.
  4. 00:27:052 (1) - slider here feels out of place, move it forward to 00:26:883 - .
  5. 00:27:895 (2) - move this to 00:27:726 - to match vocal
  6. 00:28:063 (3) - move this to 00:28:232 - , same reason as above
  7. 00:28:400 (4) - move this to 00:28:569 -
    Now it should look like this:

  8. 00:47:445 (4,5,6) - since you have so many hitcircles in a row here, take these three and turn it into one repeat slider. This will match the vocal and also make it more fun to play, yay

  9. 00:54:524 - add a slider here and end it on 00:54:692 - since the empty spaces on the timeline are uncomfortable to sit through.

Insane

:::::
[Insane]
  1. 00:08:513 (1) - there is little time to react to this, consider moving this closer to the center of the spinner so people spinning can hit it easier.
  2. 00:16:435 (3,4) - same issue with multiple hitcircles in a row. Make this one slider, also make 00:16:772 (5,6) - one slider as well.
  3. 00:59:243 - add a note here to fill in the gap, preferably stacked on top of 00:59:413 (1) -
  4. 01:03:457 (3) - instead of a hitcircle, have a slider here that ends on 01:03:625 - . This matches the vocal better and also keeps up with the high note density (for example, 00:57:390 (1,2,3,4,5,6,7,8,1,2,3,4) - has high note density, lots of notes).
  5. 01:03:795 (4) - do the same thing as above
  6. 01:04:636 - for same reasons as above, add a note here.
  7. 01:04:805 (3) - turn into a slider that ends at 01:04:973 -

Tagre's Insane

:::::
[Tagre's Insane]
  1. 00:24:524 (3,4,5) - since at 00:25:198 (5) - the vocal drags on and there is a noticeable difference between 00:25:198 (5) - and 00:24:524 (3,4) - , I think you should place 00:24:861 (4) - closer to 00:24:524 (3) - for effect. You can even stack them if you want. There are multiple parts in the map like this so think about which ones you want to change.
  2. 00:34:636 (3) - consider applying ctrl+g and maybe also stacking it on 00:33:119 (8) - . Then move 00:35:142 (4) - to around x 180 y 332. This change creates nice flow from slider (3) into (4), you can play test it a couple of times to see if it does flow better. Personally I think it's more fun like this.

  3. 00:35:985 (7) - try to make this symmetrical to 00:35:310 (5) - by moving it down a bit, also consider applying ctrl+g to it, I think it flows better that way from the end of (5) into (6) then into (7). It's also a nice jump from (7) into 00:36:490 (1) - .

    The numbers in the diagram indicate the order of cursor movement through the map, or the flow.
  4. 01:24:187 (9) - according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

aon's Insane

:::::
[aon's Insane]
  1. 00:02:782 (1) - consider applying ctrl+g to this, I'll explain why. Let's take the current shape as an example: when you play a slider, you subconsciously keep going in the direction the slider was pointing towards until you see the next note. Now taking this into consideration, after you play this slider your cursor will already be onto 00:03:625 (1) - and this gives the feeling that 00:03:625 (1) - is a lot closer than it should be. Well I think that's how you explain it. Anyways after you ctrl+g it, also rotate it (ctrl+shift+r) by about -10 to -15 degrees so it feels better to play.
  2. 00:27:221 (1) - try ctrl+g on this one as well since 00:26:883 (4,5) - makes the movement of up to down, and it would flow well if 00:27:221 (1) - went from down to up.
  3. 01:11:041 (2,3) - space these a bit so that you don't have the really small overlap, it will look better.
  4. 01:12:220 (5) - not perfectly stacked, you can move it to y 227
  5. 01:22:670 (11) - insert a new combo here since the triplets have ended and you start using repeat sliders. Also because the combo was getting really long.
  6. 01:24:187 (19) - same as before, according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

    Overall I would say you need to work on your new combos and also rhythm a little bit.

Phew, finally done. After you make these changes and after a couple more mods, feel free to call me for a re-check. I didn't go over object placement as much and instead focused on your rhythm, so I'll do that next time. Anyways, work hard to get this ranked! Have fun mapping! :)

Fun facts:
  1. There are 3,054 words in this mod
  2. This took 4 hours to write
  3. I have a life


Also, obligatory video: https://www.youtube.com/watch?v=55iX64NmUDA
Ozato Fumika

pkmnyab wrote:

From my modding queue~

Warning, really really long post. Good thing they invented spoilerboxes god bless These changes might take you a while to make.

Just a general note, if I suggest a change and also post an image, but what I say is different from the image (for example, I say place a slider at 00:30:00 but the picture clearly looks like the slider is placed at 00:30:200) then you should trust the image. Maybe I copied the wrong time, who knows \o/ For the most part what I write should be accurate.

Your difficulties still need a bit of work. I would say you should prioritize mods on your own difficulties for now. Areas you need to work on include but are not limited to: Rhythm, object placement (where you place them on the beatmap, not on the timeline), combos and hitsounds. I'm only doing this because I care ;w; Let's get started~~~


Easy

:::::
[Easy]
  1. 00:02:445 (4) - I think a repeat slider here fits better as it will match the vocal (singing part). Here the singer sings three syllables, and a repeat slider matches this because each tick of the slider coincides with each syllable the singer sings.

    You did this in your normal difficulty, so you can also do it in easy. You might have made it just a slider so it would be easier, but I feel that you should still keep it as a repeat slider.
  2. 00:04:468 (2,3,4) - three hitcircles in a row might be a bit bland/repetitive, I suggest turning 00:04:805 (3,4) - into one slider. Another reason why I recommend turning it into a slider is because you have arranged 00:04:468 (2,3,4,5) - in a line, and it isn't visually appealing. This is sort of hard to explain, but when you map I think it's better not to have everything arranged in a line, but rather segments. If you have a bunch of sliders in a line it makes the map look sort of one-dimensional.
  3. 00:08:681 - consider adding a note here to match the sound effect here in the music to create emphasis. You can stack it on top of 00:09:018 (1) - and also make it a new combo.
  4. 00:10:367 (2,3,4) - the gap at 00:11:378 - feels awkward since you have three hitcircles in a row right before. It sort of makes the pause feel forced, and it interrupts the flow of your map. This is what I suggest doing:
    Delete 00:10:704 (3,4) - and instead add a slider starting from where (3) was (00:10:704 - ) and have the slider end at 00:11:378 - .
    I feel like this helps the map flow better.
  5. 00:13:400 (3,4) - over here you can do things a little bit differently. Delete 00:13:400 (3,4) - like before, but instead of a slider you can have a repeat slider.

    The reason a repeat slider matches this section is because of the guitar part that plays in the music.
  6. 00:25:198 (4,1) - the empty space between these two notes can be mapped to fit the music. Add a hitcircle at 00:26:209 - , then a repeat slider at 00:26:546 - .

    The hitcircle at 00:26:209 - is used to help fill in the beat, and then the repeat slider is to match the guitar playing the notes/chords back and forth.
  7. 00:30:591 - hitsounds starting from this timing point seem a bit loud, I would say lower it to around 35-40% volume. The hitsounds have more presence than the music, which is not what you want. Lowering the volume should solve this problem.
  8. 00:35:985 (4) - try to make this a repeat slider, this way it will match the vocal singing 'waaah'
  9. 00:48:625 (1,2,3) - this feels sort of awkward, probably because the time between 00:47:445 (2,1) - is shorter than the time between 00:48:625 (1,2,3) - . Anyways, try this for better flow/rhythm to match the music:
    Delete 00:48:625 (1,2,3) - . Create slider on 00:48:625 - that ends at 00:48:962 - . Create repeat slider at 00:49:299 - that ends on 00:49:973 - . Add note here 00:50:310 - . The result should look like this:


    00:48:625 (3) - helps keep up the beat without the use of two separate circles. 00:49:299 (4) - matches the vocal as the singer alternates between two pitches. 00:50:310 (5) - is there to keep up the beat as well. These changes should make this section sound better overall.
  10. 00:52:164 (1) - since this is the start of the kiai time and main chorus of the song, it is appropriate to add a finish hitsound on the head/start of this slider to give it more emphasis.
  11. 00:53:344 (2,3,4) - 4 hitcircles in a row feel repetitive, so instead you can delete these and add a repeat slider in their place. Alternatively, you could try replacing 00:53:344 (2,3) - with a slider instead.
  12. 00:56:041 (2,3,4,5) - to match the vocal, you could try replacing 00:56:041 (2,3,4) - with one slider
  13. 00:59:580 (1,3,4) - for a moment, you can see that these notes overlap before 00:59:580 (1) - has a chance to completely disappear. Try to rearrange 01:00:591 (1,2,3,4) - so that it looks better, perhaps something like this:


    I've tried rearranging it a number of different ways and I think this way looks good. The red slider in the picture is the same slider as 00:59:580 (1) - but horizontally flipped (ctrl+h) and I applied ctrl+g to it.
  14. 01:02:951 (1) - this sounds off, probably because the middle of the repeat slider is on a blue tick (while using 1/4 beat snap divisor). Delete this and instead create a slider that starts and ends at the same time (01:02:951 - to 01:03:794 - ). After you create the slider, make sure you add a finish hitsound on the head as the beginning of the chorus starts again.
  15. 01:05:142 (3) - remove finish hitsound as it sounds out of place because it does not emphasize anything important in the music
  16. 01:07:838 - here you can choose to add a note, or a slider that ends at 01:08:176 - (red tick). This is to keep up the rhythm and prevent any unnecessary gaps/interruptions in the rhythm.
  17. 01:24:524 - to match the music, add a repeat slider here that ends at 01:25:198 - .

    This fills in the awkward gap in the timeline.

Normal

:::::
[Normal]
  1. 00:04:467 (2,3,4) - try to avoid arranging it in a straight line, instead you should make it a bit interesting! Here is one suggestion (you will have to move all four notes 00:03:625 (1,2,3,4) - )


    I have adjusted the slider points on 00:03:625 (1) - so that it blankets with 00:04:467 (2) - . I also made 00:05:142 (4) - curved so it blankets with 00:04:804 (3) - . 00:03:625 (1) - and 00:05:142 (4) - also appear to be somewhat symmetrical now. Anyways the point is to find cool ways to place objects.
  2. 00:09:018 (1,2) - replace these sliders with the following:

    This should match the music better.
  3. 00:14:412 (1) - replace this with the following:

    After you make the above two changes, try to listen to it and see how it matches the rhythm/music better than before.
  4. 00:24:187 (2,3,4) - the shape that these objects make does not look that good. Try turning 00:25:198 (4) - into a different slider shape

    Notice that 00:25:198 (4) - is also stacked right below 00:24:861 (3) -
  5. 00:30:591 - same as in easy, hitsounds are a bit loud. Lower the volume of this timing section to about 35-40%
  6. 00:57:389 (2,1) - rhythm is a bit off here. This is one way to fix it:
    00:57:389 (2) - extend this to 00:57:895 - . 00:58:063 (1) - move forward to 00:58:232 - and shorten it so it ends on 00:58:906 - . Add note at 00:58:063 -. This is what it should look like:

  7. 00:59:412 (1,2,3,4,5,6) - Here are some changes that you can apply for better rhythm:
    Turn 00:59:749 (2) - into a repeat slider. Move 01:00:928 (4,5,6) - back so that they all land on red ticks instead of white ticks. Finally added a note at 01:02:277 - . You should have something like this now:

  8. 01:04:805 (5) - delete this and add a hitcircle here instead. Delete 01:05:647 (1) - and add a slider at 01:05:142 - that ends at 01:05:647 - .

    The red (1) in the picture is actually 01:05:985 (2) - , but it becomes (1) as we add a slider right before it.
  9. 01:06:322 (3) - move this back to 01:06:153 - for better rhythm.
  10. 01:07:501 (1) - remove combo here as this note and the note after are part of the same measure as 01:05:985 (1,2,3) - , so you should keep it one combo. Instead, make a new combo at 01:08:344 (3) -
  11. 01:11:041 (2) - extend this to 01:11:883 - . Move 01:12:052 (3) - to 01:12:220 - . Better rhythm now, hooray \o/
  12. 01:13:737 (1) - this might be better as just a hitcircle so that there are no notes when the guitar starts.
  13. 01:25:198 - consider adding a slider here that ends on 01:25:366 - to match the drums/music.

Hard

:::::
[Hard]
  1. 00:03:625 (1,2,3) - this might be a bit hard for hard. I suggest keeping the pattern the same as 00:00:929 (1,2) - since the vocal is pretty similar.
  2. 00:10:367 (5) - move it so it starts at 00:10:535 - and shorten it so it ends at 00:10:872 - .
  3. 00:11:041 (6,7,8,9) - this is pretty brutal for a hard difficulty. It's also sort of repetitive, especially at 00:13:232 (4,5,6,7,8,9) - . Anyways, I suggest replacing 00:11:041 (6,7) - with a slider. For parts where you have multiple hitcircles in a row, you can always (probably always) fix it by merging some objects and turning them into sliders. You usually want the slider to be at the part where the music feels the most smooth. Personally I like having sliders followed by hit circles than having hit circles followed by the slider. In this case it's a slider followed by two hit circles.
  4. 00:13:401 (5,6) - try turning these into one slider. You can also turn 00:13:738 (7,8) - into a slider
  5. 00:15:929 (1,2,3,4,5,6,7) - try fixing this on your own. Don't be afraid to experiment with sliders/repeat sliders.
  6. 00:18:625 (5,6,7,8) - I think this is an example where four hitcircles in a row can be deemed appropriate. However you should find a nice way to place them instead of in a line. Here is one fun way to place it:


    If you follow the numbers you will notice that this is a star pattern, lots of fun for sure~~~ My point is that you should find creative ways to place multiple hitcircles in a row rather than in a line. You can look at other maps for inspiration or ask people for help on designing a pattern~
  7. 00:30:591 - same as easy and normal, reduce volume of timing point to around 35-40% since the claps are a bit loud
  8. 00:31:940 (3) - move this to 00:31:771 - , then extend it to 00:32:277 - to match the vocal.
  9. 00:39:693 (6,7) - generally you would want to avoid really small overlaps like this so that the map looks nicer. If you have to, you can change distance snap.
  10. 00:51:490 (1) - add a finish hitsound on the end of this slider to match the music
  11. 00:52:164 (2) - you want to add a new combo here to match the beginning of the kiai time
  12. 00:52:164 (2,3,4,5,6,7,8) - ok, time to get our hands dirty -puts on gloves-. I noticed that 00:53:007 (4,5,6,7,8) - sounds very awkward, probably due to your varying note density. What I mean is that here 00:52:164 (2,3) - you technically have 4 'hitcircles' in such a short time and then you have 00:53:007 (4,5,6,7,8) - . It's more 'busy'/crowded at 00:52:164 (2,3) -than it is after it, which makes 00:53:007 (4,5,6,7,8) - stand out and sound awkward. To fix this, delete 00:52:164 (2,3) - and instead make a slider starting at 00:52:141 - that ends at 00:52:501 - , then have sliders that are the same length placed at 00:52:670 - , 00:53:344 - and 00:54:018 - .


    The reason for this is so that this part matches the part at 00:54:861 (3,4,5,6) - in which the vocal part is pretty similar.
  13. 01:03:457 (3,4) - turn this into one slider so it's smoother. With two hit circles, it feels too jumpy and does not match the vocal well.
  14. 01:04:805 (5) - extend this to 01:05:310 - to match vocal better

Blaziken's Hard

:::::
[Blaziken's Hard]
  1. 00:04:805 (1,2,3,4) - since you were following the vocal before, I'm not sure what these notes are supposed to be following. Try something like this instead:

    (1) starts on 00:04:805 - , (2) starts on 00:05:479 - .The slider should also be moved to 00:06:322 - to match the vocal part better. Also extend the slider so that it ends on 00:08:681 - so you can match the sound effect in the music.
  2. 00:13:400 (6,7) - when mapping, it will look nicer if you avoid small overlaps like this
  3. 00:22:164 (7) - try to ctrl+g this, I think it will be more fun to play this way and it won't be too easy.
  4. 00:27:052 (1) - slider here feels out of place, move it forward to 00:26:883 - .
  5. 00:27:895 (2) - move this to 00:27:726 - to match vocal
  6. 00:28:063 (3) - move this to 00:28:232 - , same reason as above
  7. 00:28:400 (4) - move this to 00:28:569 -
    Now it should look like this:

  8. 00:47:445 (4,5,6) - since you have so many hitcircles in a row here, take these three and turn it into one repeat slider. This will match the vocal and also make it more fun to play, yay

  9. 00:54:524 - add a slider here and end it on 00:54:692 - since the empty spaces on the timeline are uncomfortable to sit through.

Insane

:::::
[Insane]
  1. 00:08:513 (1) - there is little time to react to this, consider moving this closer to the center of the spinner so people spinning can hit it easier.
  2. 00:16:435 (3,4) - same issue with multiple hitcircles in a row. Make this one slider, also make 00:16:772 (5,6) - one slider as well.
  3. 00:59:243 - add a note here to fill in the gap, preferably stacked on top of 00:59:413 (1) -
  4. 01:03:457 (3) - instead of a hitcircle, have a slider here that ends on 01:03:625 - . This matches the vocal better and also keeps up with the high note density (for example, 00:57:390 (1,2,3,4,5,6,7,8,1,2,3,4) - has high note density, lots of notes).
  5. 01:03:795 (4) - do the same thing as above
  6. 01:04:636 - for same reasons as above, add a note here.
  7. 01:04:805 (3) - turn into a slider that ends at 01:04:973 -

Tagre's Insane

:::::
[Tagre's Insane]
  1. 00:24:524 (3,4,5) - since at 00:25:198 (5) - the vocal drags on and there is a noticeable difference between 00:25:198 (5) - and 00:24:524 (3,4) - , I think you should place 00:24:861 (4) - closer to 00:24:524 (3) - for effect. You can even stack them if you want. There are multiple parts in the map like this so think about which ones you want to change.
  2. 00:34:636 (3) - consider applying ctrl+g and maybe also stacking it on 00:33:119 (8) - . Then move 00:35:142 (4) - to around x 180 y 332. This change creates nice flow from slider (3) into (4), you can play test it a couple of times to see if it does flow better. Personally I think it's more fun like this.

  3. 00:35:985 (7) - try to make this symmetrical to 00:35:310 (5) - by moving it down a bit, also consider applying ctrl+g to it, I think it flows better that way from the end of (5) into (6) then into (7). It's also a nice jump from (7) into 00:36:490 (1) - .

    The numbers in the diagram indicate the order of cursor movement through the map, or the flow.
  4. 01:24:187 (9) - according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

aon's Insane

:::::
[aon's Insane]
  1. 00:02:782 (1) - consider applying ctrl+g to this, I'll explain why. Let's take the current shape as an example: when you play a slider, you subconsciously keep going in the direction the slider was pointing towards until you see the next note. Now taking this into consideration, after you play this slider your cursor will already be onto 00:03:625 (1) - and this gives the feeling that 00:03:625 (1) - is a lot closer than it should be. Well I think that's how you explain it. Anyways after you ctrl+g it, also rotate it (ctrl+shift+r) by about -10 to -15 degrees so it feels better to play.
  2. 00:27:221 (1) - try ctrl+g on this one as well since 00:26:883 (4,5) - makes the movement of up to down, and it would flow well if 00:27:221 (1) - went from down to up.
  3. 01:11:041 (2,3) - space these a bit so that you don't have the really small overlap, it will look better.
  4. 01:12:220 (5) - not perfectly stacked, you can move it to y 227
  5. 01:22:670 (11) - insert a new combo here since the triplets have ended and you start using repeat sliders. Also because the combo was getting really long.
  6. 01:24:187 (19) - same as before, according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

    Overall I would say you need to work on your new combos and also rhythm a little bit.

Phew, finally done. After you make these changes and after a couple more mods, feel free to call me for a re-check. I didn't go over object placement as much and instead focused on your rhythm, so I'll do that next time. Anyways, work hard to get this ranked! Have fun mapping! :)

Fun facts:
  1. There are 3,054 words in this mod
  2. This took 4 hours to write
  3. I have a life


Also, obligatory video: https://www.youtube.com/watch?v=55iX64NmUDA
Is this English paper?
Kibbleru

No Dap wrote:

pkmnyab wrote:

From my modding queue~

Warning, really really long post. Good thing they invented spoilerboxes god bless These changes might take you a while to make.

Just a general note, if I suggest a change and also post an image, but what I say is different from the image (for example, I say place a slider at 00:30:00 but the picture clearly looks like the slider is placed at 00:30:200) then you should trust the image. Maybe I copied the wrong time, who knows \o/ For the most part what I write should be accurate.

Your difficulties still need a bit of work. I would say you should prioritize mods on your own difficulties for now. Areas you need to work on include but are not limited to: Rhythm, object placement (where you place them on the beatmap, not on the timeline), combos and hitsounds. I'm only doing this because I care ;w; Let's get started~~~


Easy

:::::
[Easy]
  1. 00:02:445 (4) - I think a repeat slider here fits better as it will match the vocal (singing part). Here the singer sings three syllables, and a repeat slider matches this because each tick of the slider coincides with each syllable the singer sings.

    You did this in your normal difficulty, so you can also do it in easy. You might have made it just a slider so it would be easier, but I feel that you should still keep it as a repeat slider.
  2. 00:04:468 (2,3,4) - three hitcircles in a row might be a bit bland/repetitive, I suggest turning 00:04:805 (3,4) - into one slider. Another reason why I recommend turning it into a slider is because you have arranged 00:04:468 (2,3,4,5) - in a line, and it isn't visually appealing. This is sort of hard to explain, but when you map I think it's better not to have everything arranged in a line, but rather segments. If you have a bunch of sliders in a line it makes the map look sort of one-dimensional.
  3. 00:08:681 - consider adding a note here to match the sound effect here in the music to create emphasis. You can stack it on top of 00:09:018 (1) - and also make it a new combo.
  4. 00:10:367 (2,3,4) - the gap at 00:11:378 - feels awkward since you have three hitcircles in a row right before. It sort of makes the pause feel forced, and it interrupts the flow of your map. This is what I suggest doing:
    Delete 00:10:704 (3,4) - and instead add a slider starting from where (3) was (00:10:704 - ) and have the slider end at 00:11:378 - .
    I feel like this helps the map flow better.
  5. 00:13:400 (3,4) - over here you can do things a little bit differently. Delete 00:13:400 (3,4) - like before, but instead of a slider you can have a repeat slider.

    The reason a repeat slider matches this section is because of the guitar part that plays in the music.
  6. 00:25:198 (4,1) - the empty space between these two notes can be mapped to fit the music. Add a hitcircle at 00:26:209 - , then a repeat slider at 00:26:546 - .

    The hitcircle at 00:26:209 - is used to help fill in the beat, and then the repeat slider is to match the guitar playing the notes/chords back and forth.
  7. 00:30:591 - hitsounds starting from this timing point seem a bit loud, I would say lower it to around 35-40% volume. The hitsounds have more presence than the music, which is not what you want. Lowering the volume should solve this problem.
  8. 00:35:985 (4) - try to make this a repeat slider, this way it will match the vocal singing 'waaah'
  9. 00:48:625 (1,2,3) - this feels sort of awkward, probably because the time between 00:47:445 (2,1) - is shorter than the time between 00:48:625 (1,2,3) - . Anyways, try this for better flow/rhythm to match the music:
    Delete 00:48:625 (1,2,3) - . Create slider on 00:48:625 - that ends at 00:48:962 - . Create repeat slider at 00:49:299 - that ends on 00:49:973 - . Add note here 00:50:310 - . The result should look like this:


    00:48:625 (3) - helps keep up the beat without the use of two separate circles. 00:49:299 (4) - matches the vocal as the singer alternates between two pitches. 00:50:310 (5) - is there to keep up the beat as well. These changes should make this section sound better overall.
  10. 00:52:164 (1) - since this is the start of the kiai time and main chorus of the song, it is appropriate to add a finish hitsound on the head/start of this slider to give it more emphasis.
  11. 00:53:344 (2,3,4) - 4 hitcircles in a row feel repetitive, so instead you can delete these and add a repeat slider in their place. Alternatively, you could try replacing 00:53:344 (2,3) - with a slider instead.
  12. 00:56:041 (2,3,4,5) - to match the vocal, you could try replacing 00:56:041 (2,3,4) - with one slider
  13. 00:59:580 (1,3,4) - for a moment, you can see that these notes overlap before 00:59:580 (1) - has a chance to completely disappear. Try to rearrange 01:00:591 (1,2,3,4) - so that it looks better, perhaps something like this:


    I've tried rearranging it a number of different ways and I think this way looks good. The red slider in the picture is the same slider as 00:59:580 (1) - but horizontally flipped (ctrl+h) and I applied ctrl+g to it.
  14. 01:02:951 (1) - this sounds off, probably because the middle of the repeat slider is on a blue tick (while using 1/4 beat snap divisor). Delete this and instead create a slider that starts and ends at the same time (01:02:951 - to 01:03:794 - ). After you create the slider, make sure you add a finish hitsound on the head as the beginning of the chorus starts again.
  15. 01:05:142 (3) - remove finish hitsound as it sounds out of place because it does not emphasize anything important in the music
  16. 01:07:838 - here you can choose to add a note, or a slider that ends at 01:08:176 - (red tick). This is to keep up the rhythm and prevent any unnecessary gaps/interruptions in the rhythm.
  17. 01:24:524 - to match the music, add a repeat slider here that ends at 01:25:198 - .

    This fills in the awkward gap in the timeline.

Normal

:::::
[Normal]
  1. 00:04:467 (2,3,4) - try to avoid arranging it in a straight line, instead you should make it a bit interesting! Here is one suggestion (you will have to move all four notes 00:03:625 (1,2,3,4) - )


    I have adjusted the slider points on 00:03:625 (1) - so that it blankets with 00:04:467 (2) - . I also made 00:05:142 (4) - curved so it blankets with 00:04:804 (3) - . 00:03:625 (1) - and 00:05:142 (4) - also appear to be somewhat symmetrical now. Anyways the point is to find cool ways to place objects.
  2. 00:09:018 (1,2) - replace these sliders with the following:

    This should match the music better.
  3. 00:14:412 (1) - replace this with the following:

    After you make the above two changes, try to listen to it and see how it matches the rhythm/music better than before.
  4. 00:24:187 (2,3,4) - the shape that these objects make does not look that good. Try turning 00:25:198 (4) - into a different slider shape

    Notice that 00:25:198 (4) - is also stacked right below 00:24:861 (3) -
  5. 00:30:591 - same as in easy, hitsounds are a bit loud. Lower the volume of this timing section to about 35-40%
  6. 00:57:389 (2,1) - rhythm is a bit off here. This is one way to fix it:
    00:57:389 (2) - extend this to 00:57:895 - . 00:58:063 (1) - move forward to 00:58:232 - and shorten it so it ends on 00:58:906 - . Add note at 00:58:063 -. This is what it should look like:

  7. 00:59:412 (1,2,3,4,5,6) - Here are some changes that you can apply for better rhythm:
    Turn 00:59:749 (2) - into a repeat slider. Move 01:00:928 (4,5,6) - back so that they all land on red ticks instead of white ticks. Finally added a note at 01:02:277 - . You should have something like this now:

  8. 01:04:805 (5) - delete this and add a hitcircle here instead. Delete 01:05:647 (1) - and add a slider at 01:05:142 - that ends at 01:05:647 - .

    The red (1) in the picture is actually 01:05:985 (2) - , but it becomes (1) as we add a slider right before it.
  9. 01:06:322 (3) - move this back to 01:06:153 - for better rhythm.
  10. 01:07:501 (1) - remove combo here as this note and the note after are part of the same measure as 01:05:985 (1,2,3) - , so you should keep it one combo. Instead, make a new combo at 01:08:344 (3) -
  11. 01:11:041 (2) - extend this to 01:11:883 - . Move 01:12:052 (3) - to 01:12:220 - . Better rhythm now, hooray \o/
  12. 01:13:737 (1) - this might be better as just a hitcircle so that there are no notes when the guitar starts.
  13. 01:25:198 - consider adding a slider here that ends on 01:25:366 - to match the drums/music.

Hard

:::::
[Hard]
  1. 00:03:625 (1,2,3) - this might be a bit hard for hard. I suggest keeping the pattern the same as 00:00:929 (1,2) - since the vocal is pretty similar.
  2. 00:10:367 (5) - move it so it starts at 00:10:535 - and shorten it so it ends at 00:10:872 - .
  3. 00:11:041 (6,7,8,9) - this is pretty brutal for a hard difficulty. It's also sort of repetitive, especially at 00:13:232 (4,5,6,7,8,9) - . Anyways, I suggest replacing 00:11:041 (6,7) - with a slider. For parts where you have multiple hitcircles in a row, you can always (probably always) fix it by merging some objects and turning them into sliders. You usually want the slider to be at the part where the music feels the most smooth. Personally I like having sliders followed by hit circles than having hit circles followed by the slider. In this case it's a slider followed by two hit circles.
  4. 00:13:401 (5,6) - try turning these into one slider. You can also turn 00:13:738 (7,8) - into a slider
  5. 00:15:929 (1,2,3,4,5,6,7) - try fixing this on your own. Don't be afraid to experiment with sliders/repeat sliders.
  6. 00:18:625 (5,6,7,8) - I think this is an example where four hitcircles in a row can be deemed appropriate. However you should find a nice way to place them instead of in a line. Here is one fun way to place it:


    If you follow the numbers you will notice that this is a star pattern, lots of fun for sure~~~ My point is that you should find creative ways to place multiple hitcircles in a row rather than in a line. You can look at other maps for inspiration or ask people for help on designing a pattern~
  7. 00:30:591 - same as easy and normal, reduce volume of timing point to around 35-40% since the claps are a bit loud
  8. 00:31:940 (3) - move this to 00:31:771 - , then extend it to 00:32:277 - to match the vocal.
  9. 00:39:693 (6,7) - generally you would want to avoid really small overlaps like this so that the map looks nicer. If you have to, you can change distance snap.
  10. 00:51:490 (1) - add a finish hitsound on the end of this slider to match the music
  11. 00:52:164 (2) - you want to add a new combo here to match the beginning of the kiai time
  12. 00:52:164 (2,3,4,5,6,7,8) - ok, time to get our hands dirty -puts on gloves-. I noticed that 00:53:007 (4,5,6,7,8) - sounds very awkward, probably due to your varying note density. What I mean is that here 00:52:164 (2,3) - you technically have 4 'hitcircles' in such a short time and then you have 00:53:007 (4,5,6,7,8) - . It's more 'busy'/crowded at 00:52:164 (2,3) -than it is after it, which makes 00:53:007 (4,5,6,7,8) - stand out and sound awkward. To fix this, delete 00:52:164 (2,3) - and instead make a slider starting at 00:52:141 - that ends at 00:52:501 - , then have sliders that are the same length placed at 00:52:670 - , 00:53:344 - and 00:54:018 - .


    The reason for this is so that this part matches the part at 00:54:861 (3,4,5,6) - in which the vocal part is pretty similar.
  13. 01:03:457 (3,4) - turn this into one slider so it's smoother. With two hit circles, it feels too jumpy and does not match the vocal well.
  14. 01:04:805 (5) - extend this to 01:05:310 - to match vocal better

Blaziken's Hard

:::::
[Blaziken's Hard]
  1. 00:04:805 (1,2,3,4) - since you were following the vocal before, I'm not sure what these notes are supposed to be following. Try something like this instead:

    (1) starts on 00:04:805 - , (2) starts on 00:05:479 - .The slider should also be moved to 00:06:322 - to match the vocal part better. Also extend the slider so that it ends on 00:08:681 - so you can match the sound effect in the music.
  2. 00:13:400 (6,7) - when mapping, it will look nicer if you avoid small overlaps like this
  3. 00:22:164 (7) - try to ctrl+g this, I think it will be more fun to play this way and it won't be too easy.
  4. 00:27:052 (1) - slider here feels out of place, move it forward to 00:26:883 - .
  5. 00:27:895 (2) - move this to 00:27:726 - to match vocal
  6. 00:28:063 (3) - move this to 00:28:232 - , same reason as above
  7. 00:28:400 (4) - move this to 00:28:569 -
    Now it should look like this:

  8. 00:47:445 (4,5,6) - since you have so many hitcircles in a row here, take these three and turn it into one repeat slider. This will match the vocal and also make it more fun to play, yay

  9. 00:54:524 - add a slider here and end it on 00:54:692 - since the empty spaces on the timeline are uncomfortable to sit through.

Insane

:::::
[Insane]
  1. 00:08:513 (1) - there is little time to react to this, consider moving this closer to the center of the spinner so people spinning can hit it easier.
  2. 00:16:435 (3,4) - same issue with multiple hitcircles in a row. Make this one slider, also make 00:16:772 (5,6) - one slider as well.
  3. 00:59:243 - add a note here to fill in the gap, preferably stacked on top of 00:59:413 (1) -
  4. 01:03:457 (3) - instead of a hitcircle, have a slider here that ends on 01:03:625 - . This matches the vocal better and also keeps up with the high note density (for example, 00:57:390 (1,2,3,4,5,6,7,8,1,2,3,4) - has high note density, lots of notes).
  5. 01:03:795 (4) - do the same thing as above
  6. 01:04:636 - for same reasons as above, add a note here.
  7. 01:04:805 (3) - turn into a slider that ends at 01:04:973 -

Tagre's Insane

:::::
[Tagre's Insane]
  1. 00:24:524 (3,4,5) - since at 00:25:198 (5) - the vocal drags on and there is a noticeable difference between 00:25:198 (5) - and 00:24:524 (3,4) - , I think you should place 00:24:861 (4) - closer to 00:24:524 (3) - for effect. You can even stack them if you want. There are multiple parts in the map like this so think about which ones you want to change.
  2. 00:34:636 (3) - consider applying ctrl+g and maybe also stacking it on 00:33:119 (8) - . Then move 00:35:142 (4) - to around x 180 y 332. This change creates nice flow from slider (3) into (4), you can play test it a couple of times to see if it does flow better. Personally I think it's more fun like this.

  3. 00:35:985 (7) - try to make this symmetrical to 00:35:310 (5) - by moving it down a bit, also consider applying ctrl+g to it, I think it flows better that way from the end of (5) into (6) then into (7). It's also a nice jump from (7) into 00:36:490 (1) - .

    The numbers in the diagram indicate the order of cursor movement through the map, or the flow.
  4. 01:24:187 (9) - according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

aon's Insane

:::::
[aon's Insane]
  1. 00:02:782 (1) - consider applying ctrl+g to this, I'll explain why. Let's take the current shape as an example: when you play a slider, you subconsciously keep going in the direction the slider was pointing towards until you see the next note. Now taking this into consideration, after you play this slider your cursor will already be onto 00:03:625 (1) - and this gives the feeling that 00:03:625 (1) - is a lot closer than it should be. Well I think that's how you explain it. Anyways after you ctrl+g it, also rotate it (ctrl+shift+r) by about -10 to -15 degrees so it feels better to play.
  2. 00:27:221 (1) - try ctrl+g on this one as well since 00:26:883 (4,5) - makes the movement of up to down, and it would flow well if 00:27:221 (1) - went from down to up.
  3. 01:11:041 (2,3) - space these a bit so that you don't have the really small overlap, it will look better.
  4. 01:12:220 (5) - not perfectly stacked, you can move it to y 227
  5. 01:22:670 (11) - insert a new combo here since the triplets have ended and you start using repeat sliders. Also because the combo was getting really long.
  6. 01:24:187 (19) - same as before, according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

    Overall I would say you need to work on your new combos and also rhythm a little bit.

Phew, finally done. After you make these changes and after a couple more mods, feel free to call me for a re-check. I didn't go over object placement as much and instead focused on your rhythm, so I'll do that next time. Anyways, work hard to get this ranked! Have fun mapping! :)

Fun facts:
  1. There are 3,054 words in this mod
  2. This took 4 hours to write
  3. I have a life


Also, obligatory video: https://www.youtube.com/watch?v=55iX64NmUDA
Is this English paper?
Is this a novel?
Nardoxyribonucleic
Hi, here comes a taiko mod as requested by Nofool via pm.

[Nofool's Muzukashii]

00:39:861 - add k ? There is a notable vocal which could be mapped.
00:50:311 - ^
00:52:502 (187) - k ? To fit the relatively high-pitched vocal and make it consistent to 00:54:861 (197,200) -
01:02:108 (232) - k could be better, as the vocal has the same pitch as 01:02:277 (233) -
01:03:288 (238) - refer to 00:52:502 (187) -
01:11:884 (279) - remove finish? A bit over-emphasized imo.
01:17:277 - add d here ? I think something is missing.
01:22:670 - ^

[Nofool's Oni]

00:14:917 - add k and 00:15:002 (34) - change to d. The pattern is better similar to 00:09:524 (5,6,7) -
00:25:198 (78) - add finish like you did in Muzukashii ?
00:29:580 (97) - k ? Vocal issue.
00:40:957 (173) - remove ? I think it is a bit trivial, as the background is quite quiet.
00:46:603 (199) - I think you may have forgotten to add finish here ?
00:50:311 - add a note, say k, to link the sentence ?
01:00:254 (279) - k here could match the vocal.
01:01:097 (284) - ^
01:01:350 (286) - move to 01:01:518 can result in a better flow imo.
01:09:440 (335) - delete, and add finish at 01:09:524 (336) would be better.
01:24:861 (430,431,432,433) - k ddk , regarding the instrument sounds.

Good luck~ :D
Nofool

Nardoxyribonucleic wrote:

Hi, here comes a taiko mod as requested by Nofool via pm.

[Nofool's Muzukashii]

00:39:861 - add k ? There is a notable vocal which could be mapped. no changes atm, 'cause I followed the drums only on this part
00:50:311 - ^ ^ It would'e been weird to me 'cause there is others moments in this part with the same vocal intensity where I did nothing like at 00:48:625
00:52:502 (187) - k ? To fit the relatively high-pitched vocal and make it consistent to 00:54:861 (197,200) - no changes, I followed the melody at 00:54:861) and ^
01:02:108 (232) - k could be better, as the vocal has the same pitch as 01:02:277 (233) - fixed
01:03:288 (238) - refer to 00:52:502 (187) - ^
01:11:884 (279) - remove finish? A bit over-emphasized imo. fixed
01:17:277 - add d here ? I think something is missing. mm idk 'cause theres a lot of others moments where I should add d like this one to keep it consistent... no changes atm but waiting for others opinions
01:22:670 - ^ ^

[Nofool's Oni]

00:14:917 - add k and 00:15:002 (34) - change to d. The pattern is better similar to 00:09:524 (5,6,7) - no changes, 'cause theres a beat at 00:15:002 (34) while there's nothing at 00:09:608 (6) so I can't change it to d
00:25:198 (78) - add finish like you did in Muzukashii ? fixed
00:29:580 (97) - k ? Vocal issue. followed the drum there
00:40:957 (173) - remove ? I think it is a bit trivial, as the background is quite quiet. no changes atm 'cause i followed the melody there, but I'm not sure if I keep it or not tho, gonna wait for others opinions
00:46:603 (199) - I think you may have forgotten to add finish here ? fixed
00:50:311 - add a note, say k, to link the sentence ? no changes, k would fits well with the vocal but full drums for me on this part again, I could've added a d this wat but it would've sounded weird 'cause of the vocal this time x_x...
01:00:254 (279) - k here could match the vocal. no changes, random style to keep some consistency x_x
01:01:097 (284) - ^ ^
01:01:350 (286) - move to 01:01:518 can result in a better flow imo. consistency again, I'll think about it tho
01:09:440 (335) - delete, and add finish at 01:09:524 (336) would be better. ^
01:24:861 (430,431,432,433) - k ddk , regarding the instrument sounds. ^

Good luck~ :D
Thanks Nardo! I've not applied that much suggestions from you mostly because I really wanted to follow the drums/melody here, I think it would've started to become overmapped if I also mapped the vocal too much. Some cool changes still n_n.

to dalollypop
muzukashii : http://pastebin.com/icS7wd07
oni : http://pastebin.com/NwBc4Hu6
Blaziken

Hard wrote:

Hello from my queue.

Hard's Mod ~


Blaziken's Hard

  • 00:12:221 (4) - Think about going to the left with the slider for better flow. You change the direction at this part and it goes smoother if you change it slowly. And only 1 time instead of two. It would look somehow like this: osu players like curvy things always..
    00:13:063 (5,6,8) - this pattern looks boring and also plays boring. The flow isn't the best and it feels unoriginal. Try changing this with rotating 5 to the right. This would improve your flow and make a good-looking pattern. You'd also have something that's not only straight. Straight isn't bad but sometimes not appropriate.Remapped some off the combo to make it more appealing to the eye
    00:16:434 (6,7) - copy and paste 6 and then use ctrl + g to make a perfect pattern. I don't understand what you mean by this, when I did it nothing changed...
    00:25:198 (1) - as i said in the other diff before. I highly recommend to use a higher DS. The sliders get slower, this is true but the spacing could stay the same. It's just somehow off. 1/2's with a bpm of 175 don't need to look look like streams. I don't believe this should be changed tbh, the player can judge whether its a stream or not by looking at the approach circles as well as looking at the spacing
    00:40:198 (5,6,7,8) - this stack feels unneeded and isn't that useful. Try making a pattern. It doesn't need to be a square but something nice wouldn't be bad. Triangles.... Bitches love triangles
    00:53:344 (6,7,8,9) - how about using 2 sliders instead of 4 circles? The vocals don't end that fast and the circles can't convey the length of the singers voice. You should use sliders to emphasize the voice.
Tried adding sliders to the mixture.

I'm dont want to mod anymore. No Insane because I don't want.
Thanks for the mod.

pkmnyab wrote:

From my modding queue~

Warning, really really long post. Good thing they invented spoilerboxes god bless These changes might take you a while to make.

Just a general note, if I suggest a change and also post an image, but what I say is different from the image (for example, I say place a slider at 00:30:00 but the picture clearly looks like the slider is placed at 00:30:200) then you should trust the image. Maybe I copied the wrong time, who knows \o/ For the most part what I write should be accurate.

Your difficulties still need a bit of work. I would say you should prioritize mods on your own difficulties for now. Areas you need to work on include but are not limited to: Rhythm, object placement (where you place them on the beatmap, not on the timeline), combos and hitsounds. I'm only doing this because I care ;w; Let's get started~~~
Blaziken's Hard

:::::
[Blaziken's Hard]
  1. 00:04:805 (1,2,3,4) - since you were following the vocal before, I'm not sure what these notes are supposed to be following. Try something like this instead:
    Changed it a bit using your mod
    (1) starts on 00:04:805 - , (2) starts on 00:05:479 - .The slider should also be moved to 00:06:322 - to match the vocal part better. Also extend the slider so that it ends on 00:08:681 - so you can match the sound effect in the music.
  2. 00:13:400 (6,7) - when mapping, it will look nicer if you avoid small overlaps like this This was addressed with a remap last mod (I do all my stuff in a day ^_^)
  3. 00:22:164 (7) - try to ctrl+g this, I think it will be more fun to play this way and it won't be too easy.Awesome idea, changed.
  4. 00:27:052 (1) - slider here feels out of place, move it forward to 00:26:883 - .
  5. 00:27:895 (2) - move this to 00:27:726 - to match vocal
  6. 00:28:063 (3) - move this to 00:28:232 - , same reason as above
  7. 00:28:400 (4) - move this to 00:28:569 -
    Now it should look like this:
    Changed.
  8. 00:47:445 (4,5,6) - since you have so many hitcircles in a row here, take these three and turn it into one repeat slider. This will match the vocal and also make it more fun to play, yay
    I added the repeat slider, wasn't sure where to put the 5 note so I left it.
  9. 00:54:524 - add a slider here and end it on 00:54:692 - since the empty spaces on the timeline are uncomfortable to sit through. Addressed last mod :P

Phew, finally done. After you make these changes and after a couple more mods, feel free to call me for a re-check. I didn't go over object placement as much and instead focused on your rhythm, so I'll do that next time. Anyways, work hard to get this ranked! Have fun mapping! :)

Fun facts:
  1. There are 3,054 words in this mod
  2. This took 4 hours to write
  3. I have a life


Also, obligatory video: https://www.youtube.com/watch?v=55iX64NmUDA
Thanks ^^ uploading .osu shortly.
Edit: http://puu.sh/7VSI0.osu
Evening
Mod From QUEUEHUE ( Requested by NoFool )

I have no idea why is the uninherited point for taiko different from standard even though the BPM is similar

I suggest to fix this by going into your .osu file of MUZU and ONI using notepad and replacing

[TimingPoints]
929,337.078651685393,4,1,0,80,1,0

WITH

[TimingPoints]
929,337.077817772778,4,1,0,80,1,0

Trust me I'm an expert jkjk, still, try it though

IT SHOULDN'T CHANGE THE BPM
if it did, do please update it back



[Oni]

00:00:591 -Add a inheriting point here that lowers the volume significantly ah damn, you can't add it, it's going to be a big problem, 00:00:591 (1,2,3,4,5) - is WAYY too loud for the violin here, I have no idea how you are going to fix this, I would suggest adding a timing point at 00:00:086 - but you might to discuss with dalollypop so that the inheriting points don't coincide.

00:00:929 - Change this red line's volume to 30~40 % volume, it's way too loud for the violin section at the start of the music
---- 00:08:344 - Add inheriting point with 60 % volume
---- 00:09:018 - Add inheriting point with 80 % volume

== APPLY ABOVE MOD FOR MUZU IF APPLIED ==

00:14:075 (28,30,31,32) - dddk > kkkd | I suggest this pattern here, as your current pattern is lacking in kats around the time 00:14:075 - so it feels that that rhythm is a bit weak
00:25:198 - Nice build up here
01:07:333 (322) - Remove | I suggest to not have any notes in between here as you might want to bring out the impact of 01:06:827 (320,321,323) - more strongly

No Problems for the rest, the kat rhythm seems pretty smooth


[Muzu]

00:14:917 (29) - k > d | This is the start of a new rhythm I suggest to not have double kats to start the rhythm as you mostly used single kats for the next kats
00:30:591 (91) - d > D | The music emphasizes this heavily I suggest to do so also
00:34:636 (112) - k > d | I don't get why there are 3 kats in succession here, it doesn't seem to emphasize anything I suggest to not have that
00:52:502 (187,189) - Swap | According to your rhythm for the next notes, you are using kats on a 2/1 succesion I suggest to change this to fit the rhythm
01:03:288 (238,240) - ^

No other problems, smooth kat rhythm.

Good Luck!
Nofool

lZenxl wrote:

Mod From QUEUEHUE ( Requested by NoFool ) dat F o_o

I have no idea why is the uninherited point for taiko different from standard even though the BPM is similar

I suggest to fix this by going into your .osu file of MUZU and ONI using notepad and replacing

[TimingPoints]
929,337.078651685393,4,1,0,80,1,0

WITH

[TimingPoints]
929,337.077817772778,4,1,0,80,1,0
fixed (but I don't get what's the matter x_x sorry)

Trust me I'm an expert jkjk, still, try it though

IT SHOULDN'T CHANGE THE BPM
if it did, do please update it back



[Oni]

00:00:591 -Add a inheriting point here that lowers the volume significantly ah damn, you can't add it, it's going to be a big problem, 00:00:591 (1,2,3,4,5) - is WAYY too loud for the violin here, I have no idea how you are going to fix this, I would suggest adding a timing point at 00:00:086 - but you might to discuss with dalollypop so that the inheriting points don't coincide. welp, I also don't know what to do there, could you explain me why I can't add an inherited point at 00:00:591 ?

00:00:929 - Change this red line's volume to 30~40 % volume, it's way too loud for the violin section at the start of the music fixed
---- 00:08:344 - Add inheriting point with 60 % volume fixed
---- 00:09:018 - Add inheriting point with 80 % volume fixed

== APPLY ABOVE MOD FOR MUZU IF APPLIED ==

00:14:075 (28,30,31,32) - dddk > kkkd | I suggest this pattern here, as your current pattern is lacking in kats around the time 00:14:075 - so it feels that that rhythm is a bit weak ok fixed, I'm still not sure that's the best way to do tho
00:25:198 - Nice build up here
01:07:333 (322) - Remove | I suggest to not have any notes in between here as you might want to bring out the impact of 01:06:827 (320,321,323) - more strongly mm... yeah that feel good to play and fits with the vocal but... there's a noticable drum beat at 01:07:333 - hard choice for me ,_, ok I'm gonna fix it 'cause I did later like at 01:12:726

No Problems for the rest, the kat rhythm seems pretty smooth


[Muzu]

00:14:917 (29) - k > d | This is the start of a new rhythm I suggest to not have double kats to start the rhythm as you mostly used single kats for the next kats no changes
00:30:591 (91) - d > D | The music emphasizes this heavily I suggest to do so also fixed, I forgot that
00:34:636 (112) - k > d | I don't get why there are 3 kats in succession here, it doesn't seem to emphasize anything I suggest to not have that no changes, it follows both drums and vocal to me
00:52:502 (187,189) - Swap | According to your rhythm for the next notes, you are using kats on a 2/1 succesion I suggest to change this to fit the rhythm no changes, I did it for consistency
01:03:288 (238,240) - ^ ^

No other problems, smooth kat rhythm.

Good Luck!
Thank you for the mod! I was waiting for some help about volum and stuff n_n

to dalollypop :
Oni : http://pastebin.com/DjPHGLZB
Muzukashii : http://pastebin.com/7YLSbfbq
Evening

Nofool wrote:

lZenxl wrote:

[Oni]

00:00:591 -Add a inheriting point here that lowers the volume significantly ah damn, you can't add it, it's going to be a big problem, 00:00:591 (1,2,3,4,5) - is WAYY too loud for the violin here, I have no idea how you are going to fix this, I would suggest adding a timing point at 00:00:086 - but you might to discuss with dalollypop so that the inheriting points don't coincide. welp, I also don't know what to do there, could you explain me why I can't add an inherited point at 00:00:591 ?
The main problem about this is that it is impossible to add an inheriting point (green line) earlier than the uninherited point (red line), so you might need to add an extra timing point to fix it X_X

Woops accidentally capitalized the F, no offence XD
Nofool

lZenxl wrote:

The main problem about this is that it is impossible to add an inheriting point (green line) earlier than the uninherited point (red line), so you might need to add an extra timing point to fix it X_X

Woops accidentally capitalized the F, no offence XD
Okay i'll try to find a solution so, thanks again
dw about the F, I don't m'ind XD that was just a bit weird to read
Blaziken
Shot some kudosu.
Topic Starter
dalollypop

pkmnyab wrote:

From my modding queue~

Warning, really really long post. Good thing they invented spoilerboxes god bless These changes might take you a while to make.

Just a general note, if I suggest a change and also post an image, but what I say is different from the image (for example, I say place a slider at 00:30:00 but the picture clearly looks like the slider is placed at 00:30:200) then you should trust the image. Maybe I copied the wrong time, who knows \o/ For the most part what I write should be accurate.

Your difficulties still need a bit of work. I would say you should prioritize mods on your own difficulties for now. Areas you need to work on include but are not limited to: Rhythm, object placement (where you place them on the beatmap, not on the timeline), combos and hitsounds. I'm only doing this because I care ;w; Let's get started~~~


Easy

:::::
[Easy]
  1. 00:02:445 (4) - I think a repeat slider here fits better as it will match the vocal (singing part). Here the singer sings three syllables, and a repeat slider matches this because each tick of the slider coincides with each syllable the singer sings.

    You did this in your normal difficulty, so you can also do it in easy. You might have made it just a slider so it would be easier, but I feel that you should still keep it as a repeat slider.
  2. 00:04:468 (2,3,4) - three hitcircles in a row might be a bit bland/repetitive, I suggest turning 00:04:805 (3,4) - into one slider. Another reason why I recommend turning it into a slider is because you have arranged 00:04:468 (2,3,4,5) - in a line, and it isn't visually appealing. This is sort of hard to explain, but when you map I think it's better not to have everything arranged in a line, but rather segments. If you have a bunch of sliders in a line it makes the map look sort of one-dimensional.
  3. 00:08:681 - consider adding a note here to match the sound effect here in the music to create emphasis. You can stack it on top of 00:09:018 (1) - and also make it a new combo.
  4. 00:10:367 (2,3,4) - the gap at 00:11:378 - feels awkward since you have three hitcircles in a row right before. It sort of makes the pause feel forced, and it interrupts the flow of your map. This is what I suggest doing:
    Delete 00:10:704 (3,4) - and instead add a slider starting from where (3) was (00:10:704 - ) and have the slider end at 00:11:378 - .
    I feel like this helps the map flow better.
  5. 00:13:400 (3,4) - over here you can do things a little bit differently. Delete 00:13:400 (3,4) - like before, but instead of a slider you can have a repeat slider.

    The reason a repeat slider matches this section is because of the guitar part that plays in the music.
  6. 00:25:198 (4,1) - the empty space between these two notes can be mapped to fit the music. Add a hitcircle at 00:26:209 - , then a repeat slider at 00:26:546 - .

    The hitcircle at 00:26:209 - is used to help fill in the beat, and then the repeat slider is to match the guitar playing the notes/chords back and forth.
  7. 00:30:591 - hitsounds starting from this timing point seem a bit loud, I would say lower it to around 35-40% volume. The hitsounds have more presence than the music, which is not what you want. Lowering the volume should solve this problem.
  8. 00:35:985 (4) - try to make this a repeat slider, this way it will match the vocal singing 'waaah'
  9. 00:48:625 (1,2,3) - this feels sort of awkward, probably because the time between 00:47:445 (2,1) - is shorter than the time between 00:48:625 (1,2,3) - . Anyways, try this for better flow/rhythm to match the music:
    Delete 00:48:625 (1,2,3) - . Create slider on 00:48:625 - that ends at 00:48:962 - . Create repeat slider at 00:49:299 - that ends on 00:49:973 - . Add note here 00:50:310 - . The result should look like this:


    00:48:625 (3) - helps keep up the beat without the use of two separate circles. 00:49:299 (4) - matches the vocal as the singer alternates between two pitches. 00:50:310 (5) - is there to keep up the beat as well. These changes should make this section sound better overall.
  10. 00:52:164 (1) - since this is the start of the kiai time and main chorus of the song, it is appropriate to add a finish hitsound on the head/start of this slider to give it more emphasis.
  11. 00:53:344 (2,3,4) - 4 hitcircles in a row feel repetitive, so instead you can delete these and add a repeat slider in their place. Alternatively, you could try replacing 00:53:344 (2,3) - with a slider instead.
  12. 00:56:041 (2,3,4,5) - to match the vocal, you could try replacing 00:56:041 (2,3,4) - with one slider
  13. 00:59:580 (1,3,4) - for a moment, you can see that these notes overlap before 00:59:580 (1) - has a chance to completely disappear. Try to rearrange 01:00:591 (1,2,3,4) - so that it looks better, perhaps something like this:


    I've tried rearranging it a number of different ways and I think this way looks good. The red slider in the picture is the same slider as 00:59:580 (1) - but horizontally flipped (ctrl+h) and I applied ctrl+g to it.
  14. 01:02:951 (1) - this sounds off, probably because the middle of the repeat slider is on a blue tick (while using 1/4 beat snap divisor). Delete this and instead create a slider that starts and ends at the same time (01:02:951 - to 01:03:794 - ). After you create the slider, make sure you add a finish hitsound on the head as the beginning of the chorus starts again.
  15. 01:05:142 (3) - remove finish hitsound as it sounds out of place because it does not emphasize anything important in the music
  16. 01:07:838 - here you can choose to add a note, or a slider that ends at 01:08:176 - (red tick). This is to keep up the rhythm and prevent any unnecessary gaps/interruptions in the rhythm.
  17. 01:24:524 - to match the music, add a repeat slider here that ends at 01:25:198 - .

    This fills in the awkward gap in the timeline.

Normal

:::::
[Normal]
  1. 00:04:467 (2,3,4) - try to avoid arranging it in a straight line, instead you should make it a bit interesting! Here is one suggestion (you will have to move all four notes 00:03:625 (1,2,3,4) - )


    I have adjusted the slider points on 00:03:625 (1) - so that it blankets with 00:04:467 (2) - . I also made 00:05:142 (4) - curved so it blankets with 00:04:804 (3) - . 00:03:625 (1) - and 00:05:142 (4) - also appear to be somewhat symmetrical now. Anyways the point is to find cool ways to place objects.
  2. 00:09:018 (1,2) - replace these sliders with the following:

    This should match the music better.
  3. 00:14:412 (1) - replace this with the following:

    After you make the above two changes, try to listen to it and see how it matches the rhythm/music better than before.
  4. 00:24:187 (2,3,4) - the shape that these objects make does not look that good. Try turning 00:25:198 (4) - into a different slider shape

    Notice that 00:25:198 (4) - is also stacked right below 00:24:861 (3) -
  5. 00:30:591 - same as in easy, hitsounds are a bit loud. Lower the volume of this timing section to about 35-40%
  6. 00:57:389 (2,1) - rhythm is a bit off here. This is one way to fix it:
    00:57:389 (2) - extend this to 00:57:895 - . 00:58:063 (1) - move forward to 00:58:232 - and shorten it so it ends on 00:58:906 - . Add note at 00:58:063 -. This is what it should look like:

  7. 00:59:412 (1,2,3,4,5,6) - Here are some changes that you can apply for better rhythm:
    Turn 00:59:749 (2) - into a repeat slider. Move 01:00:928 (4,5,6) - back so that they all land on red ticks instead of white ticks. Finally added a note at 01:02:277 - . You should have something like this now:

  8. 01:04:805 (5) - delete this and add a hitcircle here instead. Delete 01:05:647 (1) - and add a slider at 01:05:142 - that ends at 01:05:647 - .

    The red (1) in the picture is actually 01:05:985 (2) - , but it becomes (1) as we add a slider right before it.
  9. 01:06:322 (3) - move this back to 01:06:153 - for better rhythm.
  10. 01:07:501 (1) - remove combo here as this note and the note after are part of the same measure as 01:05:985 (1,2,3) - , so you should keep it one combo. Instead, make a new combo at 01:08:344 (3) -
  11. 01:11:041 (2) - extend this to 01:11:883 - . Move 01:12:052 (3) - to 01:12:220 - . Better rhythm now, hooray \o/
  12. 01:13:737 (1) - this might be better as just a hitcircle so that there are no notes when the guitar starts.
  13. 01:25:198 - consider adding a slider here that ends on 01:25:366 - to match the drums/music.

Hard

:::::
[Hard]
  1. 00:03:625 (1,2,3) - this might be a bit hard for hard. I suggest keeping the pattern the same as 00:00:929 (1,2) - since the vocal is pretty similar.
  2. 00:10:367 (5) - move it so it starts at 00:10:535 - and shorten it so it ends at 00:10:872 - .
  3. 00:11:041 (6,7,8,9) - this is pretty brutal for a hard difficulty. It's also sort of repetitive, especially at 00:13:232 (4,5,6,7,8,9) - . Anyways, I suggest replacing 00:11:041 (6,7) - with a slider. For parts where you have multiple hitcircles in a row, you can always (probably always) fix it by merging some objects and turning them into sliders. You usually want the slider to be at the part where the music feels the most smooth. Personally I like having sliders followed by hit circles than having hit circles followed by the slider. In this case it's a slider followed by two hit circles.
  4. 00:13:401 (5,6) - try turning these into one slider. You can also turn 00:13:738 (7,8) - into a slider
  5. 00:15:929 (1,2,3,4,5,6,7) - try fixing this on your own. Don't be afraid to experiment with sliders/repeat sliders.
  6. 00:18:625 (5,6,7,8) - I think this is an example where four hitcircles in a row can be deemed appropriate. However you should find a nice way to place them instead of in a line. Here is one fun way to place it:


    If you follow the numbers you will notice that this is a star pattern, lots of fun for sure~~~ My point is that you should find creative ways to place multiple hitcircles in a row rather than in a line. You can look at other maps for inspiration or ask people for help on designing a pattern~
  7. 00:30:591 - same as easy and normal, reduce volume of timing point to around 35-40% since the claps are a bit loud
  8. 00:31:940 (3) - move this to 00:31:771 - , then extend it to 00:32:277 - to match the vocal.
  9. 00:39:693 (6,7) - generally you would want to avoid really small overlaps like this so that the map looks nicer. If you have to, you can change distance snap.
  10. 00:51:490 (1) - add a finish hitsound on the end of this slider to match the music
  11. 00:52:164 (2) - you want to add a new combo here to match the beginning of the kiai time
  12. 00:52:164 (2,3,4,5,6,7,8) - ok, time to get our hands dirty -puts on gloves-. I noticed that 00:53:007 (4,5,6,7,8) - sounds very awkward, probably due to your varying note density. What I mean is that here 00:52:164 (2,3) - you technically have 4 'hitcircles' in such a short time and then you have 00:53:007 (4,5,6,7,8) - . It's more 'busy'/crowded at 00:52:164 (2,3) -than it is after it, which makes 00:53:007 (4,5,6,7,8) - stand out and sound awkward. To fix this, delete 00:52:164 (2,3) - and instead make a slider starting at 00:52:141 - that ends at 00:52:501 - , then have sliders that are the same length placed at 00:52:670 - , 00:53:344 - and 00:54:018 - .


    The reason for this is so that this part matches the part at 00:54:861 (3,4,5,6) - in which the vocal part is pretty similar.
  13. 01:03:457 (3,4) - turn this into one slider so it's smoother. With two hit circles, it feels too jumpy and does not match the vocal well.
  14. 01:04:805 (5) - extend this to 01:05:310 - to match vocal better

Blaziken's Hard

:::::
[Blaziken's Hard]
  1. 00:04:805 (1,2,3,4) - since you were following the vocal before, I'm not sure what these notes are supposed to be following. Try something like this instead:

    (1) starts on 00:04:805 - , (2) starts on 00:05:479 - .The slider should also be moved to 00:06:322 - to match the vocal part better. Also extend the slider so that it ends on 00:08:681 - so you can match the sound effect in the music.
  2. 00:13:400 (6,7) - when mapping, it will look nicer if you avoid small overlaps like this
  3. 00:22:164 (7) - try to ctrl+g this, I think it will be more fun to play this way and it won't be too easy.
  4. 00:27:052 (1) - slider here feels out of place, move it forward to 00:26:883 - .
  5. 00:27:895 (2) - move this to 00:27:726 - to match vocal
  6. 00:28:063 (3) - move this to 00:28:232 - , same reason as above
  7. 00:28:400 (4) - move this to 00:28:569 -
    Now it should look like this:

  8. 00:47:445 (4,5,6) - since you have so many hitcircles in a row here, take these three and turn it into one repeat slider. This will match the vocal and also make it more fun to play, yay

  9. 00:54:524 - add a slider here and end it on 00:54:692 - since the empty spaces on the timeline are uncomfortable to sit through.

Insane

:::::
[Insane]
  1. 00:08:513 (1) - there is little time to react to this, consider moving this closer to the center of the spinner so people spinning can hit it easier.
  2. 00:16:435 (3,4) - same issue with multiple hitcircles in a row. Make this one slider, also make 00:16:772 (5,6) - one slider as well.
  3. 00:59:243 - add a note here to fill in the gap, preferably stacked on top of 00:59:413 (1) -
  4. 01:03:457 (3) - instead of a hitcircle, have a slider here that ends on 01:03:625 - . This matches the vocal better and also keeps up with the high note density (for example, 00:57:390 (1,2,3,4,5,6,7,8,1,2,3,4) - has high note density, lots of notes).
  5. 01:03:795 (4) - do the same thing as above
  6. 01:04:636 - for same reasons as above, add a note here.
  7. 01:04:805 (3) - turn into a slider that ends at 01:04:973 -

Tagre's Insane

:::::
[Tagre's Insane]
  1. 00:24:524 (3,4,5) - since at 00:25:198 (5) - the vocal drags on and there is a noticeable difference between 00:25:198 (5) - and 00:24:524 (3,4) - , I think you should place 00:24:861 (4) - closer to 00:24:524 (3) - for effect. You can even stack them if you want. There are multiple parts in the map like this so think about which ones you want to change.
  2. 00:34:636 (3) - consider applying ctrl+g and maybe also stacking it on 00:33:119 (8) - . Then move 00:35:142 (4) - to around x 180 y 332. This change creates nice flow from slider (3) into (4), you can play test it a couple of times to see if it does flow better. Personally I think it's more fun like this.

  3. 00:35:985 (7) - try to make this symmetrical to 00:35:310 (5) - by moving it down a bit, also consider applying ctrl+g to it, I think it flows better that way from the end of (5) into (6) then into (7). It's also a nice jump from (7) into 00:36:490 (1) - .

    The numbers in the diagram indicate the order of cursor movement through the map, or the flow.
  4. 01:24:187 (9) - according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

aon's Insane

:::::
[aon's Insane]
  1. 00:02:782 (1) - consider applying ctrl+g to this, I'll explain why. Let's take the current shape as an example: when you play a slider, you subconsciously keep going in the direction the slider was pointing towards until you see the next note. Now taking this into consideration, after you play this slider your cursor will already be onto 00:03:625 (1) - and this gives the feeling that 00:03:625 (1) - is a lot closer than it should be. Well I think that's how you explain it. Anyways after you ctrl+g it, also rotate it (ctrl+shift+r) by about -10 to -15 degrees so it feels better to play.
  2. 00:27:221 (1) - try ctrl+g on this one as well since 00:26:883 (4,5) - makes the movement of up to down, and it would flow well if 00:27:221 (1) - went from down to up.
  3. 01:11:041 (2,3) - space these a bit so that you don't have the really small overlap, it will look better.
  4. 01:12:220 (5) - not perfectly stacked, you can move it to y 227
  5. 01:22:670 (11) - insert a new combo here since the triplets have ended and you start using repeat sliders. Also because the combo was getting really long.
  6. 01:24:187 (19) - same as before, according to ranking criteria, using points to manipulate a slider's velocity is no longer allowed. Instead use timing points, or use less points on the slider.

    Overall I would say you need to work on your new combos and also rhythm a little bit.

Phew, finally done. After you make these changes and after a couple more mods, feel free to call me for a re-check. I didn't go over object placement as much and instead focused on your rhythm, so I'll do that next time. Anyways, work hard to get this ranked! Have fun mapping! :)

Fun facts:
  1. There are 3,054 words in this mod
  2. This took 4 hours to write
  3. I have a life


Also, obligatory video: https://www.youtube.com/watch?v=55iX64NmUDA
0_________________0 WOAH

okay okay okay, you didn't have to do this much for my map, because yeah i guess i know it is a bit mediocre. but damn guuuuurl. :o :o :o :o :o :o :o

thanks for the mod i done most of these changes bby <3 <3

and haha that vid, I'm dying :) :)

Blaziken wrote:

Shot some kudosu.
You dont't have to but thanks bby <3 <3
Kin
Hi requested a long time ago

general :

check AI mod
about taiko BG, I don't know how it's look on wide screen, but taiko bg, I just have one thing to say
Okay to fix it (for no wide screen) you should just change the 60 into 250

Muzukashii :
oublie pas d'enlever le letter box

00:01:940 (5) - t'en pense quoi en k ? pour mieux accentué la note juste après qui est légèrement + grave
00:08:681 (1) - perso je le préfèrerais en K plutot que D, de plus on entend une sorte de clap qui rend mieux le K
00:19:805 (51) - ajoute un finish ? C'est quand meme une cymbal bien loud
00:25:030 (70) - t'en pense quoi de le changer en k ? perso j'aime bien avec le léger sound du drum qui est bien soft
00:35:985 (119) - k ? j'trouve que ça passe bien avec le pattern, en + ça suit le léger drum soft que tu entends sur le k précédent
00:41:209 (142) - D ? ça simplifie le pattern qui est précédé un triplet k.
00:50:479 (177,178) - k D ou d k ?
01:11:041 (276) - change le en k ? ça passe mieux avec le prochain pattern

Oni :
oublie pas d'enlever le letter box

00:08:681 (2) - perso je le préfèrerais en K plutot que D, de plus on entend une sorte de clap qui rend mieux le K
00:36:996 (143,144,145,146,147,148,149) - un pattern 7 fait quand même un peu overmappé sur une partie plus calme que le reste, à la rigueur un pattern 5 passe mieux
01:07:501 (322) - le "no" du vocal est bien + accentué en aigu, du coup K ?
01:13:737 (357) - D pour marquer la fin de kiai + cymbal sound ?
Nofool

Kin wrote:

Hi requested a long time ago

general :

check AI mod
about taiko BG, I don't know how it's look on wide screen, but taiko bg, I just have one thing to say don't open this box pls, I'm not a pervert ;_;
Okay to fix it (for no wide screen) you should just change the 60 into 250 ty fixed, it still doesn't work for me tho, let's see about the others

Muzukashii :
oublie pas d'enlever le letter box forgot that, it was already done on the Oni

00:01:940 (5) - t'en pense quoi en k ? pour mieux accentué la note juste après qui est légèrement + grave je garde d à cause de la note précédente qui est plus aigüe, la suivante est pas beaucoup plus grave comme tu le dis donc ça apsse mieux pour moi
00:08:681 (1) - perso je le préfèrerais en K plutot que D, de plus on entend une sorte de clap qui rend mieux le K je garde D pour l'instant juste parceque le son de base pour lequel j'ai mit presque tous les autres k est un peu différent, mais bon j'vais réfléchir encore à celle là
00:19:805 (51) - ajoute un finish ? C'est quand meme une cymbal bien loud si je met un finish ici ça m'impose d'en mettre aussi à pas mal d'endroits comme 00:12:052 - 00:18:288 - etc, je préfère rester soft au niveau des finish pour sa x_x
00:25:030 (70) - t'en pense quoi de le changer en k ? perso j'aime bien avec le léger sound du drum qui est bien soft fixed, j'espère que ça reste cool à jouer en d k K
00:35:985 (119) - k ? j'trouve que ça passe bien avec le pattern, en + ça suit le léger drum soft que tu entends sur le k précédent fixed
00:41:209 (142) - D ? ça simplifie le pattern qui est précédé un triplet k. j'vais garder K pour être en raccord avec les k suivant au niveau du son, ça reste faisable pour un beginner j'pense
00:50:479 (177,178) - k D ou d k ? mm choix difficil ,_, j'trouvais sa bien de laisser d d ici pour marque la différence avec le passage full k d/d k d'avant, j'vais y penser aussi
01:11:041 (276) - change le en k ? ça passe mieux avec le prochain pattern fixed

Oni :
oublie pas d'enlever le letter box

00:08:681 (2) - perso je le préfèrerais en K plutot que D, de plus on entend une sorte de clap qui rend mieux le K même chose que pour la muzu
00:36:996 (143,144,145,146,147,148,149) - un pattern 7 fait quand même un peu overmappé sur une partie plus calme que le reste, à la rigueur un pattern 5 passe mieux je garde, ça passe si tu suis la guitare à ce moment là
01:07:501 (322) - le "no" du vocal est bien + accentué en aigu, du coup K ? fixed pour l'instant, je sais pas si la différence est suffisamment marquée pour que je garde un K
01:13:737 (357) - D pour marquer la fin de kiai + cymbal sound ? j'vais garder d


Ty pour le mod!

to dalollypop :
muzu : http://pastebin.com/2tYYf6T5
oni : http://pastebin.com/wsTAjkwt
IamKwaN
Hi, from my queue here.
I just mod some of the difficulties which I think need much improvement, because there are too many of them.

General

  1. First of all, the title of the song is wrongly capitalized, the correct title should be:
    ambiguous (TV Size)
  2. Delete the tag: 'kill la kill', it's redundant because it's in the source.
  3. Inconsistency in combo colors, they must be consistent to be rankable.
  4. For these three difficulties: Blaziken's Hard, Nofool's Muzukashii and Nofool's Oni, a video offset can't be found, add the video, please.
  5. You have got two .osb files, since this mapset has a video, so it would be fine to delete the two files.
  6. Taiko Bg's size is a bit weird, try resize it to 1024*768.
  7. Consider making all standard diffs end at the same time.
  8. Why the rhythm of Tagre's Insane is almost the same as that of aon's Insane? Who did the difficulty first?

aon's Insane

  1. 00:04:131 (3) - This one is not snapped, the vocal there is 1/4, so use 1/4 instead of 1/6.
  2. 00:58:400 (2) - ^
  3. 01:01:434 - Redundant green line, delete it.
  4. 00:05:142 (1,2,3) - I think this anti-jump needs a consistent spacing.
  5. 00:10:872 (7) - Avoid touching the tail of 00:10:198 (5) would be much more good-looking imo.
  6. 00:25:198 (5,1) - This kind of overlap really bothers me, I suggest spreading them apart.
  7. 00:37:501 (4) - Misleading DS which may easily make players wrongly interpret this as a 1/4.
  8. 00:38:176 (6,7,8) - Are you sure you really need to make this 1/4 so difficult in the non-kiai? I can't see any climax in the background music here tbh.
  9. 00:45:591 (6,7,8) - With a AR9, it's really difficult and annoying to read such anti-jumps. Also, you use this technique several times throughout the diff. I just don't suggest you to do so.
  10. 00:46:603 (1,2,3) - Like what I mention above, overlapping in such a way is really... meh..
  11. 00:48:625 (6,7) - Anti-jump again
  12. 01:14:749 (4,5) - You either stack (4) perfectly at tail of (5), or you move them apart, like 01:17:445 (5,6).
  13. 01:23:007 (12) - Stack this with 01:22:417 (9).
  14. 01:24:187 (19) - This slider is very very very difficult to read, coz we can't see where it goes, also see this thread as reference: t/158947
  15. Last but not least, the NC pattern of this diff is just messy, Why I say this? The combo numbers can as small as 00:40:367 (1,2) , or as large as 01:24:524 (20). Try to find a consistent pattern, for example, NC every two big white ticks. It would make your map much more tidy imo.
  16. I have skipped hitsounds.
  17. Tell me in-game if you need some help.

Blaziken's Hard

  1. The SV is a bit too high as a Hard, which is even higher than the three Insane difficulties. I suggest you decrease the SV to 1.4x / 1.5x for a more reasonable difficulty spread.
  2. 00:25:367 (2) - You miss the downbeat at 00:25:535 but choose to place the circle at 00:25:367, which I can only hear a soft sound.
  3. 00:47:951 (5) - Place this circle at a place which fits the flow, like this:
  4. Just two general suggestions on this diff: NC and rhythm
    1. For NC, see what I mention in the above Insane, it's important to have a understandable and neat NC pattern, because it affect players' readability. For example, 01:05:310 (1,2,3). I see no reason why you have such a short NC here.
    2. For rhythm, the song itself is exciting, you try to reflect this using a high SV. However, I think your diff isn't hyper enough due to the fact that you map according to vocal only, especially the kiai. What I suggest to do is to try mapping according to the background instruments. If you do so, you can avoid some rhythm gaps like 00:29:917, 00:33:457 and 01:23:850, the background music is loud and many of these are the heart of the song, skipping them just makes me feel uncomfortable.

Normal

  1. 00:10:535 (4) - This slider is quite difficult to read as a Normal, using a straight slider would be good enough imo.
  2. 00:17:108 (2,3) - I have an idea on improving the look of these two:
  3. 00:32:951 (1,3) - With different rhythm placements, you use the same stacking technique here. Um.. I think it is too harsh for newbies to read them. Try not stacking 00:34:299 (3).
  4. 01:01:435 (6,7) - This kind of slider-circle stack is really rare to see in a Normal. It greatly affects players' readability.
  5. 01:07:164 (3) - Try not to play too many tricks in a Normal, the reverse sign of 01:07:164 (3) can hardly being read using the default skin. It may be considered as unrankable.
  6. 01:10:367 (3) - Mentioned above.
    01:14:327 - Map this long break please, it's a waste if you choose to skip the splendid background music.

To be honest, this mapset still needs some work. Keep it up! If you need some help, feel free to poke me in-game!
Anyway, best of luck!
Topic Starter
dalollypop

IamKwaN wrote:

Hi, from my queue here.
I just mod some of the difficulties which I think need much improvement, because there are too many of them.

General

  1. First of all, the title of the song is wrongly capitalized, the correct title should be:
    ambiguous (TV Size)
    but its already called that D:
  2. Delete the tag: 'kill la kill', it's redundant because it's in the source. k
  3. Inconsistency in combo colors, they must be consistent to be rankable. hmm thought i had them all the same? D:
  4. For these three difficulties: Blaziken's Hard, Nofool's Muzukashii and Nofool's Oni, a video offset can't be found, add the video, please. D: thought i put video on most of them 2spooky >_>
  5. You have got two .osb files, since this mapset has a video, so it would be fine to delete the two files.
  6. Taiko Bg's size is a bit weird, try resize it to 1024*768. will try
  7. Consider making all standard diffs end at the same time. >_> don't they?
  8. Why the rhythm of Tagre's Insane is almost the same as that of aon's Insane? Who did the difficulty first? aon's harder tagre probably? i dunno :P


IamKwaN wrote:

Normal

  1. 00:10:535 (4) - This slider is quite difficult to read as a Normal, using a straight slider would be good enough imo. K bby
  2. 00:17:108 (2,3) - I have an idea on improving the look of these two: changed a little, (kept overlapping)
  3. 00:32:951 (1,3) - With different rhythm placements, you use the same stacking technique here. Um.. I think it is too harsh for newbies to read them. Try not stacking 00:34:299 (3). k bby <3
  4. 01:01:435 (6,7) - This kind of slider-circle stack is really rare to see in a Normal. It greatly affects players' readability.Fixed i guess :P
  5. 01:07:164 (3) - Try not to play too many tricks in a Normal, the reverse sign of 01:07:164 (3) can hardly being read using the default skin. It may be considered as unrankable. unstacked, probably easier now i think
  6. 01:10:367 (3) - Mentioned above. I don't even know what to do here D: but i removed a note or somet to help i guess :3
    01:14:327 - Map this long break please, it's a waste if you choose to skip the splendid background music. K will do this maybe, if i stop bring lazing about today haha, i think about doing it <3
but yeah thanks for the mod bby <3
and i dunno whatelse i can do on teh map D:
Blaziken

IamKwaN wrote:

Hi, from my queue here.
I just mod some of the difficulties which I think need much improvement, because there are too many of them.




Blaziken's Hard

  1. The SV is a bit too high as a Hard, which is even higher than the three Insane difficulties. I suggest you decrease the SV to 1.4x / 1.5x for a more reasonable difficulty spread.
  2. 00:25:367 (2) - You miss the downbeat at 00:25:535 but choose to place the circle at 00:25:367, which I can only hear a soft sound.
  3. 00:47:951 (5) - Place this circle at a place which fits the flow, like this:
  4. Just two general suggestions on this diff: NC and rhythm
    1. For NC, see what I mention in the above Insane, it's important to have a understandable and neat NC pattern, because it affect players' readability. For example, 01:05:310 (1,2,3). I see no reason why you have such a short NC here.
    2. For rhythm, the song itself is exciting, you try to reflect this using a high SV. However, I think your diff isn't hyper enough due to the fact that you map according to vocal only, especially the kiai. What I suggest to do is to try mapping according to the background instruments. If you do so, you can avoid some rhythm gaps like 00:29:917, 00:33:457 and 01:23:850, the background music is loud and many of these are the heart of the song, skipping them just makes me feel uncomfortable.



To be honest, this mapset still needs some work. Keep it up! If you need some help, feel free to poke me in-game!
Anyway, best of luck!
Due to what you said about slider velocity, I have decided to go for a full remap. I cant really hear the BGM over the vocal so i'm going to keep to mapping the vocals instead of the BGM. I'm in the process of the remap and I hope you will be available for a recheck once I have completed it.

http://puu.sh/82H4F.osu <-- There it is
qoot8123
Sorry for long delay....
Here is a taiko mod via in PM
Let's GO ~ :D


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

[General]
  1. I can't see integral picture, set this picture to better position

[ Muzukashii]

  1. 00:00:591 (2,3) - I'm not really sure, but i think this note could be removed because this notes are not really fit the instrument well
  2. 00:01:940 (3) - same as above
  3. 00:08:681 (2) - change this D to K the drum's pitch is higher than 00:08:513 (1) -
  4. 00:09:018 (3) - add finish , the drum sound is also strong here
  5. 00:11:209 - why not you add d here? the notes stop on 00:11:041 (13) - is a bit weird to me
  6. change 00:50:647 (179) - to K to make the same gap between 00:47:951 (168) - and 00:49:299 (173) -
  7. 00:52:502 (188,190) - reverse these notes and move 00:52:670 (189) - to 00:53:007 - to follow the similar pattern with Oni is better to me
  8. 00:54:187 (196) - move to 00:54:355 - you base on vocal here 00:53:344 (192) - so i also suggest you follow the vocal on 00:54:018 (195) -
  9. 00:55:704 (203,204) - change to k d k to enhance the k structure on 00:53:176 (191,194,197,201) -
  10. 00:58:737 - try to add note? to reflect 00:56:884 (207,208,209,210,211,212) - and 00:59:580 (219,220,221,222,223,224) -
  11. 01:04:973 (247) - move to 01:05:142 - as i said on 00:54:187 (196) -

[ Oni]

  1. 00:00:591 (1,2,3,4) - and 00:01:940 (6) - as i said on muzu, remove?
  2. 00:08:681 (2) - same as Muzu
  3. 00:09:018 (3) - ^
  4. 00:09:018 - ~ 00:19:299 - the structure on this part is a bit messy to me,here is some suggestion
    Suggestion
    1. I based on 00:13:737 (26,27,28,29,30,31,32) - ,you seems to follow the guitar here and the structure on 00:11:715 - ~ 00:14:412 - is pretty nice ,but 00:09:355 - ~ 00:11:715 - isn't ,so try change 00:09:524 (5,6,7) - to kd instead of kddand add k on 00:10:872 - and 00:11:546 - to make the similar pattern with 00:13:737 (26,27,28,29,30,31,32) -
    2. add note on 00:13:569 - and 00:13:653 - ,to make the good following on guitar
    3. 00:16:266 - ,and 00:16:940 - same as above
  5. 00:33:035 (118) - i didn't hear any apparent sound here,try to remove it to make the rhythm clear
  6. 00:50:310 - add d and 00:50:648 (217) - add finish sounds better to me
  7. 00:52:586 (227) - move to 00:52:754 -because 00:52:586 (227) - is not have any obvious sound ,though 00:52:754 - also didn't have but i think it can increase the drum's power on 00:52:839 (229) -
  8. 00:55:451 - same as above,add d on 00:55:451 - and 00:55:535 -
  9. 00:56:209 (252) - remove and 00:56:125 (251) - move to 00:56:378 - to follow the same pattern on former part
  10. 01:00:676 (281) - i prefer to remove this note because it can emphasize the vocal on 01:00:254 (278,279,280,282) -
  11. 01:01:097 - ~ 01:02:951 - is lack of some exciting pattern, here also have some suggestion
    suggestion
    1. 01:01:350 (285) - move to 01:01:518 -
    2. 01:01:771 (288) - change to d
    3. 01:02:108 - add k
    4. 01:02:277 (290) - change to k
    5. 01:02:361 - add k
  12. 01:09:440 (333) - as i said on 01:00:676 (281) -, remove it?
  13. 01:10:282 (337,338,339,340,341,342,343,344,345,346) - this pattern is too hard on oni, how about use this ?
    http://osu.ppy.sh/ss/1507272
  14. 01:19:973 (397,398,399,400) - i suggest you change this pattern to d k d as 01:17:277 (379,380,381) -
  15. 01:21:743 (409) - move to 01:22:333 - and 01:21:827 (410) -move to 01:21:996 - to make the same gap as 01:23:007 (417) -

That's all
Good Luck for rank~ :)
Nofool

qoot8123 wrote:

Sorry for long delay....
Here is a taiko mod via in PM
Let's GO ~ :D


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

[General]
  1. I can't see integral picture, set this picture to better position
changed it, I'm really not good at it sorry ,_,


[ Muzukashii]

  1. 00:00:591 (2,3) - I'm not really sure, but i think this note could be removed because this notes are not really fit the instrument well ye smething sounded weird at this part, i also removed the next d
  2. 00:01:940 (3) - same as above no changes
  3. 00:08:681 (2) - change this D to K the drum's pitch is higher than 00:08:513 (1) - ok, I'm not sure that K is better than D there but I'll try it
  4. 00:09:018 (3) - add finish , the drum sound is also strong here no changes, if I do that, I'll also have to put finish at many others parts, like at 00:10:198
  5. 00:11:209 - why not you add d here? the notes stop on 00:11:041 (13) - is a bit weird to me fixed
  6. change 00:50:647 (179) - to K to make the same gap between 00:47:951 (168) - and 00:49:299 (173) -
  7. 00:52:502 (188,190) - reverse these notes and move 00:52:670 (189) - to 00:53:007 - to follow the similar pattern with Oni is better to me I did the first thing you mentioned about K but I'm not following the vocal anywhere there, mostly the instrumental that sounds like the vocal sometime so I won't change it
  8. 00:54:187 (196) - move to 00:54:355 - you base on vocal here 00:53:344 (192) - so i also suggest you follow the vocal on 00:54:018 (195) - ^
  9. 00:55:704 (203,204) - change to k d k to enhance the k structure on 00:53:176 (191,194,197,201) - ^
  10. 00:58:737 - try to add note? to reflect 00:56:884 (207,208,209,210,211,212) - and 00:59:580 (219,220,221,222,223,224) - ok I added a d there and I raplaced the next d to 00:59:074
  11. 01:04:973 (247) - move to 01:05:142 - as i said on 00:54:187 (196) -
^


[ Oni]

  1. 00:00:591 (1,2,3,4) - and 00:01:940 (6) - as i said on muzu, remove? no changes atm, I'll prolly do something about it later idk
  2. 00:08:681 (2) - same as Muzu ^
  3. 00:09:018 (3) - ^ ^
  4. 00:09:018 - ~ 00:19:299 - the structure on this part is a bit messy to me,here is some suggestion
    Suggestion
    1. I based on 00:13:737 (26,27,28,29,30,31,32) - ,you seems to follow the guitar here and the structure on 00:11:715 - ~ 00:14:412 - is pretty nice ,but 00:09:355 - ~ 00:11:715 - isn't ,so try change 00:09:524 (5,6,7) - to kd instead of kddand add k on 00:10:872 - and 00:11:546 - to make the similar pattern with 00:13:737 (26,27,28,29,30,31,32) -
    2. add note on 00:13:569 - and 00:13:653 - ,to make the good following on guitar
    3. 00:16:266 - ,and 00:16:940 - same as above
    gonna keep what I've done there atm, I'm not really following 100% the guitar, just a random style from me, if I do, I've too much things to change again
  5. 00:33:035 (118) - i didn't hear any apparent sound here,try to remove it to make the rhythm clear mm I'm more or less following the guitar there so I'll keep this d and add a k at 00:34:383 for more consistency
  6. 00:50:310 - add d and 00:50:648 (217) - add finish sounds better to me Im not following the vocal there so no d, added the finish tho
  7. 00:52:586 (227) - move to 00:52:754 -because 00:52:586 (227) - is not have any obvious sound ,though 00:52:754 - also didn't have but i think it can increase the drum's power on 00:52:839 (229) - no changes, I wanted to keep the xxx pattern spaced out
  8. 00:55:451 - same as above,add d on 00:55:451 - and 00:55:535 - no changes, I'm following the violin there (if that's a violin)
  9. 00:56:209 (252) - remove and 00:56:125 (251) - move to 00:56:378 - to follow the same pattern on former part ^
  10. 01:00:676 (281) - i prefer to remove this note because it can emphasize the vocal on 01:00:254 (278,279,280,282) - fixed
  11. 01:01:097 - ~ 01:02:951 - is lack of some exciting pattern, here also have some suggestion
    suggestion
    1. 01:01:350 (285) - move to 01:01:518 -
    2. 01:01:771 (288) - change to d
    3. 01:02:108 - add k
    4. 01:02:277 (290) - change to k
    5. 01:02:361 - add k
    fixed everything, I hope it's still cool to play x_x
  12. 01:09:440 (333) - as i said on 01:00:676 (281) -, remove it? mm it sounds a bit different, no changes atm
  13. 01:10:282 (337,338,339,340,341,342,343,344,345,346) - this pattern is too hard on oni, how about use this ?
    http://osu.ppy.sh/ss/1507272 gonna keep mine to still challenge a bit strong palyers é_è...(not that hard to do ,_,)
  14. 01:19:973 (397,398,399,400) - i suggest you change this pattern to d k d as 01:17:277 (379,380,381) - no changes
  15. 01:21:743 (409) - move to 01:22:333 - and 01:21:827 (410) -move to 01:21:996 - to make the same gap as 01:23:007 (417) -
only added d at 01:21:996


That's all
Good Luck for rank~ :)
Thank you qoot!
smart suggestions but I refused a lot of them to keep my style a bit x_x I still changed some things I noticed thanks to your mod even if you didn't mentioned it

to dalollypop,
muzukashii : http://pastebin.com/7w1HuAMb
oni : http://pastebin.com/cxinienc
Blaziken
Got my shitmap IRC modded by Skydevil.
Map: http://puu.sh/87fxe.osu
JUDYDANNY
Hello~ :3
Here's a Taiko Mod via My Taiko Moding Queue

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]

  • None.
[Muzukashii]
  1. 00:52:502 (190,191,192) - kkd or kdd
  2. 01:03:288 (242,243,244) – ^
    I couldn’t think about other color patterns on the case that put 3notes. ;w;
  3. 01:01:603 (232) – unnecessary, I guess.

  4. 00:19:805 (53) – d hit bass and backbase hits low. I prefer to avoid00:19:299 (52,53) – blue-red.
  5. 00:27:726 (82,83) – kd? Fit better as drums.
  6. 00:28:906 (86) – k
  7. 00:30:086 (91,92,93) – how about ,,, (delete, finisher, normal)?
  8. and.. 00:29:749 (90) – add d?
  9. 00:34:468 (114) – add d
  10. and.. 00:35:816 (121) – k , 00:35:985 (122) - d?
  11. 00:46:603 (165,170) - normal ,finisher => finisher , normal feels better , I guess.
  12. 00:51:153 (183) - k? emphasize to kiai time :D
[Oni]
  1. 00:01:940 (6) – k?
  2. 00:19:805 (57) – d same as Muzu.
  3. 00:23:007 (69) – add k
  4. 00:24:355 (75) - ^
  5. 00:27:726 (89,90,91) – kkd
  6. 00:29:580 (98) – k? 00:29:580 (98,99) – I prefer to avoid same color… backbase pitch are very different.
  7. and 00:29:749 (99) – add k?
  8. Either? following is little different..?
    00:33:457 (121) – k if follow distorsion pitch .
    *I think it’s the best.
    Or
    00:33:120 (118,119) – kk if follow distorsion slar.
    Or
    00:33:035 (117) – move 00:32:698 (115) - (d). (if vocal follow.)
    00:32:698 (115) – not stopped, 00:33:372 (121) – stopped.
    But, both 00:33:035 (118) – and 00:32:361 (112) – not stopped.
    difference is between 00:32:698 (115) – & 00:33:372 (121) – , not 00:33:035 (118)- & 00:32:361 (112) – .
    └―――――――――――――――――――――――――――
  9. 00:34:299 (127,128,129,130,131,132,133,134) – kkddkdkd d=> k ddk kkd?
    Awesome, want to note 00:34:889 (134) -.
  10. 00:51:153 (221) – k same as Muzu. Really good as music :3/


    Umn…. Doesn’t fit density and patterns on kiai. ._.
  11. 00:52:670 (232) – k…. backsound isn’t low, and vocal is still strong.
  12. 00:55:451 – , 00:55:535 - add d,
  13. 01:06:237 – , 01:06:322 - ^ . backsound pattern changed since 01:06:827 (329) -~~~. Not 01:06:153 (324) -.
  14. Either
    01:01:771 (292,293,294) – swap. hear the drums
    Or
    01:01:855 (293) – add d make more simply backbase& vocal no stopped.
    └―――――――――――――――――――――――――――――――――――――
  15. 01:11:884 (356,357,358,359,360) K D D K K any kinds of sounds can follow this… ?
  16. 01:10:957 (352,353) - 352, delete. 353 finisher.
    Suddenly sounds noisy 01:11:041 (352) - . Not 01:11:378 (353) -.
That’s all! I thank you for reading it through ;)
Good Luck! :D
Nofool

JUDYDANNY wrote:

Hello~ :3
Here's a Taiko Mod via My Taiko Moding Queue

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]

  • None.
[Muzukashii]
  1. 00:52:502 (190,191,192) - kkd or kdd good, changed to kdd
  2. 01:03:288 (242,243,244) – ^ ^
    I couldn’t think about other color patterns on the case that put 3notes. ;w;
  3. 01:01:603 (232) – unnecessary, I guess. nooo there's a beat !
  4. 00:19:805 (53) – d hit bass and backbase hits low. I prefer to avoid00:19:299 (52,53) – blue-red. no changes
  5. 00:27:726 (82,83) – kd? Fit better as drums. no changes, it sounds like the previous k d k at 00:26:209
  6. 00:28:906 (86) – k gonna keep d 'cause it sounds a bit different than for the others k d k, and for some changes in the map itself
  7. 00:30:086 (91,92,93) – how about ,,, (delete, finisher, normal)?
  8. and.. 00:29:749 (90) – add d? 91 and 92 fixed
  9. 00:34:468 (114) – add d fixed
  10. and.. 00:35:816 (121) – k , 00:35:985 (122) - d? no changes, followed drums etc
  11. 00:46:603 (165,170) - normal ,finisher => finisher , normal feels better , I guess. added finisher at 00:46:603 (164)
  12. 00:51:153 (183) - k? emphasize to kiai time :D no changes
[Oni]
  1. 00:01:940 (6) – k? no changes, it sounds not that different than the next d, i mean the melody
  2. 00:19:805 (57) – d same as Muzu. same as Muzu
  3. 00:23:007 (69) – add k mm I can't, there's the same sound at 00:25:704 but I've nothing to do 'bout it x_x
  4. 00:24:355 (75) - ^ ^
  5. 00:27:726 (89,90,91) – kkd as in the muzu
  6. 00:29:580 (98) – k? 00:29:580 (98,99) – I prefer to avoid same color… backbase pitch are very different. o_o fixed, idk why it was not already a k
  7. and 00:29:749 (99) – add k?
  8. Either? following is little different..?
    00:33:457 (121) – k if follow distorsion pitch .
    *I think it’s the best. ye I'm following this one but I don't think the sounds is different enough to put a k here
    Or
    00:33:120 (118,119) – kk if follow distorsion slar.
    Or
    00:33:035 (117) – move 00:32:698 (115) - (d). (if vocal follow.)
    00:32:698 (115) – not stopped, 00:33:372 (121) – stopped.
    But, both 00:33:035 (118) – and 00:32:361 (112) – not stopped.
    difference is between 00:32:698 (115) – & 00:33:372 (121) – , not 00:33:035 (118)- & 00:32:361 (112) – .
    └―――――――――――――――――――――――――――
  9. 00:34:299 (127,128,129,130,131,132,133,134) – kkddkdkd d=> k ddk kkd?
    Awesome, want to note 00:34:889 (134) -. mm gonna keep my kkddkdk for now, just to follow the guitar and to keep consistency with the other kkddkdk the coms later
  10. 00:51:153 (221) – k same as Muzu. Really good as music :3/ I'm still not sure 'bout that k >_< I'll think about it so...


    Umn…. Doesn’t fit density and patterns on kiai. ._. I did it on purpose x_x airy style here
  11. 00:52:670 (232) – k…. backsound isn’t low, and vocal is still strong. I don't follow the vocal at all ;_; and the backsounds is a bit lower than at 00:52:501
  12. 00:55:451 – , 00:55:535 - add d, I won't 'cause, as i said, I want to keep that part really airy, I should prolly also add d at 00:59:580 if I didn't
  13. 01:06:237 – , 01:06:322 - ^ . backsound pattern changed since 01:06:827 (329) -~~~. Not 01:06:153 (324) -. ^
  14. Either
    01:01:771 (292,293,294) – swap. hear the drums changed 01:01:771 (288) to k
    Or
    01:01:855 (293) – add d make more simply backbase& vocal no stopped.
    └―――――――――――――――――――――――――――――――――――――
  15. 01:11:884 (356,357,358,359,360) K D D K K any kinds of sounds can follow this… ? the melody fits more with what i di to me x_x
  16. 01:10:957 (352,353) - 352, delete. 353 finisher. ty! I was really looking for a good solution there, fixed, it could be better tho
    Suddenly sounds noisy 01:11:041 (352) - . Not 01:11:378 (353) -.
That’s all! I thank you for reading it through ;)


Good Luck! :D
Thank you JUDY'

to dalollypop :
Muzu : http://pastebin.com/auvY4PB5
Oni : http://pastebin.com/dQk6TCS1
yurunneram


Hi, from pudding girls' modding queue :3

*le cashes in ticket*

You remind me of space dandy, baby

GENERAL

Pls Choose better Combo Colours. These kind of colours will make your map seem like pokemon circus. At least have a themed set. Here's one if you want to use it. I got the colours from the Background. If you're not using this then I hope it's something better.

[Colours]
Combo1 : 126,78,156
Combo2 : 157,79,83
Combo3 : 24,132,181
Combo4 : 105,153,158
Combo5 : 175,18,1

EASY

00:13:400 (3) - Move last node up so that the slider is parallel to 00:11:715 (1)

00:19:805 (1) - Very important ._. Noobs WILL click this early. They WILL. Keep DS here pls

00:50:648 (1) - Too short for an easy spinner. Replace with some hitcircles

01:05:647 (5) - Too close. Resnap spacing please

NORMAL

AR is a bit high but it's still ok

00:10:535 (4) - Triple repeat not recommended for normals

00:18:288 (3) - Distance spacing here. Resnap please

00:28:906 (5) - The tail is lower than the head. Please make it symmetrical you can use the slider ticks as a guide for where the middle is

00:32:445 (4) - Don't stack. It makes people click late. Only expect players to be able to read Approach circles correctly at Hard difficulty levels. Any easier and you have to treat them like blur shitnits

00:35:985 (2) - NC here instead

00:38:681 (3) - NC here instead

01:07:164 (3) - The sliders touch. Ain't very pretty

HARD

00:11:715 (1) - Ctrl + G for better flow

BLAZKIZEN's HARD

00:01:434 (2) - Too much circumference touching the slider. Move down a bit?

00:13:569 (6,7) - Just a suggestion.. Ctrl + G (6) and then stack (7) below (9). Makes good jumps and it's more fun when played

00:15:591 (5) - Blanket is not proper.

01:12:895 (3) - Stack ain't perfect

01:14:749 (6) - Too much circumference in contact again. Move up

STAR CALCULATION

Amusing me with your pokemon circus combo colours x5

Nice Hard x1

Nice Blaziken's Hard x1

Mapping a song that has the word "unmei" in it x2

Total - 9 star (yay I can count)

My apologies for being incapable of modding insanes

Hope you had a nice day. PLEASE CHANGE THOSE COMBO COLOURS

Happy Easter ^^)/

You have been modded out by Yurun Ceroia Neram~
Topic Starter
dalollypop

yurunneram wrote:

thanks you for this mod baby <3


i did mostly all of the changes, and changed colour D: so no worry :3

and whooaaaa, you didnt have to gimme this many stars @_@ but thanks bebez :) :)


why did i even go through the effort to make this stupid gif xD
yurunneram

dalollypop wrote:

yurunneram wrote:

thanks you for this mod baby <3


i did mostly all of the changes, and changed colour D: so no worry :3

and whooaaaa, you didnt have to gimme this many stars @_@ but thanks bebez :) :)


why did i even go through the effort to make this stupid gif xD
Daijoubu. I have a lot of stars to spend X3

Thx for the gif, baby~ Demo ima cowgirl desuyo >w<

Season two in july \(@w@)/
ArcusCosinus
short mod xD

only Insane (I was just looking at your diff in editor xD)
00:14:412 - place a note here (I can hear beat in there) or repeat 00:14:075 (9) -
00:25:704 (2) - place it in x:198 y:103 (better blanket)
00:43:906 (1) - set 1.0 slider vel for this slider (unless you have planned this lol)
01:05:647 - sounds really weird lol. https://osu.ppy.sh/ss/1533128 sounds better for me (3 is under 1's elbow but it it only my version. try some varieties.)

short mods are short heh
don't need kudosu
Topic Starter
dalollypop

Tagre wrote:

short mod xD

only Insane (I was just looking at your diff in editor xD)
00:14:412 - place a note here (I can hear beat in there) or repeat 00:14:075 (9) -
00:25:704 (2) - place it in x:198 y:103 (better blanket)
00:43:906 (1) - set 1.0 slider vel for this slider (unless you have planned this lol)
01:05:647 - sounds really weird lol. https://osu.ppy.sh/ss/1533128 sounds better for me (3 is under 1's elbow but it it only my version. try some varieties.)

short mods are short heh
don't need kudosu
Thanks for this Tagre, and yeah i thought a few of those parts sounded a little bit off :P
thanks love u <3

yurunneram wrote:

Season two in july \(@w@)/

holy shit really :O
GET HYPE
ArcusCosinus

dalollypop wrote:

yurunneram wrote:

Season two in july \(@w@)/

holy shit really :O
GET HYPE
Quote from http://www.reddit.com/r/KillLaKill/comm ... _season_2/ :

It's already been confirmed.

It turns out, skin was actually a living alien organism that enslaved the peaceful skeleton race long before Life-Fibers arrived.

Nudist Beach is the new villian, an organization that serves skin.
lolwut o_O
Topic Starter
dalollypop
K i cri now :cry: :cry: :cry: :cry: :cry: :cry:
Maruyu
Hey~ From modding queue.

Normal
1- 00:04:467 (2) - move this just a little bit up. Just to line up 00:03:625 (1,2,3,4)
2- 00:17:108 (2) - This is here to make a pattern with 00:15:591 (3), but the fact it's not aiming for 00:18:288 (3) looks kind of bad. See what you can do about it

Fine as it is~

The insane's name was not specified on the queue post, so I'm skipping it. Good luck though~ Sparkling star~
Topic Starter
dalollypop
K thanks i did these changes.

and i meant my insane, but owell its ok :3


thnx bby 4 mod :3 :D
Blaziken
I thought with the way they ended it there wasn't going to be a season 2. I'm expecting an OVA to tie loose ends and nothing else.
Topic Starter
dalollypop
haha yeah, think she meant Space dandy season 2

huehuehue xD

getting hype :D
Blaziken

yurunneram wrote:

BLAZKIZEN's HARD

00:01:434 (2) - Too much circumference touching the slider. Move down a bit? Moved 00:00:929 (1) -

00:13:569 (6,7) - Just a suggestion.. Ctrl + G (6) and then stack (7) below (9). Makes good jumps and it's more fun when played Done

00:15:591 (5) - Blanket is not proper.Altered

01:12:895 (3) - Stack ain't perfect Nothin' changed.

01:14:749 (6) - Too much circumference in contact again. Move up Done

STAR CALCULATION

Amusing me with your pokemon circus combo colours x5

Nice Hard x1

Nice Blaziken's Hard x1

Mapping a song that has the word "unmei" in it x2

Total - 9 star (yay I can count)

My apologies for being incapable of modding insanes

Hope you had a nice day. PLEASE CHANGE THOSE COMBO COLOURS

Happy Easter ^^)/

You have been modded out by Yurun Ceroia Neram~
DONE!
http://puu.sh/8noko.osu
TKS
yo!


[ Nofool's Muzukashii]
  1. 00:14:917 (31) - => 00:15:254 - move here. and change to d. i think that you should be unified pattern like 00:09:018 (3,4,5,6,7,8) -
  2. 00:31:603 (96,97,98) - sounds weird to me. i think that you should be used simple pattern. like this v
    00:30:591 ~ 00:32:277

  3. 01:18:625 (318,319,320) - maybe change to d k(1/2)? sounds/plays good to me.
  4. 01:24:355 (347,348,349,350,351,352,353) - so hard to understand the rhythm on current pattern. i guess that you should follow the main melody.
    e.g.
[ Nofool's Oni]
  1. 00:09:524 (5,6,7) - why kdd only here? you should put kd from 00:09:608 - in the same way as other part.
  2. 00:34:721 (129) - del. this sound is a bit over to me. i think that this pattern which is longer than KIAI is unnatural.
  3. 00:37:417 (147) - same as above.
  4. 01:25:114 (429) - => 01:24:945 - maybe move here? more fits the drum and guitar imo.
basically, taiko diffs are fine to me.
you can recall me for recheck.
Nofool

TKS wrote:

yo! yo' thanks for the check


[ Nofool's Muzukashii]
  1. 00:14:917 (31) - => 00:15:254 - move here. and change to d. i think that you should be unified pattern like 00:09:018 (3,4,5,6,7,8) - fixed
  2. 00:31:603 (96,97,98) - sounds weird to me. i think that you should be used simple pattern. like this v
    00:30:591 ~ 00:32:277 fixed, it sounds still a bit weird to me without anything at 00:31:940 but i found nothing else to do at least :c

  3. 01:18:625 (318,319,320) - maybe change to d k(1/2)? sounds/plays good to me. ok fixed, ddd ddd looks not that cool to play here anyways x_x
  4. 01:24:355 (347,348,349,350,351,352,353) - so hard to understand the rhythm on current pattern. i guess that you should follow the main melody.
    e.g.
ok i changed this but a bit differently, like that v (it sounds pretty good to me now)

01:24:524 (345) ~ 01:25:366 (351)

[ Nofool's Oni]
  1. 00:09:524 (5,6,7) - why kdd only here? you should put kd from 00:09:608 - in the same way as other part. fixed
  2. 00:34:721 (129) - del. this sound is a bit over to me. i think that this pattern which is longer than KIAI is unnatural. ok done ;_;
  3. 00:37:417 (147) - same as above. ^
  4. 01:25:114 (429) - => 01:24:945 - maybe move here? more fits the drum and guitar imo. good o_o fixed
basically, taiko diffs are fine to me.
you can recall me for recheck.ok i'll do that
fixed everything more or less (i mean one different thing in the muzu é_è) thank you a lot !

to dalollypop
muzu : http://pastebin.com/Bav4VdJy
oni : http://pastebin.com/LV2cyd6j
TKS
about the Oni.

00:31:266 - indeed, this point doesnt have the bassdrum sound. but this empty doesnt fit the flow of map. i highly recommend that add notes here.
00:41:209 - i think that this SV change is not good a bit. 00:41:209 (172) - this K does still exist in the strong flow. i mean, you should move the green line to 00:41:546 imo.
Nofool

TKS wrote:

about the Oni.

00:31:266 - indeed, this point doesnt have the bassdrum sound. but this empty doesnt fit the flow of map. i highly recommend that add notes here. yep fixed, i think only a d at 00:31:097 coul've been good too but, it follows the guitar and i shouldn't do this there ,_,
00:41:209 - i think that this SV change is not good a bit. 00:41:209 (172) - this K does still exist in the strong flow. i mean, you should move the green line to 00:41:546 imo.ok fixed, looks a bit better yeah


thanks again !

to dalolly
oni changes : http://pastebin.com/5V2V8eN8
Okoratu


General

  1. Random sliderwhistles everywhere e.e

Tagre's Insane

  1. Plays ok, i guess
  2. 00:06:153 (1) - I tink this spinner should actually start on the white tick 00:06:322 - because the long vocal it is supposedly mapping starts there (sonozakiniii~)
  3. 00:30:254 (2) - the hitsounds for this stream are a bit too quiet imo, might increase its volume to 65 - 70%
  4. 00:51:490 (1,2,3,4,5) - hitsounds should be audible (and i don't think that's the case here with the 5% volume hitsounding)
  5. 00:57:389 (3) - might rotate this one so that it actually aligns with the direction the circles are pointing at
    Example

    Dunno if that explanation was clear enough, it's just that this might look nicer
  6. 01:08:344 - skipping this vocal isn't that nice, i think the correct way to follow it would be like this:

aon's Insane

  1. the previously mentioned hitsound things on Tagre's diff (hitsounds being too quiet for my liking whatsoever apply here as well!)
  2. 00:45:591 (6,7) - moving this one down a bit might make this easier to read:
  3. 00:58:400 (2) - what does this slider snap to??? It's not 1/3, 1/6 or 1/12, nor is it 1/8 or 1/16, how did you even make this one XDD, anyways, i'd suggest you snap it to the red tick in 00:58:659 -, lol :D
  4. 01:18:456 (1) - distance between circle and this slider could be bigger imo 01:18:119 (7) - (feels like you're being held back while playing)
  5. 01:21:659 (2,3,4) - the distance between this one and the slider should really be a bit bigger because one could assume that it's 1/4 by the way it's spaced right now

Gl with your map!
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