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Nakagawa Shoko - Sorairo Days [CatchTheBeat]

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Total Posts
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Topic Starter
Zak
This beatmap was submitted using in-game submission on Saturday, May 28, 2016 at 12:18:23 PM

Artist: Nakagawa Shoko
Title: Sorairo Days
Source: 天元突破グレンラガン
Tags: kjwkjw Tenshichan Tengen Toppa Gurren Lagann tv size Big Bang Shouko OP opening theme rock shokotan srcl-6573 meg rock gainax tokyo hot blood robot fight final universe super drill
BPM: 174
Filesize: 4747kb
Play Time: 01:28
Difficulties Available:
  1. kjw's Rain (3.74 stars, 318 notes)
  2. Platter (2.83 stars, 224 notes)
  3. Salad (2.12 stars, 219 notes)
  4. Tenshichan's Cup (1.24 stars, 99 notes)
Download: Nakagawa Shoko - Sorairo Days
Information: Scores/Beatmap Listing
---------------
My 2nd mapset, hopefully I'm not as lazy with this one. (Old mapping styles wow)
Thanks to kjwkjw for the Rain! (Which also gave me something to work with)
Also thanks to Tenshichan for the Cup diff!
Tenshichan's Cup - 100%
Salad - 100%
Platter - 100%
kjw's Rain - 100%

Used in CWC 2016 Group Stage as a no mod pick!

Re-DL after 4/5/16 for a better bg
Re-DL after 4/29/16 for artist change
Re-DL after 5/23/16 for new mp3
eldnl
wanna diff
Kurokami
Mod requested in my queue.

[Cup]

00:23:527 (1) - This sounds very strange due there is a very strong rhyhtm right before it. I think if you use an 1/2 slider from 00:23:354 it would be better.
00:24:044 (2) - Same with this.
00:27:320 (2) - Repeat slider to cover the main beat too?
00:58:354 (2,3) - Add a repeat to (2) to cover the stream part between these two?
01:06:113 - Add a slider till 01:06:630? This way the players will go straight into the notes rhythm. And the ryhthm is not empty there anyways.
01:07:665 (4) - Are you sure you should map long sliders during kiai? During this slider there is more rhythm which can be used to raise the level of the kiai.

Why the largest CS is used? Its kinda annoying to play. q.q Anyways its a good difficulty, good work.

[Salad]

I have many problems with this diff. Lets start with the basic distance.
00:05:596 (1,2,3,4,5,6) - Why you lowered the distance between (3,4,5) then raised again between (5,6)? Its very hard to read even for me because of the AR but for a begginner this will be the most annoying map ever.
00:06:803 (7,8,9,10) - Here again. Sudden distance difference between (9,10).
00:07:665 (1,2,3,4) -
00:08:527 (1,2,3,4,5) -
...
I stop pointing these out since it happens everywhere. I suggest you to choose one distance (like 4 grid line between each note and 6for jumps) and use it on your whole difficulty. During kiai it can be a little higher.

00:19:389 (1,2,3,4,5,6,7,8,9) - This stream is very useless. There is stong beat only 00:20:423 (7,8,9) - at these. If you want to follow something here, follow the vocal please.
00:25:768 (1) - To be honest I rather use a simple long slider for streams. For some reason I think it comes better.
00:37:665 (1,2,3,4,...) - 00:49:216 (4) - 10 seconds with not even a single slider. If you map easiest diff you should use as many sliders as you can. They are much easier to handle then simple notes. Begginners can easily miss slow notes since they are usually just playing after thier eyes and not after their ears.

You really need to change many things before I can say this is good. This diff is still far from being enjoyable. I jumped more times then on any Platters. lol Please if you have some free hours go trough on this once more and at least try to use put in more slider and correct the distance everywhere.

[Gradiant's Salad]

Man, I hate naming difficulties in my mod posts. q.q Well, this has nothing to do with your diff. lol

00:12:320 (7,8,9) - This pattern is very ugly. Try to use something nicier. :3
00:46:113 (4,5) - This jump is very hard to handle. Please move them a bit closer.
00:46:803 (8,9) - ^
00:48:354 (2,3,4) - Very weird distance. Please put (2,3) closer to each other.
01:02:147 (8,9,10) - Stop using these weird distances please. Its way too hard for this level. And add NC to (8).
01:04:906 (13) - NC
01:10:423 (8) - NC
01:14:389 (6) - ^
I won't point out more new combo. Please go trought on the whole diff and correct them. Try to keep around 7 since that is a good number for easier diffs. Combo end gives more HP after all.

I can say almost the same thing as at the other Salad. Take a look at your distance snapping. It is really weird sometimes. Salads still needs be fcables w/o using dash key (I personally think kiai can contains some dash), this is because begginners sometimes still suck at timing their jumps and getting miss. So yeah, correct them.

[Platter]

00:11:113 (1,2,3,4,5,6) - What the nrve48. This is one of the hardest HDash patterns and you used it on Platter where you should still not. I personally think only kiai can contains HDash at this level. Please remove them once and for all.
00:17:665 (1,2) - This follows nothing.
00:35:079 (1,2,3) - Using hard dashes after HDash is not a good idea and not even allowed. Please correct it.
00:45:596 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Using this pattern trough your entire diff will result a borring diff. Please try to use more sliders and map different patterns with them. And also this pattern is very hard to be in Platter.
00:51:113 (4,5,6) - These jumps is very hard since you need a lot of luck to reach (6) after that Hdash. Please do not use it on Platter.
00:53:872 (10,1,2) - ^
00:55:079 (3,4,5) - ^ I won' point out more. I think there is still some.

I beg you to do something nicier with your rhythms. Currently this diff is just a few random jump and borring movements. You need to consider which should be a jump and which is just a simple move. I prefer maps with a very good flow so you need to work more to satisfy me. :3
For example 00:20:596 (8,9) - Here can be a nice jump (even a HDash).

As for patterns you can look up in other CtB only maps but mostly you need to develop them for yourself. I mean you need to find the ones you like and use them along with a good flow.

[Rain]

00:06:113 (4,5,6) - This pattern is hard to handle. I think if you just put them next to each other it would be better.
00:25:768 (6,7,8,9,10,11,1) - I think you can map something interesting here. :3
00:45:596 (1,2,3,4,5,6,7,8,1,2,3,4,5) - A big NOOOOOOOOOOOOOO. This pattern is very annoying and Rain should not contain it in any case. It can be used with extra care and in rare case but not here and not now. Please use something else.
01:02:838 (4,5,6,1) - This is hard to handle it. Move them a bit closer to each other.
01:07:837 (2,3,4,5,1,2) - Stop with these. q.q I can bear no more.

Please work on your dashes a bit more. Currently I can only say its a bit borring. No interesting jump pattern, just left then back right. Try to put jumps sometimes after each other, like you need to jump a bit left then left again and then back to the middle. Or something like this. These patterns makes the CtB interesting and fun to play.

[Overdose]

HP8? No, please lower it to 7.

Hmm, kinda interesting what we got here. A lot of work. /jk

00:25:596 (1,2,3,4,5,6,7,8,1) - This stream is not really looks great and I don't think anyone can fc it. Please try out something else.
00:31:285 (1,2,3,4,5,6,1) - When you are mapping 1/4 with this distance you need to consider one players ability. 1/4 is a very hard rhyhtm in any case so you need to be extra carefull with both distance and pattern. As i said before, try to use something else here too.
00:36:544 (1,2,3,4,5,6,7,8,9,10) - Same here, tho I fc'd this one.
00:42:234 (1,2,3,4,5,6,7) - The distance between (3,4) is not really a good choice for 1/4. Its really annoying and can only be used if its fit in the rhyhtm. Currently this should be just a simple movement stream.
00:45:596 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22) - Man, use NC often. The fruits are stacking up and covering the playfield. Try to keep them under 10 if possible.
00:58:699 (6,7,8,10) - Ugly pattern in the middle of the stream. Just a simple adjustment tho. Move (7) one grid closer.
01:09:475 (1,2,3,4,5,6,7,8,9,10,11) - Same as before at the similar pattern.
01:20:079 (9) - NC

Take a look at your new combos and try to use it at every big white tick. I only have just a few problem with you streams, mostly with their form. Correct them.
[]

I'm tired. I should have pointed out more things per diff but meh. Please call me back after some more mods and I will re-check this. I have hopes for this mapset so please surprise me next time. :3

On the other hand I'm not sure if this is currently fit in the ranking criteria. You only mapped 2 diff on your own and 4 is comes from other mappers. Which is around 33% and 66% is from the others. It should be 50-50. o.o
Topic Starter
Zak

Kurokami wrote:

Mod requested in my queue.

[Salad]

I have many problems with this diff. Lets start with the basic distance.
00:05:596 (1,2,3,4,5,6) - Why you lowered the distance between (3,4,5) then raised again between (5,6)? Its very hard to read even for me because of the AR but for a begginner this will be the most annoying map ever.
00:06:803 (7,8,9,10) - Here again. Sudden distance difference between (9,10).
00:07:665 (1,2,3,4) -
00:08:527 (1,2,3,4,5) -
...
I stop pointing these out since it happens everywhere. I suggest you to choose one distance (like 4 grid line between each note and 6for jumps) and use it on your whole difficulty. During kiai it can be a little higher.

00:19:389 (1,2,3,4,5,6,7,8,9) - This stream is very useless. There is stong beat only 00:20:423 (7,8,9) - at these. If you want to follow something here, follow the vocal please.
00:25:768 (1) - To be honest I rather use a simple long slider for streams. For some reason I think it comes better.
00:37:665 (1,2,3,4,...) - 00:49:216 (4) - 10 seconds with not even a single slider. If you map easiest diff you should use as many sliders as you can. They are much easier to handle then simple notes. Begginners can easily miss slow notes since they are usually just playing after thier eyes and not after their ears.

You really need to change many things before I can say this is good. This diff is still far from being enjoyable. I jumped more times then on any Platters. lol Please if you have some free hours go trough on this once more and at least try to use put in more slider and correct the distance everywhere.

Aside from the small stream after the first break (keeping it because I prefer it over a long slider), I'm not addressing anything in particular. I went through the entire map and made all the distances more consistent to improve the flow. I didn't add that many more silders since they just didn't seem to really fit the song that much for an easier difficulty, so with the spacing fixed it should make up for that.

[Platter]

00:11:113 (1,2,3,4,5,6) - What the nrve48. This is one of the hardest HDash patterns and you used it on Platter where you should still not. I personally think only kiai can contains HDash at this level. Please remove them once and for all.
Made it easier to hit so only the very last jump is a HDash.
00:17:665 (1,2) - This follows nothing.
Removed.
00:35:079 (1,2,3) - Using hard dashes after HDash is not a good idea and not even allowed. Please correct it.
00:45:596 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Using this pattern trough your entire diff will result a borring diff. Please try to use more sliders and map different patterns with them. And also this pattern is very hard to be in Platter.
Changed it to 3 reverse sliders that shouldn't be too difficult for most players.
00:51:113 (4,5,6) - These jumps is very hard since you need a lot of luck to reach (6) after that Hdash. Please do not use it on Platter.
00:53:872 (10,1,2) - ^
00:55:079 (3,4,5) - ^ I won' point out more. I think there is still some.

I beg you to do something nicier with your rhythms. Currently this diff is just a few random jump and borring movements. You need to consider which should be a jump and which is just a simple move. I prefer maps with a very good flow so you need to work more to satisfy me. :3
For example 00:20:596 (8,9) - Here can be a nice jump (even a HDash).

Reduced spacing on lots of the jumps to make sure there isn't as much dashing needed, especially during kiai time. Still some long jumps but they're not near as hard anymore.

As for patterns you can look up in other CtB only maps but mostly you need to develop them for yourself. I mean you need to find the ones you like and use them along with a good flow.

I'm tired. I should have pointed out more things per diff but meh. Please call me back after some more mods and I will re-check this. I have hopes for this mapset so please surprise me next time. :3

On the other hand I'm not sure if this is currently fit in the ranking criteria. You only mapped 2 diff on your own and 4 is comes from other mappers. Which is around 33% and 66% is from the others. It should be 50-50. o.o
Updated as well as updated Gradiant's Salad, regarding the amount of diffs from me, I'm pretty sure it's enough to be ranked as I've seen mapsets with 3 difficulties where the creator only did one.

I've also removed Amir's Overdose as he says he doesn't have the time to keep up with mods for it.
Tenshichan

Kurokami wrote:

[Cup]

00:23:527 (1) - This sounds very strange due there is a very strong rhyhtm right before it. I think if you use an 1/2 slider from 00:23:354 it would be better. Fixed!
00:24:044 (2) - Same with this. ^
00:27:320 (2) - Repeat slider to cover the main beat too? If you sound closely, there is nothing to cover, and it sounds awkward.
00:58:354 (2,3) - Add a repeat to (2) to cover the stream part between these two? I don't get what you mean. However, I added a fruit between the slider and the next fruit.
01:06:113 - Add a slider till 01:06:630? This way the players will go straight into the notes rhythm. And the ryhthm is not empty there anyways. I'll think about it.
01:07:665 (4) - Are you sure you should map long sliders during kiai? During this slider there is more rhythm which can be used to raise the level of the kiai. Changed!

Why the largest CS is used? Its kinda annoying to play. q.q Anyways its a good difficulty, good work. Annoying? ;_; I like it with the largest CS, and also this difficulty is for absolute beginners and I think it plays well with the CS. I will keep it and if more people think this is bad I will consider changing it.
thanks 4 mod!
http://puu.sh/7Y6c8.osu
Topic Starter
Zak
Updated! Now waiting on fixes from kjwkjw
kaji_
Sorry I'm late! >.<;;

Kurokami wrote:

[Rain]

00:06:113 (4,5,6) - This pattern is hard to handle. I think if you just put them next to each other it would be better.
00:25:768 (6,7,8,9,10,11,1) - I think you can map something interesting here. :3
00:45:596 (1,2,3,4,5,6,7,8,1,2,3,4,5) - A big NOOOOOOOOOOOOOO. This pattern is very annoying and Rain should not contain it in any case. It can be used with extra care and in rare case but not here and not now. Please use something else.
01:02:838 (4,5,6,1) - This is hard to handle it. Move them a bit closer to each other. >> Keeping this more or less the same since I mapped 00:51:803 similarly. It's definitely a challenge, but I think it works out for this part of the song as a way to emphasize the vocal notes that land on the red ticks.
01:07:837 (2,3,4,5,1,2) - Stop with these. q.q I can bear no more.
>> Tried fixing everything else as per your suggestions.

Please work on your dashes a bit more. Currently I can only say its a bit borring. No interesting jump pattern, just left then back right. Try to put jumps sometimes after each other, like you need to jump a bit left then left again and then back to the middle. Or something like this. These patterns makes the CtB interesting and fun to play. >> I made the relatively overkill parts easier to handle, and some of the very linear patterns a bit more interesting. Hopefully it's a little better now, but I definitely think I should get more pointers from other people with regard to interesting patterns. I'm not that experienced at CTB mapping ><;
Thanks for modding! :)

Update: http://puu.sh/7ZpHh.osu
Topic Starter
Zak
Updated!
Riari
From my Modding Queue

General

  1. The background is 1023 x 768, shouldn't it be 1024 x 768?


Tensichan's Cup

  1. Not much to say here, only that I would map out the following spinners as you seem to have mapped parts similar to them:
  2. 00:00:251 (1) -
  3. 00:45:596 (1) -


Salad

  1. I would map out the start of this, there isn't really a reason not to.
  2. The break after 00:20:768 (9) - could be mapped out.
  3. 00:05:596 (1,2,3,4,5,6) - This pattern seems a little hard for a salad, the movements after a dash seem a little harsh.
  4. 00:29:734 (3,4) - This dash seems a little big, I would shorten it.

Platter

  1. There is a lot of dashing in this map, a lot of it doesn't feel like it matches up with the song, it's easier to play this with my dash button held down.
  2. I would map out the start of this, there isn't really a reason not to.
  3. 00:57:147 (7,8,9,10) - I don't like this pattern, it's quite hard to hit for a platter.
  4. The break after 00:20:768 (9) - could be mapped out.

Gradiant's Salad

  1. AR7 seems a bit much for a salad, I would tone it down to 6, with OD going down with it.
  2. I would map out the start of this, there isn't really a reason not to.
  3. 00:45:596 (1,2,3,4,5,6,7,8,1,2,3,4,5) - This platter walk pattern is nice, but the dashes between it feel a bit sudden, maybe shorten the distance between the walks?

kjw's Rain

  1. I would map out the start of this, there isn't really a reason not to.
  2. This map has a lot of repeating hypers, a lot of which I think should only appear in Overdose difficulties, I'll outline these below.
  3. 00:25:768 (6,7,8,9,10,11,1) - ^^
  4. 00:36:630 (1,2,3,4,5,6,7,8,1) - This is a big culprit, this pattern isn't rain-level.
  5. 01:10:079 (8,9,10,11) - Not as bad as above, but it does feel a bit too hard.
  6. 00:45:423 (6,7,1) - Could you tighten or widen this part a bit, it seems really hard to read on if you should dash or not.


Thats all for now I guess, good luck with your mapset!
Topic Starter
Zak

Riari wrote:

From my Modding Queue

General

  1. The background is 1023 x 768, shouldn't it be 1024 x 768?
I don't think 1 pixel should make a difference, if it does though I'll address it.

Salad

  1. I would map out the start of this, there isn't really a reason not to.
    I prefer it with the lead in so I'll keep it blank.
  2. The break after 00:20:768 (9) - could be mapped out.
    Will keep this part blank as well.
  3. 00:05:596 (1,2,3,4,5,6) - This pattern seems a little hard for a salad, the movements after a dash seem a little harsh.
    Shortened the distance between this and the first 2 notes.
  4. 00:29:734 (3,4) - This dash seems a little big, I would shorten it.
    Shortened as well.

Platter

  1. There is a lot of dashing in this map, a lot of it doesn't feel like it matches up with the song, it's easier to play this with my dash button held down.
  2. I would map out the start of this, there isn't really a reason not to.
    Same reason as Salad.
  3. 00:57:147 (7,8,9,10) - I don't like this pattern, it's quite hard to hit for a platter.
    Shortened the distance on this one greatly, it's still a jump in the same direction but not near as bad.
  4. The break after 00:20:768 (9) - could be mapped out.
    Same as Salad.


Thats all for now I guess, good luck with your mapset!
Thanks for modding, updated!
Just awaiting GD updates.
kaji_

Riari wrote:

kjw's Rain

  1. I would map out the start of this, there isn't really a reason not to. >> I also like having it blank until the song picks up a bit more at 00:04:906; also the lead-in is consistent with the other difficulties, so I'll keep it as is for now.
  2. This map has a lot of repeating hypers, a lot of which I think should only appear in Overdose difficulties, I'll outline these below.
  3. 00:25:768 (6,7,8,9,10,11,1) - ^^ >> Made the notes closer so only 00:26:199 (11) is a hyper. I feel that one goes along nicely to the music.
  4. 00:36:630 (1,2,3,4,5,6,7,8,1) - This is a big culprit, this pattern isn't rain-level. >> Changed this part to be the same as above.
  5. 01:10:079 (8,9,10,11) - Not as bad as above, but it does feel a bit too hard. >> Changed also, though they're spaced out a tiny bit more than the above two sections.
  6. 00:45:423 (6,7,1) - Could you tighten or widen this part a bit, it seems really hard to read on if you should dash or not. >> Changed the pattern a little bit so the notes are closer.


Thats all for now I guess, good luck with your mapset!
Thanks for modding!

Update:
SPOILER
osu file format v13

[General]
AudioFilename: sorairo.mp3
AudioLeadIn: 0
PreviewTime: 48010
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5596,15251,26285,37320,48354,75941
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 5.099999

[Metadata]
Title:Sorairo Days (TV Size)
TitleUnicode:空色デイズ (TV Size)
Artist:Nakagawa Shouko
ArtistUnicode:中川翔子
Creator:Zak
Version:kjw's Rain
Source:天元突破グレンラガン
Tags:kjwkjw Tenshichan Gradiant
BeatmapID:366195
BeatmapSetID:147991

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
2,15451,17065
2,20968,22582
2,70623,72237
2,78899,80168
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
79,344.827586206897,4,1,0,100,1,0
11113,-100,4,1,0,50,0,0
11285,-100,4,1,0,60,0,0
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81975,-100,4,1,0,80,0,0
82147,-100,4,1,0,90,0,0
82320,-100,4,1,0,100,0,0


[Colours]
Combo1 : 204,51,55
Combo2 : 41,56,160
Combo3 : 209,128,84
Combo4 : 181,77,189

[HitObjects]
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448,192,5251,1,0,0:0:0:0:
256,192,5596,5,4,0:0:0:0:
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256,192,5941,1,8,0:0:0:0:
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Topic Starter
Zak
All updated!
CLSW
[Gradiant's Salad]
00:20:768 (1,2,3) - unsnapped sliders.
01:22:665 (1,2,3,4,5) - how about to move to left side?

[Salad]
No prob for me.

[Platter]
00:31:458 (2,3,4) - ctrl + h.
00:48:010 (1) - add hyperdash.

00:45:596 (10) - add NC
00:53:872 (10) - add NC
00:54:389 (1) - delete NC
01:09:906 - add a beat here.


[Rain]
00:27:837 (2,3) - I think this would be better flow and fun. Have a look at this. 00:30:768 (3) - ctrl + g. If you applied this one, then move 00:31:113 (4) - to x : 392.
00:33:699 (3,4) - make more jumpy. move 00:33:872 (4) - to x : 80 or somewhere
00:34:906 (2,3) - I think left to right way would be better.
00:47:665 (5,6) - nope, reduce it please. I missed this everytime.
00:50:768 (7,8) - how about to move them to left side? it would be a better flow. Try this.01:01:803 (7,8) - this time, better use this.
Pretty solid rain. Good job!

Well I won't mod Cup diff cuz I'm not good at cup modding and.. you know.. yes.
\o\o\
Topic Starter
Zak

CLSW wrote:

[Platter]
00:31:458 (2,3,4) - ctrl + h.
00:48:010 (1) - add hyperdash.

00:45:596 (10) - add NC
00:53:872 (10) - add NC
00:54:389 (1) - delete NC
01:09:906 - add a beat here.
Fixed all, thanks!
Gradiant

CLSW wrote:

[Gradiant's Salad]
00:20:768 (1,2,3) - unsnapped sliders.
01:22:665 (1,2,3,4,5) - how about to move to left side?
I'm pretty sure the unsnapped slider is fixed now.
Your second point is a good idea, that's changed now as well.
Thanks for the mod!
kaji_

CLSW wrote:

[Rain]
00:27:837 (2,3) - I think this would be better flow and fun. Have a look at this. >> Changed, but also moved 00:28:354 (4,5) to prevent having too many hypers in a row.
00:30:768 (3) - ctrl + g. If you applied this one, then move 00:31:113 (4) - to x : 392. >> I think I like this part as is. Sorry!
00:33:699 (3,4) - make more jumpy. move 00:33:872 (4) - to x : 80 or somewhere >> Changed.
00:34:906 (2,3) - I think left to right way would be better. >> Changed.
00:47:665 (5,6) - nope, reduce it please. I missed this everytime. >> Made these closer together, keeping the hyper at 00:47:492 (4) because that's where I really wanted it.
00:50:768 (7,8) - how about to move them to left side? it would be a better flow. Try this.01:01:803 (7,8) - this time, better use this. >> I like these; changed!

Pretty solid rain. Good job! >> Thank you :D
Sorry for the really late response :( Thanks for the mod!

Update:
SPOILER
osu file format v13

[General]
AudioFilename: sorairo.mp3
AudioLeadIn: 0
PreviewTime: 48010
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5596,15251,26285,37320,48354,75941
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 5.099999

[Metadata]
Title:Sorairo Days (TV Size)
TitleUnicode:空色デイズ (TV Size)
Artist:Nakagawa Shouko
ArtistUnicode:中川翔子
Creator:Zak
Version:kjw's Rain
Source:天元突破グレンラガン
Tags:kjwkjw Tenshichan Gradiant
BeatmapID:366195
BeatmapSetID:147991

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

[Events]
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0,0,"bg.jpg",0,0
//Break Periods
2,15451,17065
2,20968,22582
2,70623,72237
2,78899,80168
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

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Yami Shoujo
[Tenshichan's Cup]
00:25:941 I think you can extend the spinner or add a note here

[Gradiant's Salad]
I really think AR7 is too much, maybe put AR6.5 since it does have more notes then the other salad

00:12:320 (7) - NC
00:12:406 (8) - I think you should move this a grid square closer to the left
01:22:751 (2) - same thing ^ but to the right

[Salad]
00:45:596 (1,2,3,1,2,3) - I feel like this is a tad hard for Salad, maybe make them lean into each other like this
[Platter]
Not much to say here, though I think AR8.3 fits slightly better, just my opinion though

[kjw's Rain]
01:18:785 - I don't think you should put a break here, instead map this part too


Wish you luck on the mapset!
Gradiant

Minky wrote:

[Gradiant's Salad]
I really think AR7 is too much, maybe put AR6.5 since it does have more notes then the other salad

00:12:320 (7) - NC
00:12:406 (8) - I think you should move this a grid square closer to the left
01:22:751 (2) - same thing ^ but to the right
Done, done, and done! Thanks for looking at it.
kaji_

Minky wrote:

[kjw's Rain]
01:18:785 - I don't think you should put a break here, instead map this part too >> Shortened the spinner before and mapped this section.
Thanks for modding!

Here's the update:
SPOILER
osu file format v13

[General]
AudioFilename: sorairo.mp3
AudioLeadIn: 0
PreviewTime: 48010
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5596,15251,26285,37320,48354,75941
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 5.799998

[Metadata]
Title:Sorairo Days (TV Size)
TitleUnicode:空色デイズ (TV Size)
Artist:Nakagawa Shouko
ArtistUnicode:中川翔子
Creator:Zak
Version:kjw's Rain
Source:天元突破グレンラガン
Tags:kjwkjw Tenshichan Gradiant
BeatmapID:366195
BeatmapSetID:147991

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

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Topic Starter
Zak

Minky wrote:

[Salad]
00:45:596 (1,2,3,1,2,3) - I feel like this is a tad hard for Salad, maybe make them lean into each other like this
[Platter]
Not much to say here, though I think AR8.3 fits slightly better, just my opinion though
Wish you luck on the mapset!
Changed all, updated.
Vhy
hello ~
mod from my queue

[General]
your bg size should be 1024x768. i know 1 pixel didnt make any difference but this rule is a must. later BAT will find this tho

[Tenshichan's Cup]
nothing problem here for me

[Salad]
00:12:320 (7,8) - you could spaced them out a bit to create a little jump since there's a spinner afterwards
00:36:630 (5) - i quite dislike this slider cz there's a highpitched vocal at 00:37:320 which should be a nice spot to put a jump. try this pattern instead? http://puu.sh/ci34U.jpg
01:22:665 (7,8) - same as the first suggestion

[Gradiant's Salad]
00:11:113 (1,2,3,4,5,6) - since you increase their volume periodically, their distance should be increased periodically too to emphasize it.
00:21:458 (3) - unsnapped slider end. please fix this
00:24:044 (4) - x:320?
00:32:320 (2,3) - they should be separated as the vocal highpitched at 00:32:492. its better to create a little jump between them
01:04:906 (5,6,7,8,9) - try this pattern? http://puu.sh/ci4wN.jpg
01:21:458 (1,2,3,4,5,6) - same as the first suggestion

[Platter]
00:19:389 (1,2,3,4,5,6,7,8,9) - this is actually same goes as salad. you could add more spacing on every note periodically to emphasize the volume up
00:25:768 (7) - move this slightly to the left to make it easier to catch the next note
00:46:975 (3,4) - what the point of (4) being stacked with (3)? imo separate them and move (4) to x:160 would make the flow better
00:50:768 (2,3) - swap their position and lower the distance. it should be like this http://puu.sh/ci8tq.jpg
00:56:458 (7) - NC

[kjw's Rain]
00:27:492 (1,2,3) - this edge HDash combo is a bit stressing. putting one is okay but two is kinda overrused. considering changing one of them or if you want to keep both HDashes is okay but just decrease their distance to make it a bit easier by looking at
00:25:854 (7,8) - at least make their distance a bit closer, as well as the next pattern
00:36:716 (2,3) - same as above
00:39:906 (6,1) - a HDash here fits a lot
01:05:423 (2,3,4) - this HDash is kinda too sudden and a bit unreadable for me
01:09:992 (7,8) - same as 00:25:854 (7,8)
01:22:148 (5,6) - why dont put a HDash here?


i think that's all
good luck :)
Topic Starter
Zak

Vhy wrote:

hello ~
mod from my queue

[General]
your bg size should be 1024x768. i know 1 pixel didnt make any difference but this rule is a must. later BAT will find this tho

[Salad]
00:12:320 (7,8) - you could spaced them out a bit to create a little jump since there's a spinner afterwards Done.
00:36:630 (5) - i quite dislike this slider cz there's a highpitched vocal at 00:37:320 which should be a nice spot to put a jump. try this pattern instead? http://puu.sh/ci34U.jpg Done.
01:22:665 (7,8) - same as the first suggestion Done.

[Platter]
00:19:389 (1,2,3,4,5,6,7,8,9) - this is actually same goes as salad. you could add more spacing on every note periodically to emphasize the volume up This feels kind of rough to me, but I did it anyway as it's still nothing too difficult.
00:25:768 (7) - move this slightly to the left to make it easier to catch the next note Done.
00:46:975 (3,4) - what the point of (4) being stacked with (3)? imo separate them and move (4) to x:160 would make the flow better Done.
00:50:768 (2,3) - swap their position and lower the distance. it should be like this http://puu.sh/ci8tq.jpg Done.
00:56:458 (7) - NC Done.

i think that's all
good luck :)
Did everything but the 2 things with puush links I can't look at as puush isn't working, will recheck later when it is.
EDIT: Everything is changed now.

Thanks for the mod!
Gradiant

Vhy wrote:

[Gradiant's Salad]
00:11:113 (1,2,3,4,5,6) - since you increase their volume periodically, their distance should be increased periodically too to emphasize it. Not sure about periodically increasing, was a bit awkward in my opinion. I changed it so the distance is the same , just a tad farther apart now.
00:21:458 (3) - unsnapped slider end. please fix this Fixed
00:24:044 (4) - x:320? Done
00:32:320 (2,3) - they should be separated as the vocal highpitched at 00:32:492. its better to create a little jump between them Done
01:04:906 (5,6,7,8,9) - try this pattern? http://puu.sh/ci4wN.jpg Like this suggestion a lot more than what I had originally, thanks.
01:21:458 (1,2,3,4,5,6) - same as the first suggestion Fixed the same as how I changed the first suggestion.

Thanks for the mod!
Sey
No KDS for this.

Hi, you asked me to mod this but I want to see some changes before.

First of all 2 minor things:
  1. Your wallpaper is 1023x767 though it should be 1024x768, that would be easy to fix, so I prepared it for your already:
  2. Tenshichan's Cup: 00:00:251 (1) - Get rid of that spinner to keep consistency with all the other diffs. First beat should appear at 00:04:906 - (or optionally 00:05:596 - .).
Now to the more important stuff:

Apart of kjw's Rain all difficulties lack of hitsounds. Until these are added I advice you to move this back to WIP and not accept any further mods up till then. Once you are done you can call me back and I give it a deeper look. But a map without Hitsounds is an incomplete set to me, so it shouldn't be in Pending actually since modding also includes Hitsound checks.
kaji_

Vhy wrote:

[kjw's Rain]
00:27:492 (1,2,3) - this edge HDash combo is a bit stressing. putting one is okay but two is kinda overrused. considering changing one of them or if you want to keep both HDashes is okay but just decrease their distance to make it a bit easier by looking at >> Changed this section to be consistent with the HDash placement at 00:32:837. The only hyper now is at 00:27:320 (5).
00:25:854 (7,8) - at least make their distance a bit closer, as well as the next pattern >> Made them slightly closer.
00:36:716 (2,3) - same as above >> ^
00:39:906 (6,1) - a HDash here fits a lot >> I cut down on the hypers in this section as there's a bit of winding down before the chorus. I'll wait and see if anyone else brings this up.
01:05:423 (2,3,4) - this HDash is kinda too sudden and a bit unreadable for me >> Changed so that there's only one hyper at 01:05:941 (3).
01:09:992 (7,8) - same as 00:25:854 (7,8) >> Fixed.
01:22:148 (5,6) - why dont put a HDash here? >> Having no dashes here makes it consistent with the beginning (00:11:113) and puts more emphasis on the very end (right before the last spinner). I'll keep this as is, sorry!
Thank you for modding! :)

Update:
SPOILER
osu file format v13

[General]
AudioFilename: sorairo.mp3
AudioLeadIn: 0
PreviewTime: 48010
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5596,15251,26285,37320,48354,75941
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 5.799998

[Metadata]
Title:Sorairo Days (TV Size)
TitleUnicode:空色デイズ (TV Size)
Artist:Nakagawa Shouko
ArtistUnicode:中川翔子
Creator:Zak
Version:kjw's Rain
Source:天元突破グレンラガン
Tags:kjwkjw Tenshichan Gradiant
BeatmapID:366195
BeatmapSetID:147991

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

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//Storyboard Layer 2 (Pass)
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448,192,57147,1,2,0:0:0:0:
96,192,57492,1,2,0:0:0:0:
16,192,57665,1,0,0:0:0:0:
416,192,57837,1,4,0:0:0:0:
176,192,58182,5,0,0:0:0:0:
336,192,58354,1,8,0:0:0:0:
176,112,58527,1,0,0:0:0:0:
128,112,58613,1,0,0:0:0:0:
80,112,58699,1,0,0:0:0:0:
352,112,58872,1,8,0:0:0:0:
80,112,59044,1,8,0:0:0:0:
128,112,59130,1,0,0:0:0:0:
176,112,59216,1,0,0:0:0:0:
256,192,59389,6,0,P|208:128|48:112,1,240,4|8,0:0|0:0,0:0:0:0:
256,192,59907,2,0,P|304:128|464:112,1,240
384,256,60424,1,8,0:0:0:0:
128,256,60596,1,0,0:0:0:0:
384,256,60941,5,0,0:0:0:0:
256,256,61114,1,8,0:0:0:0:
384,256,61286,1,0,0:0:0:0:
320,256,61372,1,0,0:0:0:0:
256,256,61458,1,0,0:0:0:0:
384,256,61631,1,0,0:0:0:0:
32,184,61803,1,8,0:0:0:0:
144,184,61976,1,0,0:0:0:0:
256,192,62148,6,0,P|208:256|48:272,1,240,0|8,0:0|0:0,0:0:0:0:
128,192,62665,1,2,0:0:0:0:
192,192,62751,1,0,0:0:0:0:
128,192,62838,1,0,0:0:0:0:
496,184,63010,1,2,0:0:0:0:
48,192,63355,1,4,0:0:0:0:
352,192,63700,5,0,0:0:0:0:
256,128,63872,1,8,0:0:0:0:
128,192,64045,1,0,0:0:0:0:
256,128,64217,2,0,L|384:128,1,120
256,208,64562,2,0,L|128:208,1,120,8|0,0:0|0:0,0:0:0:0:
256,320,64907,6,0,P|208:304|144:140,1,240,0|8,0:0|0:0,0:0:0:0:
256,320,65423,2,0,P|304:304|368:140,1,240,0|0,0:0|0:0,0:0:0:0:
176,192,65941,1,8,0:0:0:0:
416,192,66114,2,0,P|368:128|240:16,1,240
96,192,66631,1,8,0:0:0:0:
352,192,66975,1,0,0:0:0:0:
16,192,67320,1,8,0:0:0:0:
256,192,67665,5,2,0:0:0:0:
176,192,67837,1,0,0:0:0:0:
336,192,68182,1,2,0:0:0:0:
464,192,68527,1,2,0:0:0:0:
16,192,68872,1,4,0:0:0:0:
336,192,69216,5,0,0:0:0:0:
176,192,69389,1,8,0:0:0:0:
336,192,69561,1,0,0:0:0:0:
368,144,69647,1,0,0:0:0:0:
400,96,69734,1,0,0:0:0:0:
256,192,69906,1,8,0:0:0:0:
200,192,69992,1,0,0:0:0:0:
112,192,70079,1,8,0:0:0:0:
168,192,70165,1,0,0:0:0:0:
256,192,70251,1,0,0:0:0:0:
200,192,70337,1,0,0:0:0:0:
56,192,70423,5,4,0:0:0:0:
96,192,72837,5,2,0:0:0:0:
416,192,73182,5,4,0:0:0:0:
256,192,73354,1,0,0:0:0:0:
352,192,73527,1,8,0:0:0:0:
16,192,73699,1,2,0:0:0:0:
480,192,74044,1,2,0:0:0:0:
64,192,74389,2,0,P|192:272|304:192,1,300,4|0,0:0|0:0,0:0:0:0:
192,176,75423,1,8,0:0:0:0:
464,176,75596,1,8,0:0:0:0:
256,192,75941,12,0,78354,0:0:0:0:
352,192,78872,5,0,0:0:0:0:
160,192,79044,1,8,0:0:0:0:
256,192,79216,1,0,0:0:0:0:
304,192,79303,1,0,0:0:0:0:
352,192,79389,1,0,0:0:0:0:
160,192,79561,1,0,0:0:0:0:
352,192,79734,1,8,0:0:0:0:
256,192,79906,1,0,0:0:0:0:
160,192,80079,5,0,0:0:0:0:
352,192,80251,1,0,0:0:0:0:
64,192,80424,1,8,0:0:0:0:
400,192,80768,1,0,0:0:0:0:
64,192,81113,1,0,0:0:0:0:
256,192,81458,5,0,0:0:0:0:
160,192,81630,1,0,0:0:0:0:
352,192,81803,1,0,0:0:0:0:
256,192,81975,1,0,0:0:0:0:
160,192,82148,1,0,0:0:0:0:
352,192,82320,1,0,0:0:0:0:
80,192,82665,1,0,0:0:0:0:
32,192,82751,1,0,0:0:0:0:
192,192,82837,5,0,0:0:0:0:
288,64,83010,1,0,0:0:0:0:
384,192,83182,1,0,0:0:0:0:
80,192,83355,1,0,0:0:0:0:
256,192,83527,12,0,88182,0:0:0:0:
Topic Starter
Zak
Changed the bg, added hitsounds to Platter and Salad, and updated Rain/Cup diffs.
Sey
I am like... super late... sorry... And grats for MotW.
Now let's start modding, finally!

[General]
  1. In each difficulty the spinner at 01:28:354 - ends on a way too loud beat. The last beat has to barely audible, since the song is over. Add some green line in each diff to make the spinner end on 5% volume, and no normal hitsound, better a soft one!
  2. Volume of hitsounds is quite loud in general. Weirdly even the more calm parts feel extremely loud, as for example from 00:15:251 - until 00:23:354 - . The mapped parts actually need some lower volume, so please consider adding some more variation between volume level throughout the whole beatmap in each diffculty.
[Tenshichan's Cup]
  1. 00:12:320 (2,1) - In a Cup a 1/4 distance before a spinner is pretty much unrankable. A beginner barely has time to prepare for it, so I give is a suggestion to improve the timeline:
  2. 00:15:251 (1,2,3) - Gosh, even for a Cup these feel too long, it can be mapped so much nicer on the lyrics. Why not making any stanza like this for example?
  3. 00:45:596 (1) - Spinner is fine but it can be more interesting anyway... like:
  4. 00:55:079 (3) - Again a better timeline to follow the actual vocals in a better way:
  5. 01:08:872 (6) - The vocals of this slider end at 01:09:734 - already, so please shorten it.
  6. The beat at 01:10:423 - should have a note imo. Please let the spinner start 1/1 later. The same counts for the beat at 01:12:837 - . If you decide to map these be aware of keeping a 1/1 distance between note and spinner.
  7. 01:23:182 (5,1) - The same as I already said at 00:12:320 (2,1) - . The spinner distance is totally unrankable, following timeline will solve the issue:
[Gradiant's Salad]
  1. We have a slight inconsistency between OD and AR, please make them both consistent by using OD 6,5 or AR 7 (though this might be a bit too high). So I advice to change the OD. Check the Ranking Criteria for further information if you didn't know about this.
  2. From 00:05:596 - until 00:11:975 - you only used dumb 1/2 streams with always the same distances. You need to include more patterns, some typical left-right movements that actually underline the flow effect in a CTB difficulty... Mostly i suggest to remap this in a whole and think of different patterns. It would be too detailed if I make pattern suggestions for any single spot now but try to use a more simple rhythm since it's a Salad afterall and ideas can be found here as well: t/195803&start=0 (P.S. 00:45:596 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Here for example I really like it because it follows the music, but at the beginning... it feels out of place... I hope you can remap this part a little, if you really need further help in that you can Forum PM me of course, we'll take a look at it together then.)
  3. 00:12:406 (2) - Don't use this 1/4 tick, it barely follows anything at all. Instead just erase it and use a pattern like this:
  4. 00:13:182 (1) - Let the spinner start 1/2 tick later to avoid any too close distance between note and spinner. For a newbie this spinner is quite hard to reach in time. Same counts for 01:23:182 (5,1) - .
  5. 00:20:596 (10,1) - There really should be a jump between these notes to emphasize the cymbal at 00:20:768 - .
  6. 00:23:354 (1,2,3,4,5,6) - I like the idea of that pattern but I barely felt the distance changes. Also the slider at 00:24:561 (6) - ends on the wrong place because the vocals actually end at 00:25:941 - but that would be way too long, so I thought of keeping a break there and do the following:
  7. 00:57:837 (3) - Mh, just a suggestion, but there is a slight beat at 00:58:699 - , so you could let the slider end there already and add a single note at 00:59:044 - .
  8. 01:15:596 (2,3,4,5,1) - Ugh... that looks so awkward... let me suggest this to improve it in general:
    However, not a huge fan how many 1/4 ticks you used, even though I understand your thinking... So that's why I kept them by now. But if some other BAT mentions it, you should really consider to simplify the rhythm with only 1/2 ticks.
[Salad]
  1. 00:12:665 (8,1) - Again... keep a 1/1 distance in a Salad between note and spinner at least. Same for 00:24:389 (5,1) - , 01:23:010 (8,1) -
  2. 00:12:320 (7,8) - Quite rough for a Salad here, and somehow I didn't expect a jump here. Please use the following pattern:
  3. The beat at 00:24:561 - should be mapped with another note, spinner has to start later or should be erased. Right now it starts way too early and feels weird. If you decide to let it start later it will be a very short spinner, so I advice to just keep a short break.
  4. 00:30:079 (4,5,6,7,8,1,2,3,4,5,6) - This stream follows nothing at all, it feels totally out of place. Some ticks as 00:30:423 - don't even have any beat, so there shouldn't even be a note at all. The following timeline will fix it:
  5. 00:58:268 - Erase the clap here, it feels out of place. The main beats appear on the start and tail of the slider.
  6. 01:09:906 (9) - This really looks weird, make it more simple:
[Platter]
  1. Slight inconsistency between OD and AR, make them both consistent, please.
  2. HP5,5 maybe to have a 5-5,5-6 HP spread from Salad to Rain.
  3. 00:11:803 (5,6) - Nah... wipe it out by now, we're still at the beginning of the song... It's not THAT fitting anyway, so let's wait for the hypers when the vocals and with that the actual song starts.
  4. 00:20:596 (8,9) - Potetial part for some Hyper.
  5. 00:42:665 (7) - CTRL + G this to create some antiflow pattern, might be cool to have a bit of challenge.
  6. 00:46:975 (3,4) - I'd prefer to see a Hyper due to the cymbal sound instead of 00:48:010 (1,2) - . Though you can also have 2 Hypers if you want, but keep it easy.
  7. 00:57:837 (5) - Somehow this slider feels totally wrong. Especially that hitsound... no idea what it is but it feels wrong, so please try this timeline instead:
  8. ^Same timeline for this one: 01:00:596 (5) -
  9. 00:59:044 (1) - In this case the slider is pretty much unrankable because there is NO BEAT at 00:59:130 - . So please wipe out that 1/4 tick.
  10. 01:09:906 (5) - This thing needs an extra green line with lower audio settings, add it in the other diffs, too. The sounds of it are way too loud, the music is barely audible due to that. However, I see no point in mapping the 1/4 ticks. The drums are barely audible, so only use each 1/2 tick...
  11. 01:21:458 (1,2,3,4,5,6) - Very interesting pattern, didn't see it like that. I might add something similar to my tutorial. However, it can be improved because the beginning plays way too soft. Increase the distance between (1) and (2) drastically and the following notes slightly. The beginning needs a bit more movement. A hyper at the 2 very last note wouldn't hurt as well
[kjw's Rain]
  1. 00:04:906 (1,2) - Just for the very beginning of the song this jump is way too extreme already, decrease it a lot.
  2. 00:08:010 (6,7) - The jump feels rough and unexpecting, decrease it again.
  3. 00:12:837 (3,4) - Hypers before spinners are a clear No, especially if the distance is that short, you barely have any time to prepare for the spinner like that. And it doesn't fit too much anyway, so wipe it out please.
  4. 00:17:665 (1,2) - What is this? Sorry but the music is WAY TOO CALM for ANY Hyper, so wipe it out completely. It doesn't follow anything at all.
  5. 00:24:389 (4,5) - This needs a hyper to keep it consistent with the two hypers before. It feels weird if all in a sudden the hyper disappears although the rhythm becomes more intense from each stanza to another.
  6. 00:29:389 (2,3,4,5,1) - Select this whole thing and move it a bit more to the left. The jump at 00:29:044 (1,2) - feels a bit too rough, might be also the case since 1/1 jumps feel awkward in general.
  7. 00:34:561 (1,2) - After the previous Hyper it is really hard to move back to catch (2). I would remap this part slightly, something like this works fair enough (would also create a tiny Hyper, but you can decrease the distance if you like. The whole image is more about the timeline):
  8. 00:39:389 (4) - Move this to x: 256, it plays smoother and the player has a better chance to dash back to reach the next note.
  9. 00:51:803 (4,5,6) - I don't like this Double Hyper at all, especially since the first one is a 1/2 Hyper and the second one is a 1/1 Hyper. That makes this part not really enjoayble to play. Instead do the following: 1) Erase these notes completely, they aren't that important to be mapped: 00:51:716 (3,4) - (use Platter for reference), 2) see image:
  10. 00:54:389 (2,3,4) - Why are there Double Hypers here, too? I mean... there's no extraordinary beat or anything that follows it... Wipe them out and make this just a little easier...
  11. 00:57:492 (4) - Move this to something like x: 136. It feels still a bit awkward to play that way.
  12. 01:02:665 (2,3,4,5,6) - Oh you copy & pasted? Well then do it the same way as I said at 00:51:803 (4,5,6) - , just symmetrically. Right now this part is quite dumb to play.
  13. 01:07:320 (7) - x: 56 or something close. Same reason as above.
  14. The ending will lead too much frustration but meh... your thing, I'm not gonna touch it.
Well, all in all this whole thing can be improved a lot. In fact my mod was quite superficial but I touched some necessary things and I hope it helped you somewhere at least. I see huge problems with the Rain, it provides a very weird flow and sometimes just didn't feel like the typical mapping style of Rains I'm used to. That's why I think deeper suggestions there would destroy the mapper's style, so I leave this to more modders in future. I might return to this later but by now it's not ready at all.

Good luck with this mapset anyway!
Topic Starter
Zak
Will get hitsounds finished up on GD's soon, and will get to the mod shortly after hopefully.

Thanks for modding~
Topic Starter
Zak
Everything hitsounded and updated, after over a year of waiting, hopefully now this can get pushed through
-rage
Sorry for the late mod!
Here ya go :)

[Cup]
  1. 00:20:251 - 3 inherited timing points here while there is no notes? are those usefull here?
  2. 00:42:147 (5) - slider could have a better curve to it, feels too horizontal
  3. 00:48:010 (1,1) - could make this so it's not stacked?
[Salad]
  1. 00:49:561 (5,1) - notes feels REALLY far from eachother, maybe reduce distance?
  2. 00:57:837 (5) - this reverse slider doesn't follow the song? the reverse part is on a blue tic but there's no sound that goes with it
other diffs feel fine to me. no kudosu if this mod wasn't helpful ;w;
great mapset!
Topic Starter
Zak

klonoa wrote:

Sorry for the late mod!
Here ya go :)

[Cup]
  1. 00:20:251 - 3 inherited timing points here while there is no notes? are those usefull here?
  2. 00:42:147 (5) - slider could have a better curve to it, feels too horizontal
  3. 00:48:010 (1,1) - could make this so it's not stacked?
[Salad]
  1. 00:49:561 (5,1) - notes feels REALLY far from eachother, maybe reduce distance?
  2. 00:57:837 (5) - this reverse slider doesn't follow the song? the reverse part is on a blue tic but there's no sound that goes with it
other diffs feel fine to me. no kudosu if this mod wasn't helpful ;w;
great mapset!
Applied everything, thank you!
JBHyperion
Promised a while ago, better late than never I guess |:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: Look at this edgy kid with his AR8.2 Platter (^:
  3. Metadata: Consider adding some tags to ease searching; Gurren Lagann (since you don't have romanised in Source field), Big Bang (album name), Shoko, OP opening theme, rock (?)
  4. Timing: Wasn't sure why you have the offset at 00:00:079 - instead of 00:05:596 - since the song starts there (4 measures later) but then I noticed 00:05:596 (3) has a volume buff in Cup only. It's perfectly okay to have objects before the first timing point (anacruces) and they automatically take on the volume/sampleset/etc. of whatever the first timing point sets, so if you decide you don't need that first green line you can more the red on there instead
  5. Hitsounds: No issues
  6. AImod: No issues
Difficulty-Specific Comments:

  1. 00:15:251 (1) - 00:20:768 (9) - Why have breaks here in all diffs except Cup? Surely the lowest diff should feature the most breaks (not that any are really needed in a TV size song anyway...) I'd suggest filling these in with some long sliders to fit the vocals both to be consistent with the Cup and also to make the diffs more varied and interesting to play
  2. 00:45:596 (1,2,3,1,2,3,4) - Hitsound volume at the start of this needs to be higher (at least in Salad-Rain where it's mapped with notes and not a spinner), these first few beats are a real strain to hear. I'd start at 40% and go up in steps of 5% instead
  3. 01:10:768 - Spinner here would be nice on all diffs, not just the Cup, you've just come out of the kiai so it feels weird to suddenly stop when there is still something clear to follow
Tenshichan's Cup
  1. 00:05:251 (2,3) - Considering how strong this is, you could really do with a little more spacing or a direction change here to add emphasis as this feel pretty plain atm
  2. 00:12:320 (2,1) - Feels really weird to map the preceding sounds but skip this, I'd move the spinner back 1/2 and add repeat here
  3. 00:27:492 (2) - This should start 1/2 later for both the vocal and drum sound, please shorten it (tail is fine)
  4. 00:30:251 (2) - This one is more acceptable since there is a vocal on the white tick, but the cymbal sound 1/2 later overpowers it. I'd fix this too, if only to be consistent
  5. 00:33:010 (2) - ^ and you might want to add a circle at 00:33:872 - to re-include this beat
  6. 01:15:941 (1,1) - I know it's a 1/1 spacing but since bpm is quite high this distance after the spinner could catch new players off guard a bit, could you possibly move all of 01:18:699 (1,2,3,4,1,2,3,4,5,6) - to the right a little? (1) at x-96 or so should be enough
  7. 01:23:354 (5,1) - Same as 00:12:320 (2,1) but obviously a circle this time
Salad
  1. 00:06:458 (6) - 00:09:216 (5) - Remove these, there's no guitar or drum sound here to warrant them
  2. 00:12:665 (8,1) - 1/2 note to spinner spacing at this BPM is a reading challenge for novice players, suggets a similar change to Cup, shift spinner start back to 00:13:354 - and add a circle/repeat at 00:13:010 -
  3. 00:24:389 (5,1,1) - Two 1/2 note to spinner spacings, I think you know what the deal is here ): Add a circle at 00:24:561 -, start the spinner at 00:24:906 - and remove 00:25:768 (1) ending on the downbeat, or remove the spinner and make the new object at 00:24:561 - a long slider instead and keep 00:25:768 (1)
  4. 00:30:079 (4,5,6,7,8,1,2,3,4,5,6) - Kind of a boring back and forth pattern, and quite dense for a Salad diff at any rate, so maybe remove 00:30:423 (6) - and create some direction changes and/or jumps here for variety, especially at any of 00:31:113 (2,4,6) for these strong drum sounds
  5. 01:07:665 (5) - NC here please, this stack of notes gets uncomfortably big for this difficulty
  6. 01:08:872 (8) - I'd prefer a bit more movement on this slider given the intensity of the vocal here, try rotating it 90 degrees clockwise
  7. 01:23:010 (8,1) - Same suggestion as in Cup and at 00:24:389 (5,1,1)
Platter
  1. 00:06:458 (6,9) - Same as in Salad, these aren't really worth adding circles for imo. Removing them and making 00:06:285 (5,8) into 1/1 sliders would fit the guitar sounds nicely though
  2. 00:11:458 (3,4,5) - This spacing is really unexpected so early in the map, I'd move (4) to the right, say x-336, then put (5) at x-136
  3. 00:20:079 (5,7,9) - Not sure what you''ll do here give my suggestions about these break bits, but what do you think about dashes to the first two and hdash to the last to fit with the strong drum and vocal sounds?
  4. 00:41:630 (5,6,7) - This kind of antiflow is very unexpected to see after that sharp slider; even if you can catch by stacking, this definitely won't come naturally to most players of this level. Flipping 6) to face right instead would help a lot
  5. 00:45:596 (1,2) - Whoa this strong jump comes out of nowhere, please move (1) to somewhere like x-220
  6. 00:46:975 (3,4,1) - (4,1) feels really underwhelming for a buildup to a kiai, so some more spacing would be really helpful here. Try making (3) face left instead, then put (4) at x-208
  7. 00:50:941 (3,4) - Really sharp and unexpected spacing leading into antiflow, please reduce the distance here
  8. 00:57:837 (5) - Drum sound is at 00:58:527 - (and vocal ends here too) so this should end 1/2 earlier. Additionally, there is a drum sounds on 00:58:872 - which would work nicely with a dash into 00:59:044 (1)
  9. 01:21:458 (1,2,3,4,5,6) - This is even harder than the first one damn, please reduce these spacings as I suggested at 00:11:458 (3,4,5)
Rain
  1. 00:04:906 (1,2) - For the first two notes of the map, the spacing here is really unexpected, I'd bring them in a little closer to each other
  2. 00:07:665 (4,6) - Towards the centre a little please, this pattern is uncomfortably tight with held dash
  3. 00:24:389 (4,5) - Why is this not a hdash when both the previous jumps were for almost identical sounds?
  4. 00:33:354 (2) - Move this to x-416 for a more comfortable spacing consistent with 00:27:492 (1,2) in the previous stanza
  5. 00:34:561 (1,2) - This return jump is really uncomfortable coming off the previous hyper, move 00:34:906 (2,3) to x-128
  6. 00:38:354 (5,1) - Sharp dash leading into what is effectively a flow-stop feels awkward to play, consider a more normal flowing curve here instead
  7. 00:54:389 (2,3,4) - Not sure why you picked this point for a double hyper, it feels so unfitting considering you have much stronger sounds that you didn't have hypers on such as 00:51:113 (1) - 00:53:872 (1) - etc.
  8. 01:02:838 (4,5,6) - Combining two full screen hypers of vastly different strengths is really confusing to play here not to mention the sounf that is actually strong, 01:02:665 (2) has almost no spacing at all. Move 01:02:665 (2,3,4) to x-352 for a more fitting pattern
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Topic Starter
Zak

JBHyperion wrote:

Promised a while ago, better late than never I guess |:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: Look at this edgy kid with his AR8.2 Platter (^: Was originally AR8, but some people felt 8.2 fit it better.
  3. Metadata: Consider adding some tags to ease searching; Gurren Lagann (since you don't have romanised in Source field), Big Bang (album name), Shoko, OP opening theme, rock (?) Done
  4. Timing: Wasn't sure why you have the offset at 00:00:079 - instead of 00:05:596 - since the song starts there (4 measures later) but then I noticed 00:05:596 (3) has a volume buff in Cup only. It's perfectly okay to have objects before the first timing point (anacruces) and they automatically take on the volume/sampleset/etc. of whatever the first timing point sets, so if you decide you don't need that first green line you can more the red on there instead As long as it doesn't cause issues I'll keep it as is since I'm prone to break things
  5. Hitsounds: No issues
  6. AImod: No issues
Difficulty-Specific Comments:

  1. 00:15:251 (1) - 00:20:768 (9) - Why have breaks here in all diffs except Cup? Surely the lowest diff should feature the most breaks (not that any are really needed in a TV size song anyway...) I'd suggest filling these in with some long sliders to fit the vocals both to be consistent with the Cup and also to make the diffs more varied and interesting to play Done
  2. 00:45:596 (1,2,3,1,2,3,4) - Hitsound volume at the start of this needs to be higher (at least in Salad-Rain where it's mapped with notes and not a spinner), these first few beats are a real strain to hear. I'd start at 40% and go up in steps of 5% instead Done
  3. 01:10:768 - Spinner here would be nice on all diffs, not just the Cup, you've just come out of the kiai so it feels weird to suddenly stop when there is still something clear to follow Done
Tenshichan's Cup
  1. 00:05:251 (2,3) - Considering how strong this is, you could really do with a little more spacing or a direction change here to add emphasis as this feel pretty plain atm Done
  2. 00:12:320 (2,1) - Feels really weird to map the preceding sounds but skip this, I'd move the spinner back 1/2 and add repeat here Done
  3. 00:27:492 (2) - This should start 1/2 later for both the vocal and drum sound, please shorten it (tail is fine) This sounds super weird to do it like that, gonna keep it as is.
  4. 00:30:251 (2) - This one is more acceptable since there is a vocal on the white tick, but the cymbal sound 1/2 later overpowers it. I'd fix this too, if only to be consistent Since I kept the last slider as is, changed this to a slider to make it consistent.
  5. 00:33:010 (2) - ^ and you might want to add a circle at 00:33:872 - to re-include this beat ^
  6. 01:15:941 (1,1) - I know it's a 1/1 spacing but since bpm is quite high this distance after the spinner could catch new players off guard a bit, could you possibly move all of 01:18:699 (1,2,3,4,1,2,3,4,5,6) - to the right a little? (1) at x-96 or so should be enough Since the last group of bananas are on the left already I think the players will be close enough for it to be fine.
  7. 01:23:354 (5,1) - Same as 00:12:320 (2,1) but obviously a circle this time Done
Salad
  1. 00:06:458 (6) - 00:09:216 (5) - Remove these, there's no guitar or drum sound here to warrant them Keeping these because even after muting hitsounds I can very clearly hear the guitar at both places
  2. 00:12:665 (8,1) - 1/2 note to spinner spacing at this BPM is a reading challenge for novice players, suggets a similar change to Cup, shift spinner start back to 00:13:354 - and add a circle/repeat at 00:13:010 - Done
  3. 00:24:389 (5,1,1) - Two 1/2 note to spinner spacings, I think you know what the deal is here ): Add a circle at 00:24:561 -, start the spinner at 00:24:906 - and remove 00:25:768 (1) ending on the downbeat, or remove the spinner and make the new object at 00:24:561 - a long slider instead and keep 00:25:768 (1) Did the latter option
  4. 00:30:079 (4,5,6,7,8,1,2,3,4,5,6) - Kind of a boring back and forth pattern, and quite dense for a Salad diff at any rate, so maybe remove 00:30:423 (6) - and create some direction changes and/or jumps here for variety, especially at any of 00:31:113 (2,4,6) for these strong drum sounds Removed 6 and made the rest 2 reverse sliders
  5. 01:07:665 (5) - NC here please, this stack of notes gets uncomfortably big for this difficulty Done
  6. 01:08:872 (8) - I'd prefer a bit more movement on this slider given the intensity of the vocal here, try rotating it 90 degrees clockwise Done
  7. 01:23:010 (8,1) - Same suggestion as in Cup and at 00:24:389 (5,1,1) Done
Platter
  1. 00:06:458 (6,9) - Same as in Salad, these aren't really worth adding circles for imo. Removing them and making 00:06:285 (5,8) into 1/1 sliders would fit the guitar sounds nicely though Same reasoning as Salad
  2. 00:11:458 (3,4,5) - This spacing is really unexpected so early in the map, I'd move (4) to the right, say x-336, then put (5) at x-136 Done
  3. 00:20:079 (5,7,9) - Not sure what you''ll do here give my suggestions about these break bits, but what do you think about dashes to the first two and hdash to the last to fit with the strong drum and vocal sounds? Since I made the last object of these a slider, I just made it a single strong dash
  4. 00:41:630 (5,6,7) - This kind of antiflow is very unexpected to see after that sharp slider; even if you can catch by stacking, this definitely won't come naturally to most players of this level. Flipping 6) to face right instead would help a lot Done
  5. 00:45:596 (1,2) - Whoa this strong jump comes out of nowhere, please move (1) to somewhere like x-220 Moved both 1 and 2 a bit closer to keep it mostly the same but easier
  6. 00:46:975 (3,4,1) - (4,1) feels really underwhelming for a buildup to a kiai, so some more spacing would be really helpful here. Try making (3) face left instead, then put (4) at x-208 Flipped the slider but moved 4 further to the right for a bigger jump
  7. 00:50:941 (3,4) - Really sharp and unexpected spacing leading into antiflow, please reduce the distance here Done
  8. 00:57:837 (5) - Drum sound is at 00:58:527 - (and vocal ends here too) so this should end 1/2 earlier. Additionally, there is a drum sounds on 00:58:872 - which would work nicely with a dash into 00:59:044 (1) Vocal actually ended where the slider did, but shortened it, and since there was an additional drum hit at 00:58:699 - I put a note there as well
  9. 01:21:458 (1,2,3,4,5,6) - This is even harder than the first one damn, please reduce these spacings as I suggested at 00:11:458 (3,4,5) Done
Rain
  1. 00:04:906 (1,2) - For the first two notes of the map, the spacing here is really unexpected, I'd bring them in a little closer to each other Done
  2. 00:07:665 (4,6) - Towards the centre a little please, this pattern is uncomfortably tight with held dash Done
  3. 00:24:389 (4,5) - Why is this not a hdash when both the previous jumps were for almost identical sounds? Don't like forcing a hyper into a slider going in the opposite direction, this feels better
  4. 00:33:354 (2) - Move this to x-416 for a more comfortable spacing consistent with 00:27:492 (1,2) in the previous stanza done
  5. 00:34:561 (1,2) - This return jump is really uncomfortable coming off the previous hyper, move 00:34:906 (2,3) to x-128 Done
  6. 00:38:354 (5,1) - Sharp dash leading into what is effectively a flow-stop feels awkward to play, consider a more normal flowing curve here instead Done
  7. 00:54:389 (2,3,4) - Not sure why you picked this point for a double hyper, it feels so unfitting considering you have much stronger sounds that you didn't have hypers on such as 00:51:113 (1) - 00:53:872 (1) - etc. Changed it to normal dashing
  8. 01:02:838 (4,5,6) - Combining two full screen hypers of vastly different strengths is really confusing to play here not to mention the sounf that is actually strong, 01:02:665 (2) has almost no spacing at all. Move 01:02:665 (2,3,4) to x-352 for a more fitting pattern Fixed
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Thanks a bunch for modding!
autofanboy
As requested!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add 'Tengen Toppa' as the romanised source is 'Tengen Toppa Gurren Lagann' as listed in the * ranked version.
  2. You may also check the ranked version to add some tags from it. I am not going to point out them so you can find them out yourself first.

    Difficulty Spread
  3. Seems like the jump between Salad and Platter is a bit big, as the AR jump is very high, from Cup's 5, to 6.5, 8.2, and to Rain's 9. I suggest reducing their gaps, perhaps you may try 5, 6.3, 7.6, 9 - OR - just simply 6, 7, 8, 9 (More recommended).
  4. CS 4 in Platter is a bit much in my opinion, it is also a big change as Salad is just with CS 3. Let's try altering the CS of Platter to 3.5, for easier difficulty gap.

    Design
  5. Uncheck 'Widescreen Support' and 'Letterbox during breaks'. The difficulties do not include storyboard and any breaks so the two options can be omitted.

    Background Image
  6. I would suggest using an image with 1366x768 resolution.

    New Combos
  7. Check the NC patterns in each difficulties, I have found quite some of the NC's not fitting well. Make sure the NC's are matching the stanza / vocal changes / rhythm.

    Hitsounds
  8. In my opinion the clapping sounds don't match the song very much, try using custom samplesets, drum samplesets are also suiting well.

[ Tenshichan's Cup]

  • Gameplay
  1. 00:12:320 (2) - I think this can be replaced with simpler notes, the one now feels like a short stream during gameplay. You may refer to this:
  2. 00:13:354 (1,1) - The spinner should be ended earlier, 1/1 timeline distance would not be enough for beginners to get ready for the upcoming notes. You may shorten the spinner to 00:14:561 - and add an inherited timing section to silent the end sound.
  3. 00:23:354 (1,2,1) - This is perfectly fine, however what about adding a 1/2 slider at 00:24:389 - , it sounds the same as 00:23:354 (1,2) - . In fact you may refer to this:
  4. 00:24:561 (1) - This should be remapped with notes if you fixed as above-mentioned and trying to keep a 2/1 timeline distance with the next note. It will be very short for a spinner which is not recommended, so best way is to remap with notes here.
  5. 00:31:113 (3,1) - Distance here is uncomfortable because it gaps too much. Please reduce the distance here.
  6. 00:34:389 (4) - It is okay but what about moving this to x:264 for maintaining an even distance between 00:33:872 (3,4) - and 00:34:389 (4,1) - ? The one now looks strange during gameplay.
  7. 01:10:423 (1,1) - Same spinner issue. Seems like you want to end the spinner at 01:12:147 - and add a circle at 01:12:837 - .
  8. 01:15:941 (1,1) - ^, end the spinner at 01:18:010 - will be fine.
  9. 01:22:665 (2,3,4,5,6) - This can be simpler, try the same timeline as I suggested in 00:12:320 (2) - .

[ Salad]

  • Gameplay
    * After testplaying, the gameplay looks messy because it seems like the circles are placed randomly across the map. The dash usages are unclear as well, like you didn't emphasize the important beats with dashes but the less-important ones.
  1. 00:05:251 (2,1) - What about adding a dash here in order to emphasize the Finish at 00:05:596 (1) - ?
  2. 00:09:561 (6,7,8,9,1,2,3) - 3 circles in linear are okay but 4 would be too hard because it feels timed without dashing (holding the same key over). What about curving (6,7,8,9) a bit to make it easier? Also the gap between 00:10:079 (9,1) - can be reduced, it feels uncomfortable to catch as well with double right-movements.
  3. 00:11:113 (1,2,3,4,5,6) - This is really strange and it is highly recommended to remap here. 3-circle patterns don't even suit well here, try using 1/2 sliders here instead. In addition the dash at (3,4) is so uncomfortable so it is also needed to be fixed.
  4. 00:12:320 (7,8,9) - ^, I know you tried to add dash at (7,8) but it also feel so hard because it is easy to miss the tail of (7) or the head of (8) when dashed. This is why I always avoid straight sliders. If you really want to add a dash at this point, try adding it at 00:12:665 (8,9) - as (9) is the strongest note here.
  5. 00:15:251 (1,2) - The distance between them is definitely too big, you may tried to add a dash here but it still be able to FC without dashing. However I don't think this is a good part to add dash with, what about shortening the distance to make it less-timed (not required to hold the keys)?
  6. 00:18:010 (7,8) - ^
  7. 00:20:596 (8,1) - I think it is necessary to add a dash here because 00:20:768 (1) - is essential and it is good to emphasize its Finish too.
  8. 00:20:768 (1,2) - Same issue.
  9. 00:22:665 (4,5) - What about reducing their distance to have 3 grid wide only?
  10. 00:24:561 (2,1) - What about changing 00:25:768 (1) - a reversed 1/2 slider + a circle? Add a dash between the two notes is also much recommended, because 00:26:285 - begins a new vocal which is strong enough to be emphasized.
  11. 00:28:699 (7,8,1) - Add a dash between (8,1)? The one now can still be FC'ed without dashing. I think the gap can be wider.
  12. 00:29:561 (2,3) - Please reduce it to 3 grid wide, it is so timed that players may hold their keys on to catch the notes here.
  13. 00:34:216 (7,8,1) - You may add a dash here too if you did the same at 00:28:699 (7,8,1) - .
  14. 00:40:941 (5,6,7) - Add dash at (5,6) instead of (6,7)? Since (6) is sounding strong with its Finish so emphasizing it is a point.
  15. 00:45:251 - It sounds weird without a 1/2 slider here, also it feels empty here. What about adding one here and add dash between this note and 00:45:596 (1) - for a better build-up?
  16. 00:48:872 (3,4,5) - This require players to hold their dash buttons because (3,4) and (4,5) are both requiring players to dash in order to catch, making it uncomfortable. Let's try removing the dash at (3,4) and ensure players will dash at (4,5). This would be much better.
  17. 00:50:596 (1,2,3,4) - Same as 00:09:561 (6,7,8,9,1,2,3) - .
  18. 00:51:630 (6,7,8) - Same as 00:48:872 (3,4,5) - , you may add dash at (7,8).
  19. 00:54:216 (4,5,6,7) - This part feels ambiguous in dash usage because (4,5) seems to allow players dash and (6,7) too, making it strange during gameplay. I suggest reducing the distance at (4,5) to 3 grid wide, and enlarge the distance of (6,7) so to ensure players will dash at (6,7).
  20. 00:57:147 (2,3,4,5) - I don't think dash at (2,3) suits the rhythm here. In fact adding a dash at (4,5) would feel much better than it was.
  21. 00:58:872 (6,1) - Add a dash here, (1) is sounding prominent in the rhythm and it begins a new vocal, so why not?
  22. 01:02:147 (4,5,6) - What about adding dash at (5,6) instead of (4,5) to emphasize the Finish at (6)?
  23. 01:04:906 (3,4,5,6,1) - Uncomfortable pattern because doing so will allow players to dash at (3,4) and (5,6) which impede the rhythm pretty much here. I suggest reworking here and add a sure dash at (6,1) too.
  24. 01:09:906 (5) - Same as 00:24:561 (2,1) - .
  25. 01:18:872 (1,2,3,4,5) - It is so strange because this cause movements at (2,3) and (3,4). In fact this movement is also strange. I suggest changing this with another patterns.
  26. 01:21:458 (1,2,3,4,5,6,7,8,9) - Same as 00:11:113 (1,2,3,4,5,6,7,8,9) - .

    Hitsounds
  27. The claps do not match the song well, especially the intro, please fix. In my opinion they should be at the drum beats instead of the beats at red ticks.

    In my opinion, the Salad might still need some refinements before moving on, it also look a bit messy because of the note placements.

[ Platter]

  • Gameplay
  1. 00:04:906 (1,2,1) - I think it is better to have dash at 00:05:251 (2,1) - instead of 00:04:906 (1,2) - (though it is still FC'able without dashing). It is done to emphasize the Finish at 00:05:596 (1) - and also it begins with a new stanza so it is good to have a dash there.
  2. 00:07:665 (1,2,3,4,5,6,7,8) - What about keeping the distances between the quadruplets to be 2 grid wide? It is to keep consistency with the distances at 00:05:596 (1,2,3,4,5,6,7,8,9,10) - .
  3. 00:10:423 (5,6,7) - Why are the distances keep enlarging? What about making it 2 grid wide?
  4. 00:20:596 (8,1) - Add HDash to emphasize the Finish at (1).
  5. 00:25:941 (8) - This stream do not suit the flow here pretty well, as the stream here is so horizontally straight, which is too wide during gameplay. In addition I think the stream can be Ctrl+H'ed and place back to the original place, and slant the stream a bit to make it narrower. You may refer to this: * screenshot
  6. 00:25:941 (8,1) - There should be a HDash here in my opinion. The jump is too far away and it is calling for HDash. If possible, try to add one here. In addition, for 00:25:941 (8,1,2,3) - please make (1,2,3) easier as this part will require players to hold their dash keys, which is not suitable as a Platter pattern. Seriously it will be much better if the part is remapped.
  7. 00:36:975 (6,7) - Move (7) a grid to the right for consistent distances, referring to the distance between 00:36:630 (5,6) - .
  8. 00:37:320 (7,1) - Same as 00:25:941 (8,1) - .
  9. 00:50:596 (1,2,3,4) - This is too hard for a Platter as it requires precise movements, considering the movement at (1,2) and (3,4). Hence please change this part to make it easier.
  10. 00:59:044 (3,4) - HDash?
  11. 01:08:872 (4) - Slant this slider a bit, it is impeding the rhythm as players have to dash at the very end of the slider, to catch the tail of the slider.
  12. 01:09:906 (5) - Ctrl+H the stream and place it back to original place. Additionally, slant it like before too.
  13. 01:19:906 (1,2,3,4,5,6,7) - Keep them at 2 grid wide / 3 grid wide. The ones now are keep being enlarged and it feels strange.

    Hitsounds
  14. The claps do not match the song well, especially the intro, please fix. In my opinion they should be at the drum beats instead of the beats at red ticks.

    The Platter needs some work in my opinion. Actually remapping some parts will improve a lot further, to be very honest.

[ kjw's Rain]

  • Gameplay
    * I guess I will just keep it short. I will make some general comments about this.
  1. Beware of uneven distances such as 00:11:027 (10,1) - , they look very strange during the gameplay. Personally it can be fixed by moving to have even distances between the stream, in this case moving (1) to x:320 works.
  2. 00:24:389 (4,5) - I guess you want to add HDash here to make 00:23:354 (2,1,2,3,4,5) - feel more intense and consistent. Hence let's see if you can change this part a bit to fit in HDash. Maybe you want to refer to: * screenshot. But stilll, reworking this part would be much improved.
  3. Look for exhausting moments, they are really hard to catch and thus they need to be fixed. For instance 00:27:320 (5,1,2,3) - , 00:28:872 (8,1,2) - , 00:29:906 (4,5,1,2) - etc.
  4. 00:46:803 (8,1,2,3,4) - Jumps here are too large and it is easy to be missed. Please fix.
  5. 00:51:630 (2,3,4,5,6,1) - Strange and difficult movement here. Please don't add such patterns in a Rain, it will be very difficult to manage the dash. Fix this part.
  6. 01:02:665 (2,3,4,5,6,1) - ^
  7. 01:13:527 (3,4,5,6) - ^

Good luck!

AFB
Topic Starter
Zak
I'll only cover everything I didn't accept


alienflybot wrote:

As requested!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]


  • Difficulty Spread
  1. Seems like the jump between Salad and Platter is a bit big, as the AR jump is very high, from Cup's 5, to 6.5, 8.2, and to Rain's 9. I suggest reducing their gaps, perhaps you may try 5, 6.3, 7.6, 9 - OR - just simply 6, 7, 8, 9 (More recommended). I'll change the AR of Platter back to 8 as it originally was, but I will not change the AR of any other diff.
  2. CS 4 in Platter is a bit much in my opinion, it is also a big change as Salad is just with CS 3. Let's try altering the CS of Platter to 3.5, for easier difficulty gap. I disagree with this but I'll push it to 3.8

    Background Image
  3. I would suggest using an image with 1366x768 resolution. I want to keep this background and I couldn't find a widescreen version of it.

    Hitsounds
  4. In my opinion the clapping sounds don't match the song very much, try using custom samplesets, drum samplesets are also suiting well.I know so little about hitsounding properly that I'd rather not mess with it myself, and after listening to it longer the claps actually sound like they match fine

[ Tenshichan's Cup]

  • Gameplay
  1. 00:12:320 (2) - I think this can be replaced with simpler notes, the one now feels like a short stream during gameplay. You may refer to this: Gonna keep this as even though it is mapped at 1/2 it is super simple to just stand under.
  2. 00:13:354 (1,1) - The spinner should be ended earlier, 1/1 timeline distance would not be enough for beginners to get ready for the upcoming notes. You may shorten the spinner to 00:14:561 - and add an inherited timing section to silent the end sound. Keeping the spinner as is because 1/1 is plenty of time to to react imo
  3. 00:23:354 (1,2,1) - This is perfectly fine, however what about adding a 1/2 slider at 00:24:389 - , it sounds the same as 00:23:354 (1,2) - . In fact you may refer to this: I don't like the feeling of a slider here.
  4. 00:24:561 (1) - This should be remapped with notes if you fixed as above-mentioned and trying to keep a 2/1 timeline distance with the next note. It will be very short for a spinner which is not recommended, so best way is to remap with notes here. No need to do anything here as I kept the spinner
  5. 01:10:423 (1,1) - Same spinner issue. Seems like you want to end the spinner at 01:12:147 - and add a circle at 01:12:837 - . Since I kept the first spinner I'm keeping this too
  6. 01:15:941 (1,1) - ^, end the spinner at 01:18:010 - will be fine. ^
  7. 01:22:665 (2,3,4,5,6) - This can be simpler, try the same timeline as I suggested in 00:12:320 (2) - . While it requires movement unlike the intro, it's still super simple and requires no change

[ Salad]

  • Gameplay
    * After testplaying, the gameplay looks messy because it seems like the circles are placed randomly across the map. The dash usages are unclear as well, like you didn't emphasize the important beats with dashes but the less-important ones.
  1. 00:09:561 (6,7,8,9,1,2,3) - 3 circles in linear are okay but 4 would be too hard because it feels timed without dashing (holding the same key over). What about curving (6,7,8,9) a bit to make it easier? Also the gap between 00:10:079 (9,1) - can be reduced, it feels uncomfortable to catch as well with double right-movements. I think the way it plays currently is perfectly fine and that the jump doesn't need to be reduced.
  2. 00:11:113 (1,2,3,4,5,6) - This is really strange and it is highly recommended to remap here. 3-circle patterns don't even suit well here, try using 1/2 sliders here instead. In addition the dash at (3,4) is so uncomfortable so it is also needed to be fixed. Actually it's not required to dash here and I tried doing sliders before and didn't like how it turned out, so I'll keep it as is since the dash most players will do is minimal
  3. 00:12:320 (7,8,9) - ^, I know you tried to add dash at (7,8) but it also feel so hard because it is easy to miss the tail of (7) or the head of (8) when dashed. This is why I always avoid straight sliders. If you really want to add a dash at this point, try adding it at 00:12:665 (8,9) - as (9) is the strongest note here. I thought the vertical sliders here worked really well to force players not to make too large of a movement while still being relatively simple and then moving back after the small dash keeps the last note of the combo from being too boring
  4. 00:15:251 (1,2) - The distance between them is definitely too big, you may tried to add a dash here but it still be able to FC without dashing. However I don't think this is a good part to add dash with, what about shortening the distance to make it less-timed (not required to hold the keys)? Since this part is rather calm, I believe it's fine to put small dashes here to keep it from being too boring
  5. 00:18:010 (7,8) - ^
  6. 00:22:665 (4,5) - What about reducing their distance to have 3 grid wide only? Will keep this
  7. 00:24:561 (2,1) - What about changing 00:25:768 (1) - a reversed 1/2 slider + a circle? Add a dash between the two notes is also much recommended, because 00:26:285 - begins a new vocal which is strong enough to be emphasized. Didn't change the long slider, but I added a slider on the vocals.
  8. 00:28:699 (7,8,1) - Add a dash between (8,1)? The one now can still be FC'ed without dashing. I think the gap can be wider. With what I did above, I also added a slider to the vocals here, so making it harder would be bad
  9. 00:40:941 (5,6,7) - Add dash at (5,6) instead of (6,7)? Since (6) is sounding strong with its Finish so emphasizing it is a point. I'm pretty sure newer players will be dashing for both which is what I intended
  10. 00:48:872 (3,4,5) - This require players to hold their dash buttons because (3,4) and (4,5) are both requiring players to dash in order to catch, making it uncomfortable. Let's try removing the dash at (3,4) and ensure players will dash at (4,5). This would be much better. I wanted them to require dashing on both and the distance is low enough for them to not require holding it down.
  11. 00:50:596 (1,2,3,4) - Same as 00:09:561 (6,7,8,9,1,2,3) - . Same reason as the first
  12. 00:51:630 (6,7,8) - Same as 00:48:872 (3,4,5) - , you may add dash at (7,8). Same as 00:48:872 (3,4,5) -
  13. 00:54:216 (4,5,6,7) - This part feels ambiguous in dash usage because (4,5) seems to allow players dash and (6,7) too, making it strange during gameplay. I suggest reducing the distance at (4,5) to 3 grid wide, and enlarge the distance of (6,7) so to ensure players will dash at (6,7). Decreasing 4,5 but won't increase 6,7
  14. 00:57:147 (2,3,4,5) - I don't think dash at (2,3) suits the rhythm here. In fact adding a dash at (4,5) would feel much better than it was. With the way I have the slider, dashing into it doesn't flow well.
  15. 01:02:147 (4,5,6) - What about adding dash at (5,6) instead of (4,5) to emphasize the Finish at (6)? The gap between 4 and 5 makes it a great place for a dash, and dashing 5,6 would maybe make 6,7,8 confusing to catch
  16. 01:04:906 (3,4,5,6,1) - Uncomfortable pattern because doing so will allow players to dash at (3,4) and (5,6) which impede the rhythm pretty much here. I suggest reworking here and add a sure dash at (6,1) too. This honestly doesn't feel uncomfortable to me at all nor lower end players that I had check it out.
  17. 01:09:906 (5) - Same as 00:24:561 (2,1) - . I'd rather not cut the spinner down so this stays
  18. 01:18:872 (1,2,3,4,5) - It is so strange because this cause movements at (2,3) and (3,4). In fact this movement is also strange. I suggest changing this with another patterns. I thought it was fitting to make this simple as the player is just ending a spinner
  19. 01:21:458 (1,2,3,4,5,6,7,8,9) - Same as 00:11:113 (1,2,3,4,5,6,7,8,9) - . Same reasoning

[ Platter]

  • Gameplay
  1. 00:07:665 (1,2,3,4,5,6,7,8) - What about keeping the distances between the quadruplets to be 2 grid wide? It is to keep consistency with the distances at 00:05:596 (1,2,3,4,5,6,7,8,9,10) - . I felt that it didn't require enough movement
  2. 00:20:596 (8,1) - Add HDash to emphasize the Finish at (1). No, I tried before and a hyper here is very unfriendly
  3. 00:25:941 (8) - This stream do not suit the flow here pretty well, as the stream here is so horizontally straight, which is too wide during gameplay. In addition I think the stream can be Ctrl+H'ed and place back to the original place, and slant the stream a bit to make it narrower. You may refer to this: * screenshot Best as is because I wanted it to require a little precision with a very tiny jump into it
  4. 00:25:941 (8,1) - There should be a HDash here in my opinion. The jump is too far away and it is calling for HDash. If possible, try to add one here. In addition, for 00:25:941 (8,1,2,3) - please make (1,2,3) easier as this part will require players to hold their dash keys, which is not suitable as a Platter pattern. Seriously it will be much better if the part is remapped. Reduced the distance for 1,2,3 but did not put a hyper in
  5. 00:36:975 (6,7) - Move (7) a grid to the right for consistent distances, referring to the distance between 00:36:630 (5,6) - . No need since 6 ends on the right
  6. 00:37:320 (7,1) - Same as 00:25:941 (8,1) - . With the stream right before it and the jumps right after a hyper here would possibly be rather confusing.
  7. 00:59:044 (3,4) - HDash? Would be way too uncomfortable for a horizontal slider
  8. 01:08:872 (4) - Slant this slider a bit, it is impeding the rhythm as players have to dash at the very end of the slider, to catch the tail of the slider.
  9. 01:09:906 (5) - Ctrl+H the stream and place it back to original place. Additionally, slant it like before too. Ctrl-H'd but did not slant.

[ kjw's Rain]

  • Gameplay
    * I guess I will just keep it short. I will make some general comments about this.
  1. Beware of uneven distances such as 00:11:027 (10,1) - , they look very strange during the gameplay. Personally it can be fixed by moving to have even distances between the stream, in this case moving (1) to x:320 works. It's intended to keep the jumps after at perfectly even distances
  2. 00:24:389 (4,5) - I guess you want to add HDash here to make 00:23:354 (2,1,2,3,4,5) - feel more intense and consistent. Hence let's see if you can change this part a bit to fit in HDash. Maybe you want to refer to: * screenshot. But stilll, reworking this part would be much improved. I actually made sure NOT to make the last jump here a hyper as it makes the slider extremely hard to catch accurately.

Good luck!

AFB

Thank you for modding! (Sorry for declining so much, had to keep that old style feel)
Smudge
http://puu.sh/o7Knh/66a1975a49.png hd bg for noob zak kds plz
ZiRoX
Ay

[Cup]
  1. 00:16:630 (2) - I'd make this slider curve to the right (either Ctrl+H and getting it's back on its position, or rotating 180° around selection centre). I think a flowing slider is a bit more friendly to newer players after that side-to-side walk, and since you don't use antiflow that much in this diff, it's a bit more consistent with the rest of your patterns.
  2. 00:43:182 (1) - I think this slider is really underwhelming. I get that a Cup should use simplified rhythms, but this is too extreme. It ignores a lot of sounds and breaks the build up to the Kiai. I think you can shorten it to a 2/1 repeat slider, and add a circle at 00:44:906 -. Maybe something like this:
  3. If you did the previous one, this change is gonna be easy to apply. I think you should move the section between 00:26:285 (1) - and 00:45:251 (2) - to the right as a whole (to not change any pattern in between). The reason for this is that some players can follow the bananas on the right, which leaves them too far from 00:26:285 (1) - . If you move the whole section to x:184, 00:26:285 (1) - is already within walking distance from any side of the spinner.
  4. 00:48:010 (1) - This note offers no audible feedback. I would suggest changing this timing point to 50% Normal. It's loud enough to provide some feedback, but quiet enough that it doesn't stand out that much and keeps the hitsounds emphasis on the beginning of the Kiai.
  5. 01:18:699 (1) - This might be really easy to miss depending on where the player ends the spinner. I suggest moving this note closer to the center of the screen and rework the next patterns accordingly.
[Salad]
  1. 00:05:251 (2,1,2,3,4,5,6) - Personal opinion, I always prefer to introduce players to things slowly. For these reason, I wouldn't have a dash going to an antiflow movement so early in the song. Maybe you could go for a simpler movement, something like this (5 and 6 are stacked onto 3 and 2, respectively):
  2. 00:09:044 (4,5,1) - The distance between (4,5) is somewhat awkward, especially considering an antiflow dash comes next. I'd make this distance consistent with previous one to make the overall pattern easier.
  3. 00:12:320 (1,2,3) - The sound at 00:13:010 (3) - is a bit stronger than that at 00:13:010 (3) - (also emphasized by the finish hitsound). For this reason, I'd make the (1,2) distance shorter and place the dash between (2,3).
  4. 00:15:251 (1,2) - This distance felt a bit awkward, I'd make it a bit smaller (around x:288 feels nice)
  5. 00:18:010 (7) - You could place a NC here, the combo is getting a bit long.
  6. 00:18:010 (7,8) - Same as before, the distance felt a bit awkward. I think moving (8) to x:208 feels nice.
  7. 00:21:458 (2) - I'd also move this a bit closer to the previous note, both to reduce that distance and to increase the distance to the next object a bit. x:288 felt okay.
  8. 00:22:665 (4,5) - I'd move these to the left a bit and make the distance between them shorter, as the sounds aren't that strong. It's especially weird considering stronger drum sounds with similar snapping (00:23:354 (1,2,3,4,5,6) - ) have a shorter distance.
  9. 00:25:768 (7) - Make this normal flow please. Having an easier movement on this slider will let you increase the distance at 00:26:285 (8) - , which could be emphasized a bit more as the downbeat.
  10. 00:29:044 (1,2,3,4,5) - I'd make these distances shorter, to create a more friendly pattern.
  11. 00:30:596 (6,7) - Slant them a bit? Currently they require a lot of movement, so inclining them will make them a bit more lenient to newer players.
  12. 00:39:906 (1,2,3,4) - I'd make the distance on these doublets a bit shorter to make them easier. I'd move (1) and (3) one grid space to the left.
  13. 00:40:941 (5,6,7) - The spacing on this pattern is bad. Both distances are pretty similar, but (5,6) is hardly walkable and (6,7) requires a short dashing. I'd move (6) to the left to make the required movement clearer: you don't need to dash on (5,6) and you do on (6,7).
  14. 00:48:872 (3,4,5) - Distance between (4,5) should be larger than (3,4), as (5) is the stronger sound on this part. I'd move 00:48:699 (2,3) - to x:96, and 00:49:216 (4,5) - to x:368 to do the proper emphasis.
  15. 00:58:872 (6,1,2,3,4) - Totally not. The dash back to 00:59:734 (2,3) - is hard after the dash between 00:58:872 (6,1) - and the distance between 00:59:734 (2,3) - doesn't make it any easier. I'd use the following positions: (2) at x:320, (3) at x:416, (4) at x:240. For 01:00:596 (5) -, move it to x:480 and slant it a bit more, I placed the sliderend anchor at x:272 y:288 and felt nice.
  16. 01:01:975 (3,4) - I'd reduce this distance a bit, as it can leave players in an awkward position for the next dash. x:352 already improves this.
  17. 01:05:251 (4,5) - Same here. Since this isn't a downbeat, I'd go for an even lower distance in comparison to the previous suggestion, so I'd put 01:05:251 (4) - on x:304.
  18. 01:09:906 (5) - Slant it a bit, same reasoning as another repeat slider I pointed out before.
  19. 01:19:906 (1,2,3,4) - Move this whole lot to x:96 to create an easier distance. Also, move 01:20:423 (4) - to make the pattern before the dash a little bit easier.
  20. 01:22:665 (1,2,3) - Similar to what I suggested before. Either make both dashes or emphasize (3) alone.
[Platter]
  1. 00:07:665 (1,2,3,4,1,2,3,4) - I'd make these left-right movements a bit shorter. The second one can be especially tricky after the dash. I'd move 00:07:837 (2,4) - to x:64 and 00:08:699 (2,4) - to x:448.
  2. 00:11:630 (4,5) - This distance can be a bit tricky, making players miss the HDash. I'd place (5) on x:144.
  3. 00:11:975 (6,1) - Despite this being a 1/1 distance, the movement back after the HDash can throw some players off. As Platters are meant to be HDash-introductory diffs, I'd prefer some "buffer" after them. For these reason, I'd move (6) to x:384, which makes the HDash slightly weaker and closer to the next object, making it easier to catch.
  4. 00:13:010 - I think you can map this as a circle and start the spinner 1/2 later.
  5. 00:25:941 (8) - I think you can Ctrl+G this and move it to x:160. It will leave both the beginning and ending of the slider in a better position (as in more comfortable) to both the previous and following objects.
  6. 00:35:079 (1,2,3,4) - I think you can Ctrl+H this. The large 3/2 spacing and the movement of the previous slider made me move to the right, only to find that the next objects comes to the left, so ithe current placement is a bit unintuitive. It also creates a bit more distance with the following pattern.
  7. 01:21:458 (1,2,3,4,5,6) - Same suggestion as the pattern in the beginning applies here.
  8. 01:23:354 (1) - Same about placing a note here and starting the spinner 1/2 later.
[Rain]
  1. 00:04:906 (1,2) - Such a dash is a bit harsh for a song that's just starting, imo. I'd reduce it a bit by placing (1) on x:112 and (2) on x:400.
  2. 00:28:527 (5,6) - This jump is a bit tricky comparing it to the previous ones. I'd move (6) to x:176 and (7) to x:216 to reduce it a bit and keep the 1/4 stream with consistent spacing.
  3. 00:34:475 (9,1,2) - This distances can be easily missed. I'd put (1) on x:424 to reduce the distance a bit, and 00:34:906 (2) - on x:144 to make this jump a bit more lenient while retaining the hyperdash.
  4. 00:41:027 (3) - x:392 for consistent distances please not nazi at all
  5. 00:48:010 (6,1) - Really underwhelming distance considering (1) marks the beginning of the Kiai. I'd make (1) an horizontal slider (thus allowing for more distance) and move it to the right, around x:160 feels nice.
  6. 00:50:941 (8,1) - Ayyy, it's 2 grid spaces from becoming an hyperdash. Either make it an hyperdash or reduce the distance.
  7. 00:51:630 (2,3,4,5,6) - I find this pattern rather tricky and easy to miss, considering the 1/4 triplet and the different snapping hyperdashes. I think moving (4) to x:248 makes it more comfortable to play.
  8. 00:57:492 (4,5) - Maybe you can move this to x:112 to increase the leniency of this jump a bit.
  9. 00:59:044 (7,8,9) - I think the movement of this triplet is a bit awkward after the hyperdash. Maybe you can Ctrl+G this, it will create a nice pattern where the downbeat at 00:59:389 (1) - is emphasized more.
  10. 01:03:010 (5,6) - I think you can Ctrl+H this and move it to x:96. Current flow isn't the best, as the triplet comes from an hyperdash and ends in an antiflow movement to 01:03:010 (5) -.
  11. 01:08:182 (3,4,5) - This is similar to what I mentioned in the Platter at 00:35:079 (1,2,3,4) -. I expected a movement to the left, but was surprised by a movement to the right. I think you can Ctrl+H 01:08:527 (4,5,1,2,3,4,5,6,7,8,9,10,11,1) -.
Call me back, I guess hue
Topic Starter
Zak

ZiRoX wrote:

Ay

[Salad]
  1. 00:25:768 (7) - Make this normal flow please. Having an easier movement on this slider will let you increase the distance at 00:26:285 (8) - , which could be emphasized a bit more as the downbeat. I like the slider forcing this type of movement so I want to keep it.
[Platter]
  1. 00:11:975 (6,1) - Despite this being a 1/1 distance, the movement back after the HDash can throw some players off. As Platters are meant to be HDash-introductory diffs, I'd prefer some "buffer" after them. For these reason, I'd move (6) to x:384, which makes the HDash slightly weaker and closer to the next object, making it easier to catch. Moved it but not as much as requested, did the same for the later suggestion as well.
[Rain]
  1. 00:48:010 (6,1) - Really underwhelming distance considering (1) marks the beginning of the Kiai. I'd make (1) an horizontal slider (thus allowing for more distance) and move it to the right, around x:160 feels nice. To keep this part symmetrical, I made both sliders more horizontal and moved them a bit.
Call me back, I guess hue
fixed everything else, thanks!
ZiRoX
Recheck time. Do not kd this.

[Cup]
  1. 00:48:010 (1) - You forgot to change the sampleset on this timing point, using Soft makes this barely audible, so change it to Normal. Other diffs use 100%, so you should try and see which do volume do you prefer (either 100% as in other diffs or 50% to provide that dampened effect)
  2. 00:48:699 (2) - The vertical stack feels and looks weird. I'd prefer you'd move this note to something around x:160 so the movement has a bit more flow, similar to what you did on similar patterns like 00:49:906 (4,5) - .
    00:52:665 (3,4) - Same goes for this "stack". Putting 00:52:837 (4) - on x:312 or x:320 makes the pattern look and flow better.
[Salad]
  1. 00:26:285 (8,1,2) - These distances are really ambiguous, and it's hard to decide whether to dash or not. Even more, the short dash could leave players in an uncomfortable position to go back to 00:27:492 (3) - , so my suggestion would be to reduce the distances a bit. Something like x:304 and x:416 for (1) and (2), respectively, felt fine to me.
  2. 00:28:872 (8,1) - Another ambiguous distance, and this one precedes some zigzag movement at 00:29:044 (1,2,3) - that can make the overall pattern hard to play for players of this level. Try to make this pattern a bit more friendly, either reducing the distances, or making the flow a bit more clearer. One of many possibilities could be something like this:
  3. 00:30:596 (6,7) - I'd slant them even more, and move (6) closer to (7).
  4. 00:32:320 (1,2) - This can be a bit hard to catch after the previous left-right movement. I suggest you move them to the right, a bit closer to the previous pattern.
  5. 00:48:010 (5,1,2) - Distances here are a bit ambiguous, too. (5,1) feels a bit underwhelming, and (1,2) is hard to catch by walking. This doesn't convince me, but maybe you can move 00:48:354 (1) - to x:208 or 224 to emphasize this downbeat with a dash, and making the (1,2) distance easier to catch.
  6. 00:50:941 (3,4) - Another distance that may lead some players to dash, leaving them in a bad position to move back to 00:51:458 (5) - . I'd make it consistent with the rest by putting (4) in x:368.
  7. 01:01:975 (3,4) - Similar stuff. Since this one involves some back and forth movement, I'd make the distance slightly lower: I'd put 01:02:147 (4) - on x:320.
[Platter]
  1. 00:08:527 (1,2,3,4,5) - The sound is rather constant, so the dash doesn't fit that well. Putting (5) on something around x:304 goes better with the song.
  2. 00:11:113 (1,2,3,4,5,6) - I still find this pattern is a bit hard for a Platter. Try x:208 for (3) and x:160 to make it slightly easier.
  3. 00:16:458 (3,4) - This distance is rather ambiguous, and dashing doesn't fit really well. I'd move (4) a bit closer to the previous slider, somewhere around x:80.
  4. 00:24:561 (6,7,8) - The dash to 00:25:768 (7) - feels a bit excessive, as it isn't a truly strong note. I recommend you move 00:25:768 (7,8) - to x:192 to make it walkable. You might want to move 00:26:630 (1,2,3) - to the left a bit as the distance to this will increase with the suggested change, something around x:432 should fix it.
  5. 00:26:975 (3,4,5) - Both movements are hard to get by walking, but dashing to the first note, so it's a bit awkward to play. I think you can move (4) to x:256 and (5) to x:96. It will create a clearer dash pattern, emphasizing the drum beat at 00:27:492 (5) - .
  6. 00:33:699 (7,8,9,10) - This pattern is a bit hard to walk, but the distances don't induce dashing. I'd reduce the distance between the notes. x:400 for (8) and x:176 for (10) is good enough.
  7. 00:38:354 (4,5,6,7,8,1) - Same thing happens here. The distances are really hard to walk, and the dashes aren't clear. I'd go for reducing the distances to the circles, and increasing distances to the sliders, as they are mapped to relatively strong vocals.
  8. 00:44:044 (5,8) - Slant them a bit, the high SV makes them really edgy to catch by walking. What an edgy kid
  9. 00:58:699 (1,2,3) - I see no reason for the dashes here, the sounds aren't that strong.
  10. 01:07:320 (9,1) - Distance feels a bit tight. Moving 01:07:665 (1,2) - to x:80 already adds some leniency to the pattern.
  11. 01:21:458 (1,2,3,4,5,6) - Same as in the beginning.
Ayyy bye
Topic Starter
Zak

ZiRoX wrote:

Recheck time. Do not kd this.

[Salad]
  1. 00:28:872 (8,1) - Another ambiguous distance, and this one precedes some zigzag movement at 00:29:044 (1,2,3) - that can make the overall pattern hard to play for players of this level. Try to make this pattern a bit more friendly, either reducing the distances, or making the flow a bit more clearer. One of many possibilities could be something like this: Fixed the distance from 8 to 1 to make it flow better, because I'm fond of the zigzag
  2. 00:32:320 (1,2) - This can be a bit hard to catch after the previous left-right movement. I suggest you move them to the right, a bit closer to the previous pattern. With the sliders slanted and closer, this distance becomes easier so I just nudged 2 closer to 1
  3. 00:48:010 (5,1,2) - Distances here are a bit ambiguous, too. (5,1) feels a bit underwhelming, and (1,2) is hard to catch by walking. This doesn't convince me, but maybe you can move 00:48:354 (1) - to x:208 or 224 to emphasize this downbeat with a dash, and making the (1,2) distance easier to catch. I personally feel like 5,1 should be easier and I think that most players will think to dash to assure that they catch 1,2 while allowing some leniency if they don't dash, I also feels it's appropriate to kick off the kiai time.
  4. 01:01:975 (3,4) - Similar stuff. Since this one involves some back and forth movement, I'd make the distance slightly lower: I'd put 01:02:147 (4) - on x:320.I think this one is easy enough, I'd like to keep it.
Ayyy bye

Ayyy
ZiRoX
We adjusted a few things on IRC. Old style hype?
JBHyperion
Will recheck when I get home from work. Boo! no kds

In all diffs:
  1. 00:15:251 (1) - Finish on the head would go well with the cymbal sound here. Additionally, I'd increase the volume at 00:15:941 to around 50% as these objects are quite hard to hear with Soft sampleset
Salad
  1. 00:42:665 (1,2) - Consider increasing the spacing a little here for the clap sound, (2) at x-256 works nicely
  2. 01:01:975 (3,4,5,6) - Plays better with jumps to (4) and (6) for the strong vocal sounds imo, perhaps something like this: https://osu.ppy.sh/ss/5033898 - (1,2,3) and tail of (8) kept same placement
  3. 01:08:527 (3,4) - Really needs to be a jump here I think, the vocal is so strong in this climax to the kiai. Perhaps head of (4) can be moved further right keeping the tail and (5) the same)

Platter
  1. 00:36:630 (5,6) - Length of these repeaters is a tiny bit high to stack comfortably with the short movement between them, I'd rotate each of them 20-30 degrees towards vertical
  2. 00:57:147 (2,3) - This spacing with antiflow is quite unexpected tbh, (2) slightly to the left at x-368 would be nice
  3. 00:59:044 (3,4) - Hdash and NC here to emphasize the midpoint of the kiai? It's a pretty strong note, I'd at least want it to have a little more emphasis

Rain
  1. 00:23:182 (1) - Unnecessary NC imo, the surrounding combos aren't overly long and these notes are too quiet to need such emphasis
  2. 00:24:389 (4,5) - Feels weird that this isn't a hyper when 00:23:354 (2,1,2,3) were. You might want to try moving 00:23:182 (1,2,1,2,3,4) to x-112 to add one here
  3. 00:34:475 (8,1) - Really awkward 1/4 jump considering 00:34:216 (6,7) are facing to the left. I'd reduce this a bit, say (1) to x-400
  4. 00:42:492 (6,7) - This spacing is kinda tight, and a hdash to the strong vocal sound at 00:42:837 (1) would be cool to do. Try moving (7) to x-224
  5. 00:50:941 (8,1) - Another tight jump, this could easily be a hyper for the vocal sound. x-232 or x-288 (with a slight shape change to avoid the flowstop this creates at 00:51:630 (2) -) please
  6. 01:22:837 (1,2,3) - I'd space these out a tiny bit more, since the hdash coming off 01:22:751 (8,1) is quite strong and it's easy to overshoot. I'd put (2) at x-312 and (3) at x-432

That's it, call me back.
Topic Starter
Zak

JBHyperion wrote:

Will recheck when I get home from work. Boo! no kds
Platter
  1. 00:59:044 (3,4) - Hdash and NC here to emphasize the midpoint of the kiai? It's a pretty strong note, I'd at least want it to have a little more emphasisAdded the Hdash, but no NC, doesn't feel needed.

Rain
  1. 00:34:475 (8,1) - Really awkward 1/4 jump considering 00:34:216 (6,7) are facing to the left. I'd reduce this a bit, say (1) to x-400 I actually broke this by accident somehow, it's fixed to proper timing now.

That's it, call me back.
Fixed everything else, hue
JBHyperion
Fixed a few NCs, should be good to throw oldstyle a chance

Qualified~

Fun fact - this map was uploaded before I even knew osu! existed (^:
Ascendance
was probably best to make the source japanese, but congrats :D
IamKwaN
I have to temporarily take this mapset from the qualified session because of metadata issue.
  1. Romanised Artist must be Shoko Nakagawa or Nakagawa Shoko. Former one appears much more frequently so that would be my choice.
  2. Ascendance wrote:

    was probably best to make the source japanese (aka 天元突破グレンラガン), but congrats :D
    I actually recommend this too, but the final decision is of course up to you. There are not any concrete rules regarding to this matter.
References:
http://puu.sh/ozDhN/f6fc8f46e0.jpg from http://www.sonymusic.co.jp/artist/ShokoNakagawa/
http://puu.sh/ozDiO/266da3c251.jpg from https://www.youtube.com/channel/UCLW97w ... p4eMxRf3Kg
http://media.vgm.io/albums/06/34560/345 ... 541510.jpg - Cover of 空色デイズ / 中川翔子 (SRCL-6572)
http://media.vgm.io/albums/45/34554/345 ... 533767.jpg - Cover of 空色デイズ / 中川翔子 (SRCL-6573)

Good luck!
Topic Starter
Zak
What about the recently ranked set for the same song having it as Nakagawa Shouko, as well as other songs by the same artist? I find it hard to believe that all of them went to ranked status without being noticed.
IamKwaN
Those should be fixed.

Also, one important reminder, mapsets going to the ranked status may not have correct metadata. Checking the metadata every time before nominating is probably what a BN should do.
Topic Starter
Zak
Welp, it's fixed now.

Hope nothing else is wrong ;w;
JBHyperion
Apologies Zak, should have doublechecked afb's metadata suggestion myself. I can re-icon this later today if necessary.
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