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Hashimoto Miyuki - Gensou Roukaku

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Mikagura Seisa
First sorry for my poor English...
mod
Normal
00:07:205 (1,2) - strange you should try a return slider+ point
00:15:205 (1) - 1/2 return slider is better
00:32:205 (2,3,4,1) - head SHOULD on 2--4---1
01:05:955 (2,3,1) - is not very beautiful
http://osu.ppy.sh/ss/2546387try this

Hard
00:16:705 (2,3,4,5,1) - straight flow is better
00:38:455 (4,1,2,3,4) - strange flow only see 1234 is NOT a circle

Insane
00:14:205 - a point here
00:17:205 (1,2,3) - 1,3end too close
00:44:580 (2,3,4) - not STRAIGHT
01:31:580 (2,3) - https://osu.ppy.sh/ss/2546527
01:36:955 (1,2,3) - strange too ESU
01:36:955 (1,2,3,1,2,3,4) - https://osu.ppy.sh/ss/2546543 <- i try this

Extra
00:34:205 (5,6,7) - not BEAUTIFUL
00:46:955 (1,2,3,4,5) - strange flow
01:26:580 (2,3,4,5,6) - hide 3 and flow is not good i think should redo these point
i think your map should do more change on distance and flow and make your map more fit to the song NOT only the rhythm.
Topic Starter
kintyan

MoleAkarin wrote:

First sorry for my poor English... - np :)
mod
Normal
00:07:205 (1,2) - strange you should try a return slider+ point
00:15:205 (1) - 1/2 return slider is better
00:32:205 (2,3,4,1) - head SHOULD on 2--4---1
01:05:955 (2,3,1) - is not very beautiful
[img]osu.ppy.sh/ss/2546387[/img]try this

Hard
00:16:705 (2,3,4,5,1) - straight flow is better - accept
00:38:455 (4,1,2,3,4) - strange flow only see 1234 is NOT a circle

Extra
00:34:205 (5,6,7) - not BEAUTIFUL
00:46:955 (1,2,3,4,5) - strange flow
01:26:580 (2,3,4,5,6) - hide 3 and flow is not good i think should redo these point
i think your map should do more change on distance and flow and make your map more fit to the song NOT only the rhythm.
thank you modding 8-)
-Nanaka-

MoleAkarin wrote:

First sorry for my poor English...

Insane
00:14:205 - a point here No
00:17:205 (1,2,3) - 1,3end too close I do not think so
00:44:580 (2,3,4) - not STRAIGHT I do not think so,change flow00:44:830 (4,5) -
01:31:580 (2,3) - https://osu.ppy.sh/ss/2546527 nope
01:36:955 (1,2,3) - strange too ESU ^Yours flow bad
01:36:955 (1,2,3,1,2,3,4) - https://osu.ppy.sh/ss/2546543 <- i try this^
thank you modding :)
Gaia
hihi from queue

[General]
Hard tick2
Insane tick4
Nanaka tick4
Extra tick4

[Normal]
suggest NC every 2 measures instead
01:05:205 (1) - i really dont think 1/4's in a Normal is a good idea, try using a reverse? http://puu.sh/eIgtt/5934a93a30.jpg (or 3 circles, up to u)

Really nice job >w<

[Hard]
01:21:330 (1) - weird spinner usage

I'm worried that this hard is too hard to have good spread with the Normal, the normal uses simple rhythms but the hard maps the streams and all those insane stuffs
otherwise its a nice hard

[Insane]
00:01:205 (1,2,3) - try not to overlap, it looks bad
00:02:455 (6) - this jump is really big!!
00:04:205 (4,5,6) - should use the same spacing as 00:06:955 (1,2,3) - 00:07:705 (4,5,6) - etc
00:09:955 (6,7,8) - isnt really following the music :>
00:49:205 (1,2,3,4,5) - really tricky to play, kickslider, stream, kickslider
01:02:955 (3,1) - cancer pattern that i don't recommend ><
01:08:205 (5,6,7) - really big jump!!
01:10:705 (8,9,10) - ^
01:39:205 (1,2,3,4) - hard to play, stream, kickslider, stream
01:41:205 (3) - either NC this or make it a 3/4 reverse because polarity issue

[nanaka]
00:13:205 (1,2) - this break inbetween is really awkward, especially 00:14:205 -
00:19:205 (1) - overlapped so its hidden, recommend u dont overlap the head
00:29:705 (3) - 2 kicksliders instead, or 2 1/4 reverses

omg u mapped this like an extra or something, all these 1/4 240 bpm jumps are huuuge ;w;
parts like 00:01:580 (2,3,4,5) - is really confusing cuz its jump, then flow stops cuz of the stack
00:31:205 (1) - 00:32:205 (1) - these 2 combos Q~Q

then at the kiai......
01:39:205 (1,2,3,4,5,1,2,3,4,5) - omg

im not saying to have no 1/4 jumps, just control it so you dont have it back to back, its really exhausting that way


good luck
Sylphi
[Normal]
  1. Somtimes, cycle of new combo is broken. Please use same cycle.
  2. 00:05:205 (1,2,1,2) - Add whistle on each slider's head. it would sound better.
  3. 01:25:205 (1,2,3,4) - It is a bit awkward. try this rhythm.
[Hard]
  1. Approach rate 8 (in BPM 120) is a bit fast. I think approach rate 7 is best.
  2. 00:12:955 (1) - Remove new combo for consistency
  3. 00:13:205 (2) - New combo for consistency
  4. 00:38:955 (1,2) - Same as above. each notes are toggled new combo.
  5. 01:10:705 (6,7,8) - It feels like overmapped. change to 1 / 2 slider or 1 / 4 repeat slider.
  6. 01:19:205 (7,1) - Also, Each notes are toggled new combo.
  7. 01:26:455 (6,7,8) - Same as 01:10:705.
  8. 01:27:205 (9,1) - Each notes are toggled new combo for consistency.
  9. 01:37:205 (8,1) - ^
  10. 01:46:705 (4,5,6) - How about try this rhythm like as prev part? if you change this, add new combo on 01:47:205 (5).
  11. 01:47:455 (5) - If you don't apply above, add new combo on this.
  12. 01:48:205 (1) - Remove new combo for consistency
  13. 01:49:205 (3) - New combo for consistency
  14. 01:57:205 (7) - ^
  15. 01:58:205 (1) - Remove new combo for consistency
Topic Starter
kintyan

Gaia wrote:

hihi from queue thank you :)

[General]
Hard tick2
Insane tick4
Nanaka tick4
Extra tick4

[Normal]
suggest NC every 2 measures instead - ok!
01:05:205 (1) - i really dont think 1/4's in a Normal is a good idea, try using a reverse? http://puu.sh/eIgtt/5934a93a30.jpg (or 3 circles, up to u) - umm best match to now placement IMO

Really nice job >w< - really? Im happy >w<

[Hard]
01:21:330 (1) - weird spinner usage - I think too,,, but this map make is 11 months ago lol, I don't remember mapping meta

I'm worried that this hard is too hard to have good spread with the Normal, the normal uses simple rhythms but the hard maps the streams and all those insane stuffs
otherwise its a nice hard

[Insane]
00:01:205 (1,2,3) - try not to overlap, it looks bad - OMG, little change flow
00:02:455 (6) - this jump is really big!! - ummm I think not big jump, because this place is kick slider
00:04:205 (4,5,6) - should use the same spacing as 00:06:955 (1,2,3) - 00:07:705 (4,5,6) - etc - ok
00:09:955 (6,7,8) - isnt really following the music :> - but lyrics to match IMO
00:49:205 (1,2,3,4,5) - really tricky to play, kickslider, stream, kickslider - odd number stream, i think not hard and i like this mapping 8-)
01:02:955 (3,1) - cancer pattern that i don't recommend >< - really? i like it :)
01:08:205 (5,6,7) - really big jump!! - yeah, on purpose make, because this place is main role and good match lyrics
01:10:705 (8,9,10) - ^ - ummm, i think not big, kick slider is easy jump
01:39:205 (1,2,3,4) - hard to play, stream, kickslider, stream - this place should emphasis
01:41:205 (3) - either NC this or make it a 3/4 reverse because polarity issue - oh nice job!

im not saying to have no 1/4 jumps, just control it so you dont have it back to back, its really exhausting that way


good luck - thank you modding 8-)

Underflow wrote:

[Normal]
  1. Somtimes, cycle of new combo is broken. Please use same cycle. - ok 8-)
  2. 00:05:205 (1,2,1,2) - Add whistle on each slider's head. it would sound better. - but not sound whistle, on drum sound to music
  3. 01:25:205 (1,2,3,4) - It is a bit awkward. try this rhythm. I think hard pattern has necessary
[Hard]
  1. Approach rate 8 (in BPM 120) is a bit fast. I think approach rate 7 is best. - ok
  2. 00:12:955 (1) - Remove new combo for consistency - ok
  3. 00:13:205 (2) - New combo for consistency - oh good see, I didn't notice LOL
  4. 00:38:955 (1,2) - Same as above. each notes are toggled new combo. - umm but can't add new combo to late notes
  5. 01:10:705 (6,7,8) - It feels like overmapped. change to 1 / 2 slider or 1 / 4 repeat slider. - hm, I think nice emphasis
  6. 01:19:205 (7,1) - Also, Each notes are toggled new combo. - I think match to back sound
  7. 01:26:455 (6,7,8) - Same as 01:10:705.
  8. 01:27:205 (9,1) - Each notes are toggled new combo for consistency. - ok
  9. 01:37:205 (8,1) - ^ - little accept
  10. 01:46:705 (4,5,6) - How about try this rhythm like as prev part? if you change this, add new combo on 01:47:205 (5). - nice job :)
  11. 01:47:455 (5) - If you don't apply above, add new combo on this.
  12. 01:48:205 (1) - Remove new combo for consistency
  13. 01:49:205 (3) - New combo for consistency
  14. 01:57:205 (7) - ^
  15. 01:58:205 (1) - Remove new combo for consistency
thank you modding 8-)
really thank you guys!!
Phos-
Hi, from the Faded Modding Queue~

[General]
  1. Looks good~
[Normal]
  1. 00:31:205 (1) - Remove the NC you have here, it is inconsistent with the rest of the map because it goes against your NC pattern, making things confusing for players.
  2. 00:33:205 (6,1) - Add an NC at (6) instead of (1). For the reason I have stated above, it is inconsistent. (6) is also a much stronger beat, making an NC here more appropriate..
  3. 00:52:205 (3,4,1) - This type of flow/pattern seems a bit out of place with the rest of the map, since (1) turns too sharply from (4).
  4. 01:05:205 (1,2,3) - Not fond of the overlaps this set of notes share, since it makes the map look untidy. Try moving them as far as distance snap will allow, then the overlaps should be fixed.
  5. 01:16:205 (2) - You could make this go at an angle, as opposed to just straight. An angled slider would make the pattern seem a lot more interesting, remember to move the notes after as well to prevent a spacing issue.
[Hard]
  1. 00:28:705 (7) - For consistency, I would remove the whistle and make this a sampleset normal. If it's inconsistent, then it'll sound worse and out of place with the rest of the map.
  2. 01:09:205 (1,2) - Very minor, but it would look/flow better if (2) was a horizontally flipped version of (1)
[Insane]
  1. 00:43:205 (9,1) - Add an NC at (9) and remove the NC at (1). This goes against your NC pattern, making it inconsistent. (9) is on the downbeat, while (1) isn't, so it would definitely make more sense to add one on (9) instead,
[7ka's Insane]
  1. 00:22:455 (3,6) - Things can get very confusing considering that these are directly on top of eachother, making their track and direction very unclear. To fix this, you should move one of them to a more appropriate place e.g increasing the spacing on (6), so at least the bottom half of it is visible.
  2. 00:47:205 (3,4,5) - I found this stack very out of place and unfitting. The music suggests a jump, so suddenly stopping flow at this vital point in the music will not play well.
  3. 01:11:580 (2,3,4,5) - Bad flow here. The cursor expects to make more of a circular motion, having a circle where (5) is and looping through slider (3). Unfortunately though, you have to move to (4), which interrupts the whole thing and makes play worse, so I suggest sorting this out.
  4. 01:12:705 (8,1) - Minor, but you should sort out this overlap, makes the map look somewhat untidy and you can easily avoid this.
  5. 01:13:205 (1,2,3) - Not nearly as bad as 00:22:455 (3,6) - , but you should increase the spacing to slider (3) to spice things up a bit, boring having it in the exact same place.
  6. 01:19:205 (1,2) - This blanket is far off, fix it by making sure (2)'s approach circle is parallel to the edge of (1)'s slider border, otherwise the pattern will look untidy.
  7. 01:39:205 (1,2,3,4,5,1,2,3,4,5) - This part of the map is unproportionately difficult to the rest of the map. These are large, continous 240bpm jumps (120bpm 1/4). Players are likely to fail here, since these kind of jumps are usually found in difficult extra diffs, not an insane that's only had jumps in sets of 2 or 3 around that size and smaller. Not even the jumps in this set's extra are this difficult, so please tone them down a bit.
[Extra]
  1. 00:24:205 (1,2,3,4,5,6,7,8) - You should clean this pattern up a bit, since it doesn't really resemble anything, or at least at first glance, making the map look kinda messy.
  2. 00:38:955 (1,2,3,4,5) - Same as above ^
  3. 01:07:205 (1,2,3,4,5) - The main problem with this rhythm is that it doesn't go with the music that well, and it skips a beat so you can't place a sampleset normal to keep the hitsounds consistent. I would reduce the slider (3) by 1/4 and place a circle to fill the gap. This way, the hitsounds will be consistent, meaning that it won't sound horribly out of place, and the rhythm is a lot more faithful to the music. Alternatively, you could replace the shortened slider (3) with two circles, either way the new rhythm would be the same.
  4. 01:49:705 (5,6,7,8) - You can certainly improve this pattern, how about forming them into a regular square or rectangle, it would play and look better that way.
I found that the map's easier diffs are mapped amazingly well~ The harder diffs though, particularly 7ka's and extra, need a bit of work however.

I shot a star, good luck!
Topic Starter
kintyan

[ Faded ] wrote:

Hi, from the Faded Modding Queue~

[General]
  1. Looks good~
[Normal]
  1. 00:31:205 (1) - Remove the NC you have here, it is inconsistent with the rest of the map because it goes against your NC pattern, making things confusing for players. - ok
  2. 00:33:205 (6,1) - Add an NC at (6) instead of (1). For the reason I have stated above, it is inconsistent. (6) is also a much stronger beat, making an NC here more appropriate.. - ok
  3. 00:52:205 (3,4,1) - This type of flow/pattern seems a bit out of place with the rest of the map, since (1) turns too sharply from (4).
  4. 01:05:205 (1,2,3) - Not fond of the overlaps this set of notes share, since it makes the map look untidy. Try moving them as far as distance snap will allow, then the overlaps should be fixed.
  5. 01:16:205 (2) - You could make this go at an angle, as opposed to just straight. An angled slider would make the pattern seem a lot more interesting, remember to move the notes after as well to prevent a spacing issue. - ok
[Hard]
  1. 00:28:705 (7) - For consistency, I would remove the whistle and make this a sampleset normal. If it's inconsistent, then it'll sound worse and out of place with the rest of the map. - oh forget add back beat LOL but didn't remove whistle
  2. 01:09:205 (1,2) - Very minor, but it would look/flow better if (2) was a horizontally flipped version of (1)
[Insane]
  1. 00:43:205 (9,1) - Add an NC at (9) and remove the NC at (1). This goes against your NC pattern, making it inconsistent. (9) is on the downbeat, while (1) isn't, so it would definitely make more sense to add one on (9) instead, - ok
[Extra]
  1. 00:24:205 (1,2,3,4,5,6,7,8) - You should clean this pattern up a bit, since it doesn't really resemble anything, or at least at first glance, making the map look kinda messy. - I like this flow and I think good match to diff
  2. 00:38:955 (1,2,3,4,5) - Same as above ^
  3. 01:07:205 (1,2,3,4,5) - The main problem with this rhythm is that it doesn't go with the music that well, and it skips a beat so you can't place a sampleset normal to keep the hitsounds consistent. I would reduce the slider (3) by 1/4 and place a circle to fill the gap. This way, the hitsounds will be consistent, meaning that it won't sound horribly out of place, and the rhythm is a lot more faithful to the music. Alternatively, you could replace the shortened slider (3) with two circles, either way the new rhythm would be the same. - yeah, but I can't good correction, if change it, to so bad flow,,,
  4. 01:49:705 (5,6,7,8) - You can certainly improve this pattern, how about forming them into a regular square or rectangle, it would play and look better that way.- oh nice suggest
I found that the map's easier diffs are mapped amazingly well~ The harder diffs though, particularly 7ka's and extra, need a bit of work however.

I shot a star, good luck! - thank you :)
thank you for modding~~~ 8-)
-Nanaka-

Gaia wrote:

hihi from queue

[nanaka]
00:13:205 (1,2) - this break inbetween is really awkward, especially 00:14:205 - Fix
00:19:205 (1) - overlapped so its hidden, recommend u dont overlap the head Nope,Tester who was not a problem
00:29:705 (3) - 2 kicksliders instead, or 2 1/4 reverses ^

omg u mapped this like an extra or something, all these 1/4 240 bpm jumps are huuuge ;w;
parts like 00:01:580 (2,3,4,5) - is really confusing cuz its jump, then flow stops cuz of the stack oh..Fix
00:31:205 (1) - 00:32:205 (1) - these 2 combos Q~Q awkward :?

then at the kiai......
01:39:205 (1,2,3,4,5,1,2,3,4,5) - omg  :( :( :( change,small DS

im not saying to have no 1/4 jumps, just control it so you dont have it back to back, its really exhausting that way


good luck

[ Faded ] wrote:

Hi, from the Faded Modding Queue~

[7ka's Insane]
  1. 00:22:455 (3,6) - Things can get very confusing considering that these are directly on top of eachother, making their track and direction very unclear. To fix this, you should move one of them to a more appropriate place e.g increasing the spacing on (6), so at least the bottom half of it is visible. Sure
  2. 00:47:205 (3,4,5) - I found this stack very out of place and unfitting. The music suggests a jump, so suddenly stopping flow at this vital point in the music will not play well. ok.Chirony told the same thing
  3. 01:11:580 (2,3,4,5) - Bad flow here. The cursor expects to make more of a circular motion, having a circle where (5) is and looping through slider (3). Unfortunately though, you have to move to (4), which interrupts the whole thing and makes play worse, so I suggest sorting this out. sorry.nope This is intentional
  4. 01:12:705 (8,1) - Minor, but you should sort out this overlap, makes the map look somewhat untidy and you can easily avoid this. ok
  5. 01:13:205 (1,2,3) - Not nearly as bad as 00:22:455 (3,6) - , but you should increase the spacing to slider (3) to spice things up a bit, boring having it in the exact same place. oops ,I will fix next time :)
  6. 01:19:205 (1,2) - This blanket is far off, fix it by making sure (2)'s approach circle is parallel to the edge of (1)'s slider border, otherwise the pattern will look untidy.  not a blanket,ok... little change
  7. 01:39:205 (1,2,3,4,5,1,2,3,4,5) - This part of the map is unproportionately difficult to the rest of the map. These are large, continous 240bpm jumps (120bpm 1/4). Players are likely to fail here, since these kind of jumps are usually found in difficult extra diffs, not an insane that's only had jumps in sets of 2 or 3 around that size and smaller. Not even the jumps in this set's extra are this difficult, so please tone them down a bit.ok...ok.. :(
your Nice Modder :oops:
special thanks!!


I found that the map's easier diffs are mapped amazingly well~ The harder diffs though, particularly 7ka's and extra, need a bit of work however.

I shot a star, good luck!
thank you for modding :)
-Nanaka-
Sorry Modders
My Diff has been removed at the discretion of Sheryl lol
anyway,I will leverage the future You guys opinion :)
Thank you~
HabiHolic
[Normal]

00:45:705 (2) - You can this made (1) note blanket patten maybe better imo.
00:48:705 (6,7) - Change 1/2 slider. i think this reading hard in Normal diff
01:11:205 (1,2) - Same here(^)
01:18:955 (6) - Hmm.. this delete and only add note 01:19:205 - here?
01:25:705 (5,6,1) - Can you change this rhythm?

01:30:705 (1,2) - Swap NC please. i think better downbeat adding NC.
01:32:455 (3) - Delete.

[Hard]

00:16:705 (2,3,4,5) - 00:20:205 (1,2,3,4) -00:28:205 (3,4,5,6) - 00:32:205 (1,2,3,4) - 01:10:455 (4,5,6,7,8) - 01:26:455 (4,5,6,7,8) - This is unrankedble i think. so change slider stream change?
00:40:205 (5,6) - Awkward this. change 1/1 slider better imo.

Call me.
Topic Starter
kintyan

HabiHolic wrote:

[Normal]

00:45:705 (2) - You can this made (1) note blanket patten maybe better imo. - changed it
00:48:705 (6,7) - Change 1/2 slider. i think this reading hard in Normal diff - changed it. useful mapping for next time
01:11:205 (1,2) - Same here(^) - (2) circle remove, only add (1)
01:18:955 (6) - Hmm.. this delete and only add note 01:19:205 - here? - I think matching to song now, but this pattern not match to Normal diff, i can change this
01:25:705 (5,6,1) - Can you change this rhythm? - I understand your thinking, but not match map IMO

01:30:705 (1,2) - Swap NC please. i think better downbeat adding NC. - idk which better :( but change it xD
01:32:455 (3) - Delete. - yes

[Hard]

00:16:705 (2,3,4,5) - 00:20:205 (1,2,3,4) -00:28:205 (3,4,5,6) - 00:32:205 (1,2,3,4) - 01:10:455 (4,5,6,7,8) - 01:26:455 (4,5,6,7,8) - This is unrankedble i think. so change slider stream change? - all change to slider stream
00:40:205 (5,6) - Awkward this. change 1/1 slider better imo. - LOL change it

Call me.
thank you for modding :)
HabiHolic
Good Job.
Frim4503
are you sure about that big gap ?
Yuii-
ffffs

Popping for difficulty spread. The jump streams on Extra are too exaggerated. I also want to discuss a couple of things before someone else bubbles.
Combo Colour 3 is a bit too random, you could try using grey, maybe, that'd work better with the background.

[Normal]

  1. 00:11:205 (3,4,5,1,2,1) - The most dense part of the map is located on the very beginning? There isn't one single pattern on the Kiais to be more or less similar to the density presented on this pattern.
  2. 00:48:705 (6,1) - You could have placed (1) some pixels above, I don't see a logical reason behind placing it below (6)'s tail? Is quite antiflow-y.
  3. 01:03:205 (1) - 01:41:205 (1) - Dividing the combos into three groups of 3 isn't a bad idea, but this is breaking with your consistency, so you really want to remove that NC.
[Hard]

  1. 00:02:955 (6,1,2,3) - Linear flow? Isn't "bad" or anything, but you could create a better looking pattern by placing some objects on different locations than where they are at the moment. In case you want to keep everything as it is right now, you might want to change 00:02:455 (5) - as its flow is telling the player their cursor should move on a downward motion instead.
  2. 00:27:205 (1) - Don't personally consider this slider as a prominent object to create a jump, actually; additionally, the jump from 00:27:955 (2,3) - seems a bit unnecessary. I'd strongly recommend you to move (1) some pixels above, then make a blanket with 00:27:205 (1,2) - reducing the distance with (2,3) as well in order to create a better emphasis of everything beat correctly.
  3. 00:33:205 (3) - Try moving it to x168 y116 to create a better (and not so linear) flow with the pattern and to increase the distances a bit between 00:33:205 (3,1) - .
  4. 00:38:955 (1,2) - Swap NCs.
  5. 01:12:580 (7,8) - I don't see a room for this jump, there's literally nothing to emphasise on (8), and this pattern is even more spaced out than 01:12:955 (8,1) - which is worth emphasising as (1) has a very strong beat on it's clickable side.
  6. 01:14:205 (3,4,5) - Once again, emphasis mistake. You want to (or at least try to) make jumps whenever there's a prominent beat, not every time. As (5) has a very tiny sound compared to (4), you should make another jump pattern.
  7. 01:16:580 (6,7) - Yup, the same. I'm surprised by the fact that you did it properly on 01:24:580 (7,8) - , so I won't understand why you are inconsistent in case the previous jumps are intentional (even when they should not).
  8. 01:49:205 (5) - New combo!
[Insane]

You could use a lower AR, like 8.5. Would feel more natural here.

  1. 00:08:955 (2,3) - Woah, harsh jump. This is the kind of distance you would use for a 1/1 pattern, but it's 1/2 one. So let's compare at similar things, such as 00:10:705 (9,1,2,3,4) - having a decent spacing and well-emphasised.
  2. 00:09:955 (6,7,8) - Let's compare patterns once again 00:12:205 (6,7,8) - . Why they are so different even though you know the second pattern sounds waaay better due to the fact that it goes along better with both rhythm and vocals. Seriously, the 1/4s sliders don't sound that good, and I don't find a valid reason to map them like that, forcing the player to "lock" their cursor for hitting these.
  3. 00:21:205 (5) - NC should be here; and swap NCs 00:22:955 (1,2) - there.
  4. 00:22:955 (1,2) - I thought you were mapping the 1/4 with a bit more of spacing on this section, what happened here? Why is the spacing suddenly so "low"?
  5. 00:26:205 (4,5,6,7) - Throughout the whole map (I think) this is the only burst that isn't separated properly, you are stacking it, but why? You ran out of space here, right? Understandable, though.
This difficulty has a serious problem regarding spacing and flow. Let's talk about spacing for a while: it's inconsistent throughout the whole map, there's no clear path on "this beat sounds stronger so I will add more spacing to it", no. For the kind of song you are mapping, it just feels overdone and unorthodox. Calms parts are supposed to be and be mapped calm, and this song is rather slow. Patterns such as 01:41:205 (1,2,3,4) - where all the beats are strongly emphasise, have the same spacing as a normal 1/2 when 3 notes of this pattern are almost 1/1 and have more importance on the background music as a whole. I'm talking specifically to the sliders, anyway, don't get me wrong. You are placing a lot of sliders in a very particular way of expressing everything as "this is important... oh! and these sliders too, so I gotta separate them a lot". Take a look at 01:29:955 (6,7) - why? You did a great job at placing the circles and their emphasis, so why the slider-placement feels so overdone? Regarding flow, this is a very simple flow and could be improved in many, maaany, maaaaany ways possible. There are a lot of parts where the cursor has to do a straight line and that's it... being honest, this happens during the 70% of the map.

[Extra]

Here we go!
Increase the AR, to 9.3. These will give players a better feedback when reading these patterns.
I didn't do it on the Insane because it was pretty much a constant analysis, but I will take my time to explain everything here.

  1. 00:06:705 (5,6,1) - You are canceling the flow here by blanketing (6) that much, it's a very harsh angle that players have to do in order to reach every object, there's literally very little flow over here. Let me suggest you a much more circular flow by moving (6,1) a bit in order to make a more natural flow https://osu.ppy.sh/ss/3984771 .
  2. 00:09:705 (3,4,5,6) - Upon hitting all these objects, the player would still expect to move to the right, but you are canceling that motion by placing both 00:10:455 (7,8) - on the left twice creating a sharp angle that its transition is quite questionable. By adjusting some notes a bit you could create a pattern like https://osu.ppy.sh/ss/3984785 that would flow way better and be more intuitive at the same time.
  3. 00:15:955 (4,1) - Very bad transition, actually, you are forcing the player to go to another direction to where the last 1/4 landed.
  4. 00:19:205 (1) - In order to make a better circular flow and not cancelling the momentum, you could place this on x240 y 256 for a better transition.
  5. 00:20:955 (4,1,2,3) - Consider lowering the space from (4,1) as it's a bit too much and also to highlight 00:21:705 (3) - over (2), since with the current placement, it seems that (2) is a more prominent note, even when you decided to place a custom hitsound on (3). Same goes to 00:25:205 (1,2,3) - .
  6. 00:28:205 (1,2,3,4) - These really look with bad aesthetics, you literally ran out of place and inspiration to map this, I know you could do a much better job rather than do something that plays okay-ish.
  7. 00:31:330 (2,3,4,5,6,7,8) - You really don't know the pain triangles are, right? Please, try to lower the spacing or something, it is really hard to hit this.
  8. 00:32:205 (1,2,3,4) - 00:48:705 (1,2,3,4) - 01:42:705 (1,2,3,4) - Please, polish your 1/8s, make it more clear, clean up your streams.
  9. 00:44:955 (5,6,7) - Hold on, Hollow Wings, eeeeaassy there, buddy.
  10. 01:03:705 (3,4,5,6) - Spacing on these is a bit too high, don't you think? Quite unnecessary when the music hasn't reached its momentum, yet.
  11. 01:43:205 - Spacing here onwards feels a bit overdone, especially on circle-patterns such as 01:49:705 (5,6,7,8) - or 01:47:205 (2,3,4,5) - whereas in other places is definitely more "calmly".
Ay.
Topic Starter
kintyan

Yuii- wrote:

ffffs

Popping for difficulty spread. The jump streams on Extra are too exaggerated. I also want to discuss a couple of things before someone else bubbles.
Combo Colour 3 is a bit too random, you could try using grey, maybe, that'd work better with the background.
I had select to reason, but forget it
change color


[Normal]

  1. 00:11:205 (3,4,5,1,2,1) - The most dense part of the map is located on the very beginning? There isn't one single pattern on the Kiais to be more or less similar to the density presented on this pattern.
    change, and I really long edit, 00:11:205 (3) - ~ 00:34:705 (3) -
  2. 00:48:705 (6,1) - You could have placed (1) some pixels above, I don't see a logical reason behind placing it below (6)'s tail? Is quite antiflow-y.
    I think flow is blue line, maybe you think flow is black line.
    I like this blue line flow

  3. 01:03:205 (1) - 01:41:205 (1) - Dividing the combos into three groups of 3 isn't a bad idea, but this is breaking with your consistency, so you really want to remove that NC.
    need to NC, because that place is emphasis point and good match back sound,IMO
[Hard]

  1. 00:02:955 (6,1,2,3) - Linear flow? Isn't "bad" or anything, but you could create a better looking pattern by placing some objects on different locations than where they are at the moment. In case you want to keep everything as it is right now, you might want to change 00:02:455 (5) - as its flow is telling the player their cursor should move on a downward motion instead.
    following lyrics'ひとすじの光' no change
  2. 00:27:205 (1) - Don't personally consider this slider as a prominent object to create a jump, actually; additionally, the jump from 00:27:955 (2,3) - seems a bit unnecessary. I'd strongly recommend you to move (1) some pixels above, then make a blanket with 00:27:205 (1,2) - reducing the distance with (2,3) as well in order to create a better emphasis of everything beat correctly.
    ok
  3. 00:33:205 (3) - Try moving it to x168 y116 to create a better (and not so linear) flow with the pattern and to increase the distances a bit between 00:33:205 (3,1) - .
    change to 00:33:205 (3) - ~ 00:36:955 (6) -
  4. 00:38:955 (1,2) - Swap NCs.
  5. 01:12:580 (7,8) - I don't see a room for this jump, there's literally nothing to emphasise on (8), and this pattern is even more spaced out than 01:12:955 (8,1) - which is worth emphasising as (1) has a very strong beat on it's clickable side.
    yeah I think too
  6. 01:14:205 (3,4,5) - Once again, emphasis mistake. You want to (or at least try to) make jumps whenever there's a prominent beat, not every time. As (5) has a very tiny sound compared to (4), you should make another jump pattern.
    fix
  7. 01:16:580 (6,7) - Yup, the same. I'm surprised by the fact that you did it properly on 01:24:580 (7,8) - , so I won't understand why you are inconsistent in case the previous jumps are intentional (even when they should not).
    maybe miss take, idk that reason
    and long edit 01:13:205 (1) - ~ 01:28:580 (6) -
  8. 01:49:205 (5) - New combo!
    oh good
[Insane]

You could use a lower AR, like 8.5. Would feel more natural here.

  1. 00:08:955 (2,3) - Woah, harsh jump. This is the kind of distance you would use for a 1/1 pattern, but it's 1/2 one. So let's compare at similar things, such as 00:10:705 (9,1,2,3,4) - having a decent spacing and well-emphasised
    ohhhhhhkay I think too really really hard jump LOL
  2. 00:09:955 (6,7,8) - Let's compare patterns once again 00:12:205 (6,7,8) - . Why they are so different even though you know the second pattern sounds waaay better due to the fact that it goes along better with both rhythm and vocals. Seriously, the 1/4s sliders don't sound that good, and I don't find a valid reason to map them like that, forcing the player to "lock" their cursor for hitting these.
    uhhhh I don't find another pattern,, I think match to sound and vocal now
    If I change pattern, I use this pattern 00:01:955 (3,4,5,6,7) -
    but near use it, I think some stream is so bad idea and feeling to bad
  3. 00:21:205 (5) - NC should be here; and swap NCs 00:22:955 (1,2) - there.
    change
  4. 00:22:955 (1,2) - I thought you were mapping the 1/4 with a bit more of spacing on this section, what happened here? Why is the spacing suddenly so "low"?
    idk lol maybe miss mapping, change it
  5. 00:26:205 (4,5,6,7) - Throughout the whole map (I think) this is the only burst that isn't separated properly, you are stacking it, but why? You ran out of space here, right? Understandable, though.
    I can't find good idea ;( and can't sees good editing, but change it
This difficulty has a serious problem regarding spacing and flow. Let's talk about spacing for a while: it's inconsistent throughout the whole map, there's no clear path on "this beat sounds stronger so I will add more spacing to it", no. For the kind of song you are mapping, it just feels overdone and unorthodox. Calms parts are supposed to be and be mapped calm, and this song is rather slow. Patterns such as 01:41:205 (1,2,3,4) - where all the beats are strongly emphasise, have the same spacing as a normal 1/2 when 3 notes of this pattern are almost 1/1 and have more importance on the background music as a whole. I'm talking specifically to the sliders, anyway, don't get me wrong. You are placing a lot of sliders in a very particular way of expressing everything as "this is important... oh! and these sliders too, so I gotta separate them a lot". Take a look at 01:29:955 (6,7) - why? You did a great job at placing the circles and their emphasis, so why the slider-placement feels so overdone? Regarding flow, this is a very simple flow and could be improved in many, maaany, maaaaany ways possible. There are a lot of parts where the cursor has to do a straight line and that's it... being honest, this happens during the 70% of the map.

[Extra]

Here we go!
Increase the AR, to 9.3. These will give players a better feedback when reading these patterns.
I didn't do it on the Insane because it was pretty much a constant analysis, but I will take my time to explain everything here.
change to AR9.3

  1. 00:06:705 (5,6,1) - You are canceling the flow here by blanketing (6) that much, it's a very harsh angle that players have to do in order to reach every object, there's literally very little flow over here. Let me suggest you a much more circular flow by moving (6,1) a bit in order to make a more natural flow https://osu.ppy.sh/ss/3984771 .
    I know that place had bad flow, but favorite flow on play
    I don't know reason LOL
    if everyone say ''bad flow GG'' I change it unwillingly :(
  2. 00:09:705 (3,4,5,6) - Upon hitting all these objects, the player would still expect to move to the right, but you are canceling that motion by placing both 00:10:455 (7,8) - on the left twice creating a sharp angle that its transition is quite questionable. By adjusting some notes a bit you could create a pattern like https://osu.ppy.sh/ss/3984785 that would flow way better and be more intuitive at the same time.
    yeah, I understand your thinking,
    I play it, but didn't feel bad
  3. 00:15:955 (4,1) - Very bad transition, actually, you are forcing the player to go to another direction to where the last 1/4 landed.
    really? i dont feel
  4. 00:19:205 (1) - In order to make a better circular flow and not cancelling the momentum, you could place this on x240 y 256 for a better transition.
    I don't feel bad
  5. 00:20:955 (4,1,2,3) - Consider lowering the space from (4,1) as it's a bit too much and also to highlight 00:21:705 (3) - over (2), since with the current placement, it seems that (2) is a more prominent note, even when you decided to place a custom hitsound on (3). Same goes to 00:25:205 (1,2,3) - .
    change 00:21:205 (1,2,3) -
  6. 00:28:205 (1,2,3,4) - These really look with bad aesthetics, you literally ran out of place and inspiration to map this, I know you could do a much better job rather than do something that plays okay-ish.
    I think good match to song and mapping
  7. 00:31:330 (2,3,4,5,6,7,8) - You really don't know the pain triangles are, right? Please, try to lower the spacing or something, it is really hard to hit this.
    its not result of mapping
    if everyone finger so strong, its easy
  8. 00:32:205 (1,2,3,4) - 00:48:705 (1,2,3,4) - 01:42:705 (1,2,3,4) - Please, polish your 1/8s, make it more clear, clean up your streams.
    no, this stream have pattern
  9. 00:44:955 (5,6,7) - Hold on, Hollow Wings, eeeeaassy there, buddy.
    i dont have idea
    I got used to it
  10. 01:03:705 (3,4,5,6) - Spacing on these is a bit too high, don't you think? Quite unnecessary when the music hasn't reached its momentum, yet.
  11. 01:43:205 - Spacing here onwards feels a bit overdone, especially on circle-patterns such as 01:49:705 (5,6,7,8) - or 01:47:205 (2,3,4,5) - whereas in other places is definitely more "calmly".
    have consistency spacing
    Except for this I can't do it
Ay.
please be kind :(
I really really tired...
HabiHolic
Garven
[General]
Please don't use a light grey combo color against a light grey background

[Hard]
01:18:955 (5) - Your new combos get out of sync here.

[Insane]
Considering the difficulty spread here, AR 9 is a pretty harsh jump up from a very slow Hard. This worked ok with AR 8.5. 8 started to get really messy.

[Extra]
Even if the diff spread was adjusted for, this is still a huge leap up in difficulty from the Insane. You really need to tone down the spaced circle streams - especially the non-curved ones like 00:16:205 (1,2,3,4,5,6,7,8) - (I'd recommend two distinct sets of 4s to go with the music better) and 00:22:205 (1,2,3,4,5,6) - (I don't even know why this is here. There's nothing in he music that calls for jump spam like this)

The diff spread still really needs work and the grey combo color needs to be fixed.
Topic Starter
kintyan

Garven wrote:

[General]
Please don't use a light grey combo color against a light grey background
ok

[Hard]
01:18:955 (5) - Your new combos get out of sync here.
add new combo?
add nc list: 01:18:955 (5) 01:21:205 (1) - 01:23:206 (1) -
remove nc 01:22:705 (4) -

[Insane]
Considering the difficulty spread here, AR 9 is a pretty harsh jump up from a very slow Hard. This worked ok with AR 8.5. 8 started to get really messy.
fix 8.5

[Extra]
Even if the diff spread was adjusted for, this is still a huge leap up in difficulty from the Insane. You really need to tone down the spaced circle streams - especially the non-curved ones like 00:16:205 (1,2,3,4,5,6,7,8) - (I'd recommend two distinct sets of 4s to go with the music better)
This is crescendo mapping :D
and 00:22:205 (1,2,3,4,5,6) - (I don't even know why this is here. There's nothing in he music that calls for jump spam like this)
yeah I know this pattern had problem, but everyone didn't suggestion to this
fixed


The diff spread still really needs work and the grey combo color needs to be fixed.
fuck you yuii- color suggestion

maybe everyone can't make Insane+ and Hard+,
really hard to fixed spread problem,
everyone some coming to this problem
Yuii-
I SAID GREY, NOT LIGHT GREY!
Topic Starter
kintyan

Yuii- wrote:

I SAID GREY, NOT LIGHT GREY!
same color LOL
Yuii-
By the way, do you want me to GD an Insane for the spread? Or you will do it? I am loving this song!
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