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ZUN - Shunshun Shuugetsu ~ Mooned Insect

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Total Posts
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Topic Starter
Winek

Genocide wrote:

aaaaaaaaaaaa mooned insect <3
need taiko?3late5me
also star for you good luck!

EDIT : please check your tag names (aimod)
thanks for star! will check tags o3o
Red Eclipse_old
---Hard---
AR = 7
00:07:267 - these jumps feel weird, maybe move the circles closer!
00:22:190 - Move 7 or 9 so there isnt such a weird overlap
00:51:706 - Maybe move 4 (or 2 and 3) for a better flow
Sorry if the mod is bad ;_//
AruOtta
Recheck ~

ALL YOUR PICTURES FOR THE SB MUST BE MAXIMUM 960x540 (as the ranking criteria said). Donc pour toutes les images sauf le backgorund.
Also there's 3 .OSB files, so you have to delete 2 of them to only keep the one with the right name.

[Easy]
01:29:167 (1,2,3) - Blankets can be improved

[Normal]
00:09:544 - Y'a un finish dans la musique, donc ajoute un circle plz (ou tu reverse le slider). Tu l'as fait pour 01:11:835 (4) en plus alors voilà
01:23:360 - Tu pourrais map ce beat peut être ?

[Hard]
Vu que c'était à la base une Light Insane, bah c'est trop dure pour une Hard et ça colle pas avec le set. Faudrait soit enlever les triplet et quelques cercles sur les red ticks ou carrément la remap =/
D'ailleurs presque tout les triplets sont overmapped parce qu'il y a pas de beat sur le tick bleu dans la musique, donc c'est unrankable.
00:36:222 (1,4) - Petit overlap =/
00:52:480 (4) - "Coucou je suis caché' Hé bah non c'est unreadable mon petit (donc pratiquement unrankable)
01:05:061 (4,5) - Ce pattern est étrange, c'est dur de voir le approachcircle avec le SB sombre, essaye de les déstack peut être ?
01:57:812 (3,5) - Ils se touchent, et c'est pas beau :c

[Insane]
Maybe you could add some finish ? It feels empty without finish :'c
00:24:996 (3) - You could maybe detsack it and make another pattern ?
01:04:093 - This break should/must be mapped like in the 3 others diff.
01:52:199 - You missed a beat here =/

Call me after you applied this mod <3
Ozato Fumika
1.8 SV with AR6 on a 155 bpm hard diff
Topic Starter
Winek

No Dap wrote:

1.8 SV with AR6 on a 155 bpm hard diff
goddam i changed the AR
Pappy
It's going to happen
Nice /o/
Yauxo

Kenterz wrote:

[Insane]
Maybe you could add some finish ? It feels empty without finish :'c added many
00:24:996 (3) - You could maybe detsack it and make another pattern ? yes
01:04:093 - This break should/must be mapped like in the 3 others diff. God damnit D: This sure is gonna look weird when Iam trying to adapt to my old style.
01:52:199 - You missed a beat here =/ added
Thanks :3 Also Winek, you might want to check the combo colours. Idk if it's still correct

asd
osu file format v13

[General]
AudioFilename: Stirring an Autumn Moon ~ Mooned Insect.mp3
AudioLeadIn: 0
PreviewTime: 76075
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 1
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.699999

[Metadata]
Title:Stirring an Autumn Moon ~ Mooned Insect
TitleUnicode:Stirring an Autumn Moon ~ Mooned Insect
Artist:ZUN
ArtistUnicode:ZUN
Creator:Winek
Version:Yauxo's Lunatic
Source:Touhou
Tags:wriggle nightbug th8 IN imperishable night lunarsakuya yauxo 東方永夜抄 Eiyashou
BeatmapID:417968
BeatmapSetID:155051

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8.3
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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272,340,123231,5,6,0:0:0:0:
444,292,123425,1,2,0:0:0:0:
348,180,123618,1,2,0:0:0:0:
364,332,123812,1,2,0:0:0:0:
364,332,123909,1,0,0:0:0:0:
364,332,124005,37,2,0:0:0:0:
256,188,124199,1,2,0:0:0:0:
116,304,124392,2,0,L|80:216,1,90,2|2,0:0|0:0,0:0:0:0:
256,192,124779,12,4,126328,0:0:0:0:
Topic Starter
Winek

Pappy wrote:

It's going to happen
Nice /o/
arigato <3


Yauxo wrote:

Kenterz wrote:

[Insane]
Thanks :3 Also Winek, you might want to check the combo colours. Idk if it's still correct
Ok, will check. Also uploaded diff (just a min ok?)
AruOtta

;w;

Re-recheck

[General]
I don't get the SB effect at the intro of the map... I think you should just use a fade effect
00:50:544 - Also these kinds of fade aren't scaled well, it's ugly, try to fix it, or to remove the fade and makes the Dark Wriggle disappear only at 00:51:706 (same for all the fades of the map)
In my opinion, you should remake the SB or delete it ;w;

The Preview Point isn't snapped, I suggest to move it at 01:16:376

[Normal]
00:09:544 (4) - Tu devrais ajouter un finish, ça suit la musique, comme pour 01:11:835 (4)
01:47:747 (1,4) - Essaye d'améliorer le blanket ?

[Hard]
00:20:351 (10,1) - Essaye d'améliorer le blanket ?
00:28:867 (8) - whistle oublié ?
00:51:706 (1,3) - Y'a un overlap gênant =/
01:50:844 - finish oublié ?
02:00:521 (2,3) - whistle oubliés ?

[Yauxo's Lunatic]
01:08:162 (4,5,6) - They aren't snapped (AiMod thank you)

Call me back
Topic Starter
Winek


nothing everything fixed
happy?
Xiaolin
o/
*Becomes a BAT*
*Mods his map*
*Finishs modding*
Now fix everything or I wont wank your map : )
P i k u
take my kudosu Winke o/
good luck ranking this :3
Lokovodo
Wriggle Nightbug a qt. Take my star and gogogo
Topic Starter
Winek
thanks guys for support, I really appreciate it <3
AruOtta
I think this should be ready

BUBBLED (」・ω・)」
Kibbleru
holy shit, what a god
Topic Starter
Winek
in any case i warn everyone


I will not change the spinner recovery time in normal diff. It's okay. If you think it's too hard, go train in easy but don't whine it's unrankable.
Kibbleru

Winek wrote:

in any case i warn everyone


I will not change the spinner recovery time in normal diff. It's okay. If you think it's too hard, go train in easy but don't whine it's unrankable.
easy too ^^
Ozato Fumika

Winek wrote:

in any case i warn everyone

I will not change the spinner recovery time in normal diff. It's okay. If you think it's too hard, go train in easy but don't whine it's unrankable.
in that case you should delete this from your signature.

why bother looking for a bat when you never want to change an unrankable issue?
Topic Starter
Winek

No Dap wrote:

Winek wrote:

in any case i warn everyone

I will not change the spinner recovery time in normal diff. It's okay. If you think it's too hard, go train in easy but don't whine it's unrankable.
in that case you should delete this from your signature.

why bother looking for a bat when you never want to change an unrankable issue?
Understand that this is NOT unrankable, but somthing that is not suggested.
Right now, I like my map, i'll avoid doing this in future, of course, but if your objective is to tell that my map is shit jsut because it look ol' 2010, then please stop. Like I said, maybe you already ignored me while that, i said, "Goodbye, let's not PM eachother anymore. We'll both be happy this way.".
If you think a silly error of opinion can make a map unrankable you are totally wrong. Mainly is this MY choice. I decided to make my Normal harder than usual normal diffs. This does not make my diff unrankable. If you insist so much about this guideline, then what about removing easies? Normal is something for casual player, not Newer. Because in your logic you're saying that "oh hi i'm a beginner, i'll start with normal." and then "SHIT THIS NORMAL IS WAY TOO HARD!! How can any beginner play this! There is absolutely nothing easier than this diff!". That's why easy are here. Easy diffs were made for beginner; Beginner, enjoy easy. If you think you got better, then go play normal. Don't whine it's too hard.

edit: btw thank u no dap you made me remember to update my sig .3.
Eni
The Ranking Criteria is going to be re-written and soon become the Quality Criteria.

For now the current rule can be considered a guideline at best since we don't know the future of qualifying.

Also: BAT should be BA. :P
AruOtta
@Winek Mao said it's unrankable :/
pishifat
first two points under general p/3095239 ahem
Topic Starter
Winek
i'm gonna be clear that this is my mapping

if something as stupid as this guideline for spinner recovery time makes my map unrankable then i will not rank this map and let it grave.

edit: also give me a fucking proof that this shit is unrankable BECAUSE I DO NOT SEE ANY SHIT HERE. https://osu.ppy.sh/wiki/Ranking_Criteria if the rule is added, i'll respect it. ORELSE I WILL NOT, BECAUSE THIS IS MY MAPPING, AND MY MAPPING COMES FROM MY HEART, NOT GUIDELINE'S HEART. I SAID MANY TIMES, BUT BEGINNER CAN GO PLAY EASY DIFF INSTEAD.

pishifat wrote:

first two points under general p/3095239 ahem
ahem sorry i never realized that;;

I don't know wheter I will upload because it'll pop the bubble...
Topic Starter
Winek
I am so tired.
wall full of shit

Ranking Criteria wrote:

Rules
All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.

General

No two hitobjects on the same tick (osu!mania game mode is an exception). This includes hit circles, starts and ends of sliders, and starts and ends of spinners. Although this may be possible to accomplish while playing, it defeats the purpose of following the rhythm of the song. No object lands on the same tick.

Do not overuse kiai time. The general rule of thumb is one toggle per minute of playtime. Kiai is meant to accent chorus sections, so don't use it just for fountains unless you're doing this rarely. You can toggle kiai off and back on halfway through the chorus if it fits, but using it constantly every few beats/measures is just ridiculous and can distract players. I think the kiai time is not abused. It is okay.

Do not manually edit anything in an .osu file that cannot be changed through the Editor. The only exceptions are .osu-specific storyboards and skin-related options such as SliderBorder and SliderTrackOverride. Of course I didn't orelse it wouldn' be working.

There must not be any obscene imagery in the background/storyboard/video content. This includes nudity, near-nudity, sexual references, violence, drug abuse, etc. Keep things PG, suitable for ages 12+. Do you think my Wriggle BG is NSFW?

Approved Category is only for Marathon maps. Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead. It goes for rank!

Mapset

Mapsets must have at least two difficulties of the same game mode, one of which must be an Easy/Normal level. It is possible for Marathon difficulties to have only 1 difficulty, but it must be named Marathon for the BSS to allow the submission to pending. There are four difficulties.

The mapset must have a well-designed spread of difficulties, containing at least an Easy or a Normal difficulty. This is so that players of all levels of experience are able to enjoy maps of the songs they love. There are four diffs: Easy, Normal, Hard, and Insane, a totally normal spread.

The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars. The difficulty level of Taiko-specific and osu!mania-specific difficulties must also follow a well-designed spread and might contain an Hard/Insane only, if there are standard difficulties present. In CtB, the spread evaluation is upon the BATs discretion. The difficulty spread is determined by the map's star rating. A map falls under a certain difficulty when having a specific star rating:
Below 1.5: Easy
Below 2.25: Normal
Below 3.75: Hard
Below 5.25: Insane
Above 5.25: Expert
Every difficutly resepct this, check yourself.

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming. Everyone knows what "Lunatic" is.

Each difficulty must be able to be played by a single player. Thus, Multiplayer TAG-specific difficulties are not allowed since multiple people are required to play them. However, you may add an external link to a TAG difficulty in your map thread. There is no TAG.

A mapset cannot have just one Taiko or osu!mania difficulty. If you decide, for example, to include Taiko in your map, make sure you have at least 2 Taiko mode difficulties and that one of them is of an easier difficulty level if it doesn't have an osu! standard Easy level difficulty. However having only one CtB difficulty is fine. NoTaiko.

Having just one CtB difficulty is allowed in an osu!standard mapset because standard difficulties are converted correctly to CtB. Thus, in Taiko or osu!mania mapsets you need at least 2 CtB difficulties since Taiko and osu!mania can't be converted to CtB. No CTB

No guest mapper should have more difficulties in the mapset than the creator, all modes together. For collaboration mapsets, the uploader should take part in all collab difficulties. The person who should upload the map is the one who contributed most to it. Maps with an ambiguous set of difficulties such as collabs will be evaluated on a case-by-case basis to ensure that the submitting mapper is properly accounted for.I made two diffs. I recived two GDs from both different peoples. It's rankable.

Metadata

Metadata must be consistent across all difficulties. This is to ensure that searching is consistent and clean across a mapset. Checked with AImod.

Eastern artists must be written in the proper 'surname firstname' format (e.g. Japanese/Chinese/Korean). For artists which have a preferred romanisation, use this one. If you're unsure of your artist's name, then check previously ranked maps, Google, Wikipedia, or ask a BAT for help. ZUN is ZUN

Songs with Japanese titles must use the Modified Hepburn method of romanisation in the "Romanised Title" field. As a non-unicode field, long vowels such as "おう" and "うう" should be romanised into "ou" and "uu" to avoid macrons. Loan words should be expressed using romanisation from the original language. Yeah I fixed that not too much time ago.

Songs with Chinese titles must be romanised in this method: each character must be romanised into a single, capitalised, separated word. The official romanization should be used if provided. Loan words should be expressed using romanisation from the original language. Refer to Thread: Romanisation of Chinese for more information. It's instrumental!!

Vocaloids can be featured within the artist section if the producer/composer includes it via official sources. This ensures that we enforce metadata being accurate in all cases. Wriggle ain't no vocaloid.

Do not alter the song's title. This includes adding any marker to describe the cut of the song such as "Short Ver.", "TV Size" and so forth unless those markers are part of the official song title as listed by a reputable source.Stirring An Autumn Moon ~ Mooned Insect (TV Size) yes

Only use the Source field if the song comes from or was made famous by a video game, movie, or series. Website names are not an acceptable Artist nor Source. It's touhou!

Tracks created by composers belonging to doujin circles should list the circle's name as the main composer. The sole exception to this is when a composer of a given circle is well-known enough by their own name. In this case, their own composer name may be used instead. Yeah uh ok.

The information of multiple mapset contributors must be provided in the mapset, if there is any guest mapper. This might be in the creator's words, via a storyboard or via naming the guest difficulties appropriately. You only need to provide information of guest mapper and corresponding guest part. Guest mappers must be added to the tags of a mapset. This helps others to know if the map uploader is the main contributor of the mapset and who else contributed to the given mapset. Lunarsakuya and yauxo are in

Timing

Uninherited (red) Timing Sections should be used to accurately map the song's timing. They should synchronize to the beats of the song as accurately as possible and use the correct time signature whenever possible. If an incorrect time signature would last for more than 2 bars, add another timing section to fix it. Please see this thread for more information on downbeats. Thanks pishi for accurate timing (i guess)

Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor). kk checked with AImod and I guess the rythm is ok desu.

Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty. AImod thank u.

Uninherited timing sections cannot be used to manipulate slider speeds. These can be very unexpected for the player while also disrupting the main menu pulse and slightly changing the overall timing of the map. This make me remember, Kobato... whatever, I didn't.

No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.
Audio

A beatmap set may only contain one music file used by all difficulties. Multiple music files within a single beatmap set is unsupported by osu! and results in unexpected behaviour with preview times, metadata, etc. I'm not abusing of peppy's hard drive.

The song's audio file must be of reasonable quality. Try and source mp3 files yourself; ripping them from a streaming video site often results in low quality audio with high file sizes. The bitrate of a beatmap's audio file must be no lower than 128kbps and no higher than 192kbps. If you are having trouble acquiring an appropriate audio file, contact one of the more audio-savvy BAT; they will be more than happy to help find an mp3 for you. my mp3 is ok <.<

The minimum draining (play) time for a map is 30 seconds (but the recommended minimum is 45 seconds). If your map is shorter than that, then try looping the song with an audio editing program. This is so each map gives a high enough score, and also so people do not try and cut songs too short for no reason, thus stopping people from enjoying the song fully. wriggle is around 2 min.

You must cut your mp3 if you're using less than 80% of it. This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped. If you only plan to map a portion of your song, then including the full mp3 is a waste of file space. Many mp3 editing tools like this exist which make fading and cutting a song simple. However, if you have a legitimate reason for keeping your full mp3 (e.g. a storyboard after the map ends), then that is fine. don't count my map in.

You must use hitsounds. Without these, things get way too monotonous as you are throwing away one of the main elements of variation present in mapping. You don't need to place them on every note (and are discouraged from doing so), but they must at least be frequently heard when playing. i did so ~

Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together. That's whut i did !

Songs/Maps with mature lyrics/themes must be marked with a label such as "18+" in the map's thread. This game is for all ages, and so a warning is needed for younger audiences. There is currently no way to distinguish this outside of the map's thread, but this may change in the future. Wriggle didn't do any NSFW!!

Each difficulty of the mapset must have a preview point set (and be consistent in every difficulty). This is used for both the song selection menu and the online thumbnail preview. yep yep already placed and constant in diffs.

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players. there ain't no wav file.

Video
There is no video
A beatmap set may not contain multiple background video files. Multiple videos within a single beatmap set is not supported by osz2 and will result in errors during upload and processing.
The video's dimensions must not exceed 1280x720. As well, upscaling lower resolution video to a higher resolution should be avoided. This ensures video files do not become excessively large or resource intensive.
The video's offset must be correct and consistent between difficulties so that it follows the music how it was originally meant to be.
The video's audio track must be removed from the video file. The audio track in video is not used in osu!, so removing it reduces that filesize of the beatmap.


Skinning
there ain't no skin
If you are using any elements created by another community member, ask permission beforehand. Respecting the work of others is paramount and most people will be delighted to have their work featured in your projects!
Gameplay elements must be visible. You cannot make any element that will impair the playability of the map invisible as it will make the map unintuitive or even impossible to play.
Skinned elements must be cropped cleanly so they don't look like they have jpeg or pixelated artifacts around them or half-cropped shadows. If you don't have a program like Photoshop, then there are many free alternatives like Paint.NET and GIMP that can be used instead.
Background images must be at a maximum of 1024x768 pixels for 4:3, 1366x768 pixels for 16:9. Although 1366x768 (16:9) is recommended, most background ratios that are 4:3 or 16:9 should also work reasonably well (for example, 800x600 or 852x480). Using an image with a different ratio is fine, but will result in letterboxing (black bars at the top/bottom of the screen) or upscaling (resized image to fill the whole screen).
Keep background imagery safe. Images should be on a level that can be displayed on all-audience TV, on public signage, and of nature that doesn't require censoring in any country. If you have any possible edge-case scenarios, please PM peppy on IRC with a link to the image in question; a list of images which are/aren't acceptable will be built up to set some visible guidelines.
You must have a background image on every difficulty of your map. If your map has a storyboard, then you can easily fade the background out, but one is still required for the song selection menu, online thumbnail icon, and for players not downloading with video (if the map has one).
Hitbursts must be clearly distinguishable from each other (e.g. 300/100). The best way to ensure this is to use a different color for each hitburst. Otherwise, the player won't know if they're hitting beats accurately.
When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color (this can be done by adding the line "SliderBorder: 255,255,255" (using RGB values) under the [Colours] section of each .osu file). The same logic applies to hitbursts, cursors, numbers, and anything else of this nature. If you didn't intend to skin an element in the set, then using the templateskin's version is okay. Setting a SkinPreference is also acceptable (e.g. forcing the default skin).
Combobursts must be oriented for the left side of the screen. Combobursts are aligned to the bottom and left sides of the screen by default, and are just horizontally flipped for the right side. Thus, you only need to worry about making sure that the comboburst is cleanly cropped on the top and right sides of the image.
Do not make any essential gameplay elements larger than template skin dimensions (especially for combobursts). Larger elements may effect gameplay performance, and thus should be avoided. However, any elements that do not directly effect gameplay (e.g. pause-back, play-skip, etc.) may be slightly larger if a legitimate reason is given.
There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.


Storyboarding

Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels for 4:3 aspect ratio images, although 640x480 is highly preferred. For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes. Yeah fixed that with Kenterz

The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize. Also this!

There must not be any unnecessary transparency around storyboarded images, so crop and resize them as much as possible. If there are particular reasons for apparently useless transparency, then please explain them. For transparent sprites, there should be at least one pixel of transparent border around them so that interpolation (e.g. a black-bordered image on a black background) works properly (although a shadow or glow around the image will fix this problem as well). Nope, no transparency

Maps that use repetitive strobes, pulsing images, or flashing colors in the storyboard must use the epilepsy warning. There is one built-into the editor, which will display a visual warning at the beginning of the map and also mark the map's online thumbnail with a warning icon. Also, it helps to make a note of the flashing/strobes/etc. in the map's thread. This warning is absolutely needed so that players with epilepsy can avoid any danger. Wriggle will bring childs to hospital

Guidelines

Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases. If you want to break a guideline, ask yourself this: Does what I'm about to do make sense? Is it more fun to play like this compared to sticking to the guidelines? If you answer yes to both these questions, then it is probably okay.

When your guideline-breaking map gets modded, try to be as reasonable as possible: Do your best to explain your point of view and be open to suggestions.
I'm following all of them.
The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties. If your Insane difficulty is at or above a 5 star rating it is recommended to include another Insane level difficulty between Hard and the 5+ Insane.
A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be.
When including a slider velocity change, there should be a discernible change in the map's tempo. A spacing change, a short break in the map, or a slider containing at least one tick will help show the transition between them.
Make sure that you can pass each difficulty in your mapset. Continually test-playing your map is one of the best ways to spot mistakes and correct issues.
Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
Kiai should be consistent throughout difficulties of your mapset (especially since it is shown on the main menu). If you have a guest difficulty from another mapper that uses different kiai, then it's fine as long as it still makes sense.
Kiai should start on a white tick (or more commonly, the big white tick called the downbeat) of a measure. Generally, the main part of the chorus will start at this point.
The song should not be too long. Aim for 3 minutes maximum; anything longer gets tiring. If you need help editing a song down to length, feel free to ask in the Beatmap General Questions forum.
Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties.
Options such as letterboxing, countdown, and audio lead-in should be consistent between difficulties. Having cohesive settings throughout your mapset will look much more professional, although there are always scenarios where this is impossible. One difficulty might start at the beginning of the mp3, where a countdown is impossible but an audio lead-in is absolutely necessary; while another difficulty may start a few seconds in, where a countdown is usable but an audio lead-in is senseless.
Try to keep osz files under 10mb, or 24mb if you include a video/storyboard. Videos and storyboards can generally be decreased in size by lowering the quality of the video or trimming/resizing storyboard elements.
Avoid using storyboarded hitsounds. If a player misses the hitobject that the storyboarded hitsound lands on, then the hitsound will be played (which doesn't make much sense when this is a rhythm game utilizing audio feedback). Also, storyboarded hitsounds at places where there are no objects can confuse the player into thinking there was some unseen hitobject, which doesn't make sense either.
Slider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
Avoid going over a 5.0x storyboard load to help prevent lag on older computers. Resizing some of your storyboard images may help with this.

thanks fluttershy03
https://osu.ppy.sh/wiki/Standard_Ranking_Criteria
here i see
that this
is a
hellshitting
guideline

and i'm gonna ask myself
Does what I DID make sense?: I'll answer yes, because this is my mapping style. Also, I see nowhere the specifical rule where they say how much spacing must there be between the spinner and next note. It just say "Try Try Try Try Try Try giving a nice pause for easy/normal" And now I decided my normal would be harder than ordinary ones. The difficulty is easy enough, you want to know.

By the way, I have a new suggestion.

Ranking Critera wrote:

Easy diffs are no longer needed. since normal must becaome easy as shit, why still add easy? Just forget about it. Even if there's an easier diff, you HAVE to make your Normal diff suitable for beginner coz yolo, easy is for what? UNDERBeginner? lol forget about easy, it's ok.

Ranking Critera wrote:

Do NOT have a mapping style. Every maps must follow the Ranking Criteria, not your heart. Be sure that your map has no feeling, and that you are ONLY aiming for rank, not that your map get appreciated.
Understand this sarcasm and that why this "guideline" makes my map unrankable
fanzhen0019
gud
Topic Starter
Winek

fanzhen0019 wrote:

gud
wut?
fanzhen0019

Winek wrote:

fanzhen0019 wrote:

gud
wut?
i like the way you express ideas. cool point
Topic Starter
Winek

fanzhen0019 wrote:

i like the way you express ideas. cool point
hhhhh thanks -3-
AruOtta
Everything pishi said has been fixed, I'm going to rebubble
Yauxo
Holy shit Iam gone for some days and this is bubbled.

Gogo!
Secretpipe

Yauxo wrote:

Holy shit Iam gone for some months and this is bubbled.

Gogo!
DakeDekaane
ヽ(´□`。)ノ

Sorry Winke, but check Normal:
Also, I'll drop a mod soon.
Topic Starter
Winek
was i stupid enough to change only the bpm in my normal and not snap the note

plz kill me.

edit: updated

double edit: forgot a d for my updated and also forgot to thank you dake .3.
AruOtta
when you check : nothing
when it's updated : everything not snapped

fffffffffffffff
Topic Starter
Winek

Kenterz wrote:

when you check : nothing
when it's updated : everything not snapped

fffffffffffffff
plz forgive meh ;;
Kibbleru

Winek wrote:

Kenterz wrote:

when you check : nothing
when it's updated : everything not snapped

fffffffffffffff
plz forgive meh ;;
its a bug happened to me b4
spinners. i cri
Topic Starter
Winek

Kibbleru wrote:

its a bug happened to me b4
spinners. i cri

nice sig btw

choochoo chouchou omg
DakeDekaane
[General]
I'll have to check the actual real title (I've already poked some people, don't worry). Actual one is a translation and isn't allowed.
Title: 蠢々秋月 ~ Mooned Insect
Romanised Title: Shunshun Shuugetsu ~ Mooned Insect
Add "Stirring an Autumn Moon" to tags after this.

[ Easy]
The only concern I have are the note after the spinners, idk if Sakuya is still around and would want to change this, a slider going from 00:13:211 - to 00:13:691 - would cover the slowdown, then you could start on 00:14:545 - . Similar for the other spinner.

[ Normal]
I'm going to look mean, but I'm going to ask something, did you really try another rhythm to fit in 00:12:749 (1) - and 01:14:932 (1) - in order to avoid this small recovery time? It can be easily avoided, regardless if it's your mapping style or not, the note after the spinner appears just around the middle of the spinner time. Read the suggestion I gave in Easy for a suggested rhythm.
While guidelines aren't meant to be strictly followed, they are still encouraged to follow.

CS 3.5 makes the map looks less cluttered.

00:15:706 (4,5,6) - Flow is also a bit poor here, like (5) is leading to the left, but then (6) appears in the opposite side, not saying it's wrong, just weird to play.
00:55:964 (5,6) - ^

00:19:577 (6) - I don't want to hurt the map too much, but I still want to suggest it. If possible, remove the repeat here, so you have a 2/1 break, which would be cool to have to compensate the difficulty of this somehow 1/2 section.
00:26:544 (7) - Remove to create said break.
00:32:351 (7) - Something similar, just a circle instead of the slider.
00:38:932 (7) - Remove to create said break.
00:57:512 (8) - ^
01:03:706 (7) - ^
01:22:586 (7) - ^
01:28:392 (6) - Just a circle instead of the slider.
01:34:973 (8) - Remove to create said break.
01:41:167 (8) - ^
01:59:360 (4) - Just a circle instead of the slider.
02:05:941 (8) - Remove to create said break.

00:34:674 (4,5,6) - It'd be better if you unstack this, this is actually a bit hard to catch for this difficulty, the difficulty is already a bit hard, so consider this, to not be too evil.
01:11:835 (4) - Consider making this less spiky and move this note a bit to the right?

[ Hard]
I have mixed feelings for this difficulty, like if you see the overall diff, it's basically just 1/2 almost all the way, making no difference in calm and intense sections, but it still plays good, so I won't mess around here, just telling you in case you want to consider this
00:07:385 (7,8,9,1) - Shouldn't this have the same spacing as 01:09:706 (3,4,5) - ? (or viceversa).
00:34:480 (4,5) - Could you move this a bit to the right? The circle is being overlapped slightly by the previous note.
00:39:319 (1) - Remove NC, it's practically the same music section.
00:54:028 (8,1) - Could it be posible to avoid this small overlap?
00:59:254 (5,6,7,8) - The blanketting is really sloppy here, make it better pls.
01:05:061 (4,5) - This was really odd, considering you didn't make anoter stacks like this, consider moving it away.
01:09:706 (3,4,5) - Move (5) a bit down to make a more regular triangle.
01:41:554 (1) - Remove NC.
01:47:747 (1,2,3,4) - Improve blanketing?
02:06:328 (1) - Remove NC.

[ Insane]
:!: 00:12:750 (1) - Object not snapped.. Just move it in a way the start is properly stacked.
00:51:125 (3,4) - This part is really inconsistent, one would expect to both 1/8 sliders to have the same length. (yes we have the approach circles so the players can notice). I suggest some alternatives here:
- Make three 1/8 sliders with the same length.
- Map it as a stream like you did in parts like 00:45:222 (4,5,6) -
- Try a different rhythm (http://puu.sh/fBTBd.jpg) which emphasizes better the 1/8, it may look a bit complex though, but it's a very simple rhythm (http://puu.sh/fBTO3.jpg)
Also, the reverse arrow is a bit hard to see in 00:51:125 (3) - : http://puu.sh/fBU7X.jpg, try to make it more visible, please.
01:53:360 (3,4) - ^

01:15:054 (1) - It'd be better to end this spinner in 01:16:145 - and putting a note in 01:16:376 - , this beat is more like the beginning of another musical section so it'd be better to have something to hit there.

I think that'd be all from my part.
Topic Starter
Winek

DakeDekaane wrote:

[General]
I'll have to check the actual real title (I've already poked some people, don't worry). Actual one is a translation and isn't allowed.
Title: 蠢々秋月 ~ Mooned Insect
Romanised Title: Shunshun Shuugetsu ~ Mooned Insect
Add "Stirring an Autumn Moon" to tags after this. All done

[ Easy]
The only concern I have are the note after the spinners, idk if Sakuya is still around and would want to change this, a slider going from 00:13:211 - to 00:13:691 - would cover the slowdown, then you could start on 00:14:545 - . Similar for the other spinner. Sakuya told me I can change thing in her diff, and IMO I think the spinner recovery time is long enough, so I'd rather keep it like this (unless sakuya want to change it herself)

[ Normal]
I'm going to look mean, but I'm going to ask something, did you really try another rhythm to fit in 00:12:749 (1) - and 01:14:932 (1) - in order to avoid this small recovery time? It can be easily avoided, regardless if it's your mapping style or not, the note after the spinner appears just around the middle of the spinner time. Read the suggestion I gave in Easy for a suggested rhythm.
While guidelines aren't meant to be strictly followed, they are still encouraged to follow.
I'm so tired. I added a small break for both the note after the spinner. I'll say it: This break is the only one and i will not extend it anymore, whatever people will say now "It's too short" or whatever.

Fixed everything in normal exept:

00:15:706 (4,5,6) - Flow is also a bit poor here, like (5) is leading to the left, but then (6) appears in the opposite side, not saying it's wrong, just weird to play. I fixed the other ( I think ) but for this one, it's about my own preference so I'd like to keep it like so.

00:34:674 (4,5,6) - It'd be better if you unstack this, this is actually a bit hard to catch for this difficulty, the difficulty is already a bit hard, so consider this, to not be too evil. I know, but I want also for normal player to start getting used to stacks, so I leave it like this.


[ Hard]
I have mixed feelings for this difficulty, like if you see the overall diff, it's basically just 1/2 almost all the way, making no difference in calm and intense sections, but it still plays good, so I won't mess around here, just telling you in case you want to consider this I had some 1/4 before, but they were overmapped + they were kind of hard for hard diff, so I removed them.

Fixed everything exept:

00:39:319 (1) - Remove NC, it's practically the same music section. This is for being constant, but if i get any other comments like them, i'll remove.
01:05:061 (4,5) - This was really odd, considering you didn't make anoter stacks like this, consider moving it away. I quite tried but I really am not sure
01:09:706 (3,4,5) - Move (5) a bit down to make a more regular triangle. I changed already with the first suggestion ( the one about changing distance snap )
01:41:554 (1) - Remove NC. ^
02:06:328 (1) - Remove NC. ^
I think that'd be all from my part.

Thanks for modding c:

edit: sorry i'm so stupid i forgot to kds
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