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Yakushimaru Etsuko - Kamisama no Iu Toori

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Kibbleru
m4m via queue

note: you should distinguish what you fixed or not fixed by colours ie red and blue. just makes it easier to read

Your offset may be off, recheck it please
.5 star to 3.5 star difficulty jump a bit big?

[Insane]
  1. 00:22:434 (2) - what... make this easier to read by moving the little head out a bit more
  2. 00:22:167 (1,2) - you should try to make (1) parallel with the first part of (2), just looks better
  3. 00:17:077 (1,2,3,4,5,6,7) - seems random, can you try using an organized pattern?
  4. 00:22:970 (3,2,5) - stack?
  5. 00:27:792 (1,3) - be careful not to overlap like this
  6. 00:31:542 (7) - what is with your slider points... why cant you just use a red tick... the tip is to use as few slider points as possible to make the best sliders
  7. 00:36:899 (2,3,4) - space these out, or they wont look nice
  8. 00:39:577 (6,7) - these touch SPACE OUT!!
  9. you should really try to copy paste sliders more and transform them with the commands (use ctrl shift r, which is a more complicated rotate)
  10. 01:01:809 (1,2) - i question the length of your jumps tho lol... theyre almost 4.0


[Hard]
  1. 00:10:381 (2) - bit of a overmap
  2. 00:30:202 (3,4) - bad overlap
    yah there are alot more bad overlaps find them yourself tho
    I feel like you need more variety in rhythm. Your rhythm itself is fine and follows the music nicely, but i feel like you need a bit more variety to emphasize certain parts and such.
    Patterns are also a bit messy. Try to mod some maps and learn a bit of patterns from them ^o^


[Normal]
  1. 00:06:363 (2) - reduce this slider 1/4 shorter...
  2. 00:27:792 (1) - ^
  3. 00:10:649 (1,2,3,4) - i wouldnt stack in normal
  4. 00:12:792 - whats with the random pause here
  5. 00:20:827 (1,2,3,4) - woah ok DEFINITELY do not stack like this especially in normal. It's not even a good stack either... stacking stops flow. but i don't hear a pause in music to stop flow
  6. 01:07:970 (1,1,2,1,2,1,2,1,1,2,3) - i can't even read this because of all the NCs and how messy it looks


[Easy]
  1. 00:04:488 (2,3,4) - another reminder to fix all these stuff that barely overlap
  2. 00:20:827 (3) - just use a 3 sliderpoint slider?
    many recurring problems so i won't state them


Needs a bit of work but don't give up! I've remapped my first map more than 3 times to get it good and ready for ranking!
Topic Starter
tollox
Thanks for your mod! Much appreciated.

Kibbleru wrote:

m4m via queue

note: you should distinguish what you fixed or not fixed by colours ie red and blue. just makes it easier to read Will do.
Changed something due to wonderful suggestion Random comments DECLINED

Your offset may be off, recheck it please
.5 star to 3.5 star difficulty jump a bit big? It's not the pp rating if it's still showing up as bugged, it's the old star system. Would you think it's a problem? Can probably lower OD on normal or something

[Insane]
  1. 00:22:434 (2) - what... make this easier to read by moving the little head out a bit more Done
  2. 00:22:167 (1,2) - you should try to make (1) parallel with the first part of (2), just looks better Done
  3. 00:17:077 (1,2,3,4,5,6,7) - seems random, can you try using an organized pattern? Done
  4. 00:22:970 (3,2,5) - stack? If you mean: stack this, then done. If you're questioning the stack, then it's still there
  5. 00:27:792 (1,3) - be careful not to overlap like this Put them a little further
  6. 00:31:542 (7) - what is with your slider points... why cant you just use a red tick... the tip is to use as few slider points as possible to make the best sliders Changed. Bad habit from when I was unaware of the magic red tick.
  7. 00:36:899 (2,3,4) - space these out, or they wont look nice Changed, looks better indeed
  8. 00:39:577 (6,7) - these touch SPACE OUT!! Done
  9. you should really try to copy paste sliders more and transform them with the commands (use ctrl shift r, which is a more complicated rotate) Ah, thanks for the tip. I didn't know that was possible
  10. 01:01:809 (1,2) - i question the length of your jumps tho lol... theyre almost 4.0Noted. If I'm getting a lot more comments on this, especially if people think it's unrankable then I'll ease it a bit in parts. Right now though I feel it's the core appeal of the map so losing it would be like losing the map


[Hard]
  1. 00:10:381 (2) - bit of a overmap Changed it a bit, better?
  2. 00:30:202 (3,4) - bad overlap Fixed, not sure how this one slipped through
    yah there are alot more bad overlaps find them yourself tho Spotted a couple more, changed
    I feel like you need more variety in rhythm. Your rhythm itself is fine and follows the music nicely, but i feel like you need a bit more variety to emphasize certain parts and such. Alright, like more notes in faster bits, even if I don't hear the notes well? Will think about it, but nothing jumps to mind right away.
    Patterns are also a bit messy. Try to mod some maps and learn a bit of patterns from them ^o^ I know a lot of common patterns and use a few but also like to experiment a bit, hoping to find some rather unique ones that work well. I guess most don't really, but the few that work make me want to keep trying.


[Normal]
  1. 00:06:363 (2) - reduce this slider 1/4 shorter... Really? It feels like this fits more, got it right in the middle of the dingdongers
  2. 00:27:792 (1) - ^ Changed this one
  3. 00:10:649 (1,2,3,4) - i wouldnt stack in normal I see a lot of people doing stacks on normal, is it that bad of an idea?
  4. 00:12:792 - whats with the random pause here Thought the normal players could just a minibreak, changed it to a long slider
  5. 00:20:827 (1,2,3,4) - woah ok DEFINITELY do not stack like this especially in normal. It's not even a good stack either... stacking stops flow. but i don't hear a pause in music to stop flow Changed
  6. 01:07:970 (1,1,2,1,2,1,2,1,1,2,3) - i can't even read this because of all the NCs and how messy it looksI guess the previous change wasn't enough. Alright, changed it further, it's a lot better now


[Easy]
  1. 00:04:488 (2,3,4) - another reminder to fix all these stuff that barely overlap Changed a bunch of places
  2. 00:20:827 (3) - just use a 3 sliderpoint slider? Ok, simplified a couple others as well
    many recurring problems so i won't state them


Needs a bit of work but don't give up! I've remapped my first map more than 3 times to get it good and ready for ranking! Thanks! Certainly not giving up, I'm happy as long as it doesn't just disappear to the graveyard.
Kibbleru
ill give a few ideas on how to put varieties in rhythm.

01:25:649 (1,2,3,4) - for example this part you can try using a few 1/2 sliders instead

also, a good tip is. to emphasize a very noticeable long sound, you can drag a slider to the start of the next sound.
lets just say you have 2 major sounds at where the two circles are
however, there is a noticeable long sound between, you can change the rhythm to this

What this does is it emphasizes the long sound
This can be more overused in slow, quieter parts of the map though too.

====================================================================
Second, when there are two very strong sounds that you hear (could be like this)
you can make them stack (antijump) or make a dramatic jump

Another way to emphasize a new pattern is to put a new combo

yah thats basically all the common things haha


Slider heads and Circles provide the greatest sound emphasis.
Slider tails can be used for quieter sounds
Topic Starter
tollox
Thank you! I'll definitely use some of that. Do you also use hitsounds then to further accentuate them? Right now those are a bit of an afterthought to me but I suppose they could be integral to the mapping itself.

I'm changing the insane into an extra now btw, while creating a new insane in between that isn't so jump focussed, this gives me room to put some of the harder patterns of the hard in the new map as well, allowing me to make the hard a bit easier. Right now it's easy -> normal -> difficult hard -> wtfweirdinsane but then it should be easy->normal-> medium hard -> easyish insane -> slightlyweirdextra. Which is probably better.
Lgndzr
Hi.
I've had slight fever and been bit tired lately so this is pretty short and unorganized but I hope it won't matter too much.

Also, if you feel that my some of these mods won't improve the map, please ignore them.

The offset sounds like it is kinda early, I tried to fix it and got 1580, but you should still ask someone who's more experienced with timing.

You should probably find a higher res background, it gives bad first impression.

Try to structuralize the hitsounds more (like adding clap every two white ticks or something like that.)

Some patterns are pretty dull imo, try to use more imagination when positioning notes to make it look more aesthetic.
Consider adding atleast one spinner.

It seems you positioned some sliders (ex. 00:57:556 (1)) to follow the vocal line, I think they'd fit better on white ticks, but up to you.

01:10:145 - Consider filling this section with something.
00:06:395 (2) - It sounds bit weird, why not make it reverse at white tick?

00:12:824 (6) - I think this slider needs some finetuning.

00:14:966 (2) - Again this kind of reverse slider, check above.

00:40:949 (3) - I think this should be farther away from the slider.
It could use more hitsounds.

00:32:913 - I think this flow would sound better if you deleted this circle.

00:58:659 (6) - This slider would sound better if you'd move it so it ends on the white tick.

01:05:088 (4,5,6,7) - I think this pattern could be little bit away from incoming the pattern.
Didn't find much problems with this.

01:04:654 (4,5,6,1) - I don't like how this sounds.

01:13:225 (5) - Would sound better to my ears if you added one circle and moved the slider on white tick.
I think the jumps are way too big for such song, it's kind of awkward to play. Consider shortening the distance a bit. That being said, it's still pretty neat jump practice.

Unless you're aiming for real hard and weird patterns, try to make the lines smooth and clear to play. This part 00:34:520 (1,2,3,4) - wasn't exactly it. Perhaps it was only because of 1/8's and 1/4's were mixed together but it was still pretty frustrating part.

00:17:141 (1) - It'd be better if you curved these sliders a little towards the next slider, it would be much more pleasant to play.

00:19:861 (2) - I think it'd be better if it were on white tick rather than yellow.

00:29:966 (1,2,3,4) - A continous flow would just be better, I don't feel it needs that kind of jump in the middle.

00:34:788 (2,3,4,5,6) - Please don't blend 1/4 and 1/8, really confusing to play.

00:41:784 (2,3,1,2,3,4,5) - ^

00:47:182 (6) - Again, why yellow tick?

00:57:588 (4) - Pls no, atleast shorten the distance.

01:18:722 (1) - This is killer jump. 1/8 is too much.

01:19:788 (1) - ^

01:28:391 (2) - ^
Topic Starter
tollox
Hey hey, thanks for your mod!

Lgndzr wrote:

Hi.
I've had slight fever and been bit tired lately so this is pretty short and unorganized but I hope it won't matter too much.

Also, if you feel that my some of these mods won't improve the map, please ignore them.

The offset sounds like it is kinda early, I tried to fix it and got 1580, but you should still ask someone who's more experienced with timing. Will trust you on this one, I don't notice the differences myself anymore when they're that small

You should probably find a higher res background, it gives bad first impression. Done. Added two better ones, one reserved for extra (now renamed to Window Jumper)

Try to structuralize the hitsounds more (like adding clap every two white ticks or something like that.) I'll try working with this during future updates, hitsounds require some work, I agree

Some patterns are pretty dull imo, try to use more imagination when positioning notes to make it look more aesthetic. Are there any particular ones you have in mind? At the start my patterns were actually more imaginative, but they've been standardized more to go along with the mods
Consider adding atleast one spinner. Don't really see a need nor an obvious spot (since easy sliders must be pretty long)

It seems you positioned some sliders (ex. 00:57:556 (1)) to follow the vocal line, I think they'd fit better on white ticks, but up to you. Changed

01:10:145 - Consider filling this section with something. Done
00:06:395 (2) - It sounds bit weird, why not make it reverse at white tick? It still sounds fine to me, but you're not the first to say it, so I'll change it

00:12:824 (6) - I think this slider needs some finetuning.Done

00:14:966 (2) - Again this kind of reverse slider, check above. Done

00:40:949 (3) - I think this should be farther away from the slider. Changed the area a bit
It could use more hitsounds. Will do in future

00:32:913 - I think this flow would sound better if you deleted this circle. Ok

00:58:659 (6) - This slider would sound better if you'd move it so it ends on the white tick. Hmm, it was there originally, don't remember why I changed it. Reverted.

01:05:088 (4,5,6,7) - I think this pattern could be little bit away from incoming the pattern.Changed
Didn't find much problems with this.

01:04:654 (4,5,6,1) - I don't like how this sounds. Seems ok to me, will change if others mention it as well

01:13:225 (5) - Would sound better to my ears if you added one circle and moved the slider on white tick. I don't really know what you mean
I think the jumps are way too big for such song, it's kind of awkward to play. Consider shortening the distance a bit. That being said, it's still pretty neat jump practice. Still? :( They've been tuned down already (if you don't count the couple of bugged 1/8 ones). I think the songs an excellent fit for jumps, it's sort of choppy in a way. Eased it up a bit again.

Unless you're aiming for real hard and weird patterns, try to make the lines smooth and clear to play. This part 00:34:520 (1,2,3,4) - wasn't exactly it. Perhaps it was only because of 1/8's and 1/4's were mixed together but it was still pretty frustrating part. The 1/8s weren't supposed to be there. Changed. Is it ok now? I am aiming a bit for hard and weird patterns, but it should still fit the song and they should be playable

00:17:141 (1) - It'd be better if you curved these sliders a little towards the next slider, it would be much more pleasant to play. Done and made jumps less challenging here

00:19:861 (2) - I think it'd be better if it were on white tick rather than yellow. Ok

00:29:966 (1,2,3,4) - A continuous flow would just be better, I don't feel it needs that kind of jump in the middle. Keeping the jump, but made a little easier

00:34:788 (2,3,4,5,6) - Please don't blend 1/4 and 1/8, really confusing to play. Changed, unintentional

00:41:784 (2,3,1,2,3,4,5) - ^ Made more continuous

00:47:182 (6) - Again, why yellow tick? Changed, unintentional

00:57:588 (4) - Pls no, atleast shorten the distance.Changed, unintentional

01:18:722 (1) - This is killer jump. 1/8 is too much. Changed, unintentional

01:19:788 (1) - ^ Changed, unintentional

01:28:391 (2) - ^ Changed, unintentional

I don't know why all these sliders decided to end on a 1/8 tick suddenly, perhaps the circle size change? Any jump following a note above 3.2x is unintentional and any jump after a mini-slider above 6.0x is unintentional (except the one at 1:10). Most jumps should be at 2x after a note and 4x after a minislider, which I'm basically considering as 1/2 notes, since players will move their mouse away from these before the end
yf_bmp
Mark. I may post my mod these days. Sorry for my delay
captin1
hi

So I would certainly like to mod your map, but I honestly don't think me just giving you a wall of text specific to the difficulties will do much good. I think when you've just started mapping you should take a step back from the ranking process, take some time and just get familiar with the editor and mapping in general, by mapping as much as you can handle. The quality standards for mapping now are very high, and even if you were able to find many mods for this, its starting point will hold it back, simply because you don't have the experience yet to meet those quality standards. Definitely not trying to be insulting, it's just how things are now.

With that, I'll give some general suggestions on how to approach each kind of difficulty.

[Easy]
This should follow a good amount of the basic beats of the song, but not all of them. Make sure that each note is very clear on where it falls in the music, try to avoid switches between red ticks and white ticks like 00:20:865 (3,1) - because they can be confusing as to where the rhythm may lie. Making sure that every beat is logically placed, like 00:31:044 (1) - should be reduced so that it follows the vocal on 00:31:580 - .

Try to avoid repetitive rhythms though, starting out the map with this 00:03:722 (1,2) - circle -> slider combo over and over gets dull, try and mix it up while keeping to the song.

Design wise it should stay simple, trying to do too much will only make the map confusing. Always remember that you are mapping for someone who has picked up the game very recently, and will probably have very poor cursor control and rhythm sense. What comes from that is choosing a slider velocity that can be easily followed, and sticking to a good distance snap, preferably 1.0 or very near to it.

[Normal]
Follows many of the basic ideas of the easy, but with a quicker sv and more complex rhythms. Things that work really well in this are 1/2 gaps after a slider, like 00:08:544 (4,5,6,7) - or stacked 1/2 circles, like 00:10:687 (1,2,3,4) -

Don't be afraid of overlaps, if done well they can look quite nice, like 00:36:937 (2,3) - can be placed like http://puu.sh/8ugzD.jpg

The main issue with this difficulty as is, is the high distance snap compared to the SV. 1.4 DS compared to the SV is very fast, and will catch players off guard.

[Hard]
Hard difficulties are where one can start being more creative with patterning. They generally still stick to a set DS, but this should be noticeably higher than the SV, say 1.2 or 1.3. Also, using well placed and comfortable jumps to accent the higher points in the music will help make the map feel more natural.

I personally try to stay away from long lines of 1/2 circles, I think they get more tiring than they need to be. Using many 1/2 sliders instead will help the map's flow.

Patterns such as 00:07:472 (5,6,7,8) - can be confusing, since it is a bit unclear where the 1/4 stream starts.

[Insane]
Since you have two insanes one should be much easier, so it was a good choice to include this difficulty.

Insanes are the most complex and difficult difficulty to master, since so many details factor into its quality. For me personally, Insane is where I turn off distance snap and start to map solely based on the flow of the note placement, using patterns that make sense with the music, and being sure that emphasis through more difficult patterns is placed well.

In the harder insane, simply using very large jumps will not guarantee that the map will be fun. To successfully make a difficult insane takes a lot of experience with both playing the game and mapping. For someone of your skill bracket, I would avoid trying to do so until you've improved enough to be able to properly testplay it and feel how it really compares to other maps that you've played.

Many things in mapping can't be properly explained no matter who it is, and you can only learn by doing it yourself. Keep working at it, and don't give up! Every awesome mapper that you see now started in the same place you are at right now, they just worked hard to reach where they are today.

tl;dr: I don't want to mod it (◕‿◕✿)

good luck!

ps. +20 offset ;)
Topic Starter
tollox
Hey hey, thank you for your advice.

I'll let it mull through my head a little before acting on it. None of the things you said are really 'new' to me, but that just means it's confirming my already growing suspicion that these maps just ooze some amount of bad quality, even though I can't really pinpoint why that is (I'm reading your advice and am thinking, "haven't I done/tried that?"). In the case of the world jumper difficulty, I think it's quite obvious since it just looks 'off' when there really just isn't enough space on the screen for long distance jumps at a slower pace, even though I think it's very fun to play (I love playing weird jumps much more than fast maps).

I've been trying to map some more songs meanwhile, but strangely enough the problem only seems to be getting worse.
captin1
Yeah, I could tell that you do have a good sense of mapping, at least in the lower diffs. I think they were lacking in the design aspect, and that's the sort of thing that you come to understand from experience.

A high spacing jump map can be done well, but it should be in moderation (see garven's remote control map, the jumps are very large but only in specific parts of the map, not the whole thing.) Try working with that idea a bit if that's how you'd like to map.
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