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Ookubo Rumi - One in a million!!

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Joon
Hi

Hit sound modding

[Normal]
00:00:588 (1) - start notes add whistle
00:03:588 (1) - ^
00:47:088 (4) - change finish
00:48:588 (1) - ^
00:53:650 (2) - start notes change finish
00:54:213 (3) - end notes change finish

[Hard]
00:00:588 (1) - start notes add whistle
00:03:588 (1) - ^
00:42:588 (4) - start notes change finish
00:47:088 (1) - ^
00:48:588 (1) - ^
00:53:463 (2) - end notes change finish

[Insane]
00:00:588 (1) - add whistle
00:03:588 (1) - ^
00:42:588 (4) - start notes change finish
00:47:088 (1) - ^
00:48:588 (1) - ^
00:53:650 (4) - change finish
00:54:588 (1) - start notes change finish

good luck
Topic Starter
Setz
ty for the mod, all these were applied.
Ujimatsu Chiya


From My Queues.

Red : Must Fix. (Unrankable)
Blue : Should be fix it. (Recommendation)
Black : General suggestions.
[General]
  1. cheak out countdown
  2. cheak in widescreen
  3. cheak out letterbox
  4. create Easy or down normal diff's level please. http://puu.sh/anD5j/34c5ef9478.png
[Insane]
  1. 00:01:713 (5) - Blank better.
  2. 00:22:900 (6,7) - switch
  3. 00:59:838 (1) - NC
[Hard]
  1. 00:08:463 (1) - change blank.
  2. 00:14:463 (2) - ctrl + G
  3. 00:14:838 (3) - ^
  4. 00:28:525 (3,4) - try a slider.
  5. 00:29:650 (8) - NC , 00:30:588 (1) - remove NC , 00:31:525 (1) - NC
  6. 00:48:588 (1) - Blank better.
  7. 00:59:838 (3) - NC
  8. 01:15:213 (2) - ctrl + G , 01:15:588 (3) - overlap this 01:15:025 (1) -
  9. 01:19:900 (1) - NC
[Normal]
  1. there is no big problem but a little missing shape. cheak please.
GL~
Topic Starter
Setz

eINess wrote:




[General]
  1. cheak out countdown
  2. cheak in widescreen
  3. cheak out letterbox Done for these, not sure how the countdown turned itself on.
  4. create Easy or down normal diff's level please. http://puu.sh/anD5j/34c5ef9478.png Not needed, your lowest diff in a set has to be under 2 stars, which my Normal is. the AI mod has not been updated to reflect new diff spread criteria.
[Insane]
  1. 00:01:713 (5) - Blank better. Done.
  2. 00:22:900 (6,7) - switch Not sure what you mean here.
  3. 00:59:838 (1) - NC
[Hard]
  1. 00:08:463 (1) - change blank. Done.
  2. 00:14:463 (2) - ctrl + G
  3. 00:14:838 (3) - ^ This ruins the spacing, makes it inconsistent, so I will hold off on this.
  4. 00:28:525 (3,4) - try a slider. This would be an off beat slider ( starts on red line, ends on white) and I dont think this fits here.
  5. 00:29:650 (8) - NC , 00:30:588 (1) - remove NC , 00:31:525 (1) - NC I see what you mean, but i really don't like small combos, it ruins the drain of the map, this will apply to all your NC suggestions.
  6. 00:48:588 (1) - Blank better.
    Done.
  7. 00:59:838 (3) - NC
  8. 01:15:213 (2) - ctrl + G , 01:15:588 (3) - overlap this 01:15:025 (1) - This is unnecessary, and makes this part of the map look quite ugly.
  9. 01:19:900 (1) - NC
[Normal]
  1. there is no big problem but a little missing shape. cheak please.
GL~
ty for the mod!
Ozato Fumika
Timing check.

offset 595 is better

SPOILER
18:43 Setz206: if you are down to play test another map (not asking for mod, just play test)
18:43 *Setz206 is listening to [http://osu.ppy.sh/b/434328 Ookubo Rumi - One in a million!!]
18:43 No Dap: sure
18:45 Setz206: that spinner i will probably remove, the short one
18:45 Setz206: lol
18:46 No Dap: yeah that was pretty short
18:46 No Dap: even for me lol
18:47 No Dap: hmm
18:47 No Dap: is offset correct?
18:47 No Dap: oh od is 7
18:48 Setz206: yeah i should lower od maybe
18:48 No Dap: yeah since ou don't have an easy :3
18:48 Setz206: on the hard
18:48 Setz206: offset might be wrong though
18:48 Setz206: i timed it myself
18:49 No Dap: lol this accuracy
18:51 No Dap: hmm i might check offset
18:51 Setz206: yeah it probably is wrong, im not too good at timing
18:52 No Dap: whats the current offset?
18:53 No Dap: I think 595 is better
18:53 Setz206: 588
18:54 Setz206: yeah you might be right
18:54 Setz206: i will use 595
18:55 No Dap: easy kds lol
18:55 Setz206: lol
18:55 No Dap: 00:02:744 (2,3,4,4) -
18:55 No Dap: I totally thought this was overmapped
18:55 No Dap: the volume is so low :3
18:56 No Dap: just that 00:07:806 (6) - this triple
18:56 No Dap: belongs 00:07:619 - here for more intuitive play
18:57 Setz206: hmm alright
18:57 No Dap: didn't really like this triple 00:28:431 (4) -
18:57 No Dap: it belongs here 00:28:244 -
18:58 Setz206: alright i will change those 2
18:59 No Dap: 00:59:275 (2,3) - this pattern too
18:59 No Dap: I missed on both hard and insane lol
18:59 No Dap: probably suggests that this is hard to read
18:59 No Dap: perhaps increas spacing or best way would be NC on 00:59:838 (3) -
19:00 Setz206: yeah, i will just NC the 3
19:00 No Dap: for hard diff you might want to figure out something else :3
Rad-
Hey there! o/

Isn't it supposed to say (TV Size)? :S

Normal
- 00:02:095 (3) - NC
- 00:05:095 (3) - ^
- 00:08:095 (3) - ^
- 00:09:970 (5) - ^
- 00:34:157 (2) - Remove the reverse on this slider so it's easier to know the distance for the next object on the timeline. And to enforce that, 00:34:907 (3) - Add NC.
- 00:54:970 (4,1) - Switch the New combo between these 2 objects.
- 00:57:032 (5) - Replace with this to follow the song better:


- 00:57:595 (7) - NC
- 00:58:345 (1) - Remove NC
- 00:59:845 (6) - NC
- 01:24:501 (1) - The spinner should actually end here 01:25:907 .

Hard
- 00:02:470 (6) - NC
- 00:05:470 (6) - ^
- 00:05:470 (6) - ^
- 00:09:970 (6) - ^
- 00:22:907 (6) - ^
- 00:41:657 (1) - Remove NC
- 00:42:595 (11) - NC
- 00:57:595 (9) - NC
- 00:59:282 (2) - I suggest replacing with slider to end with the beat at 00:59:470
- 01:01:907 (5,6) - Replace with a single slider with NC and ofc the start with finish.
- 01:03:032 (1) - Remove NC
- 01:03:407 (4) - Delete and move the 01:03:595 (5) - slider here, and then add a circle at 01:03:970 to follow the song better. oh and remove the clap on the end of slider and add it to the circle 01:03:970 (7). Finally, add Nc to 01:03:407 (6).
- 01:05:095 (8,1) - Switch the NCs
- 01:06:407 (5) - NC and remove NC of 01:06:595 (1)
- 01:07:907 (6) - NC
- 01:09:220 (5) - ^
- 01:12:407 (4) - Nc and remove Nc of 01:12:595 (1)
- 01:13:907 (7,8) - Replace with one slider only like before, and make it NC.
- 01:15:032 (1) - Remove NC
- 01:15:595 (6) - NC
- 01:19:532 (5) - Nc
- 01:21:407 (8,1) - Replace with one slider only, and NC
- 01:23:095 (6) - NC
- 01:24:688 - Add a spinner that ends at 01:25:907

Insane
- 00:09:782 (7) - NC
- 00:11:658 (4,7) - Add NC to these 2 starts of the triples
- 00:31:532 (5,6) - Place circle 5 at x:72 y:192 and circle 6 at x:188 y:196 to at least improve the distances.
- 00:32:470 (9) - NC
- 00:32:657 (1) - Remove NC
- 00:48:407 (7,8,1) - Same thing as before, use NC only at the first circle of a stacked triple.
- 00:59:282 (2) - Replace with a small slider again?
- 01:01:907 (5) - NC
- 01:03:032 (1) - Remove NC
- 01:03:595 (8) - NC
- 01:05:095 (6) - NC
- 01:05:470 (1) - Remove NC
- 01:19:532 (1) - Remove NC
- 01:19:907 (3) - NC
- 01:24:688 - Add a spinner that ends at 01:25:907 as well.

Hope it helps!
Topic Starter
Setz
hmm, for some reason I didnt get an email when this mod was posted. sorry about that, I will respond to this later. thank you for the mod!
Topic Starter
Setz

Rad- wrote:

Hey there! o/

Isn't it supposed to say (TV Size)? :S

Normal
- 00:02:095 (3) - NC
- 00:05:095 (3) - ^
- 00:08:095 (3) - ^
- 00:09:970 (5) - ^ About all these NC suggestions, I am not a huge fan of small combos, they ruin the map's drain, so I will most likely not follow these suggestions unless they make sense with my stlye of NCs.
- 00:34:157 (2) - Remove the reverse on this slider so it's easier to know the distance for the next object on the timeline. And to enforce that, 00:34:907 (3) - Add NC. No idea what you mean here. this flows well and plays well, and goes with the music.
- 00:54:970 (4,1) - Switch the New combo between these 2 objects. the reason the NCs are like this here is to be consistent with the previous combo.
- 00:57:032 (5) - Replace with this to follow the song better:

This is hard to play for beginners, I rather simplify the rhythm wiht the slider I have now.

- 00:57:595 (7) - NC
- 00:58:345 (1) - Remove NC
- 00:59:845 (6) - NC
- 01:24:501 (1) - The spinner should actually end here 01:25:907 . Done.

Hard
- 00:02:470 (6) - NC
- 00:05:470 (6) - ^
- 00:05:470 (6) - ^
- 00:09:970 (6) - ^
- 00:22:907 (6) - ^
- 00:41:657 (1) - Remove NC
- 00:42:595 (11) - NC
- 00:57:595 (9) - NC Same thing with NCs here as Normal
- 00:59:282 (2) - I suggest replacing with slider to end with the beat at 00:59:470 Mapping the piano here, this doesnt make much sense.
- 01:01:907 (5,6) - Replace with a single slider with NC and ofc the start with finish. I like my current rhythm for this part.
- 01:03:032 (1) - Remove NC
- 01:03:407 (4) - Delete and move the 01:03:595 (5) - slider here, and then add a circle at 01:03:970 to follow the song better. oh and remove the clap on the end of slider and add it to the circle 01:03:970 (7). Finally, add Nc to 01:03:407 (6). this ignores the strong beat with finish at the head of 01:03:595 (4) - so i really dont want to do this.
- 01:05:095 (8,1) - Switch the NCs
- 01:06:407 (5) - NC and remove NC of 01:06:595 (1)
- 01:07:907 (6) - NC
- 01:09:220 (5) - ^
- 01:12:407 (4) - Nc and remove Nc of 01:12:595 (1)
- 01:13:907 (7,8) - Replace with one slider only like before, and make it NC. again, mapping piano here. so it doesnt make sense.
- 01:15:032 (1) - Remove NC
- 01:15:595 (6) - NC
- 01:19:532 (5) - Nc
- 01:21:407 (8,1) - Replace with one slider only, and NC again, mapping piano.
- 01:23:095 (6) - NC
- 01:24:688 - Add a spinner that ends at 01:25:907 Done.

Insane
- 00:09:782 (7) - NC
- 00:11:658 (4,7) - Add NC to these 2 starts of the triples Same deal here with NCs as other diffs.
- 00:31:532 (5,6) - Place circle 5 at x:72 y:192 and circle 6 at x:188 y:196 to at least improve the distances. Intentional jump.
- 00:32:470 (9) - NC
- 00:32:657 (1) - Remove NC
- 00:48:407 (7,8,1) - Same thing as before, use NC only at the first circle of a stacked triple.
- 00:59:282 (2) - Replace with a small slider again? Same as the other diffs, mapping piano beat.
- 01:01:907 (5) - NC
- 01:03:032 (1) - Remove NC
- 01:03:595 (8) - NC
- 01:05:095 (6) - NC
- 01:05:470 (1) - Remove NC
- 01:19:532 (1) - Remove NC
- 01:19:907 (3) - NC
- 01:24:688 - Add a spinner that ends at 01:25:907 as well. Done.

Hope it helps!
thanks for the mod! I explained my reasoning for not changing combos in the mod.
SkinnyJommy
Hi, I'm here to mod your map! I'll only be doing the Insane because im not very good at modding easier difficulties... I hope that's OKAY :D

[Insane]

00:16:720 (5) - Maybe this would flow a little better if you move it to 296, 108
00:31:907 (7) - Try moving this too 236, 252
01:14:845 (8,1,2,3) - This pattern feels really weird, consider these coordinates 8 (164, 72), 1 (272, 252), 2 (348, 84), 3 (344, 396)

Well that's the end of the mod! Hopefully this helped you a little bit.

The song is very catchy

GL <3
Topic Starter
Setz

skinnyjimmy wrote:

Hi, I'm here to mod your map! I'll only be doing the Insane because im not very good at modding easier difficulties... I hope that's OKAY :D

[Insane]

00:16:720 (5) - Maybe this would flow a little better if you move it to 296, 108
00:31:907 (7) - Try moving this too 236, 252 Both these suggestions ruin the jumps that i intended for these parts, so no change here.
01:14:845 (8,1,2,3) - This pattern feels really weird, consider these coordinates 8 (164, 72), 1 (272, 252), 2 (348, 84), 3 (344, 396) you are right, this felt strange after playing it again, although I didn't do exactly what you suggested, I changed the flow here so that it plays nicer.

Well that's the end of the mod! Hopefully this helped you a little bit.

The song is very catchy

GL <3
ty for the mod!
Moeri_old_1
Found no problems in Normal.

Hard:
Around 01:03:395, I think it's better to use this timeline. Also, the hitsound finish sounds much better at that time instead.

Found no problems in Insane.
Lanturn
IRC stuff for Metadata and Normal diff:

SPOILER
23:51 Setz206: hey lanturn, sorry to bother you, how busy are you these days? I was wondering if you could help me with another metadata check for a map
23:51 Lanturn: Anytime
23:52 Setz206: alright, it would be this one, thank you very much :)
23:52 *Setz206 is listening to [http://osu.ppy.sh/b/438263 Ookubo Rumi - One in a million!!]
23:55 Lanturn: is that a space in the artist field?
23:55 Lanturn: yeah it is, remove it :)
23:55 Setz206: alright
23:56 Lanturn: source should be from the oda nobuna show.. it is: 織田信奈の野望
23:57 Setz206: hmm, i cant copy pasta from the in game chat
23:57 Setz206: lol
23:57 Lanturn: hehe sec
23:57 Lanturn: http://en.wikipedia.org/wiki/The_Ambition_of_Oda_Nobuna
23:57 Lanturn: you can copy the japanese from there
23:57 Setz206: alright, got it
23:58 Lanturn: Oda Nobuna no Yabou works as well
23:58 Lanturn: but whatever
23:58 Lanturn: that's just the romanization
23:58 Lanturn: ambition can be added to the tags for the english title
23:58 Setz206: alright
23:58 Lanturn: One in a million!! <-- title
23:58 Lanturn: that's good
23:59 Lanturn: 大久保瑠美 <-- artist
23:59 Lanturn: check
23:59 Lanturn: http://odanobuna.com/release/cd.html
23:59 Lanturn: scroll down till you find the BG
23:59 Lanturn: (cd 4)
23:59 Lanturn: you can add 梵天丸 which is the character
00:00 Setz206: alright
00:00 Lanturn: Botenmaru or whatever
00:00 Lanturn: also known as Masamune Date
00:00 Lanturn: good tags
00:01 Lanturn: Hmm anything else?
00:01 Setz206: ok
00:01 Lanturn: idk where you got this TV Size rip from. I'm assuming you cut it yourself
00:01 Setz206: yeah i cut it
00:01 Setz206: and made it fade at the end
00:01 Lanturn: gotcha
00:02 Lanturn: so title won't be changed at all as it isn't an official track
00:02 Setz206: yeah
00:02 Lanturn: you can also add crap like Music different world if you really want
00:02 Lanturn: as it is part of the CD
00:03 Setz206: yeah i was going to
00:03 Setz206: I think that would be all, thank you very much sir, very helpful
00:03 Lanturn: I think that's about it?
00:03 Lanturn: anything else I forgot to go over?
00:03 Setz206: seemns like it
00:04 Setz206: i think you covered everything
00:04 Lanturn: mk cool
00:04 Setz206: ty :)
00:04 Lanturn: np
00:06 Setz206: actually, do you think you could take a quick look at the normal, see if I have any bad rhythms? you dont have to full on mod, i am just really bad at mapping lower diffs, and this song was specially difficult for me
00:07 Lanturn: actually I was looking at it awhile ago, but it seems like you fixed the big issue I was going to mention, but never got around to it
00:08 Lanturn: 00:16:157 (2) - you had these sliders extended or whatever I think
00:08 Setz206: yeah
00:08 Setz206: i realized that was horrible and fixed it
00:08 Lanturn: Glad you changed that :0
00:08 Lanturn: :)*
00:09 Lanturn: maybe try using 3.5 CS or something
00:09 Setz206: hmm, alright
00:09 Lanturn: because of the slow slider speeds and the amount you use 1/2 notes, it makes everything overlap in a slightly 'ugly' way
00:10 Lanturn: 00:12:595 (1) - Stuff like this really feels overlapped too much
00:10 Setz206: gotcha
00:10 Lanturn: just how the (1) connects with the (2) really
00:10 Lanturn: maybe try approaching the (2) from underneath
00:11 Lanturn: Oh, you changed 00:00:595 (1,2,3,4) - as well, I was gonna mention this, but you already did something about it :P
00:11 Lanturn: lol
00:11 Setz206: alright, yeah, i had them like that before, but it just felt like the map was just a huge circle
00:11 Setz206: lol yeah
00:11 Lanturn: ah, don't worry about if it feels like a circle
00:11 Lanturn: your map already has enough variety
00:11 Lanturn: to not need to worry about that XD
00:12 Setz206: lol, alright then
00:12 Lanturn: 00:10:720 (8) - too close to the (7)
00:12 Lanturn: I think you just forgot DS here
00:13 Setz206: good catch
00:13 Setz206: no idea how that happened
00:13 Lanturn: It happens
00:13 Lanturn: :D
00:13 Lanturn: 00:16:157 (2) - maybe consider giving this a little bit more breathing room. It might just be me, but I feel this might be a little too cluttered
00:14 Lanturn: it feels the (3) should be above (2)'s tail
00:14 Lanturn: and the (2) should be left of the (1)
00:14 Lanturn: OH
00:14 Lanturn: actually, just flip the (1) horizontally
00:14 Lanturn: lol
00:14 Lanturn: and make small adjustments
00:15 Setz206: oh, lol that works
00:16 Setz206: so should i change all the instances of these overlaps? 00:05:845 (5,1) -
00:16 Lanturn: you could change that around too actually
00:17 Lanturn: try moving (1,2) down a bit maybe, and/or raising the (5) a little
00:18 Setz206: alright. haha, thank you so much for the help
00:18 Setz206: i am so bad at the lower diffs
00:18 Lanturn: no worries, you're map is pretty good actually, I'm not really finding anything bad from the beginning to the first kiai so far XD
00:18 Lanturn: oh
00:18 Lanturn: except this 00:59:845 (3) -
00:19 Lanturn: big no no for sure in Normal lol.
00:19 Lanturn: End this at 01:00:407 - where the vocals start up
00:19 Lanturn: (you shouldn't be having 1/4 notes in Normal anyways)
00:19 Setz206: ah, alright
00:21 Lanturn: I'm not sure of your spinner preferences, but starting the spinner at 01:24:595 - would be better (especially for the lower diffs) so players can react to it better
00:22 Setz206: alright. i started it on blue tick to give players more time to clear it, but your suggestion also makes sense
00:23 Lanturn: I actually think it works the opposite way, because it's slightly longer, the player has to spin slightly more, having the 1/2 gap gives them a few milliseconds more to react that a spinner is actually coming. Correct me if I'm wrong though XD
00:24 Setz206: no no, that actually makes sense
00:24 Lanturn: I also just really hate spinners that star 1/4 after because I play mania converts sometimes XD
00:24 Lanturn: they turn into a hold or a slider or whatever it's called, so you get a really offbeat one
00:25 Setz206: oooh, i never thought about that
00:25 Lanturn: lemme play through the normal once quickly, and see if I can find anything else
00:26 Setz206: alright, thank you so much, you pretty much modded it xD
00:28 Lanturn: Maybe join these as a slider
00:28 Lanturn: 00:02:095 (3,4) -
00:28 Lanturn: They feel so awkward to hit right at the start
00:28 Setz206: hmm
00:29 Lanturn: This is another thing that might sound a bit strange
00:29 Lanturn: 00:26:470 (4,4) -
00:29 Setz206: is it the rhythm itself or the flow?
00:29 Lanturn: rhythm itself, I was clicking too fast
00:29 Lanturn: or it felt like I had to
00:29 Setz206: ah
00:29 Lanturn: making it a slider
00:29 Lanturn: will make it easier to understand
00:29 Lanturn: idk
00:29 Lanturn: just my thoughts
00:29 Lanturn: anyways, about 00:26:470 (4,4) -
00:30 Lanturn: Try making the second (4) the same shape as the first (4)
00:30 Lanturn: it felt like I was doing a loop or something
00:30 Lanturn: and it'd be cool to play the same thing twice
00:31 Lanturn: it kinda blankets the 00:28:907 (3) - as well XD
00:31 Setz206: 00:29:470 (4) - so this one?
00:31 Lanturn: yeah
00:31 Lanturn: make it a duplicate of the 26 one
00:31 Setz206: alright
00:31 Lanturn: adjust it for the blanket of course
00:31 Lanturn: It's like 151 120 for a perfect blanket
00:32 Setz206: alright, done
00:33 Lanturn: 01:07:907 (3) - this slider feels out of place flow-wise
00:33 Lanturn: also 01:08:470 (4) -
00:33 Lanturn: distance snap
00:34 Setz206: oh that happened when i removed a note
00:34 Lanturn: oh haha
00:34 Lanturn: Anyways, it's a good chance to try and rearrange this a bit
00:35 Lanturn: other then that, this diff is pretty nice :3
00:35 Lanturn: takes a bit to get used to the 3/2 gaps but you have sliders for the start, so you eventually learn as you go
00:35 Lanturn: and when you have the one circle on a 3/2 spacing, it's really easy to hit because of it
00:35 Setz206: what would you suggest here? 01:07:907 (3) -
00:36 Lanturn: maybe flip it horizontal?
00:36 Lanturn: rough skectch:
00:36 Lanturn: actually, my rought sketch it shorrible
00:37 Setz206: lol
00:37 Lanturn: (well, there goes my fingers.. holy crap I can't type)
00:37 Lanturn: actually
00:37 Lanturn: try moving the (2) 1/2 back
00:37 Lanturn: and see what you think of that rhythm
00:38 Setz206: ooh that sounds nice actually
00:38 Lanturn: That'll require a bit of rearranging, but you should be able to come up with something I hope XD
00:38 Setz206: when i originally mapped this, i was obssesed with keeping the clap pattern, thats why i had all the issues before
00:38 Setz206: but i've given up on that
00:38 Lanturn: good :3
Don
Hey! NM from queue. You know the drill. Actually a M4M I guess

[Insane]
Enjoyable.

00:00:595 (1,2) - Why is this a stack? I really don't see why. Might change this into a slider for more pattern fun.
00:02:470 (1,2,3,4,5) - Listening to the music closely, the stream in the middle of the slider doesn't map to the music. Your best bet is to change 00:02:845 (3,4) into a slider to fit the music better.
00:11:657 - From here on, there's a synth in the background that you might want to map to, this makes for some nice variation, what you have now is something with a too low density.
00:15:407 (7) - Stack this note with 5 maybe for a cool 1>2>1 jump (not actual combo numbers). I feel like the current position of 7 feels suboptimal to play. Also, overlaps like this fit the difficulty of the map.
00:15:595 (1) - Perhaps make this one in a repeat and add a note 00:16:157 at around x:352 y:192? That would play so much better, I don't really know why.
00:18:032 (5,6) - Control G this selection, this plays better, and makes for a fun anti jump starting the new combo.
00:23:095 (7,8,9) - The spacing here feels very low. Either NC or up the spacing (by control G and/or changing some positions maybe?)
00:34:157 (6) - Control G for better playing notes. Can't give you any reasoning on this.
00:37:345 (3,4,5) - This is more of a stylistic comment. I really dislike this pattern. A straight line doesn't really feel nice to play, except if it's a stream.
00:38:845 (9,10) - Control G both of these sliders. I feel like it plays better.
00:43:720 (9,10,11) - Not too sure about this. Maybe control G 11?
01:17:470 (10,11,12,1,2) - See the stylistic comment

[Hard]
Cool. Just some polishing issues.

00:07:720 (4,5,6) - This triplet doesn't map to anything in the music
00:09:501 (4) - ^
00:32:657 (7,8) - This blanket could be better
00:39:970 (2,3,4,5) - This overlap is very confusing
00:48:220 (4,1) - This blanket could also be better

[Normal]
I literally see no issues here.

Thanks for your mod, sorry for the short mod on lower diffs.
Topic Starter
Setz

Don wrote:

Hey! NM from queue. You know the drill. Actually a M4M I guess

[Insane]
Enjoyable.

00:00:595 (1,2) - Why is this a stack? I really don't see why. Might change this into a slider for more pattern fun. I like the current rhythm. maybe unstacking them would be something I'd consider, but two circles is consistent with the rest of the map.
00:02:470 (1,2,3,4,5) - Listening to the music closely, the stream in the middle of the slider doesn't map to the music. Your best bet is to change 00:02:845 (3,4) into a slider to fit the music better. it is mapping the guitar in the background, and your suggestion results in the same type of sound, so i don't see why the change is needed here.
00:11:657 - From here on, there's a synth in the background that you might want to map to, this makes for some nice variation, what you have now is something with a too low density. I decided to just map the drums for consistency. switching between what you are mapping to like this can be very confusing. I did something like this in the map that I have bubbled right now, and I really don't like it.
00:15:407 (7) - Stack this note with 5 maybe for a cool 1>2>1 jump (not actual combo numbers). I feel like the current position of 7 feels suboptimal to play. Also, overlaps like this fit the difficulty of the map. I ended up stacking it with the 2 of the same combo, the flow felt better to me.
00:15:595 (1) - Perhaps make this one in a repeat and add a note 00:16:157 at around x:352 y:192? That would play so much better, I don't really know why. this causes passive hitsounding, which I really don't like. following the clap pattern, the clap would land on the tail of this reverse slider you are suggesting.
00:18:032 (5,6) - Control G this selection, this plays better, and makes for a fun anti jump starting the new combo. Done.
00:23:095 (7,8,9) - The spacing here feels very low. Either NC or up the spacing (by control G and/or changing some positions maybe?) I think this is fine, the spacing is consistent with the rest of the map, and it is a bitch of a break after the previous jump ,and before the next 3 jumps.
00:34:157 (6) - Control G for better playing notes. Can't give you any reasoning on this. Don't see the reason here, and this screws up spacing as well, so leaving it alone for now.
00:37:345 (3,4,5) - This is more of a stylistic comment. I really dislike this pattern. A straight line doesn't really feel nice to play, except if it's a stream. if more people say something about this I will see what I can do.
00:38:845 (9,10) - Control G both of these sliders. I feel like it plays better. I like current pattern here.
00:43:720 (9,10,11) - Not too sure about this. Maybe control G 11? I think this is ok, maybe I need to move the 11 some, but ctrl g makes a jump that i don't want there.
01:17:470 (10,11,12,1,2) - See the stylistic comment

[Hard]
Cool. Just some polishing issues.

00:07:720 (4,5,6) - This triplet doesn't map to anything in the music
00:09:501 (4) - ^ you can hear the triple sound in the bass. its subtle, but its there.
00:32:657 (7,8) - This blanket could be better fixed.
00:39:970 (2,3,4,5) - This overlap is very confusing changed this pattern.
00:48:220 (4,1) - This blanket could also be better this one is hard to fix due to spacing. I adjusted it, but it probably still isnt perfect.

[Normal]
I literally see no issues here.

Thanks for your mod, sorry for the short mod on lower diffs.
thanks for the mod!
aigoh
From modding queue-

[General]
You could do some more blanketing!

[Insane]
00:59:282 (2,1) - This part was confusing. You could change this in two ways:
1) 00:59:845 (1) - DS, or stack with 00:59:282 (2)
2) 00:59:282 (2) - DS and leave 00:59:845 (1) where it is. --I like this way better kk

[Hard]
00:40:907 (5) - DS
00:11:095 (1,2,3) - tilt these the way you want so that the map doesn't look so mechanical.
00:14:470 (2,3,4) - rotate 10 degrees anticlockwise
00:35:470 (3) - rotate 20 degrees clockwise
00:35:845 (4) - and this by 30 degrees clockwise
01:02:470 (7) - rotate 10 degrees anticlockwise
01:04:720 (7) - rotate 10 degrees clockwise
01:07:157 (2) - Ctrl + J and blanket with 01:06:595 (1) -
01:11:282 (1,2,3) - tilt these

[normal]
00:34:157 (2) - Ctrl+G
Topic Starter
Setz

mangocurry wrote:

From modding queue-

[General]
You could do some more blanketing! Hard to blanket at times due to the spacing, and I like to have variety, not just blanket spam.

[Insane]
00:59:282 (2,1) - This part was confusing. You could change this in two ways:
1) 00:59:845 (1) - DS, or stack with 00:59:282 (2)
2) 00:59:282 (2) - DS and leave 00:59:845 (1) where it is. --I like this way better kk This is fine, alot of maps do the small spacing for notes that are too far away, and the NC on the slider indicates the slow down.

[Hard]
00:40:907 (5) - DS Intentional jump, strong vocal on this beat.
00:11:095 (1,2,3) - tilt these the way you want so that the map doesn't look so mechanical. I dont see a problem with the way they are now.
00:14:470 (2,3,4) - rotate 10 degrees anticlockwise Done.
00:35:470 (3) - rotate 20 degrees clockwise Done.
00:35:845 (4) - and this by 30 degrees clockwise Done.
01:02:470 (7) - rotate 10 degrees anticlockwise
01:04:720 (7) - rotate 10 degrees clockwise these 2 I want to keep.
01:07:157 (2) - Ctrl + J and blanket with 01:06:595 (1) - I prefer the sliders mirroring each other.
01:11:282 (1,2,3) - tilt these

[normal]
00:34:157 (2) - Ctrl+G I like how it is right now since the slider flows into the next note.
thanks for the mod!
Nozhomi
Hi~ random mod from #modreqs
Please reply to this mod saying what you didn't fix (and what you did) and why to improve my futur mods.
If you've any question, ask me in-game.

- Insane :
  1. 00:00:970 (3,4) - Move a little end of slider to perfect blanket.
  2. 00:22:345 (3,4,5,6) - I think there is no point to make so big jumps here. It's not really a important passage of the music or a kiai. I suggest to reduce DS by a scale by 0.9 minimum.
  3. 00:32:845 (2) - You can arrage this slider to make a beautiful blanket like this http://puu.sh/bkjwz/d0891b2cb6.jpg.
  4. 00:34:345 (7,8) - I see no reason to make a jump here.
  5. 00:38:845 (9,10) - Jump here just to stack 00:38:470 (7,10) - is not worth. A jump would fit better between 00:39:220 (10,1) - regarding the music imo.
- Hard :
  1. Some Inherited Points (green lines) are useless. Remove them -> http://puu.sh/bkpGR/386a24d1c5.png.
  2. 00:14:470 (2,3,4) - Suggestion : how do you think about this http://puu.sh/bkotp/903aac9824.jpg ?
  3. 00:55:720 (2) - Move to 379:128 (a little nazi ^^').
- Normal :
  1. Same as Hard diff for Inherited Points.
  2. 00:12:595 (1,2) - Flow can be a little improve here. Try to move up a little 00:13:157 (2) - maybe.
  3. 00:38:470 (4,1) - I would curve them a little more like this http://puu.sh/bkpn0/c15320aca7.jpg, looks better imo.
  4. 00:41:470 (4,1) - Improve blanket a little.

Really good diff. Not much to say it's a good mapset. Hope it help you.
GL Mukyu~
Topic Starter
Setz
a mod from #modreqs :o miracles do exist

Nozhomi wrote:

- Insane :
  1. 00:00:970 (3,4) - Move a little end of slider to perfect blanket. Done.
  2. 00:22:345 (3,4,5,6) - I think there is no point to make so big jumps here. It's not really a important passage of the music or a kiai. I suggest to reduce DS by a scale by 0.9 minimum. Strongly disagree , I think the piano fits the current rhythm here. this has not been an issue for anyone at all up to this point ,but if it is brought up enough, I will see what I can do, but for now no change.
  3. 00:32:845 (2) - You can arrage this slider to make a beautiful blanket like this http://puu.sh/bkjwz/d0891b2cb6.jpg. Done.
  4. 00:34:345 (7,8) - I see no reason to make a jump here. see above.
  5. 00:38:845 (9,10) - Jump here just to stack 00:38:470 (7,10) - is not worth. A jump would fit better between 00:39:220 (10,1) - regarding the music imo. this part of the song sounds just like 00:26:845 (10,11,12) - and 00:29:845 (10,11) - so I wanted to keep the rhythms consistent. I will agree that i could make a jump out of 00:39:595 (1) - but I need to think of an elegant solution here that doesn't destroy everything.
- Hard :
  1. Some Inherited Points (green lines) are useless. Remove them -> http://puu.sh/bkpGR/386a24d1c5.png. done, these were left over from Insane.
  2. 00:14:470 (2,3,4) - Suggestion : how do you think about this http://puu.sh/bkotp/903aac9824.jpg ? I personally don't like this flow, specially in a Hard.
  3. 00:55:720 (2) - Move to 379:128 (a little nazi ^^'). done.
- Normal :
  1. Same as Hard diff for Inherited Points. done.
  2. 00:12:595 (1,2) - Flow can be a little improve here. Try to move up a little 00:13:157 (2) - maybe. I moved it up a little, but not too much, as I need to keep consistent 1.0 or close to that for spacing.
  3. 00:38:470 (4,1) - I would curve them a little more like this http://puu.sh/bkpn0/c15320aca7.jpg, looks better imo.
  4. 00:41:470 (4,1) - Improve blanket a little. Done.

Really good diff. Not much to say it's a good mapset. Hope it help you.
GL Mukyu~
thank you for the mod!
-Nya-
Hey! From Nya's Anime Modding Queue
Well, here's my mod:

Normal:
Lower the AR to a 4. I think it’s more fitting for a Normal00:09:595 (6) – NC?00:12:595 (1,2) – Try to avoid overlaps; it tends to look ugly sometimes. You can rather place this slider: 00:13:157 (2) – here: X:336 Y:22400:17:470 (4,1) – This blanket can be improved00:18:595 (1,2) – Make these two sliders look similar (The curve has to be the same)00:28:907 (3) – Place this hitcircle here: X:284 Y:136 (Supports the flow better)00:34:907 (3,4) – Rather blanket? Like this:
00:37:345 (2) – Just straighten this slider00:38:470 (4) – Curve this slider more to blanket this slider’s: 00:39:595 (1) – head. I think it looks more appealing then.00:47:470 (5,1) – This can be blanketed better00:59:845 (3) – Maybe do something more with this slider then just a simple straightened slider. Curve it, make it a wavy slider, etc.01:12:595 (2,3) – This blanket can be improved01:14:845 (6,1) – ^, Use the approach circle

Hard:
00:07:157 (3,4,5,6) – This blanket can be improved00:10:720 (8) – Place this slider here: X:428 Y:336. The space between the three sliders will then be the same; it looks neater00:39:220 (9,1) – Rather make these two sliders look the same. I know you want to blanket, but I think my suggestion will look better00:42:595 (4) – Stack the head of this slider on this hitcircle: 00:40:907 (5) – 00:45:220 (2,3) – This blanket can be improved a bit00:49:720 (3,4) - ^01:12:970 (2) – Ctrl+H, this looks better to me

Overall, good mapset. I just think Normal can be improved a bit, but the Hard diff looks great so far.
Good Luck! :D
Topic Starter
Setz

-Nya- wrote:

Hey! From Nya's Anime Modding Queue
Well, here's my mod:

Normal:
Lower the AR to a 4. I think it’s more fitting for a Normal I think this is fine for now, lower AR causes alot of clutter on the screen because of the the BPM. if more people think I should lower this though, I will.00:09:595 (6) – NC? ok00:12:595 (1,2) – Try to avoid overlaps; it tends to look ugly sometimes. You can rather place this slider: 00:13:157 (2) – here: X:336 Y:224 I think this is fine, it adds variety to the map, and it doesn't look horrible00:17:470 (4,1) – This blanket can be improved Done.00:18:595 (1,2) – Make these two sliders look similar (The curve has to be the same) done00:28:907 (3) – Place this hitcircle here: X:284 Y:136 (Supports the flow better) this destroys the blanket with the tail of the next slider.00:34:907 (3,4) – Rather blanket? Like this:
done on purpose, blankets are nice, but I don't want my map to consist of them 100%00:37:345 (2) – Just straighten this slider why?00:38:470 (4) – Curve this slider more to blanket this slider’s: 00:39:595 (1) – head. I think it looks more appealing then. done.00:47:470 (5,1) – This can be blanketed better done.00:59:845 (3) – Maybe do something more with this slider then just a simple straightened slider. Curve it, make it a wavy slider, etc. keeping this for now, I don't see the harm in having straight slider here, and is consistent with the other diffs.01:12:595 (2,3) – This blanket can be improved this one actually looks fine to me.01:14:845 (6,1) – ^, Use the approach circle done.

Hard:
00:07:157 (3,4,5,6) – This blanket can be improved done.00:10:720 (8) – Place this slider here: X:428 Y:336. The space between the three sliders will then be the same; it looks neater this makes it so the heads of 6 and 8 arent on the same axis, it really bothers me, so no change here00:39:220 (9,1) – Rather make these two sliders look the same. I know you want to blanket, but I think my suggestion will look better changed the shape while still keeping blanket.00:42:595 (4) – Stack the head of this slider on this hitcircle: 00:40:907 (5) – no real need, the circle is pretty much in the editor by the time this slider comes up, and this only breaks the spacing.00:45:220 (2,3) – This blanket can be improved a bit 00:49:720 (3,4) - ^ done for both.01:12:970 (2) – Ctrl+H, this looks better to me ok.

Overall, good mapset. I just think Normal can be improved a bit, but the Hard diff looks great so far.
Good Luck! :D
thanks for the mod!
TaikuGx
Hey there ~
from my modding queue.

Normal

00:01:157 (2) - Move a little down for smoother curve
00:15:595 (1) - Add finish, otherwise the finish pattern with 00:12:595 (1,3,3) - is broken
00:19:907 (3) - Same as above. Why do you use a whistle instead of a finish?
00:41:470 (4,1) - Fix blanket
00:47:095 (4) - Move to x:232 y:305 for perfect stack
00:48:970 (2) - Use the same slider as this 00:47:470 (5) - for better symmetry
01:17:095 (3) - I'd suggest blanketing around 01:16:345 (2) - 's body like this: http://puu.sh/bu1Zc/c0e4a8a688.jpg
01:24:595 (1) - I'd increase the hitsound volume for this spinner and add a finish since it ends on a strong beat

Hard

00:07:720 (4,5,6) - I feel like this triplett is out of place since there is no note. Just my opinion though
00:40:532 (3,4,5,6) - I'd keep the spacing constant since you don't use sudden jumps with circles anywhere else ( I guess you've used it for the stack with 00:39:970 (2) - but it doesn't seem to fit your mapping style)
00:43:720 (7) - NC?
01:03:595 (4) - NC
01:18:407 (3) - Add hitsound

Insane
I'd like to point out stuff but I couldn't find anything :o

Great mapset! Get this ranked as soon as possible :) Maybe you can stil use some of my suggestions. Best of luck :D
Topic Starter
Setz

TaikuGx wrote:

Normal

00:01:157 (2) - Move a little down for smoother curve ok
00:15:595 (1) - Add finish, otherwise the finish pattern with 00:12:595 (1,3,3) - is broken the reason for this is that all these notes have a cymbal crash in the music itself, but the 1 you pointed out does not.
00:19:907 (3) - Same as above. Why do you use a whistle instead of a finish? This is a great idea actually, using a whistle for this and the above beats for all diffs :)
00:41:470 (4,1) - Fix blanket done.
00:47:095 (4) - Move to x:232 y:305 for perfect stack ok
00:48:970 (2) - Use the same slider as this 00:47:470 (5) - for better symmetry done
01:17:095 (3) - I'd suggest blanketing around 01:16:345 (2) - 's body like this: http://puu.sh/bu1Zc/c0e4a8a688.jpg ok.
01:24:595 (1) - I'd increase the hitsound volume for this spinner and add a finish since it ends on a strong beat good one, fixed this for all diffs.

Hard

00:07:720 (4,5,6) - I feel like this triplett is out of place since there is no note. Just my opinion though will keep this for now.
00:40:532 (3,4,5,6) - I'd keep the spacing constant since you don't use sudden jumps with circles anywhere else ( I guess you've used it for the stack with 00:39:970 (2) - but it doesn't seem to fit your mapping style) i actually used a jump of the same kind earlier in the song at 00:31:907 (5) - with the same rhythm, but it was a 1/1 slider instead of a circle.
00:43:720 (7) - NC?
01:03:595 (4) - NC about these 2 NC suggestion, I dont like short combos because they ruin the map's drain. I NC along with the song and not every 1 or 2 measures like most people do.
01:18:407 (3) - Add hitsound there are hitsounds on this.

Insane
I'd like to point out stuff but I couldn't find anything :o

Great mapset! Get this ranked as soon as possible :) Maybe you can stil use some of my suggestions. Best of luck :D
thank you for the mod, some helpful stuff here :D
captin1
[Normal]
  1. 00:00:595 (1,2) - gonna go with an overall basic aesthetic thing here, can see with these that the curve of the two of them looks like it should be lined up, but barely isn't. Stuff like this is what sets apart good quality low diffs from okay ones; the more minute attention to details to make sure everything is as good as you can possibly make it.
    For comparison,
    is probably more what you're looking for. However, this
    would be my personal more favorable option, as I think this wave motion is much more visually appealing than following the curve

    In general, this applies to a lot of the map, so rather than just pointing out how I would do things in every case, I'll let you decide which patterns you believe look good and which don't
  2. 00:02:470 (4,5) - often times, doing a stacked 1/1 rhythm like this in the lowest diff is questionable. It could go either way, but since you have a slider underneath I'd say it might work out
  3. 00:25:345 (2,3,4) - in a section like this, going solely with the vocal ends up making the skipped white tick 00:26:095 - feel very empty, and may result in hitting the last note 4 early. I'd suggest something more like this to better represent all the sounds in the song
  4. 00:51:220 (2) - in general, this note is representative of things you do a lot in this map, which is putting the strong beats of the song on weak beats in the map, in this case a slider repeat. Try to put as many of the strongest beats on clicks as you can, so that the player has more feeling of actually playing the song rather than a map and the song just in time together
[Hard]
  1. 00:07:720 (4,5,6) - from my own personal experience, triples that start on white ticks, rather than red ticks, feel more uncomfortable. it simply feels more satisfying and reassuring to have the white tick on the end of the triple. In this case I would suggest replacing this with a repeat slider
  2. 00:22:345 (3,4,5,6) - this is another thing that I personally feel just doesn't play well. the first three circles all in distance spacing set up the cursor speed for this small pattern, and then you suddenly force the player to move faster without a direction change to latch onto. This could easily either result in confusion and missing the last note, or overcompensating for the jump to 6 and overshooting 5. The difficulty increase from this many 1/2 clicks in a row I feel is enough to justify keeping this all the same distance.
  3. 00:25:907 (5,6,7,8,9) - one good rule of thumb I learned, is trying to keep most distances between notes close in the timeline at least equal to distance spacing. rather, just see this for reference, as I think it looks much better
  4. 00:31:532 (3,4,5) - in general, these 2 circles and a jump to a slider along the same line just look messy, almost like a distance mistake. Could be remedied by either removing the jump in many of these cases (which I would suggest, since it's often not that much of a impact moment) and doing more of a noticeable direction change on the ones that do deserve the jump
  5. 00:58:345 (6,7,8,1) - just a small design thing, these would look a lot nicer arranged in an even diamond shape. Look for things like this often
  6. 01:00:595 - comboing during this kiai section is pretty messy in my opinion, since I strongly recommend adhering to comboing by the measure lines rather than vocal patterns. so things like adding on 01:02:095 (6) - , removing from 01:03:032 (1) - , and adding on 01:03:595 (4) - and so on would be what I suggest
[Insane]
  1. 00:02:938 (4) - from what I hear, this note isn't necessary, and this section would feel a lot more in sync with the guitar if it was removed
  2. 00:08:470 (2,3,4) - I would consider this bad flow, since it creates an awkward cursor path with 2 ending, a small movement upwards to 3, and then a larger movement downwards to 4, while all along the same general path.
  3. 00:11:845 - would be nice to see this electronic rhythm mapped out here, since this is the insane

    In general, the flow for much of this isn't what I'd look for in a map. What I try to do, is find the circular direction that the previous notes created, and then follow that direction when placing the next note. Take for example, 00:13:907 (1,2,3) - . When you follow the curve that 1 set up, my natural reaction would be a note placed somewhere around where 00:15:032 (5) - currently is. But instead, you placed it lower than that, causing the player to unexpectedly move downwards, which could easily result in losing the end of the slider. Then, I would expect a note around where 00:14:845 (4) - is, to continue the trend of following the curve. But with your current placement, after forcing the movement downwards for 2, you then move right back up completely opposite the curve given to hit 3.

    To see what I mean, do a ctrl+g on 00:14:470 (2,5) - and 00:14:657 (3,4) - and then compare how they feel. With this, you complete the feeling the curve established, and then once the player knows to expect a circle pattern, then switching the direction to hit the new placement of 4 feels more natural
A lot of this is just overall advice rather than a full out mod, so take what you will and see what you can apply to the mapset as a whole and you'll hopefully see a much more drastic improvement rather than just "nc here, blanket here"

sorry for taking so long to get to this, and good luck
Topic Starter
Setz

captin1 wrote:

[Normal]
  1. 00:00:595 (1,2) - gonna go with an overall basic aesthetic thing here, can see with these that the curve of the two of them looks like it should be lined up, but barely isn't. Stuff like this is what sets apart good quality low diffs from okay ones; the more minute attention to details to make sure everything is as good as you can possibly make it.
    For comparison,
    is probably more what you're looking for. However, this
    would be my personal more favorable option, as I think this wave motion is much more visually appealing than following the curve

    In general, this applies to a lot of the map, so rather than just pointing out how I would do things in every case, I'll let you decide which patterns you believe look good and which don't
  2. 00:02:470 (4,5) - often times, doing a stacked 1/1 rhythm like this in the lowest diff is questionable. It could go either way, but since you have a slider underneath I'd say it might work out
  3. 00:25:345 (2,3,4) - in a section like this, going solely with the vocal ends up making the skipped white tick 00:26:095 - feel very empty, and may result in hitting the last note 4 early. I'd suggest something more like this to better represent all the sounds in the song
  4. 00:51:220 (2) - in general, this note is representative of things you do a lot in this map, which is putting the strong beats of the song on weak beats in the map, in this case a slider repeat. Try to put as many of the strongest beats on clicks as you can, so that the player has more feeling of actually playing the song rather than a map and the song just in time together
[Hard]
  1. 00:07:720 (4,5,6) - from my own personal experience, triples that start on white ticks, rather than red ticks, feel more uncomfortable. it simply feels more satisfying and reassuring to have the white tick on the end of the triple. In this case I would suggest replacing this with a repeat slider
  2. 00:22:345 (3,4,5,6) - this is another thing that I personally feel just doesn't play well. the first three circles all in distance spacing set up the cursor speed for this small pattern, and then you suddenly force the player to move faster without a direction change to latch onto. This could easily either result in confusion and missing the last note, or overcompensating for the jump to 6 and overshooting 5. The difficulty increase from this many 1/2 clicks in a row I feel is enough to justify keeping this all the same distance.
  3. 00:25:907 (5,6,7,8,9) - one good rule of thumb I learned, is trying to keep most distances between notes close in the timeline at least equal to distance spacing. rather, just see this for reference, as I think it looks much better
  4. 00:31:532 (3,4,5) - in general, these 2 circles and a jump to a slider along the same line just look messy, almost like a distance mistake. Could be remedied by either removing the jump in many of these cases (which I would suggest, since it's often not that much of a impact moment) and doing more of a noticeable direction change on the ones that do deserve the jump
  5. 00:58:345 (6,7,8,1) - just a small design thing, these would look a lot nicer arranged in an even diamond shape. Look for things like this often
  6. 01:00:595 - comboing during this kiai section is pretty messy in my opinion, since I strongly recommend adhering to comboing by the measure lines rather than vocal patterns. so things like adding on 01:02:095 (6) - , removing from 01:03:032 (1) - , and adding on 01:03:595 (4) - and so on would be what I suggest
[Insane]
  1. 00:02:938 (4) - from what I hear, this note isn't necessary, and this section would feel a lot more in sync with the guitar if it was removed
  2. 00:08:470 (2,3,4) - I would consider this bad flow, since it creates an awkward cursor path with 2 ending, a small movement upwards to 3, and then a larger movement downwards to 4, while all along the same general path.
  3. 00:11:845 - would be nice to see this electronic rhythm mapped out here, since this is the insane

    In general, the flow for much of this isn't what I'd look for in a map. What I try to do, is find the circular direction that the previous notes created, and then follow that direction when placing the next note. Take for example, 00:13:907 (1,2,3) - . When you follow the curve that 1 set up, my natural reaction would be a note placed somewhere around where 00:15:032 (5) - currently is. But instead, you placed it lower than that, causing the player to unexpectedly move downwards, which could easily result in losing the end of the slider. Then, I would expect a note around where 00:14:845 (4) - is, to continue the trend of following the curve. But with your current placement, after forcing the movement downwards for 2, you then move right back up completely opposite the curve given to hit 3.

    To see what I mean, do a ctrl+g on 00:14:470 (2,5) - and 00:14:657 (3,4) - and then compare how they feel. With this, you complete the feeling the curve established, and then once the player knows to expect a circle pattern, then switching the direction to hit the new placement of 4 feels more natural
A lot of this is just overall advice rather than a full out mod, so take what you will and see what you can apply to the mapset as a whole and you'll hopefully see a much more drastic improvement rather than just "nc here, blanket here"

sorry for taking so long to get to this, and good luck
hey, thanks for the pointers captin, I really like your mapping style, so I pretty much agree with all the suggestions you provided, i will be taking a good look a the entire set to see where I can apply these improvements.

Dont worry about it having taken long, i know you are busy, specially now that you are a QAT. so no problem :)
Topic Starter
Setz
ok, done going through, the mapset, I had mapped this a while ago, so there were some things that were def not right that captin pointed out. most of them should be all good now :)
[ Setsuna ]

Setz206 wrote:

ok, done going through, the mapset, I had mapped this a while ago, so there were some things that were def not right that captin pointed out. most of them should be all good now :)
setz hurry up and rank
[ Setsuna ]
pls revive
A Mystery
dat necropost
Topic Starter
Setz
5ever ded
rip
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