wh - snow clown [OsuMania]

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Unpredictable
hi

1|2|3|4|5|6|7

- The source should not be Nico Nico Douga, instead put in the tags. Nico Nico Douga is a host to watch videos, but the song is not affiliated with NND. It's almost like if you were to put YouTube in the source, it just wouldn't make sense.

- I think you could have a lot more tags here and here's some I thought of. If you didn't know, the song is dj TAKA - snow storm (but there's another version of the song Yooh - snow storm -euphoria-) . there's a song for this in ranked to confirm it https://osu.ppy.sh/s/151033 and https://osu.ppy.sh/s/300599 . So for tags, I would put: Yooh, snow, storm, -euphoria-, euphoria (would add two euphorias since it's much easier to search up "euphoria" than "-euphoria-", dj TAKA, also make "mcdonald" into "mcdonalds" with an "s" since that's the proper name of the company".)
- 00:45:198 (45198|1) - would rather have this on column 3 instead, there's a big chunk of emptiness on column 3 between 00:43:129 (43129|2) - to 00:46:853 (46853|2) - that I think you can do with a note here. it makes the column 3 a bit more balanced with the rest.

- 00:46:853 (46853|2) - I feel like you can put this note on column 1, there's a lot of empty space between 00:50:991 (50991|0) - to 00:54:301 (54301|0) - and moving it can definitely make the column 1 a bit more balanced imo

- 01:35:060 (95060|5) - I think you should move this to column 3, its a bit straining to play this pattern all on your right hand for a normal diff. moving it gives the player a bit of flexibility of being able to hit note on his left hand.

- 01:41:474 (101474|4) - im not totally sure why you have this note here in the first place. yes, there is sound here, but its pretty much inaudible to the point where it's kind of pointless for a normal diff like this. it almost seems like a ghost note.

- 01:41:887 (101887|6,101991|5,102094|4,102198|2,102301|1,102405|0,102508|1,102612|2) - I really think that you should change this patterning. its such a huge SR inflation and it doesn't fit with a normal diff like this at all. it's a huge shift from what the map was a minute ago. imo I would rather you emphasize the drumroll as 1/2 notes instead or use LNs to map it.

- 02:03:198 (123198|5) - like before, would rather have this on column 3 since it's less straining to hit.
- 00:04:956 (4956|5) - and 00:08:267 (8267|4) - would get rid of these notes. for similar parts like 00:11:577 - and 00:13:232 - you didn't add a note here, but these ones mentioned, you did. I think it would be a lot nicer and easier if you didn't have the notes mentioned at all and just get rid of them.

- 00:08:370 (8370|3) - would move this to column 6, having a note right after a large LN is a bit hard to hit, but moving it would put it in a column that is more comfortable and natural to play.

- 00:37:336 (37336|0) - would move this to column 7 since you don't have anything on column 7 for a while and it makes the left hand less straining.

- 00:39:198 (39198|2) - would move this to column 7 again since there's not much here and adds a bit more variety to the columns.

- 00:46:232 (46232|2) - same reason above

- 00:53:060 (53060|6) - would move this to column 1 because since you have this all on the right hand 00:53:474(53474|6,53577|5,53681|4,53784|5,53887|4,53887|6) - , I think it would be good to have variety on the left hand since c1 is empty.

- 01:35:267 (95267|1,95370|2,95474|3,95577|4,95681|5) - would rather make this an LN and add a note on this tick 01:35:474 - . i don't agree much with this staircase since it doesn't match with this part all and it's just better if it were represented with an LN and a note.

- 01:41:370 (101370|4,101474|5) - like said before in the normal diff, would just remove these.
- 00:14:887 (14887|3) - would have this on column 2, it makes the pattern a lot more easier to play since its symmetrical

- 00:37:956 (37956|2) - move this to column 1, i feel like column 1 could be used a lot more here since column 3 is being a good amount during this part.

- 01:18:405 (78405|2) - would move this to column 7 since you don't have much in it during this part and its nice if you could hit key 6 into key 7.

enjoy!
Topic Starter
arviejhay

Unpredictable wrote:

hi

1|2|3|4|5|6|7

- The source should not be Nico Nico Douga, instead put in the tags. Nico Nico Douga is a host to watch videos, but the song is not affiliated with NND. It's almost like if you were to put YouTube in the source, it just wouldn't make sense. ok i will change it. I really don't know the correct metadata in this song

- I think you could have a lot more tags here and here's some I thought of. If you didn't know, the song is dj TAKA - snow storm (but there's another version of the song Yooh - snow storm -euphoria-) . there's a song for this in ranked to confirm it https://osu.ppy.sh/s/151033 and https://osu.ppy.sh/s/300599 . So for tags, I would put: Yooh, snow, storm, -euphoria-, euphoria (would add two euphorias since it's much easier to search up "euphoria" than "-euphoria-", dj TAKA, also make "mcdonald" into "mcdonalds" with an "s" since that's the proper name of the company".) I wouldn't put yooh and euphoria tho because this is unrelated to yooh
- 00:45:198 (45198|1) - would rather have this on column 3 instead, there's a big chunk of emptiness on column 3 between 00:43:129 (43129|2) - to 00:46:853 (46853|2) - that I think you can do with a note here. it makes the column 3 a bit more balanced with the rest. accept

- 00:46:853 (46853|2) - I feel like you can put this note on column 1, there's a lot of empty space between 00:50:991 (50991|0) - to 00:54:301 (54301|0) - and moving it can definitely make the column 1 a bit more balanced imo accept

- 01:35:060 (95060|5) - I think you should move this to column 3, its a bit straining to play this pattern all on your right hand for a normal diff. moving it gives the player a bit of flexibility of being able to hit note on his left hand. accept

- 01:41:474 (101474|4) - im not totally sure why you have this note here in the first place. yes, there is sound here, but its pretty much inaudible to the point where it's kind of pointless for a normal diff like this. it almost seems like a ghost note. accept, for this difficulty

- 01:41:887 (101887|6,101991|5,102094|4,102198|2,102301|1,102405|0,102508|1,102612|2) - I really think that you should change this patterning. its such a huge SR inflation and it doesn't fit with a normal diff like this at all. it's a huge shift from what the map was a minute ago. imo I would rather you emphasize the drumroll as 1/2 notes instead or use LNs to map it. i will have to agree on this one, i will puts notes as 1/2

- 02:03:198 (123198|5) - like before, would rather have this on column 3 since it's less straining to hit.
- 00:04:956 (4956|5) - and 00:08:267 (8267|4) - would get rid of these notes. for similar parts like 00:11:577 - and 00:13:232 - you didn't add a note here, but these ones mentioned, you did. I think it would be a lot nicer and easier if you didn't have the notes mentioned at all and just get rid of them. forgot to remove these notes

- 00:08:370 (8370|3) - would move this to column 6, having a note right after a large LN is a bit hard to hit, but moving it would put it in a column that is more comfortable and natural to play. instead, move to column 5

- 00:37:336 (37336|0) - would move this to column 7 since you don't have anything on column 7 for a while and it makes the left hand less straining. accept

- 00:39:198 (39198|2) - would move this to column 7 again since there's not much here and adds a bit more variety to the columns. accept

- 00:46:232 (46232|2) - same reason above accept

- 00:53:060 (53060|6) - would move this to column 1 because since you have this all on the right hand accept
00:53:474(53474|6,53577|5,53681|4,53784|5,53887|4,53887|6) - , I think it would be good to have variety on the left hand since c1 is empty. accept

- 01:35:267 (95267|1,95370|2,95474|3,95577|4,95681|5) - would rather make this an LN and add a note on this tick 01:35:474 - . i don't agree much with this staircase since it doesn't match with this part all and it's just better if it were represented with an LN and a note. accept

- 01:41:370 (101370|4,101474|5) - like said before in the normal diff, would just remove these. accept but i just remove the note on the blue line and change the position of the note on the white line
- 00:14:887 (14887|3) - would have this on column 2, it makes the pattern a lot more easier to play since its symmetrical accept

- 00:37:956 (37956|2) - move this to column 1, i feel like column 1 could be used a lot more here since column 3 is being a good amount during this part.
instead, i change the patterning in this part

- 01:18:405 (78405|2) - would move this to column 7 since you don't have much in it during this part and its nice if you could hit key 6 into key 7.
instead, i change the patterning in this part

enjoy!
Thank you so much!
and here's your kudosu flavored fries
Larc
hello... from my queue

0 | 1 | .. | 6

[ lv 9 ]
00:24:715 - consider to add note in col |4 cause in lv 17 have 2 notes.

00:26:784 - add note in col |0 ? a bit similar with 00:27:612 - vocal going insane lmao

start here 00:28:646 - untill 00:53:474 - , i cant differentiate which chord for snare and which chord for kick/vocal, i mean..00:29:060 (29060|6,29060|2,29474|5,29474|1) - they are have different sound but the distance col are same 3. i prefer to make 3 col distance when u hear clap like 00:32:784 - and make 1 col distance when u hear kick/vocal like 00:32:370 - .

00:40:853 - add note ? im pretty sure the kick sound start on there.

00:47:887 - missing note for kick here ?

01:05:474 - consider to make other LN in col |0 , compare in lv 17 , atleast have 2 LN here i guess.

01:14:577 - start here the gap with lv 17 so damn high >>>> http://osu.ppy.sh/ss/10757451 , consider to make double on snare and actually at previous part u make double for that sound.

[ lv 17 ]
01:15:612 - 01:17:267 - 01:18:922 - 01:20:577 - 01:22:232 - 01:23:887 - 01:25:543 - consider to make it single cause they are not so loud againts 01:15:818 - 01:17:474 - 01:19:129 - 01:20:784 - 01:22:439 - 01:24:094 - 01:25:750 - and actually u can keep double 01:16:232 - 01:17:887 - 01:19:543 - 01:21:198 - 01:22:853 - 01:24:508 - 01:26:163 - cause they are still have a bass piano. imo

this song make me cringe.
sry if did not help so much, good luck!
Topic Starter
arviejhay

CoffeeLatte- wrote:

hello... from my queue

0 | 1 | .. | 6

[ lv 9 ]
00:24:715 - consider to add note in col |4 cause in lv 17 have 2 notes. I rather keep the 1/2 notes

00:26:784 - add note in col |0 ? a bit similar with 00:27:612 - vocal going insane lmao

start here 00:28:646 - untill 00:53:474 - , i cant differentiate which chord for snare and which chord for kick/vocal, i mean..00:29:060 (29060|6,29060|2,29474|5,29474|1) - they are have different sound but the distance col are same 3. i prefer to make 3 col distance when u hear clap like 00:32:784 - and make 1 col distance when u hear kick/vocal like 00:32:370 - . self mod i fix the pattern

00:40:853 - add note ? im pretty sure the kick sound start on there.

00:47:887 - missing note for kick here ?

01:05:474 - consider to make other LN in col |0 , compare in lv 17 , atleast have 2 LN here i guess. i keep it as is it

01:14:577 - start here the gap with lv 17 so damn high >>>> http://osu.ppy.sh/ss/10757451 , consider to make double on snare and actually at previous part u make double for that sound. nope,

[ lv 17 ]
01:15:612 - 01:17:267 - 01:18:922 - 01:20:577 - 01:22:232 - 01:23:887 - 01:25:543 - consider to make it single cause they are not so loud againts 01:15:818 - 01:17:474 - 01:19:129 - 01:20:784 - 01:22:439 - 01:24:094 - 01:25:750 - and actually u can keep double 01:16:232 - 01:17:887 - 01:19:543 - 01:21:198 - 01:22:853 - 01:24:508 - 01:26:163 - cause they are still have a bass piano. imo no sorry, i would rather keep these.

this song make me cringe. This song focuses on making players cringe lol
sry if did not help so much, good luck! it's really ok thanks!
Thank you so much for the mod! :)
no reply = accept
_WWWWWW_WWWWWW_
Metadata check:
Artist: wh
Title: snow clown
source: -
Tags: niconico douga mad otomad otogemad donald ドナルド mcdonalds dj taka wehe wehesomushi potatomania snow storm
///(Yes, everything in lowercase letters)
Original link/source: /sm16584514

p.s: Good set, I'll give you some kudosu stars :3

Topic Starter
arviejhay

ARGENTINE DREAM wrote:

Metadata check:
Artist: wh
Title: snow clown
source: -
Tags: niconico douga mad otomad otogemad donald ドナルド mcdonalds dj taka wehe wehesomushi potatomania snow storm
///(Yes, everything in lowercase letters)
Original link/source: /sm16584514

p.s: Good set, I'll give you some kudosu stars :3

So the real title is snow clown. where the heck is storm flurry came from? XD

Thanks for checking my metadata on my beatmap
and thanks for A LOT of stars :)

If i can control the number of kudoso that i can give, i would give you 10.
Kawawa
From VMT Queue https://osu.ppy.sh/forum/p/6611501/

I have seen this map for 3-4 years ago when I started this game.
anyway it kinda fun to see as now.

[LV.9]
well done.

[Between LV.17 and LV.24]
First of all I want to explain the problem between level 17 and 24 difficulty.

01:07:956 - to 01:12:922 - note density gap in this part.
This is really vague auite and bringing a huge difference between the two difficulties.
(You can use 1/3th LN on LV.17, It will be helpful to less for gap)

01:14:577 - to 02:09:198 - I honestly see the thing that LV.24 just changed as LNs from the LV.17 Chart.
an example :: LV.17 // LV.24 :: http://puu.sh/AihJb/6e5af20a39.jpg http://puu.sh/AihJS/a88018ccaf.jpg

It's show your laziness. It can't be admitted as quality map to be ranked If you're aiming it :(

[Between LV.24 and LV.35]
1. Rating Gap 4.07 to 6.08. I think this is pretty dangerous and you did not control it well.

2. still similar patterns to each other. LV.35 // LV.24 :: http://puu.sh/AihQy/4443a18e69.jpg

3. Note density structures were randomly done
- As your sturcutre. center part is highest on LV.35(The red zone) :: http://puu.sh/AihWh/74856df6c6.jpg
but for the last part before highlight, It's bad. mostly no difference with LV.24 ▽
LV.24 https://puu.sh/AihY5/82170e898d.png LV.35 http://puu.sh/AihYo/9c97e99559.png
so. First I recommend you to do self-mod by whole structure issue.
This will be a better way for the future.
I'm so sorry If you feel bad, but I just wanted to you help even If it feels bad sound.
anyway you can contact me in game If you really can't find a way. Good luck!!

+ Ancul will mod it soon thoroughly!
Topic Starter
arviejhay

Kawawa wrote:

From VMT Queue https://osu.ppy.sh/forum/p/6611501/

I have seen this map for 3-4 years ago when I started this game.
anyway it kinda fun to see as now.

[LV.9]
well done.

[Between LV.17 and LV.24]
First of all I want to explain the problem between level 17 and 24 difficulty.

01:07:956 - to 01:12:922 - note density gap in this part.
This is really vague auite and bringing a huge difference between the two difficulties.
(You can use 1/3th LN on LV.17, It will be helpful to less for gap) ok i will fix this,

01:14:577 - to 02:09:198 - I honestly see the thing that LV.24 just changed as LNs from the LV.17 Chart. I haven't changed this current patterning for a long time tho
an example :: LV.17 // LV.24 :: http://puu.sh/AihJb/6e5af20a39.jpg http://puu.sh/AihJS/a88018ccaf.jpg

It's show your laziness. It can't be admitted as quality map to be ranked If you're aiming it :( i will change the patterning in Lv.17 or Lv.24 to make it more unique

[Between LV.24 and LV.35]
1. Rating Gap 4.07 to 6.08. I think this is pretty dangerous and you did not control it well.should the gap be no more than 2.00? i'm really curious what makes it dangerous

2. still similar patterns to each other. LV.35 // LV.24 :: http://puu.sh/AihQy/4443a18e69.jpg

3. Note density structures were randomly done is this a good or bad thing?
- As your sturcutre. center part is highest on LV.35(The red zone) :: http://puu.sh/AihWh/74856df6c6.jpg
but for the last part before highlight, It's bad. mostly no difference with LV.24 ▽
LV.24 https://puu.sh/AihY5/82170e898d.png LV.35
rearranged
so. First I recommend you to do self-mod by whole structure issue.
This will be a better way for the future.
I'm so sorry If you feel bad, but I just wanted to you help even If it feels bad sound. it's really ok for me that you say that. The problem with my mapping is that i didn't really focus on the gaps between the difficulties and whenever i create a new hard difficulty, i just create a copy of the previous difficulty then make it harder. There's no uniqueness between the difficulties if there are similar
anyway you can contact me in game If you really can't find a way. Good luck!!

+ Ancul will mod it soon thoroughly!
Thank you so much kawawa

I'm still working on the rating gap tho. everything else is repatterning.
Kawawa
3. Note density structures were randomly done is this a good or bad thing?
- As your sturcutre. center part is highest on LV.35(The red zone) :: http://puu.sh/AihWh/74856df6c6.jpg
but for the last part before highlight, It's bad. mostly no difference with LV.24 ▽
LV.24 https://puu.sh/AihY5/82170e898d.png LV.35[/notice] rearranged
"Is this a good or bad thing?"
what I pointed out is a bad part
In general the parts are related to each other's difficulty and with the interpretation of song's structure and they can be improved enough.

I explained it as an abstract part so you still might wondering.
but If you still don't get it, then I can give you some examples. feel free contact me!
Topic Starter
arviejhay

Kawawa wrote:

3. Note density structures were randomly done is this a good or bad thing?
- As your sturcutre. center part is highest on LV.35(The red zone) :: http://puu.sh/AihWh/74856df6c6.jpg
but for the last part before highlight, It's bad. mostly no difference with LV.24 ▽
LV.24 https://puu.sh/AihY5/82170e898d.png LV.35[/notice] rearranged
"Is this a good or bad thing?"
what I pointed out is a bad part
In general the parts are related to each other's difficulty and with the interpretation of song's structure and they can be improved enough.

I explained it as an abstract part so you still might wondering.
but If you still don't get it, then I can give you some examples. feel free contact me!
ok thank you kawaEE
Damaree
I just check the diff..... sorry to say this but i cant do this, coz the note placement are in a mess, specially in the highest diff. I cant check the major problems since its out of my knowledge but I can atleast help w/arrangements, but not i cant help as I already said earlier... better remake the overall pattern, as an apolgy, ill just shoot ya kudos...

PS: Mcdonalds < Mang Inasal
Topic Starter
arviejhay

Damaree wrote:

I just check the diff..... sorry to say this but i cant do this, coz the note placement are in a mess, specially in the highest diff. I cant check the major problems since its out of my knowledge but I can atleast help w/arrangements, but not i cant help as I already said earlier... better remake the overall pattern, as an apolgy, ill just shoot ya kudos...

PS: Mcdonalds < Mang Inasal
It's ok tho
but thanks for checking the diffs :) and the kudosu
Oo mas masarap sa mang inasal, unli rice
Percyqaz
00:02:163 - I think all these kick sounds could be 2 notes because they're quite strong (you also seem to have done one like this at 00:08:784)
00:13:646 - I think you should add a note here and at 00:14:060/00:14:474 to map the full rhythm here, as it makes this section break up the simple rhythm with the long notes before and after it
00:14:370 - You could also change these three beats to 2 notes at a time to follow the kick again
00:15:405 - Refer to 00:02:163
00:19:025 - I think this note should be moved to column 3 so it forms a jack, as this matches how you map repeated sounds like this a few seconds later
00:22:336 - Same again (move to column 5 or 7)
00:23:163 - ^
00:23:991 - ^
00:26:577 to 00:27:818 - I don't think this should be mapped as a stair at all, but more like the mini jackhammers you had in the section like this. The beats probably shouldn't be 3 notes at a time because they're very faint, but maybe 2 is still appropriate
00:28:646 - These crashes are quite loud/strong and I think you could put 3 notes on every one of them. This also means you're using more notes which adds to the "buildup" feel and compensates for there not being any long notes
00:39:715 - Refer to 00:13:646
00:41:887 - Refer to 00:28:646
00:53:060 - Refer to 00:26:577
01:14:577 - I really like how the stair section here follows the music :) nicely done
01:26:991 - There are extra kicks here that you could map with 2 notes instead of 1
01:37:750 - I think you should map the kicks here by adding a second note even though it might mess up the pattern - what if you keep putting the extra note in column 4 (space) and then start scattering 2 note chords around after 01:39:405 for the buildup
01:55:129 - Refer to 01:26:991
02:01:646 - Missing a second note here (probably in column 4)
02:05:887 - Refer (partially) to 01:37:750 - You can really drive home this section as the climax by putting 3 notes on the crash and 2 notes on the kicks. The next difficulty up is 4* so you can afford to make this level a bit harder without messing up the difficulty spread if you want to.
Can't really fault much in this map. It extends the difficulty of Lv.17 and maps the faster rhythms that were ignored in Lv.17

01:18:301 - Missing 2 notes for this crash?
01:20:784 - Missing 1 note for this crash?
01:24:922, 01:25:750, 01:26:577 and 01:28:232 - ^

The SVs in this difficulty seem good and effectively express the music - None of them were particularly jarring/tripped me up when playing but they still caught my attention 8-)8-)
00:28:129 - This SV is a little too fast, it doesn't give enough reaction time to read the next chord and get back into reading the notes. I tried putting it on around 2.0X and that was a lot better to play
00:28:232 - Having LNs on one hand and notes on the other then swapping is REALLY COOL. You've executed it well enough that it isn't that much harder to play that normal notes and I really like this section
01:38:163 - This section is unplayably difficult compared to the rest of the map (same with the ending). If that's not intentional, i'd suggest switching to the patterns from Lv.24 and incorporating long notes into it as it will be easier but still give the climax of the song the intensity it needs.

Feedback is a little sparse on this level too because I'm not good at difficult long notes in 7k, so I can't pick out particular bits that are better or worse than others, but I hope what I have is helpful :)
Topic Starter
arviejhay

Percyqaz wrote:

00:02:163 - I think all these kick sounds could be 2 notes because they're quite strong (you also seem to have done one like this at 00:08:784) i think i forgot to remove that, anyway, i will accept this
00:13:646 - I think you should add a note here and at 00:14:060/00:14:474 to map the full rhythm here, as it makes this section break up the simple rhythm with the long notes before and after it accept
00:14:370 - You could also change these three beats to 2 notes at a time to follow the kick again accept
00:15:405 - Refer to 00:02:163 accept
00:19:025 - I think this note should be moved to column 3 so it forms a jack, as this matches how you map repeated sounds like this a few seconds later accept
00:22:336 - Same again (move to column 5 or 7) accept
00:23:163 - ^ accept
00:23:991 - ^ accept
00:26:577 to 00:27:818 - I don't think this should be mapped as a stair at all, but more like the mini jackhammers you had in the section like this. The beats probably shouldn't be 3 notes at a time because they're very faint, but maybe 2 is still appropriate accept
00:28:646 - These crashes are quite loud/strong and I think you could put 3 notes on every one of them. This also means you're using more notes which adds to the "buildup" feel and compensates for there not being any long notes accept
00:39:715 - Refer to 00:13:646 accept
00:41:887 - Refer to 00:28:646 accept
00:53:060 - Refer to 00:26:577 accept
01:14:577 - I really like how the stair section here follows the music :) nicely done
01:26:991 - There are extra kicks here that you could map with 2 notes instead of 1 accept
01:37:750 - I think you should map the kicks here by adding a second note even though it might mess up the pattern - what if you keep putting the extra note in column 4 (space) and then start scattering 2 note chords around after 01:39:405 for the buildup accept
01:55:129 - Refer to 01:26:991 accept
02:01:646 - Missing a second note here (probably in column 4) accept
02:05:887 - Refer (partially) to 01:37:750 - You can really drive home this section as the climax by putting 3 notes on the crash and 2 notes on the kicks. The next difficulty up is 4* so you can afford to make this level a bit harder without messing up the difficulty spread if you want to. accept
Can't really fault much in this map. It extends the difficulty of Lv.17 and maps the faster rhythms that were ignored in Lv.17

01:18:301 - Missing 2 notes for this crash? accept
01:20:784 - Missing 1 note for this crash? accept
01:24:922, 01:25:750, 01:26:577 and 01:28:232 - ^ accept

The SVs in this difficulty seem good and effectively express the music - None of them were particularly jarring/tripped me up when playing but they still caught my attention 8-)8-)
00:28:129 - This SV is a little too fast, it doesn't give enough reaction time to read the next chord and get back into reading the notes. I tried putting it on around 2.0X and that was a lot better to play accept
00:28:232 - Having LNs on one hand and notes on the other then swapping is REALLY COOL. You've executed it well enough that it isn't that much harder to play that normal notes and I really like this section
01:38:163 - This section is unplayably difficult compared to the rest of the map (same with the ending). If that's not intentional, i'd suggest switching to the patterns from Lv.24 and incorporating long notes into it as it will be easier but still give the climax of the song the intensity it needs. This section is playable if the player knows how to play these kind of long notes. ET players will able to play this LOL

Feedback is a little sparse on this level too because I'm not good at difficult long notes in 7k, so I can't pick out particular bits that are better or worse than others, but I hope what I have is helpful :)
Thanks for the mod :)
Oscyy
sooooo rusty
i'm not good at modding this kind of map, my points might not helpful at all
1234567
General: you need a kiai time

  • SV
    make all speed 1.0x, i don't think SV is suitable for this diff. Player should learn to read and hit accurately first
    that means delete SVs on 00:27:818 -
  • Pattern
    00:26:577 - isn't this transition a little bit too hard? :<
    i think that part was the hardest part to nail on lv. 9 (well idk how hard lv. 9 should be so i assume this is normal diff) you know because 1/2 minijack with hold and 3 notes after it. Deleting the note on red line might be a bit fair :<

    01:42:715 - idk the streamy stuff is kinda mindblocking lmao
    http://prntscr.com/jrwail suggesting shorter stair

    02:07:543 - i guess to concentrated to right hand
    http://prntscr.com/jrwaya kinda bit balanced for both hand lmao
  • SV
    dont use the same SV across all diff, you need to curve it a bit just the same as layering it.
    00:27:818 - tbh i dont think this part worth SV at all, you can remove it

    01:12:922 - 1,25x
    01:13:129 - 0,75x
    01:13:336 - 1,25x
    01:13:543 - 0,75x
    01:13:750 - 1,25x
    01:13:956 - 0,75x
    01:14:163 - 1,6x
    01:14:267 - 0,8x
    you can use slower speed on behind, just before the next note come. This way, the note stays on screen a lot longer, and easier to predict when the player must hit the note. If you give faster speed in the end, there is a chance of the note lies above the screen when slow speed is in effect, and when it shows on the screen, its already at fast speed, some player might not ready for that.
  • Pattern
    00:19:025 - i don't think minijack is good to be introduced on this diff, pretty hard in technical aspect
    00:19:853 (19853|2,20060|6,20474|4,20681|2,20887|5) - you might want to change it into regular note, i concerned about the release timing
    00:26:577 - yeah, this transition is way too hard for.. i guess this is hard diff
    00:39:612 (39612|5,39715|4,39818|5) - i think you should use more of this trill in this diff, this is pretty good and suitable
    00:40:129 - 00:40:543 - 00:40:956 - 00:41:370 - missing note, for consistency with ^
    00:44:681 - add note
    00:45:508 - yeah, this diff need more of 1/4 sound that you skip a lot i think, you might want to recheck yourself
    01:15:094 (75094|5,75198|6,75301|5) - this movement is pretty heavy, 01:15:094 (75094|5) - i think alot more lighter if you move that to 5
    01:26:991 - those jumptrills looks hard to read http://prntscr.com/jrwhmx
    01:33:612 - 01:33:715 - 01:33:922 - might be double because of kick 01:33:818 - why is this double anyway
    http://prntscr.com/jrwio6
    01:37:750 - anchor in col 4 :< also this might be too hard to read as well
    01:39:405 - http://prntscr.com/jrwk5q
  • SV
    00:27:818 - same as earlier diff

    01:12:922 - 1,5x
    01:13:129 - 0,5x
    01:13:336 - 1,5x
    01:13:543 - 0,5x
    01:13:750 - 1,5x
    01:13:956 - 0,5x
    01:14:163 - 2,5x
    01:14:267 - 0,5x

    01:29:267 - 0,6x
    01:29:422 - 1,9x
    01:29:474 - 1x
    ^apply this to similar part

  • Pattern
    00:13:025 - missed sound
    00:18:094 - should be 1/6 snap
    00:31:232 - idk why is this double since this is EXACTLY same sound as 00:31:025 -
    00:37:853 - ^
    00:39:508 - this one should be double
    00:45:508 - ^

  • SV
    you can use the same SV as Lv. 24
  • Pattern
    00:18:094 - 1/6 snap
    01:31:956 - http://prntscr.com/jrwnul since they are different PR with earlier one
    01:53:060 (113060|6,113163|6) - ? i have no idea how to hit this
    yeah my point might not be helpful at all in this diff

done, now give me the fries
Topic Starter
arviejhay

Oscyy wrote:

sooooo rusty
i'm not good at modding this kind of map, my points might not helpful at all
1234567
General: you need a kiai time

  • SV
    make all speed 1.0x, i don't think SV is suitable for this diff. Player should learn to read and hit accurately first
    that means delete SVs on 00:27:818 -
  • Pattern
    00:26:577 - isn't this transition a little bit too hard? :<
    i think that part was the hardest part to nail on lv. 9 (well idk how hard lv. 9 should be so i assume this is normal diff) you know because 1/2 minijack with hold and 3 notes after it. Deleting the note on red line might be a bit fair :< accept, o2jam Lv. 9 has minijacks tho but this is osu! sooooo

    01:42:715 - idk the streamy stuff is kinda mindblocking lmao accept
    http://prntscr.com/jrwail suggesting shorter stair

    02:07:543 - i guess to concentrated to right hand accept
    http://prntscr.com/jrwaya kinda bit balanced for both hand lmao
  • SV
    dont use the same SV across all diff, you need to curve it a bit just the same as layering it.
    00:27:818 - tbh i dont think this part worth SV at all, you can remove it disagree with this one

    01:12:922 - 1,25x
    01:13:129 - 0,75x
    01:13:336 - 1,25x
    01:13:543 - 0,75x
    01:13:750 - 1,25x
    01:13:956 - 0,75x
    01:14:163 - 1,6x
    01:14:267 - 0,8x
    you can use slower speed on behind, just before the next note come. This way, the note stays on screen a lot longer, and easier to predict when the player must hit the note. If you give faster speed in the end, there is a chance of the note lies above the screen when slow speed is in effect, and when it shows on the screen, its already at fast speed, some player might not ready for that. i will accept this until Lv.24 but for the Lv.35 i think i need to tweak it some more.
  • Pattern
    00:19:025 - i don't think minijack is good to be introduced on this diff, pretty hard in technical aspect accept
    00:19:853 (19853|2,20060|6,20474|4,20681|2,20887|5) - you might want to change it into regular note, i concerned about the release timing accept
    00:26:577 - yeah, this transition is way too hard for.. i guess this is hard diff change pattern
    00:39:612 (39612|5,39715|4,39818|5) - i think you should use more of this trill in this diff, this is pretty good and suitable ye
    00:40:129 - 00:40:543 - 00:40:956 - 00:41:370 - missing note, for consistency with ^added
    00:44:681 - add note accept
    00:45:508 - yeah, this diff need more of 1/4 sound that you skip a lot i think, you might want to recheck yourself accept
    01:15:094 (75094|5,75198|6,75301|5) - this movement is pretty heavy, 01:15:094 (75094|5) - i think alot more lighter if you move that to 5 accept
    01:26:991 - those jumptrills looks hard to read http://prntscr.com/jrwhmx accept
    01:33:612 - 01:33:715 - 01:33:922 - might be double because of kick 01:33:818 - why is this double anyway accept
    http://prntscr.com/jrwio6
    01:37:750 - anchor in col 4 :< also this might be too hard to read as well
    01:39:405 - http://prntscr.com/jrwk5q might stick to the current pattern but apply this to the last part
  • SV
    00:27:818 - same as earlier diff same as before

    01:12:922 - 1,5x
    01:13:129 - 0,5x
    01:13:336 - 1,5x
    01:13:543 - 0,5x
    01:13:750 - 1,5x
    01:13:956 - 0,5x
    01:14:163 - 2,5x
    01:14:267 - 0,5x

    01:29:267 - 0,6x
    01:29:422 - 1,9x
    01:29:474 - 1x
    ^apply this to similar part

  • Pattern
    00:13:025 - missed sound accept
    00:18:094 - should be 1/6 snap disagree
    00:31:232 - idk why is this double since this is EXACTLY same sound as 00:31:025 -
    00:37:853 - ^
    00:39:508 - this one should be double
    00:45:508 - ^
    accept above
  • SV
    you can use the same SV as Lv. 24
  • Pattern
    00:18:094 - 1/6 snap i want to keep the 1/4 tho xD
    01:31:956 - http://prntscr.com/jrwnul since they are different PR with earlier one keep the current one
    01:53:060 (113060|6,113163|6) - ? i have no idea how to hit this change the position of the regular note/ i will remove it
    yeah my point might not be helpful at all in this diff

done, now give me the fries
Thanks for modding my map

Here are the fries you want




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