otetsu - Yokuatsu Sakuran Girl

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Mafumafu
Simple Mod
[Insane]

00:05:916 (1) - 音乐渐强,音量相应调整可

00:07:007 (5) - NC可,一致性保持

00:41:005 加note可,参考00:38:096 (2) -

00:50:277 (5) - 3/4 节奏可

03:00:128 (1) - 也是3/4可能好些

03:06:732 (3) - 3/4 + 圈好点,参考03:09:133 (5,6) -

03:54:752 (1) - 加个转盘吧
Yugu
您好
HW的难度看起来摸不出啥就不摸了

red=unrankable
blue=serious problem

general


  1. hitsound file "normal-hitnormal" sounds really too weak to get feedback when players playing it (especially from 00:32:096 - to 01:08:458 - ). highly recommended to increase this file's volume to 200% and increase overall green line volume. (here is 200% volume's hitsound: http://puu.sh/AG9ZD/087f3d62bb.wav)
  2. you need to add a diff to linkage what between Normal and Hard diff. the spread between Normal and Hard is too big imo. or you can buff your Normal diff to about 2.5*.

Insane


  1. i think 00:38:459 - should be mapped and clicked. you followed vocal and guitar sound 00:38:641 (4,5,6) - here, but why you ignored this place (00:38:459 - ) of guitar sound and vocal. it's not weak enough to be directly ignored imo.
  2. 00:41:005 - ^
  3. the vocal appear from 02:42:997 - to 02:51:360 - . i think you can add some new pattern but not like before.
  4. 03:49:662 (1,2,3) - should be more ds. this part of drum is stronger than 03:10:334 (3,4,5,6,1) - , but the ds of 03:49:662 (1,2,3) - is not bigger than it, so i think you need increase some ds to show this drum sound.

Hard


  1. some place what 1/2 rhythm's jump is too far (the ds even over 2.0x in 165bpm). such as 00:04:280 (5,1) - 00:05:007 (3,4) - , this part of music not strong enough to support you make a far jump here imo. even their ds is father than 3/4 jump (00:37:187 (1,2,3) - ), i think it s a big aim challenge and hard to play for newplayers. i strongly recommend weakening this part (over 2.0x ds) of the ds. also maybe you can linkage the spread between Normal and Hard if you weaken some far 1/2 jumps and the star become lower.
  2. 01:25:003 (4,5) - vs 01:26:456 (4,5) - . i think you should follow your pattern what you did, like 01:25:003 (4,5) - but not stack it (01:26:456 (4,5) - ). if you suddenly change your pattern in same music part, newplayers maybe will confuse on this or miss read it.

Normal


  1. 00:38:278 (2,3,1) - this pattern is not really intuitive for newplayers. 00:39:368 (1) - and 00:38:641 (3) - almost simultaneously appear in their vision and they don't know which one should be clicked at first. move it to the left side of the slider and adjust slider to blanket it will be better. like this
  2. 00:53:186 (2,1) - same problem.^ rotate 00:53:913 (1) - ninety degrees and adjust its place
  3. 01:26:275 (2,3,1,2) - same problem.^ you can move 01:27:365 (1) - to the top side of this slider 01:26:638 (3) - and make 01:27:729 (2) - stack on 01:26:275 (2) - . also need keep their ds 1.3x
  4. 01:29:184 (2,3,1,2) - same problem. ^ you can move 01:30:274 (1) - to the right slide of this slider 01:29:547 (3) - and make 01:30:638 (2) - stack on 01:29:184 (2) -
  5. 01:15:730 (1,1) - according to RC: Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/2 overlaps due to distance snapping are an exception. (RC: https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!). i think the overlap here has completely interfered with the reading of newplayers.
    you need move this slider 01:17:184 (1) - and avoid overlap.

Easy


  1. 00:45:913 (3,4) - ds problem. keep ds 0.8x
  2. 03:03:730 (1,2,3) - same problem. ^
摸完了
Topic Starter
ZZHBOY

-Eriri- wrote:

您好
[Hard]
00:29:733 (4,5,6) - 建议往右移一点,似乎是堆叠原因导致视觉上ds不一致,不好看
00:41:550 (2,1) - blanket可以更好一点的样子
00:45:368 (3,5) - 这个也是,虽然我不像锋哥那么强迫症不过这种确实可以修好看一些(其实为了水膜
00:50:822 - 和00:53:731 - 这个音怎么不跟不跟啦
02:25:544 - 到02:42:997 - 这段其实我觉得可以把你Insane的搬到Hard里面用。。现在Hard的节奏给我的感觉就是选择最单调的摆法。。有点不好玩
03:08:533 - 转盘拉到这儿结束个人觉得比较好?

[Insane]
00:12:734 (7) - ds可以离6再远一点吗 比如这样这才刚开始 先近一点吧https://osu.ppy.sh/ss/11178979
00:43:732 - 这段不跟人声浑身难受 嘻嘻 我懒
01:04:094 - ^也是,跟上会爽很多
00:54:277 (4) - 感觉可以弄好看一点 像 https://osu.ppy.sh/ss/11179009
02:13:363 (7) - 可NC
02:34:270 - 这段我觉得摆Hard里是真的不错,,然后Insane的话可以在现有的节奏在跟上钟的摆动声, 懒 不会
额最后一段kiai升了个调,其实可以摆的更疯一点的把,现在看来就是前面两段kiai是没问题的,第三段可以适当加点难度
等等,其实你这个是主难度还是HW的是主难度?

Yugu wrote:

您好
HW的难度看起来摸不出啥就不摸了

general


  1. hitsound file "normal-hitnormal" sounds really too weak to get feedback when players playing it (especially from 00:32:096 - to 01:08:458 - ). highly recommended to increase this file's volume to 200% and increase overall green line volume. (here is 200% volume's hitsound: http://puu.sh/AG9ZD/087f3d62bb.wav) changed
  2. you need to add a diff to linkage what between Normal and Hard diff. the spread between Normal and Hard is too big imo. or you can buff your Normal diff to about 2.5*.seems not too large

Insane


  1. i think 00:38:459 - should be mapped and clicked. you followed vocal and guitar sound 00:38:641 (4,5,6) - here, but why you ignored this place (00:38:459 - ) of guitar sound and vocal. it's not weak enough to be directly ignored imo. 00:38:096 - i deleted this note to make here sounds regular
  2. 00:41:005 - ^
  3. the vocal appear from 02:42:997 - to 02:51:360 - . i think you can add some new pattern but not like before.
  4. 03:49:662 (1,2,3) - should be more ds. this part of drum is stronger than 03:10:334 (3,4,5,6,1) - , but the ds of 03:49:662 (1,2,3) - is not bigger than it, so i think you need increase some ds to show this drum sound. moved further a little

Hard


  1. some place what 1/2 rhythm's jump is too far (the ds even over 2.0x in 165bpm). such as 00:04:280 (5,1) - 00:05:007 (3,4) - , this part of music not strong enough to support you make a far jump here imo. even their ds is father than 3/4 jump (00:37:187 (1,2,3) - ), i think it s a big aim challenge and hard to play for newplayers. i strongly recommend weakening this part (over 2.0x ds) of the ds. also maybe you can linkage the spread between Normal and Hard if you weaken some far 1/2 jumps and the star become lower. moved closer
  2. 01:25:003 (4,5) - vs 01:26:456 (4,5) - . i think you should follow your pattern what you did, like 01:25:003 (4,5) - but not stack it (01:26:456 (4,5) - ). if you suddenly change your pattern in same music part, newplayers maybe will confuse on this or miss read it. moved away from each other

Normal


  1. 00:38:278 (2,3,1) - this pattern is not really intuitive for newplayers. 00:39:368 (1) - and 00:38:641 (3) - almost simultaneously appear in their vision and they don't know which one should be clicked at first. move it to the left side of the slider and adjust slider to blanket it will be better. like this kept, they are fine for new player
  2. 00:53:186 (2,1) - same problem.^ rotate 00:53:913 (1) - ninety degrees and adjust its place
  3. 01:26:275 (2,3,1,2) - same problem.^ you can move 01:27:365 (1) - to the top side of this slider 01:26:638 (3) - and make 01:27:729 (2) - stack on 01:26:275 (2) - . also need keep their ds 1.3x
  4. 01:29:184 (2,3,1,2) - same problem. ^ you can move 01:30:274 (1) - to the right slide of this slider 01:29:547 (3) - and make 01:30:638 (2) - stack on 01:29:184 (2) -
  5. 01:15:730 (1,1) - according to RC: Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/2 overlaps due to distance snapping are an exception. (RC: https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!). i think the overlap here has completely interfered with the reading of newplayers.
    you need move this slider 01:17:184 (1) - and avoid overlap. moved

Easy


  1. 00:45:913 (3,4) - ds problem. keep ds 0.8x moved
  2. 03:03:730 (1,2,3) - same problem. ^ ^
摸完了

Regraz wrote:

Simple Mod
[Insane]

00:05:916 (1) - 音乐渐强,音量相应调整可 加了个绿线

00:07:007 (5) - NC可,一致性保持

00:41:005 加note可,参考00:38:096 (2) - 前面参考后面的删了个note

00:50:277 (5) - 3/4 节奏可 都改3/4了

03:00:128 (1) - 也是3/4可能好些

03:06:732 (3) - 3/4 + 圈好点,参考03:09:133 (5,6) -

03:54:752 (1) - 加个转盘吧不加啦!
thanks for mod
gansta
:o
Ryuusei Aika
reply some 3~4 years old mods (if diffs haven't been remapped during these years then it's mandatory)

General
00:06:825 - 00:07:279 - can consider adding some hitsounds here since it's has many drum beats, have literally nothing here is meh
can only use combo color 3/4 on the 200 bpm part to show out the higher intensity

Easy
00:12:461 (5) - can just use a 2/1 long slider here since that 1/1 reverse slider can't represent those 3/4 beats properly
- 00:48:822 (6) - / 01:29:547 (7) - ^

Normal
01:01:185 (2,3) - ds is not consistent here, 2/1 gap should also have a consistent ds setting

02:08:818 (3) - can anti-clockwise rotate it a bit to avoid the tiny overlap enter 02:08:818 (3,3) -

02:10:272 (3,1,2) - visual ds here can be improved
02:14:635 (3,1,2) - ^

02:21:908 (3,1) - blanket is obviously out :/

zhe normal tai niubi le

Hard
03:16:937 (1,2,3,4) - can move 3 out to represent that clap sound better
same advice for every quadraplet in this section

HW's Another
01:59:545 (2) - can put NC on here instead of 01:59:364 (1) - so 01:59:545 (2,3,4,5,6,7,8) - can look more like an ensemble

HW's Expert
02:16:635 (6) - can reduce the ds here (vocal's tune go down) like what you have done on similar parts. since you seem trying to avoid obvious partly overlap in the kiai part, here is one possible solution: https://osu.ppy.sh/ss/11203945

03:43:844 (3,4,5,6,1) - since you seem trying to avoid obvious partly overlap in the kiai part (twice), you can adjust their position a bit like that: https://osu.ppy.sh/ss/11203970
- 03:45:298 (3,4,5,6,7,1,2) - similar reason with ^ and you can adjust 03:45:298 (3,4,5,6,7) - in a way like: https://osu.ppy.sh/ss/11203980

Insane
03:28:572 (1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5) - can try using different ds (or at least different shape) for each separated stream to represent the intensity change of the song

let me know when you think it's ready
Topic Starter
ZZHBOY

Ryuusei Aika wrote:

reply some 3~4 years old mods (if diffs haven't been remapped during these years then it's mandatory)
the whole map changed so much since i revived the map that those mods maybe lost their value

General
00:06:825 - 00:07:279 - can consider adding some hitsounds here since it's has many drum beats, have literally nothing here is meh
can only use combo color 3/4 on the 200 bpm part to show out the higher intensity all fixed

Easy
00:12:461 (5) - can just use a 2/1 long slider here since that 1/1 reverse slider can't represent those 3/4 beats properly
- 00:48:822 (6) - / 01:29:547 (7) - ^all fixed

Normal
01:01:185 (2,3) - ds is not consistent here, 2/1 gap should also have a consistent ds setting

02:08:818 (3) - can anti-clockwise rotate it a bit to avoid the tiny overlap enter 02:08:818 (3,3) -

02:10:272 (3,1,2) - visual ds here can be improved
02:14:635 (3,1,2) - ^

02:21:908 (3,1) - blanket is obviously out :/ all fixed

zhe normal tai niubi le

Hard
03:16:937 (1,2,3,4) - can move 3 out to represent that clap sound better
same advice for every quadraplet in this section all fixed

HW's Another
01:59:545 (2) - can put NC on here instead of 01:59:364 (1) - so 01:59:545 (2,3,4,5,6,7,8) - can look more like an ensemble

HW's Expert
02:16:635 (6) - can reduce the ds here (vocal's tune go down) like what you have done on similar parts. since you seem trying to avoid obvious partly overlap in the kiai part, here is one possible solution: https://osu.ppy.sh/ss/11203945 k

03:43:844 (3,4,5,6,1) - since you seem trying to avoid obvious partly overlap in the kiai part (twice), you can adjust their position a bit like that: https://osu.ppy.sh/ss/11203970 this overlap may cause little effect to playing under ar9, so i'd like to keep this placing for the consistent 1.5x ds between 1/2 beat gap.
- 03:45:298 (3,4,5,6,7,1,2) - similar reason with ^ and you can adjust 03:45:298 (3,4,5,6,7) - in a way like:
^https://osu.ppy.sh/ss/11203980

Insane
03:28:572 (1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5) - can try using different ds (or at least different shape) for each separated stream to represent the intensity change of the song k

let me know when you think it's ready
waiting for hw's reply hw said he is always busy working, then authorize me fix the mod.
Topic Starter
ZZHBOY
Addition reply to Kuuhaku's mod for hw's diff

Kuuhaku wrote:

QUQ泥好坏
居然是4min的图,不过说到做到,摸了!


HW`s Another

00:05:916 (1,2,3,4) - 开头都加上whistle试试?

01:23:911 (3,4) - 加上clap added on 3

03:02:830 (2) - 似乎舒国来更好,保持2和3的位置

HW`s Expert

好久没看到这种风格的图啦~

00:17:188 (8) - 好像少了个clap?added

00:18:551 (3,4) - 移动到(64,256)和(64,192)

01:02:276 (5) - 试试ctrl+g?

01:23:184 (2) - ctril+g,觉得无比合适所以提出来了

01:24:093 (5) - 我觉得加一个clap会更好 clap hitsound is not proper for this kick sound

试验型意见:03:02:679 (2,3,4) - 全加上clap并且03:03:430 (6) - 尾部去掉clap



over~

thanks for mod
Ryuusei Aika
all mods before Kuuhaku's one are mods for the old highest diff, since mapper remapped it recently so they don't need to be replied

mapper actually doesn't want to change cb colors in the 200bpm section, still fine for me but he forgot to write it in the reply
also changed the slider 01:41:183 (6) - in easy diff to a 2/1 one too according to the same reason i mentioned in my previous mod

抑圧(よくあつ、英: repression 独: Verdrängung)とは、自我を脅かす願望や衝動を意識から締め出して意識下に押し留めることであり、意識されないままそれらを保持している状態である。精神分析において想定される自我の防衛機制のうち、最も基本的なものと考えられている。
Net0
Nice
Lasse
general
00:58:276 - missing finish


insane
00:21:551 - seems kinda weird rhythm wise cause you follow melody for most of this part, maybe https://i.imgur.com/7S4wFCN.jpg ?
01:04:094 (1,2,3,4) - i don't really get the rhythm choice here, there is nothing that really implies this kind of rhythm (groups of 3)
01:05:549 (1,2,3,4,5) - this one makes more sense
01:33:911 - 02:32:634 - 03:25:481 - broken break snapping lol. also check them on other diffs
03:34:935 (4,5,6) - can you make movement into/on slider a bit more intuitive? maybe like https://i.imgur.com/3AS75ZQ.jpg for example, just make sure it's not offscreen when using 800x600

hw's expert
sure about using same od as your lower diff? i thik 7.5 or 8 would fit

hard
02:52:024 - add an actual break? so much empty drain
03:03:730 (1,2,3,4) - 3/2 rhythm emphasis seems rly unfitting here

normal
ar6 pls, patterns like 00:39:368 - will be so much better with it
00:37:914 (1,2,3,1,2,3,4,1) - this whole thing is actually pretty cluttered and kinda tilting for newer players. could do something like https://i.imgur.com/oEFMut7.jpg for example

easy
just use ar4, it's actually more comfortable for new players
02:08:727 - something like https://i.imgur.com/EehmWPi.jpg would be more intuitive



let me know when I can qualify
Topic Starter
ZZHBOY

Lasse wrote:

general
00:58:276 - missing finish
added in each diff

insane
00:21:551 - seems kinda weird rhythm wise cause you follow melody for most of this part, maybe https://i.imgur.com/7S4wFCN.jpg ?changed rhythm as your img
01:04:094 (1,2,3,4) - i don't really get the rhythm choice here, there is nothing that really implies this kind of rhythm (groups of 3)
01:05:549 (1,2,3,4,5) - this one makes more sense
these notes are following vocal now
01:33:911 - 02:32:634 - 03:25:481 - broken break snapping lol. also check them on other diffs
:) fixed
03:34:935 (4,5,6) - can you make movement into/on slider a bit more intuitive? maybe like https://i.imgur.com/3AS75ZQ.jpg for example, just make sure it's not offscreen when using 800x600
changed the slider track


hw's expert
sure about using same od as your lower diff? i thik 7.5 or 8 would fit
done

hard
02:52:024 - add an actual break? so much empty drain
added

03:03:730 (1,2,3,4) - 3/2 rhythm emphasis seems rly unfitting here
those repeat slider followed the vocal here well imo,
kept


normal
ar6 pls, patterns like 00:39:368 - will be so much better with it
done
00:37:914 (1,2,3,1,2,3,4,1) - this whole thing is actually pretty cluttered and kinda tilting for newer players. could do something like https://i.imgur.com/oEFMut7.jpg for example
moved those notes away from each other

easy
just use ar4, it's actually more comfortable for new players
done
02:08:727 - something like https://i.imgur.com/EehmWPi.jpg would be more intuitive
k


let me know when I can qualify
Lasse
qualified
Topic Starter
ZZHBOY
thanks :D
Shovan
HW's Expert
01:52:455 (2,3) - Here the movement is not 90° or 180° like between any other object. Any reason? Else maybe it's possible to fix this?

/edit: same here 02:09:181 (5,1) - 03:16:037 (4,1) - 03:31:481 (1,2) - 00:47:368 (2,3) -
Topic Starter
ZZHBOY

Shovan wrote:

HW's Expert
01:52:455 (2,3) - Here the movement is not 90° or 180° like between any other object. Any reason? Else maybe it's possible to fix this?

/edit: same here 02:09:181 (5,1) - 03:16:037 (4,1) - 03:31:481 (1,2) - 00:47:368 (2,3) -
Unnecessary to keep absolute horizontal or vertical movement imo. At the same time, I contacted with the creator of that diff, only if he want to make some change then I will find a QAT to do it.
Karen
您有没有回我摸
Topic Starter
ZZHBOY

Karen wrote:

您有没有回我摸
您摸的难度已经被remap了
Karen
那您收拾收拾去世得了
Topic Starter
ZZHBOY

Karen wrote:

那您收拾收拾去世得了
555
Hobbes2
some concerns -

general -

I think you can improve the hitsounding. All you hitsound are claps and finishes, but the top diffs often skip the white beats that would have the claps, which means there can large chunks with no hitsounding. Using whistles in addition to what you have can remedy this, for example.

easy -

I don't think think this diff is suitable for rank. The entire thing uses 2/1 rhythms, which doesn't really let you follow the song in any meaningful way. Because of the rhythm the entire diff just feels like playing a metronome. I don't think anything in this diff is really salvageable so I suggest remapping and this time using a mix of 2/1 and 1/1 rhythms to keep things interesting and also to let you follow the song with the rhythm.

normal -

a bunch of objects are missing claps, like 00:09:916 - 00:14:279 - 00:15:733 - 00:21:551 - etc. I think this was an error in copying hitsounds? Since higher diffs do not map these white ticks. there are more later like 01:15:366 - so please check the whole map.

01:24:457 - This section is entirely missing hitsounds, due to copying hitsounds from a diff that has a break here.

03:16:937 (1,2) - I think this section makes more sense with claps on 2nd and 4th white beat instead of third white beat, since that's what the music is doing.

other diffs -

02:25:544 - I believe in this section the objects should be snapped to 3/8, like this - http://puu.sh/AJSp5/6b23e2bfd2.jpg this is a lot more accurate than using 1/3 here. applies to both of hollow wings' diffs.

for hard, 02:32:634 (4) - should be on the yellow tick right after 02:32:679 -
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