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ClariS - Kokoro no Inryoku

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Topic Starter
RVMathew

hanyuu_nanodesu wrote:

Hi, requested test play

Damn score

uhh, dat misses >.<

Asking me to testplay is like telling me to mod according to my taste, so this is what I think
  1. I don't like small circles (CS>4) I like small circles. The return of CS4+ Hard difficulties are imminent.
  2. I can see that sometimes the blankets are imperfect and there are some overlaps, it looks untidy Fixing that at the moment.
  3. I don't really like double triplets. Like this http://puu.sh/iqDwV/09cab373a9.jpg got a lot of 100 there.
  4. A slider like this 00:58:321 (8) - don't seem to fit the vocal. Use it for wiggle sound. Extended the slider by 1 tick and it seems to be better than before.
  5. 01:02:243 (7) - This slider sounds weird... A note here 01:01:090 followed by a spinner would be better... Fixed and applied it at another location. Amazingly all my difficulties have the same amount of sliders now.
  6. And I don't like this kind of rhythm 02:17:705 (5,6) - nothing wrong, just disliked it. Missed there. Tried to employ variety between double notes and the slider.
  7. And damn that speed up at end >.< Missed a lot there xD I did that on purpose, since I like to speed up the slider velocity around 40% from the finish.
  8. 02:54:743 (5,6,7,8) - Combo breaker for me. The rhythm is kinda weird, four time stream, tricky for me. Plus the shape make it even harder. Changed Shape
That's all, no kudos. Thanks for testplay. It seems to me that the rework has worked.
Good luck
Topic Starter
RVMathew
Next Update: Mod-21

Should have all of the first 3 difficulties fixed. Will be work in progress.

Edit (3 Difficulties have been updated).
neonat
Easy

Starting should have some more hitsounds used
00:09:166 (7,8) - could blanket nicely
00:09:628 (8,9) - avoid this rhythm in Easy, end the slider at 00:10:090 for a more constant and basic rhythm
00:08:243 (6) - NC
00:22:551 (1) - weird shape, but at least make it more symmetrical?
00:52:551 (2,3) - the blanket isn't perfect, first section of 00:52:551 (2) before the first bend could be more horizontal like the other end
00:56:705 (2) - I don't recommend this, slider shape is scrunched up, slider body is hidden. Applies to other sliders like 00:44:705 (1) and 02:58:090 (1)
01:43:320 (5) - whistle on the slider start sounds out of place, not something you usually do to be honest
01:56:243 (3) - no clap?
02:09:628 (1) - would be better having the shape more even
02:52:090 (3) - whistle on the middle section on the repeat sounds off
02:55:320 (2) - having clap and whistle like this should either happen more consistently or not at all, because the basis for this isn't obvious and sounds random
03:01:320 (1) - a better shape other than this would be nice
03:16:090 (1) - a nicer curve would be better
03:19:782 (1,2) - could blanket better

implementation of whistles could be better, right angled sliders used here are odd because they are surrounded by curved ones most of the time.

Good Luck
dqs01733
m4m

[Easy]
  1. 00:06:397 (4) - copy paste next slider shape, doesnt really look that good with two sliders side by side with different shapes. would also blanket which looks cleaner.
    00:07:320 (5) - nc
  2. 00:11:474 (1) - I don't think it's any different from previous verse, I think you should map this instead
    00:14:705 (2,1) - swap nc to follow vocals, I think thats better because easy-normal generally map after vocals over percussion so might aswell nc accordingly. there are more like these but you can find them
  3. 00:26:243 (1,3) - these are curved a bit too much, the blanketing is weird because of it and i think it'd look better straightened out just a little little bit
  4. 00:39:628 (5) - fix like this http://puu.sh/iNMwk.jpg
  5. 00:46:090 (3) - also excessively curved, you should try to make the borders of the circle have equal distance to the sliderborders http://puu.sh/iNMyZ.jpg
  6. 00:56:705 (2) - might be hard to play for newer players, sliders that pushes the flow so much like this is generally only used in insane or higher
  7. 01:05:013 (2) - move up one box (4 pixels)
  8. 01:06:397 (4) - move this one up a bit looks better imo
  9. 01:14:705 (1) - unnecessary nc
  10. 01:56:243 (3) - clap
[Normal]
  1. 00:09:166 (3,4) - doesnt flow well from previous slider, try this 00:09:166 (3,4) -
  2. 00:11:474 (1,2,3,4,5,6) - this whole rhythm is too difficult compared to previously imo, you had mostly 1/1 and 3/4 before and now theres a lot of 1/2 which can be overwhelming, or map the beggining with this rhythm, as long as its consistent
    00:14:705 (7,1) - excessively curved
  3. 00:16:551 (2,3,4) - try placing like this, flows nicer and (2) isnt so close to previous slider http://puu.sh/iNNc3.jpg
  4. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  5. 00:24:628 (4,5,6) - ctrl+h flows better, but you need to adjust next objects a bit
  6. 00:34:782 (4) - center red anchor point and curve less looks better
  7. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  8. 01:08:705 (4) - curve less
  9. 01:12:397 (4) -
  10. 01:56:243 (4) - clap
  11. 02:57:166 (7,1) - swap nc
  12. 03:21:628 (6) - you should never have more than one repeat unless its 1/4 sliders in hards or higher, no one ever uses more than 1 for longer slider in modern maps, so players naturally move away from the slider after the first repeat and so they will break.
  13. 03:27:859 (4) - previous pattern doesnt flow well into this, you can just ctrl+h 03:27:859 (4,5,6,7,8,9,10) -
[Hard]
  1. 00:03:628 - I think you should map this whole section with a slower sv, and slightly smaller spacing, because right now its keeping the same momentum as 00:18:859 - even though is a lot calmer.
  2. 00:08:243 (2) - curve less
  3. 00:13:320 (6) - not very good blanket
  4. 00:14:705 (9) - copy paste 00:15:628 (2) - slider shape and ctrl+h+j
  5. 00:21:166 (9) - curve less
  6. 02:09:166 (10) - kinda confusing stacked under triplet, easier to read if you stack under previous slider
  7. 02:17:705 (5,6) - stack looks better and more comfortable to play, i dont think there should be movement like this on doubles. doubles are actually difficult enough to play because its harder to keep rhythm on them, and doubles are pretty new to people playing hard diffs, so make them moving only makes them more annoying. there are more like these that i think you should fix.
  8. 02:17:013 - same as first point, this section is a breakdown and should be slower
  9. 02:54:166 (2,4,5) - overlap, move up 02:54:628 (4,5) -
  10. 03:12:397 (1,2,3) - theres too much momentum in this pattern, notice how your cursor moves at pretty constant speed until you come to this where it has to speed up a lot without any change in music I think you should just follow the rhythm and melody.
  11. 03:19:782 (1) - stack sliderend on previous slider looks better
  12. 03:29:705 (10) - move this to x413 y122 and it flows better, move everything else down with it.
Solid mapset, you should think about not curving the sliders to much though, people did that a lot in older maps but modern maps dont curve as much unless there is implication in music. I only mentioned a few in the mod, you can try to spot more yourself. in hard diff for example, you shouldnt curve more like this00:19:782 (5) - . 00:21:166 (9) - this is ok sometimes in some patterns but not if you blanket something in it. also, I think you should double the nc's in hard, the combos are a bit too long imo, a lot of them go up to 16-17.

So, good luck :)
Topic Starter
RVMathew
Easy: Neonat's Changes applied first, then Kotonoha' s changes.

neonat wrote:

Easy

Starting should have some more hitsounds used
00:09:166 (7,8) - could blanket nicely Different rhythm pattern
00:09:628 (8,9) - avoid this rhythm in Easy, end the slider at 00:10:090 for a more constant and basic rhythm Done
00:08:243 (6) - NC Will be every 8 beats
00:22:551 (1) - weird shape, but at least make it more symmetrical? Changed to a different shape
00:52:551 (2,3) - the blanket isn't perfect, first section of 00:52:551 (2) before the first bend could be more horizontal like the other end Fixed the other end so it should be much better
00:56:705 (2) - I don't recommend this, slider shape is scrunched up, slider body is hidden. Applies to other sliders like 00:44:705 (1) and 02:58:090 (1)
01:43:320 (5) - whistle on the slider start sounds out of place, not something you usually do to be honest
01:56:243 (3) - no clap?
02:09:628 (1) - would be better having the shape more even
02:52:090 (3) - whistle on the middle section on the repeat sounds off
02:55:320 (2) - having clap and whistle like this should either happen more consistently or not at all, because the basis for this isn't obvious and sounds random
03:01:320 (1) - a better shape other than this would be nice Fixed
03:16:090 (1) - a nicer curve would be better Fixed
03:19:782 (1,2) - could blanket better Fixed

implementation of whistles could be better, right angled sliders used here are odd because they are surrounded by curved ones most of the time. Using a hitsound pattern from the hard diff so they are copied over. All points regarding hitsounds are nullified because of the aforementioned reason.
Good Luck

dqs01733 wrote:

m4m

[Easy]
  1. 00:06:397 (4) - copy paste next slider shape, doesnt really look that good with two sliders side by side with different shapes. would also blanket which looks cleaner. Changed
    00:07:320 (5) - nc
  2. 00:11:474 (1) - I don't think it's any different from previous verse, I think you should map this instead Fixed
    00:14:705 (2,1) - swap nc to follow vocals, I think thats better because easy-normal generally map after vocals over percussion so might aswell nc accordingly. there are more like these but you can find them
  3. 00:26:243 (1,3) - these are curved a bit too much, the blanketing is weird because of it and i think it'd look better straightened out just a little little bit
  4. 00:39:628 (5) - fix like this http://puu.sh/iNMwk.jpg Different Shape
  5. 00:46:090 (3) - also excessively curved, you should try to make the borders of the circle have equal distance to the sliderborders http://puu.sh/iNMyZ.jpg Fixed
  6. 00:56:705 (2) - might be hard to play for newer players, sliders that pushes the flow so much like this is generally only used in insane or higher Fixed
  7. 01:05:013 (2) - move up one box (4 pixels) Changed
  8. 01:06:397 (4) - move this one up a bit looks better imo Changed
  9. 01:14:705 (1) - unnecessary nc
  10. 01:56:243 (3) - clap
Normal based on Kotonoha's changes.
[Normal]
  1. 00:09:166 (3,4) - doesnt flow well from previous slider, try this 00:09:166 (3,4) - Changed Position
  2. 00:11:474 (1,2,3,4,5,6) - this whole rhythm is too difficult compared to previously imo, you had mostly 1/1 and 3/4 before and now theres a lot of 1/2 which can be overwhelming, or map the beggining with this rhythm, as long as its consistent Fixed.
    00:14:705 (7,1) - excessively curved Changed shape and the next slider after that.
  3. 00:16:551 (2,3,4) - try placing like this, flows nicer and (2) isnt so close to previous slider http://puu.sh/iNNc3.jpg
  4. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal
  5. 00:24:628 (4,5,6) - ctrl+h flows better, but you need to adjust next objects a bit
  6. 00:34:782 (4) - center red anchor point and curve less looks betterI assume here you are saying to make a repeating slider. I doubled the slider length and reduced the cureve.
  7. 00:53:705 (6) - can place 1/1 slider here instead to follow held sound of vocal Blended note 6 and note 7 into 1 slider.
  8. 01:08:705 (4) - curve less Fixed
  9. 01:12:397 (4) - Fixed
  10. 01:56:243 (4) - clap Fixed
  11. 02:57:166 (7,1) - swap nc. Changed. I also replaced 4 notes for 2 sliders
  12. 03:21:628 (6) - you should never have more than one repeat unless its 1/4 sliders in hards or higher, no one ever uses more than 1 for longer slider in modern maps, so players naturally move away from the slider after the first repeat and so they will break. Separated into 2 sliders.
  13. 03:27:859 (4) - previous pattern doesn't flow well into this, you can just ctrl+h 03:27:859 (4,5,6,7,8,9,10) Fixed-
Note, I did a complete change in the placement of notes, since I decided to reduce the distance snap to 0.9x; notes are closer together. Moreover, I simplified some parts of the map but there are harder sections of the near the end of the map. Hence some of the note placements cannot be followed due to the massive overhaul.

Hard based on Kotonoha's Changes.
  1. 00:03:628 - I think you should map this whole section with a slower sv, and slightly smaller spacing, because right now its keeping the same momentum as 00:18:859 - even though is a lot calmer. Changed. Made sv at 0.9x instead of 1.0x
  2. 00:08:243 (2) - curve less Changed to angled slider. Sliderend stacks underneath the note for better aesthetics.
  3. 00:13:320 (6) - not very good blanket Fixed.
  4. 00:14:705 (9) - copy paste 00:15:628 (2) - slider shape and ctrl+h+j Sorted it out.
  5. 00:21:166 (9) - curve less I like curves yaaaar. Did not curve it less, but curving it more made it look better.
  6. 02:09:166 (10) - kinda confusing stacked under triplet, easier to read if you stack under previous slider Changed. made it flow instead.
  7. 02:17:705 (5,6) - stack looks better and more comfortable to play, i dont think there should be movement like this on doubles. doubles are actually difficult enough to play because its harder to keep rhythm on them, and doubles are pretty new to people playing hard diffs, so make them moving only makes them more annoying. there are more like these that i think you should fix. Changed them to sliders. Much easier to play
  8. 02:17:013 - same as first point, this section is a breakdown and should be slower Changed. See first point.
  9. 02:54:166 (2,4,5) - overlap, move up 02:54:628 (4,5) - Did a different pattern.
  10. 03:12:397 (1,2,3) - theres too much momentum in this pattern, notice how your cursor moves at pretty constant speed until you come to this where it has to speed up a lot without any change in music I think you should just follow the rhythm and melody. Sorted it out.
  11. 03:19:782 (1) - stack sliderend on previous slider looks better. Since I worked on previous changes, the whole look of the map changed so it is not possible to stack. I just made it flow.
  12. 03:29:705 (10) - move this to x413 y122 and it flows better, move everything else down with it. Fixed



My point with this map was to make it old style but combine it with higher note density and rhythm patterns which work. That is why I like curving the map more. Some sliders were curved less but some were curved more. ;)

Other changes to hard: Used different distance snap to reduce stacking instances by around 60-80%, making the map more enjoyable. New hitsound pattern which will be applied to all difficulties for consistency.
Hendrix89
Hi from your mod queue,

Easy:

00:07:320 (5) - NC
00:09:628 (8) - shorten the slider by a half note
02:02:243 (1) - change your slider to look more like this
02:59:474 (3) - change the slider to this
03:05:013 (1) - change the slider to this
get rid of the kiai times at 03:16:090 (1) - 03:19:782 (1) - 03: 23:474 (1) - 03:27:166 (1)

Normal

02:11:474 (5) - extend the slider by a quarter note
02:26:243 (3) - ^
get rid of the short kiai times at the end

Hard

00:20:705 (1) - NC
00:25:090 (10) - shorten the slider by a quarter note
00:26:936 (4) - ^
00:30:628 (4) - ^
00:31:551 (1) - NC
00:32:474 (11) - shorten the slider by a quarter note
00:32:820 (12) - add a single
00:38:936 (1) - NC
00:48:166 (13) - NC
00:48:397 (1) - delete NC
00:51:859 (1) - NC
00:52:090 (3) - delete NC
00:54:166 (1) - NC
00:56:820 (3) - delete note
00:58:321 (8) - shorten slider by a quarter note
01:03:166 (1) - ^
01:03:859 (3) - ^
01:05:474 (7) - ^
01:05:936 (8) - add a note
01:08:474 (1) - NC
01:08:705 (2,3,4) - change this section like this
01:11:243 (3,4,5,6,7) - change this section like this
01:13:551 (1) - NC
01:13:782 (2) - delete NC
01:34:782 (1) - NC
01:39:859 (1) - NC
01:40:090 (3) - delete NC
01:41:936 (1) - NC
02:09:166 (1) - NC
02:09:628 (1) - delete NC
02:11:243 (1) - NC
02:18:859 (1) - NC
02:37:666 (8) - delete slider
02:37:782 - add single
02:39:974 (3) - delete slider
02:40:090 - add single
02:44:705 (1) - NC
02:44:936 (2) - delete single
02:45:051 (3) - move the slider left a quarter note
02:45:282 - add a single
02:46:551 (7) - delete NC
02:46:782 (1) - NC
02:47:243 (2) - shorten the slider by a quarter note
02:54:628 (4) - delete note
02:54:743 (5) - move the slider left a note quarter note
03:03:166 (1) - NC
03:06:859 (1) - NC
03:10:551 (9) - NC
03:12:743 (2) - delete slider
03:12:859 - add a single
03:14:243 (8) - NC
03:15:628 (7,8) - delete notes
03:15:628 - add a half note slider
03:18:166 (7) - NC
03:20:474 (3) - shorten the slider by a quarter note
03:21:628 (7) - NC
03:22:782 (11,12) - delete these notes
03:22:782 - add a half note slider
03:24:166 (3) - shorten the by a quarter note
03:25:320 (8) - NC
03:25:666 (9) - delete note
03:25:782 - add a single
03:29:705 (10) - shorten by a quarter note

Change CS to 4, 4.5 doesn't fit the difficulty
Get rid of the kiai times at the end
The map doesn't have many patterns, everything is basically in a line. You should add some patterns like zig zags or stars or doubles or something.


Mecheman's Hard+

00:07:090 (1,2,3,4,1,2,3,4,5,6) - the notes feel really awkward here and they don't really follow the rhythm, change up this section
00:11:474 (1,2,3,4,5,6,7,8,9,10,11,12) - this section is over mapped, feels like there are too many notes
00:17:013 (8,9,10,11) - over mapped
00:25:090 (10) - turn the note into a half note slider
00:26:936 (4) - shorten by a quarter note
00:27:859 (7) - ^
00:30:628 (4) - ^
00:30:628 (4) - extend by a quarter note
00:35:936 (8) - delete the note
00:39:859 (4) - shorten by a quarter note
00:47:243 (5) - ^
00:53:705 (3) - delete that slider and make a new slider that is a full note long
00:54:397 (4) - add a single
00:58:782 (1) - shorten by a quarter note
00:59:474 (2) - ^
01:03:166 (1,2,3,1,2,3,1,2,3) - over mapped, cramming too many notes in, those sliders shouldn't end on a blue tick
01:08:013 - missing a note
01:08:705 (3) - shorten by a quarter note
01:10:551 (1,2,3,1,2,3,4) - over mapped, cramming too many notes in, those sliders shouldn't end on a blue tick
01:16:782 (4) - shorten by a quarter note
01:18:628 (3) - ^
01:22:320 (5) - ^
01:24:166 (10) - ^
01:25:320 (2) - ^
01:26:013 (4) - ^
01:30:859 (8) - ^
01:37:551 (1) - ^
01:41:013 (5) - ^
01:46:320 (6) - ^
01:49:090 (4) - ^
01:52:782 (7) - ^
01:56:474 (5) - delete slider and add a single
01:58:551 (1) - shorten by a quarter note
02:02:243 (1) - ^
02:02:936 (3) - ^
02:04:090 (7) - ^
02:04:782 (9) - delete slider and add a single
02:04:782 (9,1,2,3,4) - over mapped
02:09:628 (1,2,3,4,5,6,7,8,9) - over mapped
02:15:166 (1,2,3,4) - over mapped
02:24:397 (1,2,3,4,5,6) - add some more notes here
02:27:628 (10) - shorten by a quarter note
02:31:782 (4,5,6,7,8,9,10,11,1,2,3) - over mapped
02:37:320 (1,2,3) - over mapped
02:39:166 (1,2,3,4,5,6,7,8,9) - over mapped
02:44:705 (1) - shorten by a quarter note
02:46:551 (1,2,3,4,5,6,7,8,9,10) - over mapped
02:53:936 (1,2,3,4,5,6,7,8,9) - over mapped
03:21:628 (9) - shorten by a quarter note

Change CS to 4, 4.5 doesn't hit the difficulty
Change HP to 5, 7 is too hard

Overall the two Hard difficulties are over mapped and feel awkward to play. I don't like all of those sliders that end on the blue ticks, they feel really awkward and out of place. Even though there may be a beat on some of those blue ticks it feels much better when you end on a red or white tick.

Good luck with the map :D
Topic Starter
RVMathew

Hendrix89 wrote:

Hi from your mod queue,

Removed Kiai Times on the last parts of the map.

Easy:

00:07:320 (5) - NC
00:09:628 (8) - shorten the slider by a half note
02:02:243 (1) - change your slider to look more like this
02:59:474 (3) - change the slider to this Today's rules dictate that you cannot use multiple repeats in a slider. I actually like your idea though.
03:05:013 (1) - change the slider to this Same as above
get rid of the kiai times at 03:16:090 (1) - 03:19:782 (1) - 03: 23:474 (1) - 03:27:166 (1)


Normal

I did a full remap of this so most of the stuff you wrote does not apply. Sorry about that.
02:11:474 (5) - extend the slider by a quarter note
02:26:243 (3) - ^
get rid of the short kiai times at the end

Hard

00:20:705 (1) - NC
00:25:090 (10) - shorten the slider by a quarter note
00:26:936 (4) - ^
00:30:628 (4) - ^
00:31:551 (1) - NC
00:32:474 (11) - shorten the slider by a quarter note
00:32:820 (12) - add a single
00:38:936 (1) - NC
00:48:166 (13) - NC
00:48:397 (1) - delete NC
00:51:859 (1) - NC
00:52:090 (3) - delete NC
00:54:166 (1) - NC
00:56:820 (3) - delete note
00:58:321 (8) - shorten slider by a quarter note
01:03:166 (1) - ^
01:03:859 (3) - ^
01:05:474 (7) - ^
01:05:936 (8) - add a note
01:08:474 (1) - NC
01:08:705 (2,3,4) - change this section like this
01:11:243 (3,4,5,6,7) - change this section like this
01:13:551 (1) - NC
01:13:782 (2) - delete NC
01:34:782 (1) - NC
01:39:859 (1) - NC
01:40:090 (3) - delete NC
01:41:936 (1) - NC
02:09:166 (1) - NC
02:09:628 (1) - delete NC
02:11:243 (1) - NC
02:18:859 (1) - NC
02:37:666 (8) - delete slider
02:37:782 - add single
02:39:974 (3) - delete slider
02:40:090 - add single
02:44:705 (1) - NC
02:44:936 (2) - delete single
02:45:051 (3) - move the slider left a quarter note
02:45:282 - add a single
02:46:551 (7) - delete NC
02:46:782 (1) - NC
02:47:243 (2) - shorten the slider by a quarter note
02:54:628 (4) - delete note
02:54:743 (5) - move the slider left a note quarter note
03:03:166 (1) - NC
03:06:859 (1) - NC
03:10:551 (9) - NC
03:12:743 (2) - delete slider
03:12:859 - add a single
03:14:243 (8) - NC
03:15:628 (7,8) - delete notes
03:15:628 - add a half note slider
03:18:166 (7) - NC
03:20:474 (3) - shorten the slider by a quarter note
03:21:628 (7) - NC
03:22:782 (11,12) - delete these notes
03:22:782 - add a half note slider
03:24:166 (3) - shorten the by a quarter note
03:25:320 (8) - NC
03:25:666 (9) - delete note
03:25:782 - add a single
03:29:705 (10) - shorten by a quarter note

Change CS to 4, 4.5 doesn't fit the difficulty I like CS 4.5 so I will keep it.
Get rid of the kiai times at the end Removed
The map doesn't have many patterns, everything is basically in a line. You should add some patterns like zig zags or stars or doubles or something. I wanted the hard map to be a linear style. I did add zig zags though. I will perhaps add stars and stuff.




Overall the two Hard difficulties are over mapped and feel awkward to play . I don't like all of those sliders that end on the blue ticks, they feel really awkward and out of place. Even though there may be a beat on some of those blue ticks it feels much better when you end on a red or white tick.

Based on your hard mod I decided to make a Hard- Diff. It is much simpler than the current hard diff and involves a lot more patterns. I am making a few changes to the current hard diff so its more fun to play.

Good luck with the map :D
Topic Starter
RVMathew
Time for a fresh start, both for my beatmap and real life.

Updated everything to latest version including all difficulties. Will need to work on finishing the skin.
i hate pp
Hello

This anime is so shit


00:31:782 (9) - Start a new combo
00:36:166 (8,9,10) - Fix the triangle
00:39:628 (3,4) - Spacing between 3 and 4
00:53:705 (3) - Rotate this and fix the spacing


00:56:474 (1) - Too many points
00:57:397 (1) - ^
01:12:397 (6,7) - Fix the shape and spacing
01:17:936 (1,2,3) - Change the shape


01:20:936 (10) - Spacing
01:37:551 (1) - End on a white tick
01:46:320 (6) - ^
02:02:243 (1) - Tumor slider
02:04:551 (8) - ^
02:35:013 (2) - Reverse the slider beginning
03:28:090 (7) - ^
03:30:166 (14,15) - Change spacing
03:30:859 (1) - You don't need the spinner

Over all it seems fine, just needs some tuning on the spacing and find places where you can start a new combo so they dont go up to ~15 per. Look at your sliders and see how you can clean them up to look more natural
Other than that your map is fine.

:)
Akitoshi
w
Nazi, warning and suggestions.

[Easy]
  1. 00:53:936 (1) - nazi blanket things
  2. 01:45:166 (1,2) - you can move the 01:47:936 (2) - to avoid overlaps.
  3. 02:36:859 (1) - blanket
[Normal]
  1. 01:09:859 - missing clap note?
  2. 01:16:782 (2) - better pattern.
  3. 03:05:013 (1,2,3,4) - convert it to two 1/2 sliders, this may too extreme for normal which is more than 4 1/2 circles in a row with this diff (2 star below).
  4. 03:08:705 (1,2,3,4) - ^
  5. 03:10:551 (1,2,3,4) - ^ and so on...
  6. and maybe remove some spinners like 00:29:936 (1) - and 02:14:705 (1) - that can obviously map by 1/1 and 1/2 beats.
[Hard-]
  1. 00:09:397 (3,2) - nazi stack.
  2. 01:15:397 (1) - you can map this part ;w;
  3. 01:46:436 (1) - I can understand about following the vocals but there's stronk beat like 01:46:782 - and 01:47:013 - so ye consider to remove spinner
  4. 02:02:474 (2) - remove it or add note in 01:03:397 -
  5. 02:06:397 (3) - Slider's curve is out of the area.
  6. 02:11:013 (2) - nazi parallel
  7. 02:17:013 - you can add note here already since it's hardddd
[Hard]
  1. 00:29:705 (6,7,1) - unstack it from 00:29:474 (5) - since beat-gap is changing
  2. 03:14:936 (3,4,5,6,7) - polish the zig-zag
  3. 03:19:320 (7,1,2,3,4) - polish the star
[idk wat is dis but ye in highest diff]
  1. 00:10:320 (3,5) - you can avoid touching them.
  2. 01:00:397 (1) - remove this? previous finish sound was covered and it's hard to hit
  3. 01:16:782 (4) - not snapped in white tick
  4. 01:32:243 (12,2) - stack them may better.
  5. 01:47:243 (1) - convert it into two circles since 01:47:474 - as slider-end is weird
  6. 01:54:628 (1,2) - swap NC
  7. 02:17:013 - you can add circle here ;w;
I need more ClariS aaaaaaaaaaaa
Topic Starter
RVMathew

[-AKiTOSHi-] wrote:

w
Nazi, warning and suggestions.

[Easy]
  1. 00:53:936 (1) - nazi blanket things Fixed
  2. 01:45:166 (1,2) - you can move the 01:47:936 (2) - to avoid overlaps. Fixed. The new position is not supposed to blanket the previous slider
  3. 02:36:859 (1) - blanket Fixed
[Normal]
  1. 01:09:859 - missing clap note? There is nothing there since the prev. slider ends on vocal, I give a break so the player can start on vocals.
  2. 01:16:782 (2) - better pattern. A lot better. Thanks
  3. 03:05:013 (1,2,3,4) - convert it to two 1/2 sliders, this may too extreme for normal which is more than 4 1/2 circles in a row with this diff (2 star below).
  4. 03:08:705 (1,2,3,4) - ^
  5. 03:10:551 (1,2,3,4) - ^ and so on...
    The reason I won't change that is after the final chorus, the rhythm represents what you may expect in the next difficulty. This is preparation for that.
  6. and maybe remove some spinners like 00:29:936 (1) - and 02:14:705 (1) - that can obviously map by 1/1 and 1/2 beats. Every diff of mine has 7 spinners. Osu needs more spinners
[Hard-]
  1. 00:09:397 (3,2) - nazi stack.
  2. 01:15:397 (1) - you can map this part ;w; Did not do that, but I did map 01:17:936 to compensate. Also 444 hitobjects kek
  3. 01:46:436 (1) - I can understand about following the vocals but there's stronk beat like 01:46:782 - and 01:47:013 - so ye consider to remove spinner 7 spinners.
  4. 02:02:474 (2) - remove it or add note in 01:03:397 - I did not change that, because this is a progressive increase in the difficulty.
  5. 02:06:397 (3) - Slider's curve is out of the area. Damn. Well fixed that and changed successive pattern after that.
  6. 02:11:013 (2) - nazi parallel Fixed it
  7. 02:17:013 - you can add note here already since it's hardddd. Reason for not adding the note is because I wanted to start the break there and then I could drag the green thing to have an effect.
[Hard]
  1. 00:29:705 (6,7,1) - unstack it from 00:29:474 (5) - since beat-gap is changing Fixed.
  2. 03:14:936 (3,4,5,6,7) - polish the zig-zag Fixed
  3. 03:19:320 (7,1,2,3,4) - polish the star I used ctrl+shift+d as a guide so it should be perfect. Moved some notes a bit anyway.
I need more ClariS aaaaaaaaaaaa I like ClariS, not ClareN imo. ClariS were ying and yang but with ClareN there is no balance. In addition songs in the past had meaning and emotion.

Mecheman will not be able to update his diff for sometime. Oh and he usually never replies to mod posts here but he does fix them.
Electoz
Sry Mathew I was inactive recentlyyyyyyyyyyyyyyyyyyyyyyyyy

[General]

  1. Unused files.
    1. 332727.jpg
    2. chibi_kousaka_kirino_anime_ore_1920x1200_animemay.com.jpg
    3. hit100g.png
    4. hit50g.png
    5. kirino-anime-ore-no-imouto-1501106-1920x1200.jpg
    6. solidblack.png
    7. images.akamai.steamusercontent.com
  2. Unsnapped inherited points in Hard and Mecheman Loves Meruru Now.
    1. 01:15:171 - snap to 01:15:166
  3. The "Combo 2" in Easy didn't have exactly the same colour as the other diffs.
  4. You used different BGs. Try having the same size for all BGs. And the recommended size is either 1024*768 or 1366*768.
All of things above were last checked on 31 December (9:00 UTC) . I'm mentioning this just in case you already changed something after I checked all those things.

[Easy]

  1. 00:34:551 (1,2) - 00:39:628 (2,1) - 02:53:936 (1,2) .
  2. 02:58:782 (1) - I think the spinner should have started here 03:00:166 and ended here 02:58:782 (1) instead.
  3. The diff overall looks fine, but sometimes you just emphasized the patterns and blankets so much that it ruins the flow, not that's a big deal but it would be very nice if you can do sth about them. Like 00:26:243 (1,2,1) for example, in my opinion you're trying too much to make this a pattern, so this ruins the flows on 00:27:628 (2) . Also you can see that the flow here 00:25:320 (2,1) isn't perfect compared to 00:28:090 (1,2) . So my opinion is sometimes you just have to give up the pattern and focus on the flow for the sake of beginners, like what you did in Normal.
[Normal]

  1. 00:24:859 (3,4) - Stacked objects here would ruin the flow imo. Same applies to 00:27:859 (5,1) -
  2. 00:59:474 (1) - Change this into a 1/2 slider so it would fit the rhythm.
  3. 01:14:705 (2,3) - Weird flow imo.
  4. 03:12:397 (1,2,3,4) - LOL this will confuse beginners, try some easier patterns please.
  5. 03:16:551 (3,4) - These should be unstacked so they would emphasize the strong sound better. Same applies to 03:29:474 (3,4) .
[Hard-]

  1. 01:07:320 (2,3) - Weird flow. Mainly because you're trying for a symmetry on 01:06:397 (1,2) .
  2. 01:08:705 (1) - Try rotate this a bit(anti-clockwise) for a better flow.
  3. 01:59:473 (3,4,5,6) - LOL, feels weird because you mapped these 01:59:705 (4,5,6) on vocal but I'm not sure if 01:59:473 (3) matches anything. Similar case applies to 02:01:782 (1,2,1,2) . When you're trying to do a pattern, make sure that every objects in that pattern are emphasizing the same thing to avoid confusion.
  4. 02:24:628 (2,3) - Weird overlap lol, try spaced them more because it's almost stacked.
  5. 02:40:782 (4,1) - I would suggest something similar to this for a better flow.
  6. 02:56:243 (3) - I wouldn't recommend to end this on the blue tick because it can cause a confusion to players.
Well, I guess I will stop here because I'm not good with CS4.5 / 5 things. I will come back to mod higher diffs later tho.
Topic Starter
RVMathew

Electoz wrote:

Sry Mathew I was inactive recentlyyyyyyyyyyyyyyyyyyyyyyyyy

[General]

  1. Unused files.
    1. 332727.jpg
    2. chibi_kousaka_kirino_anime_ore_1920x1200_animemay.com.jpg
    3. hit100g.png
    4. hit50g.png
    5. kirino-anime-ore-no-imouto-1501106-1920x1200.jpg
    6. solidblack.png
    7. images.akamai.steamusercontent.com
  2. Unsnapped inherited points in Hard and Mecheman Loves Meruru Now.
    1. 01:15:171 - snap to 01:15:166
  3. The "Combo 2" in Easy didn't have exactly the same colour as the other diffs.
  4. You used different BGs. Try having the same size for all BGs. And the recommended size is either 1024*768 or 1366*768.
All of things above were last checked on 31 December (9:00 UTC) . I'm mentioning this just in case you already changed something after I checked all those things.

For now I am still thinking about BG choices, whether I go with one or many. Most likely my new upload will only have 1 background, because in case I do go for a storyboard it is much easier to design everything when you only consider 1 background.
[Easy]

  1. 00:34:551 (1,2) - 00:39:628 (2,1) - 02:53:936 (1,2) . Is this about distance snap?
  2. 02:58:782 (1) - I think the spinner should have started here 03:00:166 and ended here 02:58:782 (1) instead. I do not understand.

    The diff overall looks fine, but sometimes you just emphasized the patterns and blankets so much that it ruins the flow, not that's a big deal but it would be very nice if you can do sth about them. Like 00:26:243 (1,2,1) for example, in my opinion you're trying too much to make this a pattern, so this ruins the flows on 00:27:628 (2) . Also you can see that the flow here 00:25:320 (2,1) isn't perfect compared to 00:28:090 (1,2) . So my opinion is sometimes you just have to give up the pattern and focus on the flow for the sake of beginners, like what you did in Normal.
I do agree with the above part. Made it into a different pattern that should be a lot easier to read.

Also fixed missing hitsounds and did some touchups.

[Normal]

  1. 00:24:859 (3,4) - Stacked objects here would ruin the flow imo. Same applies to 00:27:859 (5,1) - Fixed, but at the same time the map looks nicer with stacks. I will leave some stacked notes and fix others.
  2. 00:59:474 (1) - Change this into a 1/2 slider so it would fit the rhythm. How did I not catch that? Thanks. It sounds better.
  3. 01:14:705 (2,3) - Weird flow imo. Fixed, rotated the previous slider because
  4. 03:12:397 (1,2,3,4) - LOL this will confuse beginners, try some easier patterns please. Easier Pattern
  5. 03:16:551 (3,4) - These should be unstacked so they would emphasize the strong sound better. Same applies to 03:29:474 (3,4) Done.
[Hard-]

  1. 01:07:320 (2,3) - Weird flow. Mainly because you're trying for a symmetry on 01:06:397 (1,2) . I understand your point. Even if the note is distance snapped, because there is a beat at 01:08:013 it would be much smoother to have a note at 01:08:013. I made 3 into a 1/2 slider because I want 444 objects.
  2. 01:08:705 (1) - Try rotate this a bit(anti-clockwise) for a better flow. Edited the shape so it flows better
  3. 01:59:473 (3,4,5,6) - LOL, feels weird because you mapped these 01:59:705 (4,5,6) on vocal but I'm not sure if 01:59:473 (3) matches anything. (3) is mapped to a beat and without 3 I do not have a star pattern. I know that may not hold well, so I have added hitfinishes to 4 5 and 6 to make the vocal bit more prominent.Similar case applies to 02:01:782 (1,2,1,2) . When you're trying to do a pattern, make sure that every objects in that pattern are emphasizing the same thing to avoid confusion. I do see where you are going with this. If I make 1 2 into a 1/2 slider I do lose the pattern and (444) hitobjects. However if someone else picks up on this then I will fix both points.
  4. 02:24:628 (2,3) - Weird overlap lol, try spaced them more because it's almost stacked. That is due to slow slider velocity and distance snap. And the vocal bit is at the blue tick, so you have to play it as a double.
  5. 02:40:782 (4,1) - I would suggest something similar to this for a better flow. Fixed
  6. 02:56:243 (3) - I wouldn't recommend to end this on the blue tick because it can cause a confusion to players. I did that same pattern throughout the song, so I assume players would be used to that.
Well, I guess I will stop here because I'm not good with CS4.5 / 5 things. I will come back to mod higher diffs later tho.
Thanks for the mod.
_handholding
You modded electoz's map which had a gd of mine so I will mod your map since we all know each other ;)

[easy]
  1. 00:12:859 (1) - I think this would play better as a 1/1 slider, for an easy diff anyways
  2. 00:47:013 (2,3,4,1,2) - I feel like 2 of these circles should be made into a slider, but thats just me
  3. 00:56:705 (2) - copy and paste this slider 00:55:782 (1) and rotate 180 degrees
  4. 02:12:859 (1) - would play better if you made into 2 1/1 sliders like you did here 01:13:782 (1,2) . If you choose not to do this then I recommend you change the shape since isnt the prettiest one imo
  5. 02:15:166 (1) - extend to 02:17:013 ?
  6. 03:21:628 (1) - ds
  7. 03:21:628 (1) - I recommend extending this to 03:22:320 and deleting 03:22:320 (2)

    you started using more complicated rhythms towards the end of the map, I think it would be better to stick with the rhythms youve used before since there isnt really a need to make it harder than it needs to be, I mean after all, it is an easy diff. A true beginner wont get bored of playing the same rhythm if thats all hes capable of.

[Normal]
  1. 00:11:013 (2,3) - have the 2 patterns shaped this way?
  2. 00:18:859 (1) - curve this slider a bit like you did for 00:12:282 (2)
  3. 00:23:936 (1,2,3,4) - this would flow better if you changed the positions slighty
  4. 01:42:397 (2) - tilt the slider this way maybe?
  5. 02:14:705 (1) - same as easy - extend to 02:17:013 ?
  6. 02:35:936 (2) - would look prettier if you moved it up a bit imo
  7. 02:55:320 (3) - I really think the overlap looks sloppy; rotate it this way (or somewhere similar)?
Thats all from me for now. I just finished watching the anime and visual novels to this song and I must say, Ayase is best girl!
GL going for ranked!
Topic Starter
RVMathew

Nathan Kiss wrote:

You modded electoz's map which had a gd of mine so I will mod your map since we all know each other ;) We have our own modding circle now :)

[easy]
  1. 00:12:859 (1) - I think this would play better as a 1/1 slider, for an easy diff anyways Fixed. It makes sense considering it is the beginning of the song as well.
  2. 00:47:013 (2,3,4,1,2) - I feel like 2 of these circles should be made into a slider, but thats just me I do understand that sliders would be good for an easy diff, but I will lose the pentagon.
  3. 00:56:705 (2) - copy and paste this slider 00:55:782 (1) and rotate 180 degrees. I copied the slider and flipped vertically already, so there will be no change here.
  4. 02:12:859 (1) - would play better if you made into 2 1/1 sliders like you did here 01:13:782 (1,2) . If you choose not to do this then I recommend you change the shape since isnt the prettiest one imo Did the former. 2 1/1 sliders are much better
  5. 02:15:166 (1) - extend to 02:17:013 ? I lose that green bar, but extending the spinner is much better as newer players will probably not spin that fast, and may fail if the spinner is too short.
  6. 03:21:628 (1) - ds How did I not catch that?
  7. 03:21:628 (1) - I recommend extending this to 03:22:320 and deleting 03:22:320 (2) See the below point. Will keep this in mind though.

    you started using more complicated rhythms towards the end of the map, I think it would be better to stick with the rhythms youve used before since there isnt really a need to make it harder than it needs to be, I mean after all, it is an easy diff. A true beginner wont get bored of playing the same rhythm if thats all hes capable of.

    My idea is that for the last part of each of my difficulties, I use a pattern that the person might expect in the the next difficulty. The 1/2 sliders you see at the end are what you are going to see in the normal difficulty; this prepares the person for the next difficulty. If someone else picks up on this I will just revert to an easier rhythm.


[Normal]
  1. 00:11:013 (2,3) - have the 2 patterns shaped this way?
    Looks a lot better
  2. 00:18:859 (1) - curve this slider a bit like you did for 00:12:282 (2) Did a small curve.
  3. 00:23:936 (1,2,3,4) - this would flow better if you changed the positions slighty
    I understand what you mean; the current one looks too cramped. Spaced that out a bit, while still having 0.9x distance snap.
  4. 01:42:397 (2) - tilt the slider this way maybe?
    Fixed
  5. 02:14:705 (1) - same as easy - extend to 02:17:013 ? Fixed
  6. 02:35:936 (2) - would look prettier if you moved it up a bit imo
    Fixed
  7. 02:55:320 (3) - I really think the overlap looks sloppy; rotate it this way (or somewhere similar)?
    Tilted it in a different way.


Thats all from me for now. I just finished watching the anime and visual novels to this song and I must say, Ayase is best girl! Mecheman also likes Ayase as well, though he rotates between Kanako (Meruru), Kirino and Ayase. I say Ayase is a close 2nd and Kirino is bae.

GL going for ranked! Thanks
Thank you for the mod. By the way, when posting images, I would recommend pasting the links; it is much easier to do and when you put the stuff in the box it goes crazy sometimes.
Taeyang
  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better
  7. this mapset why need 'hard-' diff? i think spread fine


  • Easy
  1. Use 2downbeat NC term
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better
  5. 02:26:243 (1) - red anchor move on tick
  6. 02:32:243 (2) - just make curve slide
  7. 02:36:859 (1,1) - avoid stack


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here
  2. and try drum mapping because your vocal rhythm something part so hard
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm
  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too


  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound
  5. 01:53:359 (3,6) - ^
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here
  7. 02:58:782 (1) - avoid 3reverse
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide
  9. 03:24:628 (5,2) - stack
Thanks mod my map
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
Topic Starter
RVMathew

Taeyang wrote:

  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better

    I used slider tick rate 2 before, but the reason why I used tick rate 4 was because as my hitsounding involves adding a clap every 2 ticks, and sometimes they land in the middle or just after the middle of a slider. That means I have to use the tick method for having a clap sound. The problem with that though is that with slider rates of 2 or less, is that there is no tick for me to make a clap sound on. This only happens in 4-5 instances, but I cannot accept that.

    If someone else has a complaint with this then I will fix it.

  7. this mapset why need 'hard-' diff? i think spread fine
A modder named Hendrix89 played my Hard and Mecheman's difficulty, and he/she said that the map felt quite overmapped. Rather than destroying the rhythm which I liked in my difficulty (this was 3-4 months ago), I decide to to make a Hard- (you guys will probably call this hard actually) difficulty which has fewer hitobjects, a slower slider velocity and much more player friendly. I also use rhythm patterns that you will find in the Hard difficulty, so people are prepared in advance for the much harder difficulty on hand.

  • Easy
  1. Use 2downbeat NC term Fixed
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better Removed blanket
  5. 02:26:243 (1) - red anchor move on tick Fixed
  6. 02:32:243 (2) - just make curve slide Fixed
  7. 02:36:859 (1,1) - avoid stack
Shortened the blanket slider so I will have to place the blanketed note elsewhere. This will fix the stacking problem.


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here Probably will make a change in DS for the whole map.
  2. and try drum mapping because your vocal rhythm something part so hard Here when vocals are more prominent it seems like a waste not to map them. However, I do map to the rhythm part as well.
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm Problem is that slider 4 links up with the next pattern, and so changing it to a circle will destroy the flow.
    - Case 1: I keep it - Improves flow and sounds nice, but is not consistent.
    - Case 2: I do not keep it - I lose some flow and when that is a strong beat, why waste it? However it is consistent.
    If I do a huge change in distance snap, then I may apply case 2

  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point Removed 43:782
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too Yes it looks really cramped.
So 0.9x distance snap will still be fine, but I need to fix up the patterns.

  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound You are right, although the triplet sounds nice.
  5. 01:53:359 (3,6) - ^ Applied.
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here Ok
  7. 02:58:782 (1) - avoid 3reverse Avoided
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide Sure.
  9. 03:24:628 (5,2) - stack I think I did that, probably the stacking thing is osu makes it look weird.
Thanks mod my map Well 2 maps when combined have a higher drain time than my map. However this is a small thing.
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
Thank you, but I do not like new maps. However, I do know that Normal needs a lot of fixing.
I map with a ruler, also known as the distance snap tool.

A nice chat with Taeyang
15:52 RVMathew: Hello Taeyang. How are you doing?
15:52 Taeyang: fine Thanks :)
15:53 RVMathew: do you do m4m's and stuff? By the way here is a small gift to you: p/4820131#p4820131
15:53 RVMathew: 4 more to go.
15:53 Taeyang: i only take M4M atm :3
15:54 Taeyang: oh
15:54 Taeyang: you already did it :D
15:54 Taeyang: ok i'll mod soon
15:54 RVMathew: well 4 more to go
15:55 RVMathew: buy my map is 3:30 *5 diffs, (well 4) so drain time is uneven
15:55 Taeyang: which map?
15:55 *RVMathew is listening to [http://osu.ppy.sh/b/506023 ClariS - Kokoro no Inryoku]
15:56 RVMathew: it has a custom skin, I was going to add more but my main computer died and it will only be operational tmmrw.
15:56 Taeyang: ok~! i'll mod soon!
15:56 RVMathew: You can ignore the final diff, as it has some pending mods
15:56 Taeyang: ok
15:56 RVMathew: Thanks. And i will mod another map to make the drain time fair
01:34 RVMathew: Hi again, thanks for modding my map. I do have a question though. What was the biggest thing you did not like about my map?
01:36 Taeyang: when i
01:36 Taeyang: t/359381
01:37 Taeyang: automod used,
01:37 Taeyang: find to easy your map problem
01:38 Taeyang: Easy: New combo
01:38 RVMathew: I mean that when you played it yourself, without any tool or such, was there something that you did not like or angered you?
01:38 Taeyang: http://puu.sh/mxZzm/0e2b1fa64c.jpg
01:39 Taeyang: here is NC point
01:39 Taeyang: hmm...
01:40 Taeyang: not Logical maps
01:40 Taeyang: i like this map
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/523532 Akiyama Uni - Odoru Mizushibuki]
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/433005 Halozy - Genryuu Kaiko]
01:40 Taeyang: that's really logical and fun
01:40 RVMathew: Ah. The reason may be is that I map with a ruler, also known as the distance snap tool.
01:41 RVMathew: In terms of rhythm it is logical, but then it may take away the fun.
01:42 Taeyang: come here
01:42 *Taeyang is editing [https://osu.ppy.sh/b/506316 ClariS - Kokoro no Inryoku [Normal]]
01:42 RVMathew: here
01:43 Taeyang: 00:09:628 (1) -
01:43 Taeyang: like this really fine
01:44 Taeyang: BUT!
01:44 Taeyang: 00:17:013 (1) - 00:09:628 (1) -
01:44 Taeyang: that's same music
01:44 Taeyang: but not consistency
01:46 RVMathew: Ah. So you feel that because it is not consistent, people will not be used to the rhythm and may break?
01:46 Taeyang: hmm...
01:46 Taeyang: maybe
01:46 Taeyang: but rhythm term and pattern also important
01:47 Taeyang: you know what is it consistency?
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/475440 GARNiDELiA - grilletto (TV Size Ver.)]
01:47 RVMathew: yeah.
01:47 Taeyang: see his map
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/611261 SawanoHiroyuki[nZk]:mizuki - &Z (TV size-English ver.-)]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/797131 SPYAIR - I'M A BELIEVER]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/374730 SPYAIR - Sakura Mitsutsuki]
01:47 Taeyang: his pattern really not fun :P
01:47 Taeyang: But rhythm and map really logicality
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/496830 StylipS - MIRACLE RUSH feat. Ogura Yui]
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/556634 Wakeshima Kanon - world's end, girl's rondo]
01:48 RVMathew: Oh ok.
01:48 RVMathew: Thanks. How do I save this chat?
01:49 Taeyang: ./savelog
01:49 Taeyang: if you need question about mapping
01:49 Taeyang: poke me ingame chat and send PM
01:50 Taeyang: when i not busy ,answer you
01:50 Taeyang: Good luck :) have fun mapping~!
01:51 RVMathew: Sure. Remember though that we have two very different mapping styles (I look at older style maps, but have the rhythm you find in todays maps).
01:51 RVMathew: Take care
Factorial
Hi, ordinary modding from my queue
[Overall]
  1. A silent sliderslide is better than a silent slidertick on this music, try this out... (if you adjusted slidertick to 1)
[Easy]
  1. 00:04:090 (1,2,1,2) - You should use less frequent new combos on this diff. I see on some parts that you use NC on every 4 white ticks. It should be on every 8 white ticks. Frequent NCs defeat the usage itself.
  2. 00:12:859 (1) - This is Ez and you shouldn't be using 1/2 sliders and makes it complex...
  3. On most part of the song, there is only 1/1 breaks and it is tiring for players who can't handle this. You should "leave plenty of recovery time."
  4. 02:58:782 (1) - Spinner too short on this part (and also the recovery time)
[Normal]
  1. 00:16:551 (3) - Delete note, there is no beat.
  2. 00:24:628 (2) - Delete note, because of the high piano note at 00:23:936 (1)
  3. 00:43:782 (2,3,4,1,2,3,4,1,2,3,4) - 1/2 notes are very spammy on this part. Adjust some to 1/1
  4. 01:53:936 (2,3,4) - Too hard imo. Make 01:54:166 (3,4) into a slider or something similar to that.
  5. 03:08:705 (1,2,3,4), etc - ^
[Hard-]
  1. The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
  2. 00:23:936 (1) - A slider point is out of the editing screen.
  3. 01:49:090 (1,2,3) - This slider needs to be blanketed
  4. 02:44:705 (1,2,3) - Stacked sliders this way are very confusing for some.
  5. 02:58:782 (1) - Two 1/2 sliders would be better on this part imo.
[Hard]
  1. Circle size should be 4.5 or 4 for the diffivulty spread (Mecheman Loves Meruru Now has CS of 4.5)
That's all I can mod for now. I recommend that you look for some BN-made or recently ranked beatmaps for you to have a guide on mapping. I did this on my 1st beatmap.
MLMN diff should have neat slider placements btw. Good luck on mapping!
Okoratu

Neil Leo wrote:

[Hard-]
The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
I wasn't even asked by Neil, but yeah I agree that there are more meaningful ways to label an easier hard
Average, Medium, Advanced, Intermediate are probably going to be all right.
Topic Starter
RVMathew

Okoratu wrote:

Neil Leo wrote:

[Hard-]
The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
I wasn't even asked by Neil, but yeah I agree that there are more meaningful ways to label an easier hard
Average, Medium, Advanced, Intermediate are probably going to be all right.
Actually, you guys may actually consider this as a hard (if you ignore my naming conventions). Somehow I like calling this a hard-, because it essentially is my hard difficulty with a lower slider velocity, and most notes are turned into sliders. That is why I call it a Hard-
Topic Starter
RVMathew

RVMathew wrote:

Taeyang wrote:

  • General
  1. Inconsistency in [ComboColours]
    { Easy} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,55] Combo4 : [73,131,255]
    { Hard-} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Hard} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Mecheman Loves Meruru Now} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
    { Normal} :
    Combo1 : [85,190,0] Combo2 : [255,100,255] Combo3 : [255,153,35] Combo4 : [73,131,255]
  2. Missing skin files in [Playfield] set
    play-skip.png
    play-warningarrow.png
  3. Unused hitsounds:
    normal-hitwhistle2.wav
  4. Wave hitsounds with possible delay >5ms:
    soft-hitfinish.wav
    normal-hitfinish.wav
  5. Files unused:
    comboburst-2.png
  6. Use one slidetick; sound better

    I used slider tick rate 2 before, but the reason why I used tick rate 4 was because as my hitsounding involves adding a clap every 2 ticks, and sometimes they land in the middle or just after the middle of a slider. That means I have to use the tick method for having a clap sound. The problem with that though is that with slider rates of 2 or less, is that there is no tick for me to make a clap sound on. This only happens in 4-5 instances, but I cannot accept that.

    If someone else has a complaint with this then I will fix it.

  7. this mapset why need 'hard-' diff? i think spread fine
A modder named Hendrix89 played my Hard and Mecheman's difficulty, and he/she said that the map felt quite overmapped. Rather than destroying the rhythm which I liked in my difficulty (this was 3-4 months ago), I decide to to make a Hard- (you guys will probably call this hard actually) difficulty which has fewer hitobjects, a slower slider velocity and much more player friendly. I also use rhythm patterns that you will find in the Hard difficulty, so people are prepared in advance for the much harder difficulty on hand.

  • Easy
  1. Use 2downbeat NC term Fixed
  2. 00:22:551 (1) - this slide end here 00:23:474 - and put in 00:23:936 - here
  3. 00:41:013 (1) - ^same 00:41:936 - end here 00:42:397 - here put in circle
  4. 02:07:782 (1,2,1) - blanket you can be better
  5. 02:26:243 (1) - red anchor move on tick
  6. 02:32:243 (2) - just make curve slide
  7. 02:36:859 (1,1) - avoid stack


  • Normal
  1. i dont agree not same DS ;w; 00:15:628 (2,3) - like here
  2. and try drum mapping because your vocal rhythm something part so hard
  3. 00:20:243 (4) - put in circle ;00:18:859 (1,2,3,4) - 00:20:705 (1,2,3,4) - that's same music so just use same rhythm
  4. 00:41:013 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) - rhythm train too long; empty something point
  5. 01:05:013 (1) - suggest ;like this
  6. 02:39:974 (2,3,4,1) - avoid square flow and 02:39:974 (2,1) - here overlap too


  • Hard
  1. Do not triple spam that's strange to me :(
  2. Inherit (green) timing line is unsnapped:
    01:15:171 {75171}
  3. 00:31:551 (6) - this note 00:31:782 (1) - stack here ;that's flow better
  4. 00:44:936 (2,3,4) - that's overmapping;00:45:051 (3) - here is no sound
  5. 01:53:359 (3,6) - ^
  6. 02:44:705 (1,2,3) - do not stack 02:37:320 (1,2,3) - i recommend like here
  7. 02:58:782 (1) - avoid 3reverse
  8. 03:16:090 (1,2,3,4,5,6,7,8,9) - add some slide
  9. 03:24:628 (5,2) - stack
Thanks mod my map
but i think this mapset need so many work
First,improve your mapping skills, and find mapping teacher
second, see more BNs,QATs,best mapper's map that's help for your mapping ability
Good luck~!
I map with a ruler, also known as the distance snap tool.
Once my main computer is fixed I will apply these.


A nice chat with Taeyang
15:52 RVMathew: Hello Taeyang. How are you doing?
15:52 Taeyang: fine Thanks :)
15:53 RVMathew: do you do m4m's and stuff? By the way here is a small gift to you: p/4820131#p4820131
15:53 RVMathew: 4 more to go.
15:53 Taeyang: i only take M4M atm :3
15:54 Taeyang: oh
15:54 Taeyang: you already did it :D
15:54 Taeyang: ok i'll mod soon
15:54 RVMathew: well 4 more to go
15:55 RVMathew: buy my map is 3:30 *5 diffs, (well 4) so drain time is uneven
15:55 Taeyang: which map?
15:55 *RVMathew is listening to [http://osu.ppy.sh/b/506023 ClariS - Kokoro no Inryoku]
15:56 RVMathew: it has a custom skin, I was going to add more but my main computer died and it will only be operational tmmrw.
15:56 Taeyang: ok~! i'll mod soon!
15:56 RVMathew: You can ignore the final diff, as it has some pending mods
15:56 Taeyang: ok
15:56 RVMathew: Thanks. And i will mod another map to make the drain time fair
01:34 RVMathew: Hi again, thanks for modding my map. I do have a question though. What was the biggest thing you did not like about my map?
01:36 Taeyang: when i
01:36 Taeyang: t/359381
01:37 Taeyang: automod used,
01:37 Taeyang: find to easy your map problem
01:38 Taeyang: Easy: New combo
01:38 RVMathew: I mean that when you played it yourself, without any tool or such, was there something that you did not like or angered you?
01:38 Taeyang: http://puu.sh/mxZzm/0e2b1fa64c.jpg
01:39 Taeyang: here is NC point
01:39 Taeyang: hmm...
01:40 Taeyang: not Logical maps
01:40 Taeyang: i like this map
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/523532 Akiyama Uni - Odoru Mizushibuki]
01:40 *Taeyang is listening to [https://osu.ppy.sh/b/433005 Halozy - Genryuu Kaiko]
01:40 Taeyang: that's really logical and fun
01:40 RVMathew: Ah. The reason may be is that I map with a ruler, also known as the distance snap tool.
01:41 RVMathew: In terms of rhythm it is logical, but then it may take away the fun.
01:42 Taeyang: come here
01:42 *Taeyang is editing [https://osu.ppy.sh/b/506316 ClariS - Kokoro no Inryoku [Normal]]
01:42 RVMathew: here
01:43 Taeyang: 00:09:628 (1) -
01:43 Taeyang: like this really fine
01:44 Taeyang: BUT!
01:44 Taeyang: 00:17:013 (1) - 00:09:628 (1) -
01:44 Taeyang: that's same music
01:44 Taeyang: but not consistency
01:46 RVMathew: Ah. So you feel that because it is not consistent, people will not be used to the rhythm and may break?
01:46 Taeyang: hmm...
01:46 Taeyang: maybe
01:46 Taeyang: but rhythm term and pattern also important
01:47 Taeyang: you know what is it consistency?
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/475440 GARNiDELiA - grilletto (TV Size Ver.)]
01:47 RVMathew: yeah.
01:47 Taeyang: see his map
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/611261 SawanoHiroyuki[nZk]:mizuki - &Z (TV size-English ver.-)]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/797131 SPYAIR - I'M A BELIEVER]
01:47 *Taeyang is listening to [https://osu.ppy.sh/b/374730 SPYAIR - Sakura Mitsutsuki]
01:47 Taeyang: his pattern really not fun :P
01:47 Taeyang: But rhythm and map really logicality
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/496830 StylipS - MIRACLE RUSH feat. Ogura Yui]
01:48 *Taeyang is listening to [https://osu.ppy.sh/b/556634 Wakeshima Kanon - world's end, girl's rondo]
01:48 RVMathew: Oh ok.
01:48 RVMathew: Thanks. How do I save this chat?
01:49 Taeyang: ./savelog
01:49 Taeyang: if you need question about mapping
01:49 Taeyang: poke me ingame chat and send PM
01:50 Taeyang: when i not busy ,answer you
01:50 Taeyang: Good luck :) have fun mapping~!
01:51 RVMathew: Sure. Remember though that we have two very different mapping styles (I look at older style maps, but have the rhythm you find in todays maps).
01:51 RVMathew: Take care

Whoops. Double Post
Topic Starter
RVMathew

Neil Leo wrote:

Hi, ordinary modding from my queue
[Overall]
  1. A silent sliderslide is better than a silent slidertick on this music, try this out... (if you adjusted slidertick to 1) I actually like the slider slide. Anyways if I change slider tick, it will be to slidertick rate 2 (still fine) and then add sliderslide.
[Easy]
  1. 00:04:090 (1,2,1,2) - You should use less frequent new combos on this diff. I see on some parts that you use NC on every 4 white ticks. It should be on every 8 white ticks. Frequent NCs defeat the usage itself. Fixed in Taeyang's mod.
  2. 00:12:859 (1) - This is Ez and you shouldn't be using 1/2 sliders and makes it complex... That is a 1/1 slider I am using it currently. It does look short so I understand why someone may think it is 1/2 slider.
  3. On most part of the song, there is only 1/1 breaks and it is tiring for players who can't handle this. You should "leave plenty of recovery time." The settings should compensate for that, and if I tried doing 2/1 or 1/1 everything goes upside down.
  4. 02:58:782 (1) - Spinner too short on this part (and also the recovery time) Will map that bit.
[Normal]
  1. 00:16:551 (3) - Delete note, there is no beat. Fixed
  2. 00:24:628 (2) - Delete note, because of the high piano note at 00:23:936 (1) That ruins the rhythm. However, you mentioned about the piano note, which is a strong beat; I changed that area into 2 1/2 sliders, instead of a 1/2 slider with a repeat and a note. It sounds a lot better.
  3. 00:43:782 (2,3,4,1,2,3,4,1,2,3,4) - 1/2 notes are very spammy on this part. Adjust some to 1/1 Instead, changed the rhythm to 2x 1/2 sliders with 1 repeat and removed 2 notes.
  4. 01:53:936 (2,3,4) - Too hard imo. Make 01:54:166 (3,4) into a slider or something similar to that. Fixed.
  5. 03:08:705 (1,2,3,4), etc - ^ Prepares you for the next difficulty.
[Hard-]
  1. The diff name should be Average, Medium or something like that. I'll be asking BN regarding this.
  2. 00:23:936 (1) - A slider point is out of the editing screen. Removed the repeat so I could do a different pattern and avoid this problem.
  3. 01:49:090 (1,2,3) - This slider needs to be blanketed I did do that, but refined it more. It does introduce new problems though such as overlap, but some sacrifices have to be made.
  4. 02:44:705 (1,2,3) - Stacked sliders this way are very confusing for some. Will fix it.
  5. 02:58:782 (1) - Two 1/2 sliders would be better on this part imo. Fixed to 1 1/2 slider and 2x notes from Taeyang's mod.
[Hard]
  1. Circle size should be 4.5 or 4 for the diffivulty spread (Mecheman Loves Meruru Now has CS of 4.5)
    I will probably keep cs5; if I do 4, it will be cramped. I have tried 4.5 but not in this iteration before. I only kept 4.5 until Hendrix89's mod, in which I redid everything and used cs5 while reworking it.
That's all I can mod for now. I recommend that you look for some BN-made or recently ranked beatmaps for you to have a guide on mapping. I did this on my 1st beatmap.
MLMN diff should have neat slider placements btw. Good luck on mapping!
Thanks for modding.
_handholding
about the diff names, maybe rename Hard+ to 'Very Hard' or 'Light Insane'?
HappyRocket88
Hai from modreqs. I liked the song so here I am.

POSITIVE ASPECTS I can't deny how awesome the hitsounds fit with the song over all the difficulties, even in the easiest one. You did a great job there and seems you improved since the time you submitted the map. I love the first comboburst.png so bad so you should teach me to use transparent images like that on my maps. Keep working on it and never give up!
[General]
  1. SKINNING ELEMENTS: While skinning, try to use the whole elements which belong to the nature of each element. This means if you skinned hitcircle.png, then add all the elements that relates to it. Here's a list of them. Please, refer to this for further information.
    1. approachcircle.png
    2. hitcircleoverlay.png
    3. hitcircleselect.png
    4. followpoint.png
    5. lighting.png
    The same goes for section-fail.png there are few elements which must be added too:
    1. play-skip.png
    2. play-warningarrow.png
    There's a problem with naming your combobursts because comboburst-2.png isn't appearing anywhere. This is because your first comboburst doesn't refer to "one" so the second comboburst would never appear unless you rename it to:

    l comboburst.png must be renamed to :arrow: comboburst-1.png (In this way, comboburst-2 will appear naturally while playing.)
  2. BG FOLDER SIZE: It's not a bid deal but it would be better if you convert Stardust_Witch_Meruru.png into .jpg for reducing the overall weight of the set. Since you added some .png images, it would hurt no one if the file were .jpg instead of .png.
[Easy] No major issues find. This diff is really great.
  1. 00:47:013 (4,5,6,1,2) Over Easy difficulties, placing many circles together would get hard for beginners to click them properly because of the density of them. It would be better if you change some of them for 1/1 sliders which would fit awesomely in this part. :)
  2. 01:36:859 (2) Please, remove the whistle of the slider-head to let the clap sound stronger here, just as well as you did here 01:35:013 -
  3. 02:37:320 (4,5) Here I was waiting the double clap you used in the previous kiais which sound greatly here. Please, consider doing the same here too 02:44:705 (4,5) :(
[Hard-] First at all, this diff plays well but should be renamed to Advanced because of the overall patterning you manage.
  1. 00:06:743 (2) Add a note here for consistency with the following patterns.
  2. 00:36:628 (5) Ctrl + G here to develop a more readable flow. Consider doing the same here 01:48:628 (3)
  3. 02:10:090 (1) Remove NC here. It's not necessary.
  4. 03:08:474 (5,6,1) Oh please, don't do this kind of triplets on this diff because they would make more sense if you replace them for 1/4 sliders with one reverse. Consider doing the same here 03:23:243 (5,6,1) - 03:27:051 (4,1) -
[]
Overall not a bad map, but consider asking for more mods. There are still issues which could improve in all difficulties. Good luck!
Topic Starter
RVMathew

HappyRocket88 wrote:

Hai from modreqs. I liked the song so here I am.

POSITIVE ASPECTS I can't deny how awesome the hitsounds fit with the song over all the difficulties, even in the easiest one. You did a great job there and seems you improved since the time you submitted the map. I love the first comboburst.png so bad so you should teach me to use transparent images like that on my maps. Keep working on it and never give up! Thanks. I have renewed vigor for completing this map.
[General]
  1. SKINNING ELEMENTS: While skinning, try to use the whole elements which belong to the nature of each element. This means if you skinned hitcircle.png, then add all the elements that relates to it. Here's a list of them. Please, refer to this for further information.
    1. approachcircle.png
    2. hitcircleoverlay.png
    3. hitcircleselect.png
    4. followpoint.png
    5. lighting.png
    The same goes for section-fail.png there are few elements which must be added too:
    1. play-skip.png
    2. play-warningarrow.png

    I am currently thinking about what I want for my play warning arrows and stuff. I also want to do a complete skin so there is a lot more I have to do.

    There's a problem with naming your combobursts because comboburst-2.png isn't appearing anywhere. This is because your first comboburst doesn't refer to "one" so the second comboburst would never appear unless you rename it to:

    l comboburst.png must be renamed to :arrow: comboburst-1.png (In this way, comboburst-2 will appear naturally while playing.)Ah I see.
  2. BG FOLDER SIZE: It's not a bid deal but it would be better if you convert Stardust_Witch_Meruru.png into .jpg for reducing the overall weight of the set. Since you added some .png images, it would hurt no one if the file were .jpg instead of .png.
Changed. I manged to reduce the size from around 1.63mb to at least 468kb. That should help a lot with download.

[Easy] No major issues find. This diff is really great. Thank you.
  1. 00:47:013 (4,5,6,1,2) Over Easy difficulties, placing many circles together would get hard for beginners to click them properly because of the density of them. It would be better if you change some of them for 1/1 sliders which would fit awesomely in this part. :) Changed 2 notes to a 1/1 slider. Also managed to make it symmetrical with 00:47:474 (5) - so it looks a lot better.
  2. 01:36:859 (2) Please, remove the whistle of the slider-head to let the clap sound stronger here, just as well as you did here 01:35:013 - Fixed
  3. 02:37:320 (4,5) Here I was waiting the double clap you used in the previous kiais which sound greatly here. Please, consider doing the same here too 02:44:705 (4,5) :( Fixed. I agree that we should make use of the claps.
[Hard-] First at all, this diff plays well but should be renamed to Advanced because of the overall patterning you manage. Thank you. Regarding the name, this has been the subject of controversy, but the reason why I put Hard- is because this is the hard difficulty, just with most of the hit objects simplified.
  1. 00:06:743 (2) Add a note here for consistency with the following patterns. After asking Happyrocket for clarification, this is regarding a different note which I have added.
  2. 00:36:628 (5) Ctrl + G here to develop a more readable flow. Consider doing the same here 01:48:628 (3) I like the current one for now.
  3. 02:10:090 (1) Remove NC here. It's not necessary. Oversight. Fixed
  4. 03:08:474 (5,6,1) Oh please, don't do this kind of triplets on this diff because they would make more sense if you replace them for 1/4 sliders with one reverse. Consider doing the same here 03:23:243 (5,6,1) - 03:27:051 (4,1) Removed those triplets because it does not make sense to have it. Even if I did your 1/4 slider with repeat, it does not make the music sound any better.-
[]
Overall not a bad map, but consider asking for more mods. There are still issues which could improve in all difficulties. Good luck!
For my other difficulties such as hard, I will remove a lot of notes; I need to do a lot of shedding because some of the triplets do not make sense. In fact I went the wrong way with the triplets.

Thanks for the mod.
Shohei Ohtani
Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait

The diff with the long name:
Yeah I'm not sure how chill BN are gonna be with the long-ass diff name
00:10:551 (4,5,6,7) - you can adjust this so it's not like going back on itself and touching (3) lol
00:17:705 (10) - like in theory it's like "oh yeah this is cool" but in terms of actual readability it sucks.
00:18:397 (1,2,3,4,5) - since you have so much space to work in the map, you rarely wanna have overlaps like this.
00:28:320 (8) - it just looks odd to hvave this tbh lol
00:56:474 (1,2,1,2) - If you're going to have curved sliders facing each other, make them parallel
00:58:782 (1,2,3) - Would be better to follow the vocals
01:07:090 (3) - Silent hitsounds are no good
01:12:859 (7) - might as well blanket this
01:17:936 - you forgot to hitsound lmfao
02:06:628 (6,7,8,9) - why these jumps though. What makes them neccessary

Hard:
00:05:936 (1) - You're generally going to want your curve to be blanketing your next hitcircle/slidercircle
00:09:628 (1) - try not to have the sliderends overlap with the previous sliderbody

It's like very okay

Hard-:
You mean Advanced. this diff is called Advanced
01:02:705 (1,2,1) - You need more space in between the end of the spinner and the next note

Normal:
The big thing with this diff is that it's just really cramped because you're literally just slidertraining, which sucks. If I wanted to play a sliderfied version of the melody, I'd play Advanced. You should be making simplified rhythsm that relate to the songs, not using a bunch of sliders to emulate the melod.

Easy:
now the spread is really huge because like normal is constant 1/2 and this diff is like 1/1 and below, which is a huge difference.

It's like okay but yeah
Topic Starter
RVMathew

Reditum wrote:

Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait
I was quite busy during this time so I did not focus on my own mapset.
Blackweb
yo
btw this may not be helpful cuz im bad at modding maps that are already pretty good
Mecheman Loves Meruru Now
00:55:551 (6) - i would make the slider end overlap with 4 and 5
00:56:243 (8) - i would make overlap with the slider end of 2 in next combo
01:41:013 (5) - to 01:42:051 - fix undermapping and overmapping probs
01:50:474 (8) - overlap w/6 and 4 of next combo
03:06:166 (5) - overlap w/ 7
nice diff
Hard
00:21:397 (3) - move the middle tick more to the center and up a tad
00:50:013 (1) - move up a tad
03:08:474 (6) - make into a normal triplet like at 03:09:859 (5) -
fun diff, gj
Hard-
00:05:936 (1) - make like this
00:23:013 (2) - put on top of 5 from last combo
00:48:397 (1) - make like this
02:00:166 (6) - not needed imo
gr8 diff
Normal
00:53:705 (6) - make like this
01:11:013 (2) - tilt sliderend upwards a tad
01:38:936 (6) - move middle slidertick to the middle and down a tad
01:43:090 (7) - new combo
02:07:320 (3) - make it like: https://www.youtube.com/watch?v=d9oB-mybHr4 (sorry for bad quality my internet is garbage)
02:24:397 (1) - move sliderend up or down a tad
02:47:013 (2) - same here
movin on
Easy
00:31:840 - possible break time
01:53:936 (4) - move sliderend a tad to the right
02:55:782 (3) - move the slidertick more to the center
nice job
sorry it took a while
Topic Starter
RVMathew
CDFA pres. Reditum

Reditum wrote:

Now that the map is actually complete and not pending major changes, I can go ahead and mod it

Let's hope it was worth the wait

Hard:
00:05:936 (1) - You're generally going to want your curve to be blanketing your next hitcircle/slidercircle I would like some more feedback from other modders before I fix that.
00:09:628 (1) - try not to have the sliderends overlap with the previous sliderbody I would like some more feedback from other modders before I fix that.

It's like very okay Yeah. I know that I can make a lot more improvements in terms of patterns and such. There were times where I was motivated, such as up to the 1st break. During the middle to the end of the 2nd chorus, I was not that motivated, so the quality of that part went down a bit. The final part of the third chorus can be improved a lot.

Hard-:
You mean Advanced. this diff is called Advanced I actually took my hard and I thought, how could I simplify this map a lot. So the rhythm found in Hard and Hard- is around 85-90% similar, but I simplified a lot of parts in Hard-. That is why I called this Hard -

01:02:705 (1,2,1) - You need more space in between the end of the spinner and the next note Fixed it.

Normal:
The big thing with this diff is that it's just really cramped because you're literally just slidertraining, which sucks. If I wanted to play a sliderfied version of the melody, I'd play Advanced. You should be making simplified rhythsm that relate to the songs, not using a bunch of sliders to emulate the melod.
Yeah. I think around 10-20 iterations ago, I used 1.3x distance snap to ensure that the notes did not touch, but that spiked the difficulty a lot. I am going to have to do a lot of note shedding on this difficulty.


Easy:
now the spread is really huge because like normal is constant 1/2 and this diff is like 1/1 and below, which is a huge difference. I will keep the stuff on easy as a lot of people like it.

It's like okay but yeah I will ensure that this new one will look a lot better.
Blackweb

Blackweb wrote:

yo
btw this may not be helpful cuz im bad at modding maps that are already pretty good I do admit my map is nearly perfect in terms of rhythm and hitsounds, although note placement needs some work.

Hard
00:21:397 (3) - move the middle tick more to the center and up a tad
00:50:013 (1) - move up a tad Fixed, but I curved the slider differently to facilitate that. It flows a lot better that way.
03:08:474 (6) - make into a normal triplet like at 03:09:859 (5) - By stacking it, it looks quite boring and I lose some symmetry. I reduced the curve by a lot, so that should alleviate the problem.
fun diff, gj Thanks. However, I will also do some things such as removing as many stacks as I can. I had a chat with CDFA (now Reditum) about this.

Hard-
00:05:936 (1) - make like this Applied. Thanks for that as it looks quite a bit better than before.
00:23:013 (2) - put on top of 5 from last combo Thanks. It was quite hard to see.
00:48:397 (1) - make like this Applied, it looks better and I could get my 1.00x ds
02:00:166 (6) - not needed imo The thing is that there is a vocal bit there, and it is emphasized with the hitfinish on top. If you remove it you will understand why I did that.
gr8 diff Thanks.

Normal
00:53:705 (6) - make like this
It nearly looks the same, but I moved the middle anchor point a bit backwards for symmetry.
01:11:013 (2) - tilt sliderend upwards a tad Sure, it improved the flow a lot.
01:38:936 (6) - move middle slidertick to the middle and down a tad Yep. It made a much smoother curve.
01:43:090 (7) - new combo Since it does not start on a large white tick, I would not change it.
02:07:320 (3) - make it like: https://www.youtube.com/watch?v=d9oB-mybHr4 (sorry for bad quality my internet is garbage) Do not worry about your internet (COMCAST isn't it?), moving from that yeah your one looks a lot better, and the flow makes it a lot more enjoyable.
02:24:397 (1) - move sliderend up or down a tad I like the straight slider.
02:47:013 (2) - same here When I simplify the rhythm here, it should be fixed.
movin on

Easy
00:31:840 - possible break time Added. I do know that you need 4 ticks after a spinner before the next note, but adding a break is questionable. I added it for now because there is no harm in doing so.
01:53:936 (4) - move sliderend a tad to the right Ok. My previous slider was straight because it ensured symmetry, but I chose your idea, because then you have better flow into the next note.
02:55:782 (3) - move the slidertick more to the center Fixed. Does not do much though, but again no harm in doing so.
nice job
sorry it took a while It is fine.

Thank you both for modding


Aim: To try and update this within 5-7 hrs of posting this. I also have new skin assets I want to add as well.

Posted: 15:53 PST


Edit: Updated
MokouSmoke
from #modreqs
box to save space lol
[Meruru]
  1. In general, I don't understand your NC structure for this diff. I think it would be better to NC every downbeat since that's where to vocal phrases tend to start and finish anyways. It would also avoid those awkward 10+ combo numbers
  2. 00:06:397 (1,2,3) - you miss vocal here, but highlight it at 00:04:782 (1,2) - 00:14:013 (9,10) - suggestion for this part: http://puu.sh/n6CvT/fbb4c9025e.jpg
  3. 00:10:320 (3) - move to [237,326] so 00:09:628 (1,2,3) - and 00:10:320 (3,4,5) - visually have equal spacing
  4. 00:12:166 (3,4) - not sure if intentional, but you have a lot of flow drops in this diff which feel a little strange to play. I'll only list this one as an example though. http://puu.sh/n6COE/0d120f780a.jpg
  5. 00:12:166 (3,5,6) - make these equal spacing for cleaner looking map
  6. 00:17:013 (7,8,9) - better blankets pls and avoid overlaps t/208596
  7. 00:17:705 (9,10,1,2,3,4) - ^ the stream can blanket the slider
  8. 00:22:090 (12,13,14,15,1) - turn on your DS and fix this. your spacing is ranging from 0.67-0.88x
  9. 00:21:166 (10,11) - flow is not good. suggestion: http://puu.sh/n6Dq9/3f55c2bc72.jpg http://puu.sh/n6DrI/e9d8aabdcd.jpg
  10. 00:27:859 (7,8) - ctrl+g rhythm so you don't miss downbeat
  11. 00:29:705 (1,2,3) - so your previous 1/4 rhythm had DS of 0.7-0.9, so you should use that same DS here for consistency. 1.2x feels too high
  12. 00:32:013 (10,11,12,14) - autostack makes 10 and 14 overlap, so fix pls
  13. 00:34:320 (3,4,5) - sorry, I don't normally nazi about blankets but these are triggering me
  14. 00:41:013 (1,2,3) - ^
  15. 00:44:013 (1) - break this into two notes, 00:44:243 - is a strong beat with both drums and vocals, and you even emphasize it with a clap, so it should be made clickable
  16. 00:44:474 (2,3,4) - Usually 1/4 rhythms play better if they use a smaller DS compared to 1/2 rhythms
  17. 00:50:936 (7,8) - i would prefer 2 1/1 sliders here since you switch to mapping vocals at 00:50:474 (6) -
  18. 00:55:090 (4,5,6) - avoid overlap
  19. 00:56:474 (1) - 00:57:397 (1) - these just looks weird, why not make it symmetric with 00:56:936 (2) - instead?
  20. 00:59:474 (2) - end this slider at 00:59:936 - where the vocal is
  21. 01:00:397 (1) - delete this, I don't hear anything in the song here, especially when you're skipping out on other stronger beats
  22. 01:00:628 (2) - i would make this 2 notes so strong beat at 01:00:859 - has something clickable
  23. 01:01:090 (1) - uh, fix self-blanket pls http://puu.sh/n6EHy/2ee49fda97.jpg also, i would delete 01:02:474 (1) - and extend slider to 01:02:474 - so that first clickable object at 01:02:705 (2) - aligns with start of vocals
  24. 01:05:474 (2) - 01:06:397 (2) - 01:07:320 (4) - etc... the slider shapes where you use more than 3 points could be improved imo. right now they look a little weird
  25. 01:03:628 (2) - looks better if this blankets end of 01:03:166 (1) - imo
  26. 01:05:936 - prefer if you add a note to capture drums here even if you're following vocals. helps players keep a beat
  27. 01:07:090 (3) - i would delete this and use bigger spacing between 01:06:397 (2,4) - to emphasize vocals
  28. 01:08:013 (5,1) - rhythm suggestion: http://puu.sh/n6FaW/1e247f6457.jpg
  29. 01:13:205 - add note here to match vocal
  30. 01:13:551 (1,2,3) - these should really overlap to make 1/4 rhythms easier to play
  31. 01:14:474 (1,2,3) - ^ also, why the hell did you mute the sound here?
  32. 01:15:859 (1,2,3) - DS here
  33. 01:26:013 (4,5) - generally when you do patterns like this, it will look a lot cleaner if you only overlap the slider tails/heads and avoid overlap with the sliderbody itself http://puu.sh/n6FFA/c7a79792b3.jpg
  34. 01:42:859 (1,2,3,4,5,6,1) - use the same pattern as 01:35:936 (2,3,4,5,6) - currently, you miss a lot of strong vocals at 01:43:090 - 01:44:013 - 01:44:013 -
  35. 01:59:705 (4) - break into 2 notes
  36. 02:02:243 (1) - 02:04:551 (8) - I think there's a rule that says you can't manipulate SV by adding in a bunch of red control points, but I'm not sure lol
  37. 02:02:243 (1,3) - why not stack?
  38. 02:04:551 (8) - 02:11:936 (8) - break into 1/2 slider + 2 1/4 notes to follow music
  39. 02:05:243 (1) - use a note instead so start of vocals are emphasized
  40. 02:05:705 (3,4,5,6,7,8,9) - don't mute slider heads or notes. you'll never get this past a BN
ok, mod is already running a little long so I will stop here in order to take a look at other diffs. the rest of my comments would basically be me repeating myself anyways. In general, I think rhythms could be matched more closely with the song and the aesthetics could be improved.
[Hard- lol]
  1. I was wondering why this diff looked better and then I realized the meruru diff was a GD lol
  2. 00:06:743 (2) - its weird to have a 3/4 rhtyhm leading up to a blue tick note. I think it would be safer to use the same rhythm as 00:12:859 (1,2,3) - since it works better imo
  3. 00:09:166 - add note here to avoid awkward 3/2 gap and indicate end of previous held vocal
  4. 01:00:628 (4) - break this up into 1/2 slider + note or even 3 notes. I think 01:00:859 - and in particular 01:01:090 - could use more emphasis
  5. 01:40:551 (2,3) - stack kills the flow imo. unstack so it's similar to 01:32:936 (2,3) -
  6. 01:47:936 (1,2) - maybe unstack?
  7. 01:55:551 (3) - 01:56:705 (1) - 01:57:628 (4) - the flows here feel. a little strange. I would maybe curve these sliders the other way so the flow is more smooth
  8. 01:59:243 - you're missing a really strong beat here
  9. on the other hand 01:59:474 (3) - is such a weak beat that I feel it should be deleted. suggestion: http://puu.sh/n6HoX/382e207e8c.jpg and whatever pattern you use, I recommend you stack 01:59:243 (3,4) - if you choose to use suggestion
  10. 02:02:243 (1,2) - I think slider works better here
  11. 02:24:628 (2,3) - feels a little cramped, I think 1.1-1.2x spacing works better
  12. 02:38:474 (4) - break into two notes to capture vocal
  13. 02:49:782 (1,2,3) - 02:57:166 (4,1,2,3) - the mutes are unnecessary and mess with player hitsound feedback imo. especially 02:50:474 (2) - I think it's unrankable since there's no feedback for a clickable object
  14. 03:10:551 (1) - suggestion for flow: http://puu.sh/n6HQV/4c211e657c.jpg
  15. 03:14:474 (2,3) - why stack? i don't hear much of a difference from 03:12:397 (1,2,3) -
[Normal]
  1. 00:04:551 (2) - better blanket. also remake this slider since the 3-point slider algorithm got screwed up here
  2. 00:18:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - it's actually fine, but I would prefer if you varied the flow a little more in this section so players aren't constantly going in circles in one direction http://puu.sh/n6Iij/30b669a54a.jpg
  3. 00:36:628 (6) - maybe NC here instead since it's the start of new vocal phrase? if you change this, change all the other similar patterns as well
  4. 01:14:705 (2) - prefer if this was curved the other way to give more emphasis to the vocal here http://puu.sh/n6ItB/9a9e5f2fbe.jpg (I adjusted (1) slightly as well for better flow)
  5. 02:29:936 (3) - curve other way for better flow from (2)
  6. 02:31:782 (1,2) - starting on a blue tick is very dangerous for a normal diff, especially since you already established a pattern of following the white ticks in your first kiai section at 01:03:166 (1,2,3) -
[Hard]
Lol yeah, I'm skipping around
  1. insert comment about how modders don't like CS5 on hard diff but it's just the mapper's style and expression of the song
  2. 00:25:782 (4,1) - these kinds of flows arent very nice because it forces the player to curve away from the slider body to play the next note http://puu.sh/n6JDz/c037d7dc23.jpg I recommend something like this: http://puu.sh/n6JLV/a65639632c.jpg
  3. 01:03:628 (2,3) - use 1.0x DS?
  4. 02:18:859 (1,2) - this rhythm really caught me off-guard. I think ctrl+g follows song much better since 02:19:205 - is the strong beat, not 02:18:974 -
  5. 02:22:551 (1,2,3) - ^ ctrl+g
  6. 02:26:590 (2) - here the drum and vocal are captured correctly imo
  7. 02:54:397 (3,4,5) - I know you're just going for diversity, but you don't use this rhythm anywhere else (I think) and the pattern you have at 02:47:243 (3,4,5) - just plays better imo
  8. 03:25:782 - ^ here, the pattern doesn't work at all since you miss a strong beat at 03:25:782 - while mapping blue ticks which aren't even sounds in the music. Yes, the 1/2 rhythm is getting a little repetitive, but I think repetitive is still better than what you have now
Skipping easy since it's easy. Lower diffs look ok, but GD insane needs some more mods. Good luck!
Topic Starter
RVMathew
Note to all modders. Mecheman already has 6 pending mods for his difficulty, so skip modding his difficulty for now.
Topic Starter
RVMathew
MokouSmoke

MokouSmoke wrote:

from #modreqs


[Hard- lol]
  1. I was wondering why this diff looked better and then I realized the meruru diff was a GD lol :)
  2. 00:06:743 (2) - its weird to have a 3/4 rhtyhm leading up to a blue tick note. I think it would be safer to use the same rhythm as 00:12:859 (1,2,3) - since it works better imo I guess you are right. The reason I put that there was because it followed the vocals perfectly. However, if a person came from the easy or normal difficulty, they would miss this note.
  3. 00:09:166 - add note here to avoid awkward 3/2 gap and indicate end of previous held vocal Fixed it.
  4. 01:00:628 (4) - break this up into 1/2 slider + note or even 3 notes. I think 01:00:859 - and in particular 01:01:090 - could use more emphasis I will not change this part. The reason why I am doing this is because I have a really nice zig zag style pattern with the sliders, such that if I change it I will destory that. I addressed the part with hitfinishes, which I have already applied.
  5. 01:40:551 (2,3) - stack kills the flow imo. unstack so it's similar to 01:32:936 (2,3) - Fixed that.
  6. 01:47:936 (1,2) - maybe unstack? I changed the pattern so I could unstack 1 note. However changing the pattern improved flow a lot, so that is a huge plus.
  7. 01:55:551 (3) - 01:56:705 (1) - 01:57:628 (4) - the flows here feel. a little strange. I would maybe curve these sliders the other way so the flow is more smooth I tried a more flowing pattern, and I managed to sneak in some symmetry as well.
  8. 01:59:243 - you're missing a really strong beat here You are right, that should be a clickable note.
  9. on the other hand 01:59:474 (3) - is such a weak beat that I feel it should be deleted. suggestion: http://puu.sh/n6HoX/382e207e8c.jpg and whatever pattern you use, I recommend you stack 01:59:243 (3,4) - if you choose to use suggestion I removed the note as it is not as strong (I perhaps could have reduced the volume here, but it would stick out like a sore thumb. However, stacking is not a good idea, because it does not look nice at times. Here I just did a triangle pattern.
  10. 02:02:243 (1,2) - I think slider works better here I agree here.
  11. 02:24:628 (2,3) - feels a little cramped, I think 1.1-1.2x spacing works better Since the SV is slower, and it ends on a blue tick, this should be playable without any problems.
  12. 02:38:474 (4) - break into two notes to capture vocal You are right, fixed it.
  13. 02:49:782 (1,2,3) - 02:57:166 (4,1,2,3) - the mutes are unnecessary and mess with player hitsound feedback imo. especially 02:50:474 (2) - I think it's unrankable since there's no feedback for a clickable object The reason why I had these lines was because in the Hard difficulty, I muted the slider ends to emphasize the do-ki, do-ki vocals. I will remove it as it does not work here (different rhythm pattern).
  14. 03:10:551 (1) - suggestion for flow: http://puu.sh/n6HQV/4c211e657c.jpg To me, flow is when the sliderend flows directly to the next note. Looking at your one, it does not feel that way, so I will not change it.
  15. 03:14:474 (2,3) - why stack? i don't hear much of a difference from 03:12:397 (1,2,3) - Changed stack position.
[Normal]
  1. 00:04:551 (2) - better blanket. also remake this slider since the 3-point slider algorithm got screwed up here Distance snap ensures that will never happen. Therefore what I decided to do was make it more flowing. Blankets are sometimes poor choices in mapset design, which is why I only use them sparingly, unless that is the only way to help with flow.
  2. 00:18:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - it's actually fine, but I would prefer if you varied the flow a little more in this section so players aren't constantly going in circles in one direction http://puu.sh/n6Iij/30b669a54a.jpg I really like that image you made. In all seriousness, the circular flow means I use the outer edge of the playfield more. It may be boring after 10-20 seconds, but the thing is that there is a spinner, to which I proceed to vary the flow a lot more. I will consider it but for now I will not change it.
  3. 00:36:628 (6) - maybe NC here instead since it's the start of new vocal phrase? if you change this, change all the other similar patterns as well I use the downbeats (big white ticks as new combo markers, so I will not change it)
  4. 01:14:705 (2) - prefer if this was curved the other way to give more emphasis to the vocal here http://puu.sh/n6ItB/9a9e5f2fbe.jpg (I adjusted (1) slightly as well for better flow) The flow is a little worse but it does not affect playability by a lot. Fixed it since it does not do any harm.
  5. 02:29:936 (3) - curve other way for better flow from (2) Done, I think that was like that due to the patterns a few iterations ago.
  6. 02:31:782 (1,2) - starting on a blue tick is very dangerous for a normal diff, especially since you already established a pattern of following the white ticks in your first kiai section at 01:03:166 (1,2,3) - You are right, changing the rhythm would have increased diversity, but as you said starting on a blue tick when players would have been used to hitting the notes at the white/red ticks would be dangerous. Fixed it
[Hard]
Lol yeah, I'm skipping around
  1. insert comment about how modders don't like CS5 on hard diff but it's just the mapper's style and expression of the song Discussed it and you mentioned what you said as a joke. The thing is that when I remapped this, I used cs5, and unlike going from CS4 to CS5, the converse does not work, because when you do that you make objects more cramped. DS may remain the same, but then a lot more objects are obscure.
  2. 00:25:782 (4,1) - these kinds of flows arent very nice because it forces the player to curve away from the slider body to play the next note http://puu.sh/n6JDz/c037d7dc23.jpg I recommend something like this: http://puu.sh/n6JLV/a65639632c.jpg I will try your suggestion for now.
  3. 01:03:628 (2,3) - use 1.0x DS? You get a very interesting star pattern with what I have got right now. I will not change it for now.
  4. 02:18:859 (1,2) - this rhythm really caught me off-guard. I think ctrl+g follows song much better since 02:19:205 - is the strong beat, not 02:18:974 - I can do better than that. Why don't I just combine them to a 3/4 slider; it sounds a lot better, it does not catch people off guard, and I still have the 2 more important hitsound points. The ctrl+g method works but not as well as the 3/4 slider.
  5. 02:22:551 (1,2,3) - ^ ctrl+g Applied and it sounds better.
  6. 02:26:590 (2) - here the drum and vocal are captured correctly imo Thank you.
  7. 02:54:397 (3,4,5) - I know you're just going for diversity, but you don't use this rhythm anywhere else (I think) and the pattern you have at 02:47:243 (3,4,5) - just plays better imo I used that in the first chorus before, but I changed that. I think I forgot to do that in the last iteration. Thanks for pointing it out.
  8. 03:25:782 - ^ here, the pattern doesn't work at all since you miss a strong beat at 03:25:782 - while mapping blue ticks which aren't even sounds in the music. Yes, the 1/2 rhythm is getting a little repetitive, but I think repetitive is still better than what you have now I really like this pattern and it does fit, though I do agree not as well. I may change it in a later iteration, though the next modder seems to like this one.
Skipping easy since it's easy. Lower diffs look ok, but GD insane needs some more mods. Good luck!

Thank you.
Lumin
M4M from #modreqs!

[Hard]
  1. Very hard to mod (for obvious SP reasons), so this will most likely be a Suggestion or very, very fine adjustment mod
  2. You stick to Distance snap 1.0x pretty strictly
  3. All parts where are only coordinates or not any explanation why, are all for flow
  4. 00:31:666 (7) - I'd put this to x:160 y:324 for cleaniness
  5. 00:41:013 (1,2) - I'd put x:469 y:1 and 00:41:936 (4) - y:100
  6. 00:45:628 (4) - x:332 y:36
  7. 00:54:628 (5,6) - I'd NC one or other from these
  8. 00:55:782 (1) - Middle anchor x:164 y:200 and first anchor x:200 y:264 after adjusting this you can go to timing point 00:56:128 and you see that next circles approaching circle follows sliders line perfectly
  9. 01:09:859 (4) - x:92 y:308 and 01:10:090 (5) - x:40
  10. 01:12:397 (1) - Last anchor to x:328 y:336 then move 01:12:859 (2) - to x:240 y:336
  11. 01:36:397 (1) - better blanket if x:416 y:16
  12. Pure suggestion 03:02:243 (5,6,7,8) - rotate these as whole first 45 degrees then 90 degrees anticlockwise and I think you get what I'm after here (Ofc there will be a lot of fine adjustment but it plays more nicely atleast for me)
  13. 03:20:474 (4) - y:94 (being on same height as slider 7)
  14. 03:25:320 (1,2,3) - Nicely added own sounds to song, I didn't even notice that these whistles were your made before I deleted those and played again :D
[Mecheman Loves Meruru Now]
  1. 00:06:397 (1,2,3) - Use same distance between these notes
  2. 00:10:320 (3,5) - Overlap
  3. 00:12:166 (3) - x:389 y:136 for flow
  4. 00:14:013 (9) - No sound here, delete
  5. 00:17:013 (8,9,10) - Make these blanket each other better
  6. 00:18:397 (1,2,3,4,5) - Use same distance between notes
  7. 00:18:859 (5) - NC
  8. 00:20:243 (8,10) - stack 10 to sliderend
  9. 00:20:705 (9) - NC
  10. 00:24:397 (9) - ^
  11. About all New Combos, you have way too long combos, it's not usual to <4 star map to have like 15 long combo, it's stream songs thing. Do something to every combo going over 10
  12. 00:32:013 (10,11,12,14) - Overlap
  13. 00:56:474 (1) - Ugly
  14. 00:59:474 (2) - ^ and bad overlap with slider 1
  15. 01:01:090 (1) - don't make slider overlap itself
  16. 02:29:936 (1) - ^
  17. 01:09:859 (1,2,1) - Overlap
  18. 01:12:397 (6,7) - Proper blanket
  19. 01:23:013 (7,9) - ^
  20. 01:13:320 (8,4) - Easily avoidable overlap
  21. 01:14:705 (3,4) - ^
  22. 01:22:090 (4,6) - stack properly
  23. 01:49:782 (6,8) - ^
  24. 01:38:013 (2) - I'd delete this and make 1 last to red spike
  25. 02:01:551 (8,1,2,3) - Slight overlaps
  26. 02:03:859 (6,7,8) - ^
  27. 02:08:705 (3,4,5) - you can make better square
  28. 02:32:243 (5,6,7,8) - slight overlaps and there is pretty much later in this section
  29. 02:44:705 (1,2) - blanket properly
  30. 02:52:090 (9,10) - ^
  31. 02:46:551 (1,2) - overlap
  32. 03:05:013 (1) - x:100
  33. 03:05:474 (3,5) - stack
  34. 03:12:397 (3,6) - ^
  35. rest of the song with same problems
I would say that your map is ranked material, only that insane is blocking it to get rank
Hope this mod helps!
Topic Starter
RVMathew
Lumin

Lumin wrote:

M4M from #modreqs!

[Hard]
  1. Very hard to mod (for obvious SP reasons), so this will most likely be a Suggestion or very, very fine adjustment mod
  2. You stick to Distance snap 1.0x pretty strictly Funny enough, this is the only time I have not used 100% distance snap; this is only 90% distance snapped. I map with a ruler called distance snap, and 1.0x seems to work really fine.
  3. All parts where are only coordinates or not any explanation why, are all for flow
  4. 00:31:666 (7) - I'd put this to x:160 y:324 for cleaniness Yeah it looks a lot better.
  5. 00:41:013 (1,2) - I'd put x:469 y:1 and 00:41:936 (4) - y:100 Applied
  6. 00:45:628 (4) - x:332 y:36 Applied
  7. 00:54:628 (5,6) - I'd NC one or other from these As I follow the convention of starting a new combo on a downbeat, I will not apply a NC here.
  8. 00:55:782 (1) - Middle anchor x:164 y:200 and first anchor x:200 y:264 after adjusting this you can go to timing point 00:56:128 and you see that next circles approaching circle follows sliders line perfectly Ok I guess? Applied anyway.
  9. 01:09:859 (4) - x:92 y:308 and 01:10:090 (5) - x:40 Did some extra edits.
  10. 01:12:397 (1) - Last anchor to x:328 y:336 then move 01:12:859 (2) - to x:240 y:336 Applied
  11. 01:36:397 (1) - better blanket if x:416 y:16 Applied
  12. Pure suggestion 03:02:243 (5,6,7,8) - rotate these as whole first 45 degrees then 90 degrees anticlockwise and I think you get what I'm after here (Ofc there will be a lot of fine adjustment but it plays more nicely atleast for me) Diamond followed by a square. I see what you are trying to get at but it does not work for me as of now. I will think about it though.
  13. 03:20:474 (4) - y:94 (being on same height as slider 7) Applied.
  14. 03:25:320 (1,2,3) - Nicely added own sounds to song, I didn't even notice that these whistles were your made before I deleted those and played again :D Thank you. Sadly this may be removed as I may remove the blue ticks.


Hope this mod helps!
Thanks for the mod. And damn you are really really meticulous. I like you for that.

For Mecheman Loves Meruru Now: I did some changes to the combo system and fixed some hitsounding, but do not mod his map as he now has 7 pending mods for the same iteration.

Will upload later as it is late.

Edit: Updated

Edit 2: If I get permission to edit his difficulty some more, I may consider applying some of the mods for him. I do want to keep his difficulty because he can map freely whereas I mao with a ruler, so you have 2 different styles. However, he has lost some motivation to map. I hope I do not get to the point where I have to remove his difficulty: Rhythm wise it is pretty nice, but placements can be improved a lot.
Shiirn
Suggestions
Major suggestions
Unrankable issues
Not going to look over the skin for issues cuz i am not a BN and that is above my pay grade.
I mention this for every map that has bright combo colors like this, but: Adding a bit of saturation to your combo colors could help them not be so garish. Maybe with this map's theme, bright and colorful might be good. i dunno.

Easy
  1. Normally I wouldn't suggest this, but you should have this be only tick rate 1. As it is right now, tick 2 causes ticks to not be rendered because they are underneath the start of circles. This can be very confusing for a new player, as they are already visually tick 1 due to the first 1/2 not being rendered.
  2. 00:34:090 (2,3) - Try to make 3 symmetrical over the Y axis while improving the blanket.
  3. nevermind you use the ticks for hitsounds later... i mean i still think it's really awkward because you can't actually see the ticks during play but they're making sounds. I dunno what to really suggest here. Increasing slider velocity so that the ticks are visible would require totally remapping.
  4. 01:06:397 (1,2) - swap the new combos here
  5. 02:02:243 (1,2) - these sliders blanket eachother very poorly and aren't symmetrical. Might want to even these out a bit.
  6. 02:07:782 (4,5) - uneven spacing -> uneven blanket

Normal
  1. Solid difficulty, no real issues
  2. 02:59:013 (1) - this feels a bit short though, feel like it would be better with a long slider to be honest, with two circles at 03:00:628 -
  3. 03:29:705 (8,9,1) - Rotate this a bit so that you can distance snap 1 to the very center of the map? just a suggestion, this'd be kinda neat for an ending.

Hard-
  1. We call difficulties between normal and hard "Advanced" now, by the way.
  2. The sldiers in the start are just short enough that they do the "don't show the ticks" thing. Honestly, i feel like you're better off with 1.0x.
  3. 00:24:397 (1,2,3,4) - This plays awkwardly as you go backwards directly after hitting one only to stop moving entirely at 3. Swapping the position of 2 and 3 and putting 4 underneath 1 after ctrl+jing it allows the player to do a small circle over the triangle. This plays pretty neat, imo.
  4. 01:03:166 (1,2) - Swap new combos. It's more important to have the 3 notes be the same combo than to put it on the big white tick here, i feel. If you do that, remove new combo from 01:05:013 (1) - as it is unnecessary.
  5. 01:49:090 (1,2,3) - Try to blanket these with eachother's starts/ends.
  6. 02:03:628 (5,1) - blanket these better
  7. 03:08:243 (4,5,1,2,3,4) - clean up this pentagon
  8. see you do that "end on the very center of the map" thing here and it's cool

Hard
  1. Do not use tick rate 4.
  2. Do not use tick rate 4.
  3. Do not use tick rate 4.
  4. Do not use tick rate 4.
  5. Do not use tick rate 4.
  6. Do not use tick rate 4.
  7. Okay that aside, seriously tick rate 4 ruins this map as the music is not that dense and most of the time the ticks do not actually fall on any beats.
  8. I'm going to mod this with tick rate 2.
  9. 00:12:859 (4,1) - improve blanket
  10. 00:24:628 (2,3) - if you wanna use patterns like this you gotta blanket them properly
  11. 00:27:859 (6,1,2,3,4) - see you use this rotating triangle pattern here and its great
  12. 00:39:397 (2,3) - more blanket issues. I won't mention any more, just make sure you do them right when you use this pattern.
  13. 00:49:090 (2,3,4,5,1) - Clean up this pentagon a bit.
  14. 00:52:782 (3,4,5,6,1) - star patterns are all well and good but you start this one after pausing after the slider. this plays rather weirdly, you should start the star pattern from 4's position.
  15. 00:55:782 (1,2) - blanket these, etc etc
  16. Generally from here on out I'd just be mentioning cleaning things up and better blankets and stuff. Tick 4 is the major issue here, the map itself is decent, if not exactly jaw-dropping.
Topic Starter
RVMathew
New situation: After consent from Mecheman I will be removing his difficulty from the set. This is because he told me that he does not feel like mapping the song anymore.
Shocola
oh look another 2011 mapper :roll:
Topic Starter
RVMathew

[-Chocola-] wrote:

oh look another 2011 mapper :roll:
There is nothing wrong with 2011 maps.

Edit: Updated and removed a lot of skin assets, my hard and the GD.
Topic Starter
RVMathew
Currently I am burned out in terms of mapping. Maybe in a few days or a few weeks (final papers and exams in 3 weeks) I think I will be able to see my two removed diffs in a new light and fix them to make it mind blowing.
DreaM117er
Sorry for late, this is skin check:

[Skin]
  1. This is question I confuse: why BG file is squished??
  2. Add sliderboarder code in .osu file below "[colours]"
    [Colours]
    Combo1 : 85,190,0
    Combo2 : 255,100,255
    Combo3 : 255,153,35
    Combo4 : 73,131,255
    SliderBorder : 255,255,255
  3. No need "play-skip.png", coz all set don't have enough time to use this object. (You can use auto-play to run again.)
  4. You have to add "lighting", "hitcircleoverlay", "reversearrow".
    ---------------------
  5. This is my opinion for this skin:
    1. "pause-overlay" file is Anime screenshot, try to find other picture to relapce
    2. If you want, you can add "default number" to let this skin more pretty.

That's quick check. if you finished skin, you can call me or Chaoslitz :)
Tarrasky
sup
some helps request in my queue
  • Hard-
  1. 00:07:320 (1) - you can move this slider from x:78 y:205 and this 00:08:243 (2) - from x:328 y:296, you will not miss the symmetry and the distance between will be 1,00x
  2. 00:14:705 (1,2) - 00:22:090 (5,2) - nazi stack
  3. I recommend you add Whistle in here 00:41:474 -, look cool and you make emphasis in vocal c:
  4. 00:49:090 (2,3) - whistle in the first circle of both sliders, emphasis in vocal (same in 00:52:782 (3,5) - 00:56:474 (2,3) - )
  5. 01:36:628 (2,5) - nazi stack
  6. 01:44:936 (5,1) - this blanket can be improved, example https://osu.ppy.sh/ss/4689341
    lol the only highjump in all map 03:04:782 (5,1,2,3) -, not sure if is a good idea, but looks ok

    Hard

  7. 00:17:705 (3,5) - nazi stack
  8. 02:29:936 (1,1) - blanket maybe?

    Hard+ (W.r.t Mecheman)

  9. 00:21:628 (4) - I prefer you invert this slider (Ctrl + G), same in 00:25:782 (5) -
  10. 00:50:936 (3) - Ctrl + G maybe? looks better the transition
  11. 00:51:397 (4,3) - stack?
  12. 02:58:551 (1) - remove this NC and add in 02:59:474 (4) -
the map looks very well polished, i recommend you request bn/qats
gl
Topic Starter
RVMathew
DreaM117er

DreaM117er wrote:

Sorry for late, this is skin check:

[Skin]
  1. This is question I confuse: why BG file is squished?? I think I downloaded a different version with a different aspect ratio, and it had the watermark o it as well.
    [box=this is normal BG]
Thanks for touching it up. Add sliderboarder code in .osu file below "[colours]" Done
[Colours]
Combo1 : 85,190,0
Combo2 : 255,100,255
Combo3 : 255,153,35
Combo4 : 73,131,255
SliderBorder : 255,255,255
No need "play-skip.png", coz all set don't have enough time to use this object. (You can use auto-play to run again.) Problem is that ranking criteria forces you to have a full skin set, even if it not used in game. I will check up on that as soon as possible though.You have to add "lighting", "hitcircleoverlay", "reversearrow". Will be done later.
---------------------This is my opinion for this skin:
1. "pause-overlay" file is Anime screenshot, try to find other picture to relapce This is the best one I have so far but I will keep searching.
2. If you want, you can add "default number" to let this skin more pretty. Will add that soon.
Shiirn

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues
Not going to look over the skin for issues cuz i am not a BN and that is above my pay grade.
I mention this for every map that has bright combo colors like this, but: Adding a bit of saturation to your combo colors could help them not be so garish. Maybe with this map's theme, bright and colorful might be good. i dunno.

Easy
  1. Normally I wouldn't suggest this, but you should have this be only tick rate 1. As it is right now, tick 2 causes ticks to not be rendered because they are underneath the start of circles. This can be very confusing for a new player, as they are already visually tick 1 due to the first 1/2 not being rendered.
  2. 00:34:090 (2,3) - Try to make 3 symmetrical over the Y axis while improving the blanket. Improved it
  3. nevermind you use the ticks for hitsounds later... i mean i still think it's really awkward because you can't actually see the ticks during play but they're making sounds. I dunno what to really suggest here. Increasing slider velocity so that the ticks are visible would require totally remapping. Fair enough.
  4. 01:06:397 (1,2) - swap the new combos here Applied to other instances as well as this one
  5. 02:02:243 (1,2) - these sliders blanket eachother very poorly and aren't symmetrical. Might want to even these out a bit. Evened it out, using straight sliders only :D
  6. 02:07:782 (4,5) - uneven spacing -> uneven blanket Tiny fix, you have to look at it at an angle.

Normal
  1. Solid difficulty, no real issues Thanks
  2. 02:59:013 (1) - this feels a bit short though, feel like it would be better with a long slider to be honest, with two circles at 03:00:628 - This should bne fine for now, but I may change it if anyone else picks up on this.
  3. 03:29:705 (8,9,1) - Rotate this a bit so that you can distance snap 1 to the very center of the map? just a suggestion, this'd be kinda neat for an ending. Applied

Hard-
  1. We call difficulties between normal and hard "Advanced" now, by the way. I never got the memo. I am fine with explaining it again. Basically my hard-, is a hard, where I have kept around 70-80% of the rhythm and simplified the rest. Due to the different SV, the DS affects my placement etc.
  2. The sldiers in the start are just short enough that they do the "don't show the ticks" thing. Honestly, i feel like you're better off with 1.0x. The slower SV is used to reflect the calm intro.
  3. 00:24:397 (1,2,3,4) - This plays awkwardly as you go backwards directly after hitting one only to stop moving entirely at 3. Swapping the position of 2 and 3 and putting 4 underneath 1 after ctrl+jing it allows the player to do a small circle over the triangle. This plays pretty neat, imo. Fixed. However, I am concerned that a portion of slider 4 will be outside the playfield, although AI mod is not picking anything up.
  4. 01:03:166 (1,2) - Swap new combos. It's more important to have the 3 notes be the same combo than to put it on the big white tick here, i feel. If you do that, remove new combo from 01:05:013 (1) - as it is unnecessary. Fair enough.
  5. 01:49:090 (1,2,3) - Try to blanket these with eachother's starts/ends. Tried improving it to the best of my ability.
  6. 02:03:628 (5,1) - blanket these better DS limits me from doing that. I did edit the second slider a bit so it is a little bit more symmetrical.
  7. 03:08:243 (4,5,1,2,3,4) - clean up this pentagon I made it into a hexagon pattern. Much less hassle and I can blanket another note afterwards (although I do not like blankets myself as nerves are frayed trying to make them perfect).
  8. see you do that "end on the very center of the map" thing here and it's cool Thank you

Hard
  1. Do not use tick rate 4.
  2. Do not use tick rate 4.
  3. Do not use tick rate 4.
  4. Do not use tick rate 4.
  5. Do not use tick rate 4.
  6. Do not use tick rate 4.
  7. Okay that aside, seriously tick rate 4 ruins this map as the music is not that dense and most of the time the ticks do not actually fall on any beats. Changed it to 2
  8. I'm going to mod this with tick rate 2.
  9. 00:12:859 (4,1) - improve blanket
  10. 00:24:628 (2,3) - if you wanna use patterns like this you gotta blanket them properly The proper blanket can only be achieved if 2 was much longer. I have tried to get a good shape but I will not be able to achieve the perfect blanket.
  11. 00:27:859 (6,1,2,3,4) - see you use this rotating triangle pattern here and its great Applied it to the next triangle pattern.
  12. 00:39:397 (2,3) - more blanket issues. I won't mention any more, just make sure you do them right when you use this pattern. Fair enough
  13. 00:49:090 (2,3,4,5,1) - Clean up this pentagon a bit. I used the polygon circle tool so there should not be any problem. Perhaps the stack is causing the problem
  14. 00:52:782 (3,4,5,6,1) - star patterns are all well and good but you start this one after pausing after the slider. this plays rather weirdly, you should start the star pattern from 4's position. Will fix the position
  15. 00:55:782 (1,2) - blanket these, etc etc
  16. Generally from here on out I'd just be mentioning cleaning things up and better blankets and stuff. Tick 4 is the major issue here, the map itself is decent, if not exactly jaw-dropping. This time it should look a lot better as I am incorporating more patterns yet keeping 1.00x DS for at least 90-95% of the map.

Tarrasky

Tarrasky wrote:

sup
some helps request in my queue
  • Hard-
  1. 00:07:320 (1) - you can move this slider from x:78 y:205 and this 00:08:243 (2) - from x:328 y:296, you will not miss the symmetry and the distance between will be 1,00x Applied. I like the way you think
  2. 00:14:705 (1,2) - 00:22:090 (5,2) - nazi stack The editor does that. I decided to do a manual stack.
  3. I recommend you add Whistle in here 00:41:474 -, look cool and you make emphasis in vocal c: Added it to other instances as well
  4. 00:49:090 (2,3) - whistle in the first circle of both sliders, emphasis in vocal (same in 00:52:782 (3,5) - 00:56:474 (2,3) - )
  5. 01:36:628 (2,5) - nazi stack Should be fine; I manually stacked it.
  6. 01:44:936 (5,1) - this blanket can be improved, example https://osu.ppy.sh/ss/4689341Sure
    lol the only highjump in all map 03:04:782 (5,1,2,3) -, not sure if is a good idea, but looks ok A little difficulty spike just to wake people up. However it should be fine.

    Hard

  7. 00:17:705 (3,5) - nazi stack Fixed
  8. 02:29:936 (1,1) - blanket maybe? Sure, but DS is now 1.16x ;S

    Hard+ (W.r.t Mecheman)

  9. 00:21:628 (4) - I prefer you invert this slider (Ctrl + G), same in 00:25:782 (5) - Sure
  10. 00:50:936 (3) - Ctrl + G maybe? looks better the transition Done
  11. 00:51:397 (4,3) - stack? I inverted it, see above point.
  12. 02:58:551 (1) - remove this NC and add in 02:59:474 (4) - Fixed. Was not intentional; thanks for reminding me.
the map looks very well polished, i recommend you request bn/qats Thanks but only when skin is done will I call them.
gl


Thanks for the mods and skin check.

Status as of now: Updated with some new skin elements. The skin is still WIP
Boruma
I'm still new myself, but I would like to try to help your map.

Easy
00:59:474 (1) - Extend spinner to next white tick. Typically for an easy, all notes, sliders, and spinners are set on white ticks from start to finish. The end of the spinner is set on a red tick.
01:58:551 (1) - Extend spinner to next white tick.

Normal
00:48:859 (2,3,4) - Get rid of one hit circle to make this a double rather than a triple tap required. Typically for beatmaps below 2 stars, you don't find any triple tap patterns.
00:52:551 (2,3,4) - Get rid of one hit circle here to make this a double rather than a triple tap required.
00:56:474 (3) - Get rid of the 3rd hit circle and make this a jump rather than a stack. It plays nicer that way.
01:00:859 (4,5) - Remove the 4th hit circle and move the 5th slider back one half tick to where the 4th hit circle was. Then extend the slider one half tick forward.
01:08:474 (4) - Remove the hitcircle here.
01:15:859 (4) - Remove the hit circle here.
01:40:320 (2) - Remove the hit circle here.
01:44:936 (1) - Extend the spinner to 1:46:551. It allows for more score deviation given longer spinner time. Plus, the vocals allow for it.
02:37:090 (4) - Remove the hit circle here and spread out notes.
02:44:474 (4) - Remove the hit circle here and spread out the notes.
02:51:859 (4) - Remove the hit circle here and spread out the notes.
Topic Starter
RVMathew

Boruma wrote:

I'm still new myself, but I would like to try to help your map.

Easy
00:59:474 (1) - Extend spinner to next white tick. Typically for an easy, all notes, sliders, and spinners are set on white ticks from start to finish. The end of the spinner is set on a red tick.
01:58:551 (1) - Extend spinner to next white tick.
For these two above points, I would end the spinner on the red tick. I do agree that most of the time, spinners should end on a white tick when players are accustomed to hitting notes on the white ticks.

However, for the above spinners, the red tick is a vocal bit, and with a finish sound to complement the vocal bit, it would make sense to end the spinner on that. Ending on a white tick like you suggested works, but not as well as ending it on a red tick for this instance only.

Normal
00:48:859 (2,3,4) - Get rid of one hit circle to make this a double rather than a triple tap required. Typically for beatmaps below 2 stars, you don't find any triple tap patterns. I see. The point with this difficulty is for the beginning to be an extension of Easy, but near the end, the Beatmap transitions to a hard difficulty, which is why I utilize the triple tap.

00:52:551 (2,3,4) - Get rid of one hit circle here to make this a double rather than a triple tap required. Removed.
00:56:474 (3) - Get rid of the 3rd hit circle and make this a jump rather than a stack. It plays nicer that way. Removed and made a square pattern at the same time.
01:00:859 (4,5) - Remove the 4th hit circle and move the 5th slider back one half tick to where the 4th hit circle was. Then extend the slider one half tick forward. Applied
01:08:474 (4) - Remove the hit circle here. Applied
01:15:859 (4) - Remove the hit circle here. Applied
01:40:320 (2) - Remove the hit circle here. Applied
01:44:936 (1) - Extend the spinner to 1:46:551. It allows for more score deviation given longer spinner time. Plus, the vocals allow for it. Applied it
02:37:090 (4) - Remove the hit circle here and spread out notes. This part, I want to apply the triple tap, as it prepares the player for the next difficulty.
02:44:474 (4) - Remove the hit circle here and spread out the notes. Same as above
02:51:859 (4) - Remove the hit circle here and spread out the notes.Same as above
Thanks for the mod. Will update by tonight at the latest, hopefully with one or two more skin assets.

Edit: Updated (Mod-40)
DreaM117er
Don't give me KD

Very well for skin, but you should check combo color:


Good luck :)
Rizen
round twooooooooooo

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat.
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo,
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._.
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better
  3. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised
  2. 00:55:320 (9) - 1/2 slider?
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) -
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) -
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) -
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) -
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion)
I said quick mod, but this took two hours (rip study time)

\:D/
Topic Starter
RVMathew

Rizen wrote:

round twooooooooooo More than 1 and a half years sine you saw this map.

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image Applied
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image
From Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change

Sounds better.

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo,
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._.
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better
  3. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised
  2. 00:55:320 (9) - 1/2 slider?
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) -
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) -
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) -
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) -
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion)
I said quick mod, but this took two hours (rip study time)

\:D/
Still making changes; the post will be updated
Topic Starter
RVMathew
Double Post. This post is the updated one. .........................



RVMathew wrote:

Rizen wrote:

round twooooooooooo More than 1 and a half years sine you saw this map.

quick though because time is running outttt

Easy
  1. 00:09:166 (3) - move lower to improve flow image Applied
  2. 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
  3. 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
  4. 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
  5. 02:04:090 (2) - this rhythm might be better, currently undermapped :( image
From Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change

Sounds better.

Normal
  1. 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit I like to keep the void
  2. 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo, Applied.
  3. 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable With the last iteration the modder said that by having to tap 3 times in a row it may be harder for newer players, so I moved that slider back. Made a change by using a 1/2 slider to go to the current slider.
  4. 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain The 1st part of the map is an extension of easy but then for the 2nd part, I introduce some harder patterns.
  5. 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/ Mapped that part. :D
  6. 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._. Applied it
  7. 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider For this part, the difficulty turns to a normal to a hard diff, so I have the 3 notes for a difficulty increase.
Hard-
  1. 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
  2. there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
    What if I kill 2 birds with one stone? For point 2, I changed it to a 3/4 repeat slider, and because of distance snap, I am obligated to move note 2 and note 3. This is what I came up with: https://osu.ppy.sh/ss/4899465. The advantage is that I remove those stacks, and I do get symmetry between 1 and 4.

  3. 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better It does sound a lot better when you ctrl+g it. I think I did that current pattern for the sake of symmetry. Changed.
  4. 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all I see. I had a star pattern during the middle of the diff but was removed in previous iterations. The star should be fine but I will change to an alternative design.
  5. 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like Thanks. Inspired by a point Shiirn Made for an earlier portion of my Hard- diff.
Hard
  1. 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised Applied.
  2. 00:55:320 (9) - 1/2 slider? Applied
  3. 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) - Done
  4. 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) - Applied. Will also think of some new patterns
  5. 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks Changed.
  6. 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) Applied-
Hard+
  1. 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) - Tried a different position after changing the position of slider 4
  2. 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here Sure. Again this was me just doing freehand.
  3. 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool Freehand stuff. Fixed
  4. 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern Tried a different pattern but it may end up having the same problem
  5. 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion) Keep for now till I get better Ideas
I said quick mod, but this took two hours (rip study time)

\:D/
Still making changes; the post will be updated
MikasaSerket
Hey there! I recently got back so I will start working on the mod~
Topic Starter
RVMathew
Updated: Mod-43



In the next update (Mod-44): I am planning to add extra skin images, which includes hitcircle.png, background and combobursts for other characters as separate download links. The reason is that I know that some of you may not like Kirino and probably like the other characters such as Ayase, Ruri (Kuroneko), Meruru etc. Therefore it would be nice if you could have a hitcircle of your favourite character.

In addition you can also sneak it into the folder without having to update the beatmap, which is nice.

More information will be added later if necessary.
Arusamour
Easy (1.34 stars, 195 notes)
  1. 00:11:474 (1) - Fix this slider, mismatched.
  2. 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1)
  3. 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~
  4. 00:46:090 (3) - Slider end is placed on a looooooooooooooong white tick, and you know what that means. Change to
  5. 00:55:782 (1,2) - Would look better being just standard curve sliders, not digging the LOW SLIDER VELOCITY RED ANChORS.
  6. 01:05:474 (3) - Don't like this because 01:06:397 (1,2) is rightly emphasized by sliders, but having a slider on 01:06:397 (1,2) cancels that. Do this instead:
  7. 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
  8. 01:32:705 (1) - Fix to a nicer shape
  9. 01:34:551 (2) - two white anchor???
  10. 01:45:166 (3) - it's misplaced...again. place this long slider to 01:45:628 (next long white tick)

    The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm so i'd suggest messing around with easy/normal maps. BTW, you should change the skin, i think it's awful to play with


Your NM request from p/5040843/ is done
Topic Starter
RVMathew

Boobs wrote:

Easy (1.34 stars, 195 notes)
  1. 00:11:474 (1) - Fix this slider, mismatched. Fixed: Refined it
  2. 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1)
    Nice catch, fixed it
  3. 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~ Thank you
  4. 00:46:090 (3) - Slider end is placed on a looooooooooooooong white tick, and you know what that means. Change to
    Swapped it around. Will change in other places that have the same problem.
  5. 00:55:782 (1,2) - Would look better being just standard curve sliders, not digging the LOW SLIDER VELOCITY RED ANChORS. Changed it, but it does not make that much of a huge difference imo.
  6. 01:05:474 (3) - Don't like this because 01:06:397 (1,2) is rightly emphasized by sliders, but having a slider on 01:06:397 (1,2) cancels that. Do this instead:
    Applied. Will apply to other parts that have the same problem as well. The reason why I did that is that my way follows the vocals more.

  7. 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
  8. 01:32:705 (1) - Fix to a nicer shape It looks nice already but I tried refining it a bit more
  9. 01:34:551 (2) - two white anchor??? Not really grounds for dq isn't it? Fixed it but 2 white anchors would not affect it that much.
  10. 01:45:166 (3) - it's misplaced...again. place this long slider to 01:45:628 (next long white tick) Changed it

    The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm so i'd suggest messing around with easy/normal maps. BTW, you should change the skin, i think it's awful to play with



Your NM request from p/5040843/ is done
Thanks for the mod.


Edit:
Extra Conversation between me and boobs
22:08 RVMathew: Hi there. I am wondering if you could spare some time so I can clarify some things in the mod you wrote?
22:08 Boobs: yea sure
22:09 RVMathew: One thing you said at the end was to change the skin 'it's awful to play with', can you elaborate on that?
22:09 RVMathew: was it certain images that made it worse?
22:10 Boobs: having the same hitcircle as the endcircle
22:10 Boobs: the hitcircle is some-what already detailed
22:11 RVMathew: ok?
22:11 RVMathew: endcircle?
22:11 Boobs: if you have it on the slider end, it's harder to tell the difference between hitcircle and endcircle
22:11 Boobs: the end of the circle
22:11 Boobs: like https://imgur-archive.ppy.sh/H8YtXUI.png
22:12 Boobs: the end circle and hitcircle are close to eachother
22:12 RVMathew: the thing is that for me I do not have the invisible sliderends
22:12 Boobs: what about for people who do
22:12 RVMathew: so I assume that if I have to improve I must find a way to make the image transparent?
22:13 Boobs: make the end circle easier to read
22:13 Boobs: more transparent
22:13 Boobs: or make it different from the hitcircle
22:13 RVMathew: I see
22:13 RVMathew: I will try and look at that
22:14 Boobs: when the notes are clumped or stacked, it's harder to read
22:14 RVMathew: oh
22:14 Boobs: it's not deal breaker but it takes little more thinking
22:14 Boobs: it's harder for newer players
22:14 Boobs: hitcircle and endcircle are identical
22:14 Boobs: so you might struggle with which one to hit when their clumped
22:15 Boobs: hope you understand it better
22:15 RVMathew: I was always under the impression that by default, the hitcircle and endcircle were by default the same; the invisible slider ends were done as like a skin mod
22:15 Boobs: worded it better
22:15 RVMathew: I see.
22:16 Boobs: pretty sure you can change it so there is no sliderendcircle.png
22:16 RVMathew: I will check that out
22:16 Boobs: but i dont know if that's unrankable
22:16 Boobs: yea
22:16 RVMathew: https://osu.ppy.sh/ss/4940961 do you usually play with transparent hitcircles like this?
22:16 Boobs: i dont really play the game
22:16 Boobs: i use default skin
22:16 RVMathew: oh
22:17 Boobs: i dont know how it looks like on different skins
22:17 Boobs: hold up
22:17 Boobs: the skin's hitcircle/hitcircleoverlay should override all skins
22:18 Boobs: so that shouldnt be a problem
22:18 RVMathew: I play with a modified default skin with opaque hitcircles like this: https://osu.ppy.sh/ss/4940973 so to me it is pretty much the same.
22:18 Boobs: oh
22:19 RVMathew: 'The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm' nice sentence btw
22:20 Boobs: xdddddddddddDDDD
22:20 RVMathew: implying that I have so sense of rhythm so why bother mapping in the first place?
22:20 RVMathew: how succint was I?
22:21 Boobs: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
22:21 Boobs: i mean
22:22 Boobs: just telling you to focus on placing notes in the write place
22:23 RVMathew: Fair enough, but be careful when using sentences like that, because it can be interpreted wrongly.
22:23 RVMathew: Thank you for the clarifications and stuff. Have a nice day.
22:23 Boobs: ook


RVMathew wrote:

Updated: Mod-43



In the next update (Mod-44): I am planning to add extra skin images, which includes hitcircle.png, background and combobursts for other characters as separate download links. The reason is that I know that some of you may not like Kirino and probably like the other characters such as Ayase, Ruri (Kuroneko), Meruru etc. Therefore it would be nice if you could have a hitcircle of your favourite character.

In addition you can also sneak it into the folder without having to update the beatmap, which is nice.

More information will be added later if necessary.
I will have to push the new hitcircles and stuff back for now :S
Battle
Had small discussion on rhythms and stuff
2016-05-12 22:00 RVMathew: battle may I ask for some help regarding my claris by kokoro map?
2016-05-12 22:00 Battle: sure i guess
2016-05-12 22:00 RVMathew: http://puu.sh/oQ1bl/9b6f1b9b44.osu I had a guy do a gd before he left, and I was wondering if there are some good rhythm patterns in his map that I can use
2016-05-12 22:01 RVMathew: currently the final diff for ranking feels the same as my hard in terms of rhythm
2016-05-12 22:01 Battle: uh
2016-05-12 22:01 Battle: can you np actual map
2016-05-12 22:01 RVMathew: ACTION is listening to [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku]
2016-05-12 22:01 RVMathew: and he did give me permission to use elements from his diff if he wanted to
2016-05-12 22:03 Battle: I actually really disagree with the diff in general lmao
2016-05-12 22:03 RVMathew: in terms of rhythm or that placement of the notes?
2016-05-12 22:03 RVMathew: nvm I think you answered it already
2016-05-12 22:04 Battle: note placements and rhythm is kinda meh in terms of those repeat sliders that happen sporadically
2016-05-12 22:04 RVMathew: I see
2016-05-12 22:05 Battle: Since the map is pretty low bpm
2016-05-12 22:05 Battle: I would suggest focusing on aesthetics and rhythm placements
2016-05-12 22:06 RVMathew: so in general I cannot use anything from his map since there is not much to work on
2016-05-12 22:06 RVMathew: the last diff for ranking is different from the others in terms of me going freehand with my placements
2016-05-12 22:06 RVMathew: compared to my usual ds shenanigans
2016-05-12 22:06 Battle: his extended sliders are decent
2016-05-12 22:07 Battle: rhythm-wise not placement wise
2016-05-12 22:07 RVMathew: I see, which parts exactly (chorus?)
2016-05-12 22:07 Battle: yea
2016-05-12 22:08 Battle: the song itself is pretty dense w/ 1/4 in chorus
2016-05-12 22:08 Battle: you can use that to add structured variety of 1/4
2016-05-12 22:08 RVMathew: can you give me an example
2016-05-12 22:09 Battle: okay well say something like
2016-05-12 22:09 Battle: 02:05:474 (2,3) -
2016-05-12 22:09 Battle: but instead of overmapping go like
2016-05-12 22:09 Battle: http://puu.sh/oQ3qP/387eec6700.jpg
2016-05-12 22:10 Battle: stuff like that
2016-05-12 22:10 RVMathew: ah
2016-05-12 22:10 Battle: there are softer beats that can be mapped as 1/4
2016-05-12 22:10 Battle: but just make sure you didn't do what he did and misplace 1/4
2016-05-12 22:11 RVMathew: yeah I understand. Just wanted to know to make my final diff very different. Thanks for your help and yeah if you want kds for it upload it to the thread etc.
2016-05-12 22:11 Battle: mk l8r
Topic Starter
RVMathew
Beatmap is Updated

- When applying Mikasaserket's mod, I will also apply the suggestions made by Battle to try and bring more life into my final diff.
- The new hitcircles will be pushed back until further notice. For now I have made a change to the current hitcircle; I made the image 30% transparent to make it easier for players while still having the image of Kirino quite visible.
PhantomHunt3r
i dont know how much help this would be but here is my end of the m4m
Hard+
00:54:166 (2,3,4) - this is my personal opinion but when playing this, it just felt off, (try putting the triples into a repeat slider?) same with 00:54:859 (6,7,8) 00:56:474 (2,3,4,5) - i think this is my sleep depravation getting to me but i think note 5 is not straght like 2 and 3 are
01:50:474 (4,5) - try mirroring this on 01:51:628 (2,3,4)
overall i noticed a lot of triples, this is my personal opinion so you dont have to do it but try replacing them with some repeat sliders

Hard
i felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Topic Starter
RVMathew

PhantomHunt3r wrote:

i dont know how much help this would be but here is my end of the m4m
Hard+
00:54:166 (2,3,4) - this is my personal opinion but when playing this, it just felt off, (try putting the triples into a repeat slider?) same with 00:54:859 (6,7,8)
00:56:474 (2,3,4,5) - i think this is my sleep depravation getting to me but i think note 5 is not straght like 2 and 3 are Fixed by spacing out the notes a bit more.
01:50:474 (4,5) - try mirroring this on 01:51:628 (2,3,4) Tried getting the positions of the notes the same
overall i noticed a lot of triples, this is my personal opinion so you dont have to do it but try replacing them with some repeat sliders This map is partially overmapped in a sense since I start following the back bits more.

Hard
i felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Thanks for the check. I have decided to scrap the idea of different hitcircles as it is a pain to find good images for the hitcircles. I tried making that up by having a different background with a different character for each difficulty.

Updated: Mod-45. :)
synf
Hi, this is a m4m:

Easy
Nothing wrong found by me.


Normal
AR=5? I think that is a bit too much for a 1.84* map.
00:12:859 (3,4) - Is there a reason for this not to be in a straight line?
03:29:013 (5,6,7) - I think you should change these three circles to be a 1/2 slider and a circle or 1/2 slider elongated into a 1/1 slider


Hard-
01:01:205 (1,1) - Between these two in a 1/2 time length is a missed beat
02:15:166 (1,1) - :/ When you dont use 1/4 time spacing in your map, you should not put it in here. You keep doing it throughout the map, I would change it if I were you.
02:24:628 (2,3) - I think this ruins this diff a bit, whilst your map is beíng 1/2 time spaced. I don't think that the vocal expression there is that much of a importance. And if it is, then try this: http://osu.ppy.sh/ss/5205057
02:52:090 (1,2,3) - What to write to this pattern. XC for anybody new trying this out, this pattern is too hard to play to fit into this difficulty imo.
02:56:551 (2) - This one seems a little bit off. I tried fixing it myself, and the closest I got was snapping it to a 1/3 beat :/.


Hard
CS=5; Players who can play maps at that star rate can't snap this cs, please change it!
I am sorry, but this difficulty makes me tired of this map, not because it is bad, just because I dislike most patterns. This means I did not check this difficulty properly :(


Hard+ (W.r.t Mecheman)
HP=6, CS=4.5; This is something you expect first at an Insane difficulty. I think you should lower the HP a bit at least.
This difficulty looks weird to me. The 1/2 circle parts are mostly linear, but the slider parts are super sharp, I think this is not a good idea, but leave it, if you want to.
02:25:090 (3,4) - Nice addition to the map, I think you should have more doublets as circle-only in this diff :)


General

This mapset has no major mistakes inside.
I would recommend changing something in the song setup. (Mentioned before)
Kiai destroys my eyes so I am sorry if I left something behind :)
Topic Starter
RVMathew

kolgar wrote:

Hi, this is a m4m:

Easy
Nothing wrong found by me. Thank you.


Normal
AR=5? I think that is a bit too much for a 1.84* map. Don't let the SR fool you; AR5 is the optimal choice for this. Putting AR4 would be way too slow and decimal AR's would make little to no difference
00:12:859 (3,4) - Is there a reason for this not to be in a straight line? It looks nice. I changed it though so it is a bit curved.
03:29:013 (5,6,7) - I think you should change these three circles to be a 1/2 slider and a circle or 1/2 slider elongated into a 1/1 slider Changed to the former


Hard-
01:01:205 (1,1) - Between these two in a 1/2 time length is a missed beat Before I had a note there, but because people said that it was hard to recover after a spinner and then hit a note perfectly with 1/2 time length, I removed that. I would also say that new players (who are getting ready to play hard difficulties) would encounter a problem if I added a note 1/2 after the spinner.
02:15:166 (1,1) - :/ When you dont use 1/4 time spacing in your map, you should not put it in here. You keep doing it throughout the map, I would change it if I were you. I will keep it for now and see what others think.
02:24:628 (2,3) - I think this ruins this diff a bit, whilst your map is beíng 1/2 time spaced. I don't think that the vocal expression there is that much of a importance. And if it is, then try this: http://osu.ppy.sh/ss/5205057 I would ignore a good chunk of the vocal bit if I change it, so I will keep this.
02:52:090 (1,2,3) - What to write to this pattern. XC for anybody new trying this out, this pattern is too hard to play to fit into this difficulty imo. I will try and find a way to make them go into each other.
02:56:551 (2) - This one seems a little bit off. I tried fixing it myself, and the closest I got was snapping it to a 1/3 beat :/ The 1/4 position is the best I can get to. If I do 1/3, then it will be unexpected as there would be no way to tell I suddenly use 1/3 for that bit. I will keep it for now..


Hard
CS=5; Players who can play maps at that star rate can't snap this cs, please change it! Cannot change it as this will destroy the purpose of the difficulty, and cs4 would mean a complete remap.
I am sorry, but this difficulty makes me tired of this map, not because it is bad, just because I dislike most patterns. This means I did not check this difficulty properly :(

I understand. This map was built around cs5 as a long time ago maps used this as a standard. It is made a bit more difficult since I apply newer placement techniques with old style difficulty settings, which makes this map a bit more challenging than usual.


Hard+ (W.r.t Mecheman)
HP=6, CS=4.5; This is something you expect first at an Insane difficulty. I think you should lower the HP a bit at least. Will reduce the HP drain to 5. CS 4.5 is a compromise because with cs 4 everything overlaps and does not look nice.
This difficulty looks weird to me. The 1/2 circle parts are mostly linear, but the slider parts are super sharp, I think this is not a good idea, but leave it, if you want to. This was intended to be a freehand map and for the most part it is. I choose some linear patterns because it looks nice.
02:25:090 (3,4) - Nice addition to the map, I think you should have more doublets as circle-only in this diff :) Will change that and make it better.


General

This mapset has no major mistakes inside.
I would recommend changing something in the song setup. (Mentioned before)
Kiai destroys my eyes so I am sorry if I left something behind :)
Thanks for the mod.
Updated: Mod-46
Affirmation
m4m??

[General]
You don't use SB. You can turn off widescreen support.
about diff name. I think hard- >Advanced or light hard
Hard+ >Hyper.
[Hard+]
00:06:397 (2) - how about this?
00:21:628 (4,5,1) - It is hard to read rhythm, because it has similar distance.
00:29:013 (5,6,7) - how about make triangle
00:52:320 (2,3) - 00:52:782 (4,5) - 00:53:243 (6,7) - why their distance are different?
01:12:859 (2,3) - this will be difficult. make a reverse.
01:53:705 (5,6,7,8) - ctrl G will better for rhythm.
02:15:282 (1) - don't make spinner. It has rhythm.
02:57:628 (2,4) - this overlap looks bad... don't make this overlap.

Good luck~
Rhythm Frienemy
Yo! As per your idea here's the chatlog of the in-game mod

http://puu.sh/p0KuL/4118364b55.txt

do what you will with it, and good luck with the map ^.^
Topic Starter
RVMathew
[quote="Neoskylove"]m4m??

[General]
You don't use SB. You can turn off widescreen support.
about diff name. I think hard- >Advanced or light hard
Hard+ >Hyper. The naming system will not be changed. Technically they are all hard difficulties (I could have either diff as the only hard difficulty and it will fit in perfectly.
[Hard+]
00:06:397 (2) - how about this? Sounds nice
00:21:628 (4,5,1) - It is hard to read rhythm, because it has similar distance. Shifted that part more to the left
00:29:013 (5,6,7) - how about make triangle This part was created by this: https://osu.ppy.sh/ss/5224205 So there will be no change as that will ruin the previous pattern.

I used the triangle idea on other parts of the map and it made that part a whole lot better.



00:52:320 (2,3) - 00:52:782 (4,5) - 00:53:243 (6,7) - why their distance are different? Changed it
01:12:859 (2,3) - this will be difficult. make a reverse. I will see what I can do, but I do not think that currently the pattern is difficult.
01:53:705 (5,6,7,8) - ctrl G will better for rhythm.
02:15:282 (1) - don't make spinner. It has rhythm. Removed that part
02:57:628 (2,4) - this overlap looks bad... don't make this overlap. Will find a better position.

Thanks for the mod.

Updated: Mod-47

Rhythm Frienemy's Mod will be applied and will be seen in the next update (Mod-48)
Bursthammy
hi

Easy:

00:04:090 (1,2) - Blanket could look a little better, like so: http://puu.sh/p4FJc/10344b9c3f.jpg
00:52:551 (2) - This slider might work a little better if it had a third red angle so the end of the slider would blanket a little better inside 00:53:936 (3) -
01:53:936 (5) - Consider bringing this over to the left to make 01:53:013 (3,4,5) - Into a triangle formation, like so: http://puu.sh/p4G6c/deba5012a4.jpg

Normal:

02:24:397 (1) - Should probably be the same slider shape as 02:26:243 (3) - Just for aesthetic value

No problems with other diffs

sry for super small mod ;w;

GL
Topic Starter
RVMathew

Rhythm Frienemy wrote:

Yo! As per your idea here's the chatlog of the in-game mod

http://puu.sh/p0KuL/4118364b55.txt

do what you will with it, and good luck with the map ^.^

Tatsuyu wrote:

hi

Easy:

00:04:090 (1,2) - Blanket could look a little better, like so: http://puu.sh/p4FJc/10344b9c3f.jpg Fixed.
00:52:551 (2) - This slider might work a little better if it had a third red angle so the end of the slider would blanket a little better inside 00:53:936 (3) - The slider shape will be ruined
01:53:936 (5) - Consider bringing this over to the left to make 01:53:013 (3,4,5) - Into a triangle formation, like so: http://puu.sh/p4G6c/deba5012a4.jpg Fixed the pattern.

Normal:

02:24:397 (1) - Should probably be the same slider shape as 02:26:243 (3) - Just for aesthetic value Sorted it out

No problems with other diffs

sry for super small mod ;w; Every little bit helps

GL


Rhythm Frienemy's Mod

I may paraphrase some of things that the modder said in order to make it easier to understand the changes I have made.

1) 00:03:628 - 00:04:320: 4 notes 1/2 apart. Note 3 had a weak beat compared to the others so it did not fit well. Since 2 notes were behind the red tick, there may have been some problems in terms of hitting it correctly, but due to the way note 3 was added, the whole 4 notes did not go well.
Solution: Fixed by making a 1/2 slider before the timing point, and then adding a 3/4 slider so it looks like this: https://osu.ppy.sh/ss/5246855

2) 00:10:320 (2,3) - Reverse the notes. Fixed. Previously the notes since slider 2 ended on a strong beat. This was the only way I could have the blanket pattern. The notes are now reversed.

3) 00:27:859 (6,1,2,3) - Seems better do have a back and forth pattern Did not change that because with the triangle pattern you get the best movement

4) 00:44:705 (1) - weak vocals so why a circle? This was actually a strong beat, cleared this in the irc.

5) 01:13:551 (3) - is my ears lying or i dont hear a beat here? Weak beat but it is there. Reason I did that was because it would be awkward if the beat was not there.

6) 01:12:859 (2) - why stop at 1/4 tick? To follow the vocals. However during irc, we found that the vocals ended on a 1/8th division and would be awkward for the player to hit and move into the next note. Vocals for the chorus end at the most awkward spot.

7) the pitch of this is lower 01:15:628 (5) - than 01:15:859 (6) - Due to the changes of pitch, you should make not 6 closer to 01:16:090 (1). This applies to any other parts with the same rhythm pattern. At first I thought it was a good idea, but revisiting it, it did not look nice in terms of aesthetics and the pitch does not justify reducing the distance by a noticeable amount. Therefore this part will not be changed.

8) strengthen 01:17:936 (1) - Emphasize this beat. To emphasize the beat, I increased the volume of the beat only (75% volume compared to 60%). Will be applied to other instances as well.
Applied at:
i) 00:18:859
ii) 00:33:628
iii) 00:48:397
iv) 01:03:166
v) 01:47:474
vi) 02:02:243
vii) 02:17:013 - Readded a hitfinish.
viii) 02:24:397
ix) 02:31:782
x) 03:01:320 - Readded a hitfinish.
xi) 03:16:090
xii) 03:30:859

Will be added to everything but the hard+ diff for this update. I will implement the change in the hard+ for the update after this.

9) 01:46:436 (1) - why spinner lol Helps with the ds issue. I did not add a spinner at 00:47:243 (3) and mapped this bit, so I should map 01:46:436 (1) as well. Fixed

10) 02:55:320 (7,1,2) - throws me off quite a bit: Weak bit so the jumps are not justified and it is a bit hard to read. This was the only way for me to create a challenge for the player.

Thanks for the mods. Will update this in a few hours.

Edit: Updated (Mod-48)
Topic Starter
RVMathew
I did 2 more updates since I tried polishing up my hard+ difficulty and I also noticed that some of the timing points were not added.

Latest version: Mod-50
Topic Starter
RVMathew
I asked IamKwan for a metadata check and this is her/his reply:

IamKwaN wrote:

hello! busy enjoying my holiday xD That is nice. Hope you are having fun

Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS

Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean. I understand

References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)

Good luck!
Moved the source into the tags. I put it there in the first place, because it was from the single irony, which was related to Oreimo. I may also put the tags 'attraction of the heart' because according to this the translated title of Kokoro no Inryoku seems to be 'Attraction of the Heart'
Monstrata
Hard+

00:13:320 (1,2,3,1) - Spacing isn't intuitive from 3>1
00:49:090 (2,3,4,5,1) - Can you make this curve pattern nicer? 4>5>1 almost looks linear xP
00:56:936 (4,5,1) - No jump from 5>1?
00:57:858 (2,3) - I'm not getting the jump xP.
01:12:859 (2,3,1) - Yea rhythm here doesnt play intuitively either. maybe add a circle on 01:13:320 -
01:28:551 (4,5,1) - What's with the spacing here. It just looks bad to me when you go from 1.35 to 1.20.
01:30:628 (6,7,1) - Same, Spacing etc..
01:32:936 (2,3,4,5) - the overlap from 2>3 is already annoying imo... but when you add in doubles after the slider it just makes the pattern too much imo. Can you do something simpler?
01:39:628 (5,6,1,2) - This spacing just looks unpolished xP it's really uneven.
01:41:013 (4,5,1) - Same here, 4>5 and 5>1 look noticeably different in spacing, but its too small of a change to signify a jump or anything, so it just ends up looking unpolished.
01:47:474 (1,2,3) - Confusing spacing. Same visual spacing, but one is 1/1 and the other is 1/2.
02:11:936 (3,4,1) - Spacing again.

[]

Okay just from this one diff, it looks like you really need to work on spacing, good luck.
Topic Starter
RVMathew

Monstrata wrote:

Hard+


I will rework this, but I will be applying what you have said into my rework, so all is not lost.

00:13:320 (1,2,3,1) - Spacing isn't intuitive from 3>1 Fixed.
00:49:090 (2,3,4,5,1) - Can you make this curve pattern nicer? 4>5>1 almost looks linear xP As it should be. Will refine it while keeping the linear curve
00:56:936 (4,5,1) - No jump from 5>1? Will change distance is necessary
00:57:858 (2,3) - I'm not getting the jump xP. The product of rotation and reflection along the axes. Will Fix it
01:12:859 (2,3,1) - Yea rhythm here doesnt play intuitively either. maybe add a circle on 01:13:320 - Changed rhythm pattern entirely
01:28:551 (4,5,1) - What's with the spacing here. It just looks bad to me when you go from 1.35 to 1.20. Fixed
01:30:628 (6,7,1) - Same, Spacing etc.. Changed
01:32:936 (2,3,4,5) - the overlap from 2>3 is already annoying imo... but when you add in doubles after the slider it just makes the pattern too much imo. Can you do something simpler?l2p son. Fixed
01:39:628 (5,6,1,2) - This spacing just looks unpolished xP it's really uneven. Tried an interesting path. 4-6 are 3 notes tucked underneath the sliderheads to improve neatness.
01:41:013 (4,5,1) - Same here, 4>5 and 5>1 look noticeably different in spacing, but its too small of a change to signify a jump or anything, so it just ends up looking unpolished.Sorted it out.
01:47:474 (1,2,3) - Confusing spacing. Same visual spacing, but one is 1/1 and the other is 1/2. Sorted it out
02:11:936 (3,4,1) - Spacing again. Sorted

[]

Okay just from this one diff, it looks like you really need to work on spacing, good luck. And you only check the diff which is radically different from all the other difficulties (All other difficulties are distance snapped)
New Rework

1) Will be done using CS4 instead of 4.5,
2) Larger distances between notes to make it a bit more difficult.
3) Much nicer patterns. It will look a lot better than before :D


Edit: Updated (Mod-51)
Topic Starter
RVMathew
Updated: Mod-53

In this updated the main issue I sorted out was the ending for the Hard difficulty. With such a high slider velocity in a very short amount of time, that would trip a lot of players up and cause them to fail. Reduced the slider velocity for that part down to 1.2x

Next planned update: Mod-54
1) I am considering the idea to rehitsound the part between the 2nd chorus and final chorus, after adding a new hitsound. Edit: Tried and does not work.
2) Fixing the skin: It seems that the score numbers are still colliding with the map progress indicator, so that does not look nice. Will reduce the image size by 5-10% again. Edit: Even reducing the image by 15% did not make a lot of difference, so I will keep it as it is.
3) Perhaps a custom difficulty name for the last difficulty; Anxient suggested Affection, but I will see if I can come up with something on my own. Edit: Will again delay this.

Edit: A few people have said that after playing the hard- diff, they said that the final diffs may be redundant. If BN's share the same sentiment, I may remove the diffs.

Edit 2: Some people said they liked the Hard+ diff and felt that there was some difference. Some suggested increasing the SR by a bit so I have tried some stuff.

Edit 3: Updated (Mod-54)
Topic Starter
RVMathew
Got a testplay from Shiirn and from that I will be making a few changes to the Hard+ difficulty, and a change to the Hard difficulty.

Shiirn and Mathew's Chat log
12:07 RVMathew: hiya Shiirn
12:07 Shiirn: sup
12:07 RVMathew: not much. how are you doing?
12:08 Shiirn: p. good. i'm sitting up if you want me to play the map
12:08 Shiirn: lele
12:08 *RVMathew is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Hard+]]
12:08 RVMathew: hard+ is the new one. Was done way after your mod
12:13 *Shiirn is listening to [https://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku]
12:18 Shiirn: 03:25:320 (1,2,3) - threw me off really hard
12:18 Shiirn: get rid of the 1.4x and 1.5x at the end
12:18 RVMathew: Sure
12:18 Shiirn: other than that
12:18 Shiirn: solid map
12:18 Shiirn: didnt notice anything that mention-worthy
12:18 RVMathew: since you said that part threw you off, I also should get rid of that in the hard diff as well
12:18 RVMathew: since I applied it there
12:18 Shiirn: yeah
12:19 RVMathew: so to summarize the the ending felt way too fast and would trip up too many people

1) Will lower the SV to 1.1 or 1.2x at the end for the hard difficulty. That should be a lot easier for many.
2) Will change 03:25:320 (1,2,3) as it is a curveball. Will apply this change to the Hard difficulty as I used the same rhythm pattern there as well.

Edit: Updated (Mod-55)
Spork Lover
Yo, M4M for ya after that great mod you gave me ^^

Color coding
Unrankable if unchanged
Normal Suggestion
Strong Suggestion
Other

General


So, I was told to give info about what skin I use; and I use the WWW 1.6.1 skin, which is colorless and transparent. If the skin is on in your beatmap, the sliders look like this: https://osu.ppy.sh/ss/5656375 It fits decently with the hitcircles, but I'd still consider a custom sliderslide and tick for your beatmap, where the slider has a dimmed color, and is somewhat transparent imo :) I hope any of this info helped somehow lol :3

Easy

There's some, erm, clear underboob in this background, and I don't feel that it'll be considered an "All ages" image
00:41:013 (1,2,3) - Consider reworking the first part (00:33:628 (1,2,3,4,5) - )so it's consistent with this one.
01:15:628 (1) - It's more common to start a spinner a bit later on an easy diff, consider moving it, so it start on 01:16:089? (Ending point is fine)

I feel that there's a small lack of consistency when it comes to the rhythm during the different verses, it feels like you mapped rhythm how you felt was good for that time without taking the previous verse into account. (Stuff like 01:32:705 (1,2,3,1) - relative to 00:33:628 (1,2,3,4,5) - , which should be rhythmically related, or at least have the same audible beats, have long sliders in places where there are 3 single taps in the other part. I'd advice highly to try to change these things around a bit for this :3

01:38:243 (4,5) - There should be a slider between the two notes here, since there's the "double clap" thing from the hitsounds :)
02:04:089 (1) - I'd remove this NC, you havn't done an NC per measure up untill now as far as I recall ;o

Consistency thing applies to chorus too, long slider in the first one, reverses in the second. (And some other rhythm stuff)

03:29:936 (4,5) - Hi missing double clap :3

Very simple and straight forward easy, but lacks consistency in a some spots, that would overall give the map a better vibe (I really like the hitsounding!)

Normal

I won't mention the consistency stuff here in detail, but it's basically the same concept. If it applies for the next diffs to an extent where it's important to address, I'll just write Consistency at the start of the post.

00:53:705 (4) - Delete this and make a new circular slider with only 1 anchor point instead of 3, it becomes more circular that way and honestly looks a lot better too, right now the curve looks kinda flat.
01:09:628 (5,6) - Double clap?
01:46:320 (5,6,7,1,2,3,4,5,6,7,8) - This looks like a peak in the map, but isn't in the song, imo there are too many notes here.
02:15:166 (1) - There's a spinner here, but not in the first chorus, consider making this consistent for both.
02:59:013 (1) - Spinner seems really short, I'd consider just removing this spinner all together and do a few more patterns.

Hard-

Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)

02:05:474 (1) - This isn't symmetrical, which you've been following for the past diffs as well as this one so far :3
02:24:397 (1,2,3) - I don't like how this looks, you should place 3 a bit to the side of the slider + give the slider a blanket with 1.
03:16:782 (4,3) - Why doesn't the long slider have a 1/4 reverse involved?

Hard


I've seen this mentioned a few times, but I'll just throw it out as well; CS5 on a hard = not the best idea, most people in the insane-extra range still have trouble with that stuff lol, but when you're a hard player, you can't adjust well enough to high CS to play it accurately, so I'll just leave a few suggestions for this one >//<

00:05:936 (1,2) - Some blanket stuff here that doesn't look completely up to par.
00:09:628 (1,2,3) - Transition's a little meh to me, I'd consider curving 3 downwards instead like so: https://osu.ppy.sh/ss/5656552
00:23:013 (2,3) - If you do an increase in spacing, consider doing a long slider to add a small break to the player, so he can readjust to the patterns.
00:32:474 (3,5) - I feel that this overlap is pretty unhealthy, considering it's just a back'n'forth jump and not an aesthetic overlap.
00:33:628 (1,2) - Blanket issue.
00:56:474 (2,3,4,5) - These jumps are way too excessive considering this isn't a peak.

--- Afterwards it's basically the same types of issues that occur (Excessive jumps and blankets mainly), so I won't go more into that on this diff.

^ Generally there are some spacing issues where you could add long slider to emphasize the jump more, and then there are some blanket issues, and this is prominent during most of the diff, so look into that ^^


Hard+



00:15:627 (1) - Remove NC, it's inconsistent with 00:08:243 (2) -
00:32:474 (3,5) - Same kind of overlap as on Hard, feels weird imo
00:40:551 (4,5) - Should be a slider, since 4 needs to be emphasized better
01:23:474 (1,2,3,4,5) - Holy this linear flow from 2-4 doe is understarred, also 01:24:397 (4,5) - nazi blanket lol
01:32:474 (6) - I'd move 6 to around x:322 y:36 to avoid the overlap.
01:41:705 (1,2,3) - The 2 feels like a fill-in, and should be adjusted a bit, so it flows in better to 3.
01:47:935 (2,3,4,5,6,1,2,3,4) - This is probably my favorite pattern so far, gj on this.
02:11:935 (3,4,5) - Make them the same horizontal distance from each other, aka move 5 more to the left.
02:26:243 (1,2) - Doesn't sound too good, maybe two 1/2 sliders that are 1/4 apart? (Aka start on 02:26:243 - 02:26:589 - like the other two sliders, but end later?)
02:34:089 (2,3,4) - The perfect overlaps are inconsistent with the previous choruses.
02:42:166 (4) - Horizontal distance thing again :3
02:44:705 (1,2,3,4,5) - Nice pattern, I like
03:00:628 (4,5,6,1) - This transition is way too hard to angle for a hard player imo, not to say that the squares afterwards are pretty damn hard too (And imo excessive, considering you do a "typical" pattern at 03:03:859 (4,5,6) -
03:05:474 (3,4,5) - Weird spacing, should be lower from 3 and below.
03:09:974 (5) - Move this to 03:10:435 - on the timeline and relocate everything in that section a bit (A triple doesn't really fit the music too well there)
03:22:089 (1,2,3,4,5,6) - This is right use of emphasis, you're doing at the end of a pattern, which feels a lot better.
03:30:166 (6,1) - 1 feels pretty cramped with 6, maybe move it to make a triangle with 03:29:473 (3,6) - ? (I know you want it in the middle, but it doesn't look nice aesthetically that 6 is up in 1's face :^)


Final thoughts:
There are some consistency issues that I feel need to be touched upon before this can be pushed further into the ranking process, but the old style type of map is pretty dope, and fits nicely for this song, also, the hitsounds are really cool, and there's some nice ideas with the skin etc as well ^^ Good luck on this mapset, godspeed :3
Topic Starter
RVMathew

Spork Lover wrote:

Yo, M4M for ya after that great mod you gave me ^^

Color coding
Unrankable if unchanged
Normal Suggestion
Strong Suggestion
Other

General


So, I was told to give info about what skin I use; and I use the WWW 1.6.1 skin, which is colorless and transparent. If the skin is on in your beatmap, the sliders look like this: https://osu.ppy.sh/ss/5656375 It fits decently with the hitcircles, but I'd still consider a custom sliderslide and tick for your beatmap, where the slider has a dimmed color, and is somewhat transparent imo :) I hope any of this info helped somehow lol :3
I decided to go with RGB: 30,30,30 for the slidertrack, but the slidertick will stay the same. This will make it easier for people to distinguish between the hitcircles and the slidertrack. In addition, it will be easier for people who use invisible sliderends to read the notes now. I have also brightened up the colours again because the translucent hitcircle changes the overall combo colour.

Easy

There's some, erm, clear underboob in this background, and I don't feel that it'll be considered an "All ages" image Breasts are visible, so I found a more suitable background as an alternative. Thanks for notifying.
00:41:013 (1,2,3) - Consider reworking the first part (00:33:628 (1,2,3,4,5) - )so it's consistent with this one.
01:15:628 (1) - It's more common to start a spinner a bit later on an easy diff, consider moving it, so it start on 01:16:089? (Ending point is fine) Changed it, and added a note in its place.

I feel that there's a small lack of consistency when it comes to the rhythm during the different verses, it feels like you mapped rhythm how you felt was good for that time without taking the previous verse into account. (Stuff like 01:32:705 (1,2,3,1) - relative to 00:33:628 (1,2,3,4,5) - , which should be rhythmically related, or at least have the same audible beats, have long sliders in places where there are 3 single taps in the other part. I'd advice highly to try to change these things around a bit for this :3 My idea with this set is that as you go along, the difficulty gets a bit harder, which prepares players for the next difficulty. This will explain a lot of the consistency issues you have pointed out.

01:38:243 (4,5) - There should be a slider between the two notes here, since there's the "double clap" thing from the hitsounds :) I understand what you are trying to get at, but then the problem is that I will be introducing 1/2 spacing on the timeline herein which case that would throw a lot of easy players off. I will keep it for now.
02:04:089 (1) - I'd remove this NC, you havn't done an NC per measure up untill now as far as I recall ;o Oversight on my part. Fixed
Consistency thing applies to chorus too, long slider in the first one, reverses in the second. (And some other rhythm stuff)

03:29:936 (4,5) - Hi missing double clap :3 Fixed

Very simple and straight forward easy, but lacks consistency in a some spots, that would overall give the map a better vibe (I really like the hitsounding!)

Normal

I won't mention the consistency stuff here in detail, but it's basically the same concept. If it applies for the next diffs to an extent where it's important to address, I'll just write Consistency at the start of the post.

00:53:705 (4) - Delete this and make a new circular slider with only 1 anchor point instead of 3, it becomes more circular that way and honestly looks a lot better too, right now the curve looks kinda flat. Changed
01:09:628 (5,6) - Double clap? Fixed, although I had to change some of the patterns to still make it friendly.
01:46:320 (5,6,7,1,2,3,4,5,6,7,8) - This looks like a peak in the map, but isn't in the song, imo there are too many notes here. Converted 6 and 7 into a 1/2 slider but left the rest as is. I think it should be fine.
02:15:166 (1) - There's a spinner here, but not in the first chorus, consider making this consistent for both. I changed the pattern from the first chorus to a spinner. The reason being that other than consistency for this difficulty, in the Hard- difficulty, there is a spinner present just before the end of the first chorus.
02:59:013 (1) - Spinner seems really short, I'd consider just removing this spinner all together and do a few more patterns. Changed that as well.

Hard-

Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)
This one changes rhythm patterns in the last chorus, similar to the patterns that you may see on hard. But I will be reworking the last 2 parts of the final chorus where the vocalists say 'doki.....doki because right now it does not feel nice to hear.'
02:05:474 (1) - This isn't symmetrical, which you've been following for the past diffs as well as this one so far :3 Aesthetic things. I changed it so it will be fine.
02:24:397 (1,2,3) - I don't like how this looks, you should place 3 a bit to the side of the slider + give the slider a blanket with 1. Added. There is no way my little blanket cannot be this cute. Hehe
03:16:782 (4,3) - Why doesn't the long slider have a 1/4 reverse involved? Changed that to a 1/2 slider.


Hard


I've seen this mentioned a few times, but I'll just throw it out as well; CS5 on a hard = not the best idea, most people in the insane-extra range still have trouble with that stuff lol, but when you're a hard player, you can't adjust well enough to high CS to play it accurately, so I'll just leave a few suggestions for this one >//<
When I started playing, I did get a lot of old maps from my friends with CS5's in them and I also found old maps via previous OWC map pools etc. So I was used to CS5 Maps at an early stage. I know that if a new player joined today and played hard difficulties, more than 99% of the time they will find a hard diff which uses CS4, so to them CS5 will be something very new. I will not change the CS setting at all, but I will tone parts down so it will not be as daunting.

00:05:936 (1,2) - Some blanket stuff here that doesn't look completely up to par. Fixed
00:09:628 (1,2,3) - Transition's a little meh to me, I'd consider curving 3 downwards instead like so: https://osu.ppy.sh/ss/5656552 Remapped
00:23:013 (2,3) - If you do an increase in spacing, consider doing a long slider to add a small break to the player, so he can readjust to the patterns. Remapped
00:32:474 (3,5) - I feel that this overlap is pretty unhealthy, considering it's just a back'n'forth jump and not an aesthetic overlap. Remapped
00:33:628 (1,2) - Blanket issue.Remapped
00:56:474 (2,3,4,5) - These jumps are way too excessive considering this isn't a peak. Remapped

--- Afterwards it's basically the same types of issues that occur (Excessive jumps and blankets mainly), so I won't go more into that on this diff.

^ Generally there are some spacing issues where you could add long slider to emphasize the jump more, and then there are some blanket issues, and this is prominent during most of the diff, so look into that ^^

I am doing some remapping because currently it will be daunting for new players to play. I have done a lot of nerfs right now, especially the chorus which now has a 1.1x SV, and the final sections which also are now 1.1x SV. This will make it a lot more friendly to players.

Moreover, in the remap, I have decided to incorporate more patterns which help with the natural movement. 1/2 sections will remain the same after the remap, but the rest will be fixed so it looks more beautiful.



Hard+


This is the hardest diff for me by far in terms of making it so I am really happy that you especially modded this difficulty.

00:15:627 (1) - Remove NC, it's inconsistent with 00:08:243 (2) - Oversight. Fixed
00:32:474 (3,5) - Same kind of overlap as on Hard, feels weird imo Changed it for this one
00:40:551 (4,5) - Should be a slider, since 4 needs to be emphasized better Sure
01:23:474 (1,2,3,4,5) - Holy this linear flow from 2-4 doe is understarred, also 01:24:397 (4,5) - nazi blanket lol
01:32:474 (6) - I'd move 6 to around x:322 y:36 to avoid the overlap. Made a trapezoidal pattern
01:41:705 (1,2,3) - The 2 feels like a fill-in, and should be adjusted a bit, so it flows in better to 3. Fixed the movement by changing the pattern
01:47:935 (2,3,4,5,6,1,2,3,4) - This is probably my favorite pattern so far, gj on this. Thank you.
02:11:935 (3,4,5) - Make them the same horizontal distance from each other, aka move 5 more to the left. Rotated 4 as well for better aesthetics.
02:26:243 (1,2) - Doesn't sound too good, maybe two 1/2 sliders that are 1/4 apart? (Aka start on 02:26:243 - 02:26:589 - like the other two sliders, but end later?) This part is fine so I will not change it.
02:34:089 (2,3,4) - The perfect overlaps are inconsistent with the previous choruses. Fixed
02:42:166 (4) - Horizontal distance thing again :3 Changed
02:44:705 (1,2,3,4,5) - Nice pattern, I like Thank you Doro.
03:00:628 (4,5,6,1) - This transition is way too hard to angle for a hard player imo, not to say that the squares afterwards are pretty damn hard too (And imo excessive, considering you do a "typical" pattern at 03:03:859 (4,5,6) - I will try and rework the section and also change the typical pattern a bit.
03:05:474 (3,4,5) - Weird spacing, should be lower from 3 and below. Redid so I get the trapezium pattern.
03:09:974 (5) - Move this to 03:10:435 - on the timeline and relocate everything in that section a bit (A triple doesn't really fit the music too well there) Changed that. Will also apply that on the hard difficulty
03:22:089 (1,2,3,4,5,6) - This is right use of emphasis, you're doing at the end of a pattern, which feels a lot better. Thank you.
03:30:166 (6,1) - 1 feels pretty cramped with 6, maybe move it to make a triangle with 03:29:473 (3,6) - ? (I know you want it in the middle, but it doesn't look nice aesthetically that 6 is up in 1's face :^) I decided to move it from the middle so it forms a line like https://osu.ppy.sh/ss/5674162


Final thoughts:
There are some consistency issues that I feel need to be touched upon before this can be pushed further into the ranking process, but the old style type of map is pretty dope, and fits nicely for this song, also, the hitsounds are really cool, and there's some nice ideas with the skin etc as well ^^ Good luck on this mapset, godspeed :3


I have to say that this mod is one of the best mod posts I have seen in a long time and I really appreciate the time you had spent on it.
Topic Starter
RVMathew
Double Post. Was done intentionally.

Thanks for the mod Spork Lover


Updated: Mod-57


Edit: Reminder to put Ikaros into the thank you box.
Edit 2: Added Ikaros' name into the box.
Mijii
I tried to found issues on the last diff, but I didn't found any, cuz I'm new at modding.

The map looks pretty cool. On this map I only can help you with a star xD.
Topic Starter
RVMathew

Mijii wrote:

I tried to found issues on the last diff, but I didn't found any, cuz I'm new at modding.

The map looks pretty cool. On this map I only can help you with a star xD.
Fair enough. Thanks for checking it though, and giving a star.
Bara-
From M4M

[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav

Unused hitsounds:
normal-hitwhistle2.wav

[Easy]
Set slidertickrate to 1. If you set it to 2, the 1/2 ticks will not display (for example on 00:06:397 (4,1,2). They are visible in editor, but not when playing!
00:39:628 (5) - This slidertick hitsounding here is really weird, and rather unexpected. People here a clap, right before the slider needs to be let go, so people might let go too early, causing them to miss the sliderend. And besides, 'the slidertick is blocked by the sliderend, so people might not know where it comes from
00:47:474 (5) - ^^ 00:53:936 (3) - Etc. etc. etc.
01:03:166 (1) - Such a long slider feels rather awkward for the start of kiai. I think a 2/1 with a circle would be better
01:32:705 (1) - Similar, it feels out of place (Applies to almost all 3/1 sliders)
02:02:243 (1,2,3,4,1,2,3) - Way too linear. Add some movement, now all movements are 90 degrees angles, which is quite harsh

Decent diff, I dón't really like the 3/1, but ah well

[Normal]
00:18:166 (5) - The lack of emphasis is quite high, try this rhythm

00:37:551 (1,2,3,4) - The high amount of off-beat make this rather awkward. Please add some notes at the white ticks, so it feel more natural
00:38:936 (3,4) - Oh and this looks rather bad. Try making it symmetrical or something like that
00:39:859 (4,5) - Refer to first suggestion
00:47:243 (4,5) - ^^ (etc.)
01:43:090 (5,6,1,2) - Please use the same rhythm as 00:44:013 (7,1) -
02:02:243 (1,3) - Feels way too long. The music is 1/1, you even hitsound it that way, yet you use 2/1 sliders. Please shorten them
02:08:935 - Add a circle for the claps
02:59:012 (3,4,5) - This is an absolute no-go, it's wayy too cluttered for a normal. People will likely hit the wrong circle first

The amount of offbeat sliders is really high, which really make this diff feel weird to play...

[Hard-]
Please call this advanced. Hard- doesn't give much information
00:11:474 (1,2) - Rather weird polarity. Try to start the 3/4 slider 3/4 earlier and give it a repeat
00:22:090 (5,2) - Stack
00:54:859 (4) - I don't hear any 1/4 here (they are audible at 00:54:166 (2) - but not at (4))
01:43:090 (5,2) - ^^
02:15:282 (1) - This ends at the snares, 01:16:205 (1) - This ends at the downbeat
Quite a decent diff!!

[Hard]
Cs5? seriously? You can better change it to 4, or increase Hard+'s CS to 5.5 or higher. The fact that there is no spread in it makes this really weird. Note: I don't think CS5 is bad, I have used CS5 for some of my hards too (even 5.7 once) (and cs 6 for insane)
00:16:551 (3,4,1) - This reads rather weird. Why not a triangle? (4) to 177:239 for example
00:33:628 (1,2) - Rip blanket
00:54:974 (7) - I don't hear any 1/4
01:01:205 (1,1) - Recovery time for Hard is around 1 beat. This is 1/2
Overall a decent diff, 2 complaints
The polarity needs to be improved.Patterns such as 02:56:243 (3,4) - are really weird to play, since you skip the beat, and have a 3/4 gap (as opposed to the 1/1-1/2 gaps which are common). Reverse sliders, or patterns as 02:52:090 (1,2,3) - work much better
The aesthetics need to be much better. Certain blankets were horrible, and having a 0.92x DS to fix it doesn't hurt. It'not an easy where spacing needs to be consistent

[Hard+]
Rename to Light Insane please
CS 5 or higher for a better spread please

You often use symmetry, which I really like, but be careful! for exmaple, look at 01:45:397 (1,2,4) -
If you want perfect symmetry, you need to Ctrl G 4, so all distances are the same (2.26 instead of 2.26-157)

00:52:320 (2,3,5,6) - It isn't perfectly symmetrical (nazi, I know)
01:15:166 (4,5) - Stacks like this don't really play that well. Please space them
01:36:858 (3,4) - ^^ (etc.)
03:16:782 (1) - Why is there an NC here, while there is not one at all the other times 03:02:012 (4) - 03:05:705 (4) - 03:09:397 (3) - 03:13:090 (3) - 03:20:474 (3) - 03:24:166 (3) - 03:27:859 (3) -
I actually really like this difficulty! It's really well made, and the usage of symmetry is absolutely brilliant. A few fixes on the circles which are stacked under the previous slider's tail and this diff is absolutely perfect (maybe a few polishing mods, but ah whatever)

Good luck!!!
Topic Starter
RVMathew

Bara- wrote:

From M4M

General
[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
Fixed

Unused hitsounds:
normal-hitwhistle2.wav Removed

Easy
[Easy]
Set slidertickrate to 1. If you set it to 2, the 1/2 ticks will not display (for example on 00:06:397 (4,1,2). They are visible in editor, but not when playing!
00:39:628 (5) - This slidertick hitsounding here is really weird, and rather unexpected. People here a clap, right before the slider needs to be let go, so people might let go too early, causing them to miss the sliderend. And besides, 'the slidertick is blocked by the sliderend, so people might not know where it comes from
The problem is that by reducing slidertick rate to 1, the problem is that some of the slidertick hitsounds later on will not be audible.
00:47:474 (5) - ^^ 00:53:936 (3) - Etc. etc. etc. Same
01:03:166 (1) - Such a long slider feels rather awkward for the start of kiai. I think a 2/1 with a circle would be better I will change it, bye bye slider art.
01:32:705 (1) - Similar, it feels out of place (Applies to almost all 3/1 sliders)
02:02:243 (1,2,3,4,1,2,3) - Way too linear. Add some movement, now all movements are 90 degrees angles, which is quite harsh Done on purpose, just to give a change of pace from curves and whatnot. It is not difficult to play so I will not change it.

Decent diff, I dón't really like the 3/1, but ah well

Normal
[Normal]
00:18:166 (5) - The lack of emphasis is quite high, try this rhythm Sure

00:37:551 (1,2,3,4) - The high amount of off-beat make this rather awkward. Please add some notes at the white ticks, so it feel more natural But then I will end up with a long chain of notes. I will see what I can do.
00:38:936 (3,4) - Oh and this looks rather bad. Try making it symmetrical or something like that It is fine
00:39:859 (4,5) - Refer to first suggestion Again I will see what I can do
00:47:243 (4,5) - ^^ (etc.) Same as above
01:43:090 (5,6,1,2) - Please use the same rhythm as 00:44:013 (7,1) - Ok
02:02:243 (1,3) - Feels way too long. The music is 1/1, you even hitsound it that way, yet you use 2/1 sliders. Please shorten them Sure
02:08:935 - Add a circle for the claps Sure
02:59:012 (3,4,5) - This is an absolute no-go, it's wayy too cluttered for a normal. People will likely hit the wrong circle first Changed to a stack

The amount of offbeat sliders is really high, which really make this diff feel weird to play...
Hard- ------> Advanced from now on.
[Hard-]
Please call this advanced. Hard- doesn't give much information I finally relented and now will rename it advanced, but I will rename it hard if I put custom diff names for the last 2 difficulties..
00:11:474 (1,2) - Rather weird polarity. Try to start the 3/4 slider 3/4 earlier and give it a repeat Focused on vocals, so it is fine.
00:22:090 (5,2) - Stack Stack leniency problem. Cannot do anything about it.
00:54:859 (4) - I don't hear any 1/4 here (they are audible at 00:54:166 (2) - but not at (4)) Changed that part so it follows 01:52:782 (1,2,3,4,5,6) - . Will also apply this to the rest of the difficulties after hard
01:43:090 (5,2) - ^^ Fixed
02:15:282 (1) - This ends at the snares, 01:16:205 (1) - This ends at the downbeat Changed so it ends at the downbeat
Quite a decent diff!! ......
Hard
[Hard]
Cs5? seriously? You can better change it to 4, or increase Hard+'s CS to 5.5 or higher. The fact that there is no spread in it makes this really weird. Note: I don't think CS5 is bad, I have used CS5 for some of my hards too (even 5.7 once) (and cs 6 for insane)
If I change it to cs4, requires a whole new remap and it will be the same as advanced in terms of aesthetics. In that case I would just delete this, and the whole point of this difficulty is that it is built around cs5. And simple movements are used because I am introducing people to a cs5 hard. By introducing people, I mean people who have not experienced a cs5 hard (they may have played cs5 difficulties, but not on a very recent map, especially when the length of the map is more than 3 minutes long.
If I increase cs of 'Attraction' to 5.5 or over, the difficulty will be ruined.

00:16:551 (3,4,1) - This reads rather weird. Why not a triangle? (4) to 177:239 for example The current placement is fine and leads on nicely to the next note.
00:33:628 (1,2) - Rip blanket Fixed it
00:54:974 (7) - I don't hear any 1/4 See advanced. Removed a lot of overmaps
01:01:205 (1,1) - Recovery time for Hard is around 1 beat. This is 1/2 Changed it
Overall a decent diff, 2 complaints

The polarity needs to be improved.Patterns such as 02:56:243 (3,4) - are really weird to play, since you skip the beat, and have a 3/4 gap (as opposed to the 1/1-1/2 gaps which are common). Reverse sliders, or patterns as 02:52:090 (1,2,3) - work much betterIt is still following the vocals and with distance snap it should not be a problem. I have tested this map hundreds and hundreds of times to make sure the rhythm is playable and does not trip anyone up.
The aesthetics need to be much better. Certain blankets were horrible, and having a 0.92x DS to fix it doesn't hurt. It'not an easy where spacing needs to be consistent.
The map is built around distance snap, and if I introduce a lot of patterns such as star patterns and what not, that would destroy a lot of players. Star patterns are already hard in cs4; with cs5 that will be really really hard.

Hard+. -----> Attraction from now on
[Hard+]
Rename to Light Insane please Custom name.
CS 5 or higher for a better spread please I will not do that, the reason is that the map is already difficult since the notes are placed freehand, and making it cs5 or higher will make it very very hard to aim, and hence ruin the difficulty.

You often use symmetry, which I really like, but be careful! for exmaple, look at 01:45:397 (1,2,4) -
If you want perfect symmetry, you need to Ctrl G 4, so all distances are the same (2.26 instead of 2.26-157)

00:52:320 (2,3,5,6) - It isn't perfectly symmetrical (nazi, I know) I have been thinking of doing a different pattern anyway.
01:15:166 (4,5) - Stacks like this don't really play that well. Please space them I will put 5 where 6 is and move 6 onto 1 as a stack.
01:36:858 (3,4) - ^^ (etc.) Same deal
03:16:782 (1) - Why is there an NC here, while there is not one at all the other times 03:02:012 (4) - 03:05:705 (4) - 03:09:397 (3) - 03:13:090 (3) - 03:20:474 (3) - 03:24:166 (3) - 03:27:859 (3) - Oversight
I actually really like this difficulty! It's really well made, and the usage of symmetry is absolutely brilliant. A few fixes on the circles which are stacked under the previous slider's tail and this diff is absolutely perfect (maybe a few polishing mods, but ah whatever) Interestingly I prefer the other difficulties over this because this was me placing notes freely whereas the hard diff especially is more structured, though you may disagree over that.
Good luck!!!
Thank you for modding it.

Status: Updated (Mod-60)
Net0
IRC
SPOILER
2016-08-20 00:05 Net0: hey there o/
2016-08-20 00:05 RVMathew: Hi there
2016-08-20 00:05 Net0: did you watch me playing?
2016-08-20 00:05 RVMathew: how are you doing?
2016-08-20 00:05 RVMathew: yeah
2016-08-20 00:05 Net0: flow is nice
2016-08-20 00:06 Net0: liked it
2016-08-20 00:06 RVMathew: It did seem that you hit certain parts earlier than usual
2016-08-20 00:06 Net0: yeah AR problem
2016-08-20 00:06 RVMathew: I understand
2016-08-20 00:06 Net0: but there were a part when i draw
2016-08-20 00:06 Net0: a question mark
2016-08-20 00:06 Net0: that part felt weird
2016-08-20 00:06 Net0: but it's all playable
2016-08-20 00:06 RVMathew: I did not spectate you the whole game, but was it near the beginning part?
2016-08-20 00:06 Net0: and good
2016-08-20 00:06 RVMathew: Oh I see
2016-08-20 00:06 Net0: I might suggest one or two things?
2016-08-20 00:07 RVMathew: sure
2016-08-20 00:07 Net0: ok then
2016-08-20 00:08 Net0: https://osu.ppy.sh/ss/5888872
2016-08-20 00:08 Net0: 00:11:013 (5,1,2) -
2016-08-20 00:08 Net0: This slider placement
2016-08-20 00:08 Net0: is good
2016-08-20 00:08 RVMathew: I see
2016-08-20 00:08 Net0: considering you need to use DS
2016-08-20 00:09 Net0: I see why it could not be overlapped with some previous objets
2016-08-20 00:09 Net0: but the second one
2016-08-20 00:09 Net0: 00:11:936 (2) -
2016-08-20 00:09 Net0: could be moved a little bit
2016-08-20 00:09 RVMathew: I see.
2016-08-20 00:09 Net0: so that the sliderhead
2016-08-20 00:09 Net0: and sliderend
2016-08-20 00:10 Net0: makes a better structure
2016-08-20 00:10 Net0: with the previous ones
2016-08-20 00:10 Net0: this is my mappig style
2016-08-20 00:10 Net0: so feel free to ignore this
2016-08-20 00:10 RVMathew: Do you mind showing me an image of it
2016-08-20 00:10 Net0: 00:07:320 (1,2) -
2016-08-20 00:11 Net0: Move a little bit foward to see how the circles are working
2016-08-20 00:11 Net0: on this two sliders
2016-08-20 00:11 Net0: http://puu.sh/qHBrq.jpg
2016-08-20 00:11 Net0: The overlapping of them could be more equal
2016-08-20 00:11 Net0: but again
2016-08-20 00:12 Net0: this is just my non-sense way of doing stuff >.<
2016-08-20 00:12 Net0: 01:38:013 (4) -
2016-08-20 00:12 Net0: Vocals instead of the beat
2016-08-20 00:12 Net0: <3
2016-08-20 00:13 Net0: however some ppl will probably not agree with it, be prepared in the future
2016-08-20 00:13 RVMathew: True. I focus more on vocals
2016-08-20 00:13 RVMathew: but because I do that, I ignore some of the beats so that may mislead a lot of people
2016-08-20 00:13 Net0: 01:46:320 (6,7) -
2016-08-20 00:13 Net0: FOUND
2016-08-20 00:13 Net0: this is what made me confused
2016-08-20 00:14 Net0: usually you want sliders starting in downbeats (whiteticks)
2016-08-20 00:14 Net0: specially in this difficulties
2016-08-20 00:14 Net0: especially*
2016-08-20 00:14 Net0: MY ENGLISH OMG
2016-08-20 00:14 RVMathew: True. Unfortunately the vocals start on the red ticks
2016-08-20 00:15 RVMathew: I think I will see how I can restructure this map
2016-08-20 00:15 Net0: this part
2016-08-20 00:15 Net0: if you want to follow vocals
2016-08-20 00:15 Net0: you will need to make a slider 1/1 reverse
2016-08-20 00:15 Net0: or a slider 2/1
2016-08-20 00:15 RVMathew: hmm
2016-08-20 00:15 Net0: starting here
2016-08-20 00:16 Net0: 01:46:320 -
2016-08-20 00:16 Net0: ending here
2016-08-20 00:16 Net0: 01:47:012 -
2016-08-20 00:16 Net0: this two objects tend to leads the person to believe he's playing the beats
2016-08-20 00:16 Net0: that's what made me confused here
2016-08-20 00:16 RVMathew: That is a fair point.
2016-08-20 00:18 RVMathew: I think I would make that part follow the rhythm
2016-08-20 00:18 RVMathew: as you said, thr rhythm is a much better thing to map, especially for newer players.
2016-08-20 00:19 Net0: just a simple example
2016-08-20 00:19 Net0: of a 2/1 slider
2016-08-20 00:19 Net0: that could follow vocals
2016-08-20 00:19 Net0: http://puu.sh/qHBOs.jpg
2016-08-20 00:19 RVMathew: I understand
2016-08-20 00:20 Net0: the slider going up also tend to lead the person
2016-08-20 00:20 Net0: to feel an increasing sound
2016-08-20 00:20 Net0: of the vocals
2016-08-20 00:20 Net0: at least i feel that way
2016-08-20 00:21 RVMathew: That is a very interesting way of putting it
2016-08-20 00:21 Net0: :D
2016-08-20 00:22 Net0: i could mention nazi stuff
2016-08-20 00:22 RVMathew: Thank you so much sir/madame for looking over this map
2016-08-20 00:22 Net0: But I'm not that much of a heavy modder
2016-08-20 00:23 RVMathew: I see
2016-08-20 00:23 Net0: only simple suggestions
2016-08-20 00:23 Net0: \o/
2016-08-20 00:23 RVMathew: if you want kds for the post feel free to post it. I don't need the sp for it
Topic Starter
RVMathew

Net0 wrote:

IRC
SPOILER
2016-08-20 00:05 Net0: hey there o/
2016-08-20 00:05 RVMathew: Hi there
2016-08-20 00:05 Net0: did you watch me playing?
2016-08-20 00:05 RVMathew: how are you doing?
2016-08-20 00:05 RVMathew: yeah
2016-08-20 00:05 Net0: flow is nice
2016-08-20 00:06 Net0: liked it
2016-08-20 00:06 RVMathew: It did seem that you hit certain parts earlier than usual
2016-08-20 00:06 Net0: yeah AR problem
2016-08-20 00:06 RVMathew: I understand
2016-08-20 00:06 Net0: but there were a part when i draw
2016-08-20 00:06 Net0: a question mark
2016-08-20 00:06 Net0: that part felt weird
2016-08-20 00:06 Net0: but it's all playable
2016-08-20 00:06 RVMathew: I did not spectate you the whole game, but was it near the beginning part?
2016-08-20 00:06 Net0: and good
2016-08-20 00:06 RVMathew: Oh I see
2016-08-20 00:06 Net0: I might suggest one or two things?
2016-08-20 00:07 RVMathew: sure
2016-08-20 00:07 Net0: ok then
2016-08-20 00:08 Net0: https://osu.ppy.sh/ss/5888872
2016-08-20 00:08 Net0: 00:11:013 (5,1,2) -
2016-08-20 00:08 Net0: This slider placement
2016-08-20 00:08 Net0: is good
2016-08-20 00:08 RVMathew: I see
2016-08-20 00:08 Net0: considering you need to use DS
2016-08-20 00:09 Net0: I see why it could not be overlapped with some previous objets
2016-08-20 00:09 Net0: but the second one
2016-08-20 00:09 Net0: 00:11:936 (2) -
2016-08-20 00:09 Net0: could be moved a little bit
2016-08-20 00:09 RVMathew: I see.
2016-08-20 00:09 Net0: so that the sliderhead
2016-08-20 00:09 Net0: and sliderend
2016-08-20 00:10 Net0: makes a better structure
2016-08-20 00:10 Net0: with the previous ones
2016-08-20 00:10 Net0: this is my mappig style
2016-08-20 00:10 Net0: so feel free to ignore this
2016-08-20 00:10 RVMathew: Do you mind showing me an image of it
2016-08-20 00:10 Net0: 00:07:320 (1,2) -
2016-08-20 00:11 Net0: Move a little bit foward to see how the circles are working
2016-08-20 00:11 Net0: on this two sliders
2016-08-20 00:11 Net0: http://puu.sh/qHBrq.jpg
2016-08-20 00:11 Net0: The overlapping of them could be more equal
2016-08-20 00:11 Net0: but again
2016-08-20 00:12 Net0: this is just my non-sense way of doing stuff >.<
2016-08-20 00:12 Net0: 01:38:013 (4) -
2016-08-20 00:12 Net0: Vocals instead of the beat
2016-08-20 00:12 Net0: <3
2016-08-20 00:13 Net0: however some ppl will probably not agree with it, be prepared in the future
2016-08-20 00:13 RVMathew: True. I focus more on vocals
2016-08-20 00:13 RVMathew: but because I do that, I ignore some of the beats so that may mislead a lot of people
2016-08-20 00:13 Net0: 01:46:320 (6,7) -
2016-08-20 00:13 Net0: FOUND
2016-08-20 00:13 Net0: this is what made me confused
2016-08-20 00:14 Net0: usually you want sliders starting in downbeats (whiteticks)
2016-08-20 00:14 Net0: specially in this difficulties
2016-08-20 00:14 Net0: especially*
2016-08-20 00:14 Net0: MY ENGLISH OMG
2016-08-20 00:14 RVMathew: True. Unfortunately the vocals start on the red ticks
2016-08-20 00:15 RVMathew: I think I will see how I can restructure this map
2016-08-20 00:15 Net0: this part
2016-08-20 00:15 Net0: if you want to follow vocals
2016-08-20 00:15 Net0: you will need to make a slider 1/1 reverse
2016-08-20 00:15 Net0: or a slider 2/1
2016-08-20 00:15 RVMathew: hmm
2016-08-20 00:15 Net0: starting here
2016-08-20 00:16 Net0: 01:46:320 -
2016-08-20 00:16 Net0: ending here
2016-08-20 00:16 Net0: 01:47:012 -
2016-08-20 00:16 Net0: this two objects tend to leads the person to believe he's playing the beats
2016-08-20 00:16 Net0: that's what made me confused here
2016-08-20 00:16 RVMathew: That is a fair point.
2016-08-20 00:18 RVMathew: I think I would make that part follow the rhythm
2016-08-20 00:18 RVMathew: as you said, thr rhythm is a much better thing to map, especially for newer players.
2016-08-20 00:19 Net0: just a simple example
2016-08-20 00:19 Net0: of a 2/1 slider
2016-08-20 00:19 Net0: that could follow vocals
2016-08-20 00:19 Net0: http://puu.sh/qHBOs.jpg
2016-08-20 00:19 RVMathew: I understand
2016-08-20 00:20 Net0: the slider going up also tend to lead the person
2016-08-20 00:20 Net0: to feel an increasing sound
2016-08-20 00:20 Net0: of the vocals
2016-08-20 00:20 Net0: at least i feel that way
2016-08-20 00:21 RVMathew: That is a very interesting way of putting it
2016-08-20 00:21 Net0: :D
2016-08-20 00:22 Net0: i could mention nazi stuff
2016-08-20 00:22 RVMathew: Thank you so much sir/madame for looking over this map
2016-08-20 00:22 Net0: But I'm not that much of a heavy modder
2016-08-20 00:23 RVMathew: I see
2016-08-20 00:23 Net0: only simple suggestions
2016-08-20 00:23 Net0: \o/
2016-08-20 00:23 RVMathew: if you want kds for the post feel free to post it. I don't need the sp for it
I decided to do a remap of this difficulty, with these objectives in mind:
1) Make rhythm more of a priority compared to the vocals. Bara Mentioned that there were a lot of offbeat sliders (that was me following the vocals).
2) Use more of the playfield. I tend to map around the outer edges of the playfield and because I don't change direction often, you just keep going around in circles for a long time (certain parts only). This makes the map bland and people will find the map boring to play if they have to keep going around in circles.
3) Revamp the aesthetics.

Edit: Updated (Mod-61)
Ayyri
por mi amigo

[General]
  1. 02:46:089 - Why not have the kiai end here and start again at 02:46:550 - ? Since lyrically, it's quite similar to each start of the other kiais. So this would give this area the same effect too.
[Easy]
  1. 00:53:935 - Tbh, it sounds quite odd that you're following the vocal with the slider here, yet don't follow it for the full amount of counts. The vocal ends at 00:55:781 - . But you have another slider there instead. Frankly, I think just extending this slider and having a circle at 00:56:243 - would fit the rhythm a bit better here.
  2. 02:37:320 - and 02:37:781 - From what you did in the first two kiais, it seems to fit the rhythm a bit better if you Ctrl+G this rhythm. So it falls as 02:37:320 - slider and 02:38:704 - circle.
  3. 02:59:473 - and 03:00:397 - Vocally, this would work out as just one slider. Compared to every other time this rhythm happened, this one seems a bit forced. Since you used a spinner before. And a bit longer slider, would give the same effect of a spinner here.
[Normal]
  1. Relatively solid difficulty. Only thing that bothered me was the stacking towards the end, since it seemed a bit sudden. But maps generally follow a rise in difficulty as they go on, so it's understandable.
[Advanced]
  1. 00:13:550 - and 00:13:781 - Having this stack under 00:12:281 - looks a bit messy.
  2. 01:43:320 - and 01:44:243 - Are you missing a clap on these points? Or was this intentional?
  3. 02:37:320 - / 02:37:666 - / 02:38:012 - These sliders should be as close together as 02:44:704 - / 02:45:050 - / 02:45:397 - are.
[Hard]
  1. Why is the CS smaller in this difficulty than your Attraction difficulty?
  2. Consider making this AR 7.5, so you don't have 3 difficulties of AR 7.
  3. 00:05:473 - and 00:05:935 - For a Hard this is a pretty big jump.
  4. 01:38:935 - Either straighten this slider, or make the shape of it a bit more obvious that it's not straight. Because it currently just looks really weird.
[Attraction]
  1. Consider making the AR 8, same reason as in Hard.
  2. 02:37:320 - / 02:37:666 - / 02:38:012 - Even if this is an insane, I'd still have these sliders touching a bit. Just to show that they're right after each other.
  3. 02:44:704 - / 02:45:050 - / 02:45:397 - I'm glad you listened to my suggestion months ago, of making it go around her face. Good job!
  4. 02:52:089 - / 02:52:435 - / 02:52:781 - Space these a bit more evenly, like I suggested for 02:37:320 - .
  5. 02:59:473 - / 02:59:820 - / 03:00:166 - Same issue as above.
  6. 03:02:243 - and 03:02:473 - These two circles should be spaced the same way 03:02:012 - and 03:02:243 - are spaced.

Ranking Criteria wrote:

Avoid setting stack leniency to a point where you have perfectly overlapping consecutive hit objects. This setting is used if stacking is damaging to patterns that exist in a map. It is usually a good idea to keep it enabled.
Manual stacking is acceptable as long as it's still readable while playing.
It's not unrankable to have different stacking leniency, but I would just like a reason as to why. Considering it's different in every difficulty, and the you made some patterns stack purposely, while others not. (I think you know which ones I'm talking about.) Because this works in some patterns, but not others.
Topic Starter
RVMathew

Ayyri wrote:

por mi amigo

[General]
  1. 02:46:089 - Why not have the kiai end here and start again at 02:46:550 - ? Since lyrically, it's quite similar to each start of the other kiais. So this would give this area the same effect too.
Very nice suggestion, fixed.

[Easy]
  1. 00:53:935 - Tbh, it sounds quite odd that you're following the vocal with the slider here, yet don't follow it for the full amount of counts. The vocal ends at 00:55:781 - . But you have another slider there instead. Frankly, I think just extending this slider and having a circle at 00:56:243 - would fit the rhythm a bit better here. I follow the rhythm more in the easy and normal difficulty; it just so happens that at that part, the rhythm and vocal bit ended on the downbeat (something that rarely happens). Since I am following the rhythm, the current setup works fine. I know I always advocate vocals over rhythm, but for the easy and normal difficulties, I will focus on rhythms, because it will be easier for newer players to follow the rhythm; it is harder to follow vocals, especially if you have only heard the song for the first time.
  2. 02:37:320 - and 02:37:781 - From what you did in the first two kiais, it seems to fit the rhythm a bit better if you Ctrl+G this rhythm. So it falls as 02:37:320 - slider and 02:38:704 - circle. Fixed it
  3. 02:59:473 - and 03:00:397 - Vocally, this would work out as just one slider. Compared to every other time this rhythm happened, this one seems a bit forced. Since you used a spinner before. And a bit longer slider, would give the same effect of a spinner here. Fixed according to the above point
[Normal]
  1. Relatively solid difficulty. Only thing that bothered me was the stacking towards the end, since it seemed a bit sudden. But maps generally follow a rise in difficulty as they go on, so it's understandable. Thank you
[Advanced]
  1. 00:13:550 - and 00:13:781 - Having this stack under 00:12:281 - looks a bit messy. Tried something else
  2. 01:43:320 - and 01:44:243 - Are you missing a clap on these points? Or was this intentional? Not intentional; readded the claps and whistles
  3. 02:37:320 - / 02:37:666 - / 02:38:012 - These sliders should be as close together as 02:44:704 - / 02:45:050 - / 02:45:397 - are. Fixed that part.
[Hard]
  1. Why is the CS smaller in this difficulty than your Attraction difficulty? I will explain this at the bottom of my post, among other things.
  2. Consider making this AR 7.5, so you don't have 3 difficulties of AR 7. All difficulties are AR7 because fit very well.
  3. 00:05:473 - and 00:05:935 - For a Hard this is a pretty big jump. True so I fixed it, espcially since other than that part, there was only 1 other place where I broke ds for a bit. Rip symmetry, but hello something else.
  4. 01:38:935 - Either straighten this slider, or make the shape of it a bit more obvious that it's not straight. Because it currently just looks really weird. Done
[Attraction]
  1. Consider making the AR 8, same reason as in Hard. See very bottom
  2. 02:37:320 - / 02:37:666 - / 02:38:012 - Even if this is an insane, I'd still have these sliders touching a bit. Just to show that they're right after each other.Should be fine, and this pattern was used in my former guest difficulty [Mecheman] without any problems in terms of playability. Note to anyone, I was given permission to use his difficulty.
  3. 02:44:704 - / 02:45:050 - / 02:45:397 - I'm glad you listened to my suggestion months ago, of making it go around her face. Good job! Thank you for the suggestion
  4. 02:52:089 - / 02:52:435 - / 02:52:781 - Space these a bit more evenly, like I suggested for 02:37:320 - . Touched it up a bit.
  5. 02:59:473 - / 02:59:820 - / 03:00:166 - Same issue as above. Should be fine, I have had a few testplays and considering the earlier sliders in the final chorus, it should be easy to understand the pattern.
  6. 03:02:243 - and 03:02:473 - These two circles should be spaced the same way 03:02:012 - and 03:02:243 - are spaced. This pattern I have chosen is a very interesting one: (1,2,3,4) goes as a trapezium pattern, then 3,4,5 is spaced as a triangle pattern. Now 2,4,5 and 6 form a second trapezium type pattern, so in terms of visual distance, it is fine.

Ranking Criteria wrote:

Avoid setting stack leniency to a point where you have perfectly overlapping consecutive hit objects. This setting is used if stacking is damaging to patterns that exist in a map. It is usually a good idea to keep it enabled.
Manual stacking is acceptable as long as it's still readable while playing.
It's not unrankable to have different stacking leniency, but I would just like a reason as to why. Considering it's different in every difficulty, and the you made some patterns stack purposely, while others not. (I think you know which ones I'm talking about.) Because this works in some patterns, but not others.
Some points that I will like to explain.

Approach Rate.
Advanced, Hard and Attraction will always be AR7. The reason behind this is that it fits very well with the type of patterns I have used; everything becomes buttery smooth. As I see it, the suggested changes to the AR is because to fit the 'spread' and fulfill the expectation that difficulties with higher star ratings over the preceding difficulties must in turn have higher approach rates. In this case, the AR changes would seem unwarranted, and would not provide any benefit to the player whatsoever.

Circle Size
Hard has CS5 whereas Attraction as CS4. To the community, this would not make sense, because many would ask 'why does a difficulty with a much lower star rating have a much smaller cs rating'?

The reasoning behind that is because the last 2 difficulties are the 2 ways I interpret how a hard difficulty should be constructed.

- Hard is built around distance snap, and because it was built around cs5, the patterns are designed to be simple, because I am also trying to introduce the community to people who are not exposed to CS5 (New players/relatively older players who have focused on more recent maps will not be exposed to CS5 for a hard difficulty). Also there are no star patterns because in cs4, star patterns are already hard, so in cs5, it will be a killer.
- Attraction is a freehand difficulty; I seldom use distance snap, or not at all, and rely on visual distance in order to construct the patterns. This means that the difficulty will be a bit more jumpy, and to make it more pleasurable to play, I use CS4. Now the community may ask 'why not use cs5?' The reason is that by using cs5, the whole map will be exponentially difficult, in which case I will have to shrink the base distance so much I would end up a difficulty way too similar to hard.


TL,DR: I have created 2 ways of interpreting a hard, so everyone has something to have fun with. One revolves around distance snap, and the other one is freehand.

Stack leniency
The reason is for cleanliness. For the final difficulties, if some of the stacked notes underneath stick out a bit too much, the aesthetics of the map will be ruined. Another thing to note that is with AR7, you have a lot of time to react to the perfectly stacked notes underneath.

Thank you for the mod Ayyri.

Updated: Mod-63
Ayyri
Alright then. Everything that I had questions about seem to have been answered accordingly.

Bubbled.
_handholding
yasss
Topic Starter
RVMathew

Ayyri wrote:

Alright then. Everything that I had questions about seem to have been answered accordingly.

Bubbled.
Thank you.
Electoz
[General]

  1. 俺の妹がこんなに可愛いわけがない is supposed to be in the source not tags.
  2. Recheck your tags, there's no need to put "mecheman" in it.
  3. Hitsounds with possible delay >5ms:
  4. soft-hitfinish.wav
normal-hitfinish.wav02:46:550 - Kiai isn't snapped in some diffs you might wanna recheck it.When skinning gameplay elements, complete sets of elements must be skinned, in this case:
A hitobject is skinned, so followpoint.png must be skinned.You need to skin fail-background.png as well if you're skinning [pause screen] elements.[Easy]

  1. 01:05:935 (4,1) - DS
[Hard]

  1. 00:24:397 (1) - 02:22:897 (3) - 03:18:397 (2) - Unsnapped by 1 ms.
  2. 02:00:282 (1) - Insufficient spinner recovery time, I suggest ending it on 02:01:320 where vocal fades.
Sorry but I spent like more than an hour just to figuring out general stuff and I lost interest in modding this so just gonna pop it and leave.
After you fixed all these you may ask Ayyri for a rebubble.
Topic Starter
RVMathew

Electoz wrote:

[General]

  1. 俺の妹がこんなに可愛いわけがない is supposed to be in the source not tags. Checked this with IamKwan, this is not the case. The reason is that the song is in the single 'Irony', but the song itself is not in any part of the anime, hence the song is loosely related to the anime, and as a result it can be kept in the tags
  2. Recheck your tags, there's no need to put "mecheman" in it. With his permission, I used elements of his difficulty in my 'Attraction' difficulty, hence he should be credited.
  3. Hitsounds with possible delay >5ms:
  4. soft-hitfinish.wav
normal-hitfinish.wavAgain, even though I use the elements from the default skin? I guess I will ask someone else to provide me with one.
02:46:550 - Kiai isn't snapped in some diffs you might wanna recheck it. Done

When skinning gameplay elements, complete sets of elements must be skinned, in this case:
A hitobject is skinned, so followpoint.png must be skinned. [b]DoneYou need to skin fail-background.png as well if you're skinning [pause screen] elements.[/b] Added one
I will need the new skinning list for this, because the whole time I have based everything on the ranking criteria (which is outdated).

[Easy]

  1. 01:05:935 (4,1) - DS Fixed
[Hard]

  1. 00:24:397 (1) - 02:22:897 (3) - 03:18:397 (2) - Unsnapped by 1 ms. Fixed
  2. 02:00:282 (1) - Insufficient spinner recovery time, I suggest ending it on 02:01:320 where vocal fades.
Forgot about it

Sorry but I spent like more than an hour just to figuring out general stuff and I lost interest in modding this so just gonna pop it and leave. ...... Oh well.
After you fixed all these you may ask Ayyri for a rebubble. Will do
Very unfortunate, but I have to do what I have to do.
Thank you for the mod. Updated (Mod-64)
Topic Starter
RVMathew
Very important conversation


To people who notice that auto mod reports an audiodelay of 5ms+ for the hitfinish sounds, I checked with Pishifat and this is what he said:
18:29 RVMathew: Hello Pishifat, I have a question: http://puu.sh/qU4ez/1a79565a40.wav does this hitsound have any delay?
18:30 RVMathew: According to the modding assistant it says it does but I don't know if that is a false reading
18:30 pishifat: it's the default normal finish
18:30 pishifat: wouldnt worry about it
18:31 RVMathew: https://osu.ppy.sh/forum/t/244995/start=90 look at the bottom post, the bn electoz popped it and said that there was a hitsound delay attached to it
18:31 RVMathew: if I put the same one, wouldn't people be saying the same thing again?
18:32 pishifat: the same one
18:32 pishifat: what do u mean
18:33 RVMathew: by same one I mean the one I sent to you. A few minutes ago I updated the map and in the latest update, I took the default hitsound and cut part of the beginning bit so I did not get the delay
18:34 pishifat: id hope people would recognize the hitsound before commenting about its delay. like the default normalfinish would be disallowed if it were a real problem so having it as a custom hitsound shouldnt be a problem
18:35 pishifat: to be super safe you can get rid of the delay of course
18:35 pishifat: it just doesnt seem that important to me lol
18:36 RVMathew: I see. I was confused because I was using the default hitfinish so I thought there should be no problem. I think the best thing I can do is put a post saying that the delay does not affect anything
18:36 RVMathew: Thank you so much for checking this for me :D
18:37 pishifat: g

I am using the hitfinish from the default skin, so it should not be a problem, otherwise, the osu! Default skin would be flawed.
Ayyri
Hello again.

Regarding metadata:

IamKwaN wrote:

hello! busy enjoying my holiday xD

Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS

Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean.

References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)
Regarding the skin: *click*

Electoz wrote:

Sorry but I spent like more than an hour just to figuring out general stuff and I lost interest in modding this so just gonna pop it and leave.
No need to be rude. You should have asked me regarding the metadata, since even I asked RVMathew about it before bubbling it. Also, please don't rely on MA too much, since there are some false positives within it.

Let's try this again.
Cerulean Veyron
Just some nazi and minor stuffs llolo

The spinner 03:30:973 (1) - at the end of the first two diffs is really loud tbh. As what I've seen, it left me wondering about this and apparently the spinner's end is not snapped by 1ms. I was a bit confused when I saw it at first ;p

Don't forget to disable widescreen support in Normal, it's the only thing checked in the set xdddd
Electoz
aaa sry if I made it sound rude, I didn't intend to. I referenced the metadata from Gamu's post on the first page.
Also would be nice if you can post the metadata/make the mapper post it on the description along the bubble cuz there are chances that I might overlook things while browsing through the thread.
Yeah I also agree that I didn't check the hitsounds throughly cuz I have to pop with skinning reasons + a spinner anyway, sry with that.
Topic Starter
RVMathew

Cerulean Veyron wrote:

Just some nazi and minor stuffs llolo

The spinner 03:30:973 (1) - at the end of the first two diffs is really loud tbh. As what I've seen, it left me wondering about this and apparently the spinner's end is not snapped by 1ms. I was a bit confused when I saw it at first ;p The volume for the spinner is the same in all difficulties.

Don't forget to disable widescreen support in Normal, it's the only thing checked in the set xdddd Fixed
Ayyri
I swear.

This is the last time.

RVMathew wrote:

This time I have confirmed with Cerulean Veyron
Electoz
Placeholder
Discussed with the mapper in game and I'll recheck this set around tomorrow.
Topic Starter
RVMathew


Yes I cannot self-deprecate myself to save my life.
Electoz
[Easy]

  1. 02:31:811 - Add a green line with 60% volume?
  2. 03:38:243 - If you're gonna mute it then might as well use soft sampleset instead of normal cuz with normal it's still somewhat audible. Applies to all diffs.
[Normal]

  1. 00:06:858 - Remove whistle? Because vocal landed on 00:06:743 and you didn't have one on 00:14:243 either which has a similar rhythm.
  2. 00:59:473 (1,2,3,4,5,6) - 01:58:551 (1) - Kinda inconsistent when you mapped the first one and then the spinner for the latter, at least they should be the same thing:
    1. I suggest changing 00:59:473 (1,2,3,4,5,6) to a spinner cuz you put spinners here in other diffs.
    2. You can end 01:58:551 (1) on 02:00:166 cuz 02:01:320 isn't that strong and this way you'll be able map 02:01:781 - 02:02:012 . Also applies to the spinner before the first chorus too if you apply both of these suggestions.
  3. 01:11:704 - Missing whistle.
  4. 01:32:704 - Add a green line + 75% volume? You did this in hard tho, also applies to Advanced and Attraction.
  5. 02:10:090 (2,3) - Minor but was expecting a denser rhythm like what you did on 01:11:013 (2,3,4) - 02:39:628 (2,3,4,5) - 02:54:397 (2,3,4,5) . And with the current one it makes the latter half of kiai 02:09:628 (1,2,3,4,1,2,3) lack of 1/2 rhythms, which is a bit bland.
  6. 02:17:012 - 75% volume? Recheck other diffs too for this one.
  7. 02:58:550 - Missing whistle.
  8. 02:59:820 - 03:00:166 - 03:00:397 - Add whistle?

[Advanced]

  1. 00:05:474 (3,1,2) - 00:12:859 (1,2,3) - Idk tho, feels like for the first one you prioritized vocal on 00:05:935 but for the second one you prioritized 00:14:127 which feels a bit inconsistent, I recommend using the same rhythm on both of these places considering that it's Advanced and there's a 3/4 rhythm involved here.
  2. 01:02:243 - 02:01:320 - Actually you can mute the spinner here to fade along with the vocal, optional. Also applies to Hard.
  3. 00:47:474 (3,4,1) - 01:46:436 (1) - Same spinner inconsistency thing as Normal.
  4. 02:08:282 - Isn't this supposed to have 60% volume? According to 01:09:224 .
  5. 02:24:628 (2,3) - 1.2 DS is still readable on this imo, you overlapped 02:25:205 (3) over than a half of the circle and it's kinda hard to read.
  6. 02:59:590 (1) - This part could have been mapped cuz other diffs didn't put a spinner here. Same applies to Hard.
  7. 03:16:089 - Why did you increase SV here? You didn't increase SV at this point in higher diffs so I'm wondering why you interpreted this part differently from the others.
[Hard]

  1. 00:16:551 (3,4,1) - Really hard to read here, even if you made this to be challenging for players I still think this is too difficult for players, yes it would be alright if it's just 00:16:551 (3,4,1) but when 00:17:359 (2,3) follows up then it's really difficult to read cuz in order to read 00:17:013 (1,2,3) as a pattern you need to see 00:17:013 (1) first. My suggestion here would be moving 00:16:782 (4) to 177|239 for a better readability on 00:17:013 (1) .
  2. 01:18:050 - Was expecting a green line with 60% volume here.
  3. 03:20:473 (4,5,6,7,1,2) - Just my personal preference but I don't like the placements/pattern here, because the rhythm is playing consistently since 03:01:320 onward yet this part requires more readability than any other stuff you did since 03:01:320 . Harder readability is fine but I'm just not a fan of how a pattern gets suddenly harder while the song still plays consistently.
[Attraction]

  1. 01:47:243 - 01:47:704 - How about mapping these beats? The emphasizing you did with 01:47:013 (5,1) would fit better with something that has a higher impact like 03:30:397 (7,1) . The current one plays alright but doing it like 00:48:166 (5,1) would fit better cuz rhythm didn't change much from 01:47:473 onward.
  2. 03:01:320 (1) - Missing Finish.
  3. 03:13:550 (4,5) - Kinda stand out cuz you didn't stack anything under the tail apart from this one in this part, how about unstacking this or stacking 03:14:013 (5) on top of 03:14:243 (1) ?
Please recheck your hitsounds too, I didn't check hitsounds in every diffs, also it's mostly gonna be a rebubble from me if you fixed any of major spinner suggestions.
So yeah call me later once you're done fixing.
Topic Starter
RVMathew

Electoz wrote:

[Easy]

  1. 02:31:811 - Add a green line with 60% volume? It was already added, but I moved it to 02:32:243
  2. 03:38:243 - If you're gonna mute it then might as well use soft sampleset instead of normal cuz with normal it's still somewhat audible. Applies to all diffs. Applied to all difficulties
[Normal]

  1. 00:06:858 - Remove whistle? Because vocal landed on 00:06:743 and you didn't have one on 00:14:243 either which has a similar rhythm. Removed the whistle
  2. 00:59:473 (1,2,3,4,5,6) - 01:58:551 (1) - Kinda inconsistent when you mapped the first one and then the spinner for the latter, at least they should be the same thing:
    1. I suggest changing 00:59:473 (1,2,3,4,5,6) to a spinner cuz you put spinners here in other diffs. Done
    2. You can end 01:58:551 (1) on 02:00:166 cuz 02:01:320 isn't that stro ng and this way you'll be able map 02:01:781 - 02:02:012 . Also applies to the spinner before the first chorus too if you apply both of these suggestions. Done. Note to anyone else on this thread: At an avg of around 300 SPM, I could get clear+3000 bonus points.
  3. 01:11:704 - Missing whistle.
  4. 01:32:704 - Add a green line + 75% volume? You did this in hard tho, also applies to Advanced and Attraction.
  5. 02:10:090 (2,3) - Minor but was expecting a denser rhythm like what you did on 01:11:013 (2,3,4) - 02:39:628 (2,3,4,5) - 02:54:397 (2,3,4,5) . And with the current one it makes the latter half of kiai 02:09:628 (1,2,3,4,1,2,3) lack of 1/2 rhythms, which is a bit bland. The last chorus is meant to be a bit more dense compared to the other choruses. Reason being is that the last chorus prepares you for the next difficulty.
  6. 02:17:012 - 75% volume? Recheck other diffs too for this one. Will check.
  7. 02:58:550 - Missing whistle.Fixed
  8. 02:59:820 - 03:00:166 - 03:00:397 - Add whistle? Forgot about it.

[Advanced]

  1. 00:05:474 (3,1,2) - 00:12:859 (1,2,3) - Idk tho, feels like for the first one you prioritized vocal on 00:05:935 but for the second one you prioritized 00:14:127 which feels a bit inconsistent, I recommend using the same rhythm on both of these places considering that it's Advanced and there's a 3/4 rhythm involved here. Put it back to vocals
  2. 01:02:243 - 02:01:320 - Actually you can mute the spinner here to fade along with the vocal, optional. Also applies to Hard. Won't change
  3. 00:47:474 (3,4,1) - 01:46:436 (1) - Same spinner inconsistency thing as Normal. Removed the spinner
  4. 02:08:282 - Isn't this supposed to have 60% volume? According to 01:09:224 . Oversight. Fixed it
  5. 02:24:628 (2,3) - 1.2 DS is still readable on this imo, you overlapped 02:25:205 (3) over than a half of the circle and it's kinda hard to read. Did not completly make it 1.2DS, but I did move it down enough so 3 is more readable.
  6. 02:59:590 (1) - This part could have been mapped cuz other diffs didn't put a spinner here. Same applies to Hard. Ok. Will change
  7. 03:16:089 - Why did you increase SV here? You didn't increase SV at this point in higher diffs so I'm wondering why you interpreted this part differently from the others. In previous iterations, I increased the SV for the other difficulties at this part. However, the slider became too fast that I decided to remove that for the last 2 difficulties. For this one though I kept it the same because the speed change is very small, and it makes this part a lot more smooth.
[Hard]

  1. 00:16:551 (3,4,1) - Really hard to read here, even if you made this to be challenging for players I still think this is too difficult for players, yes it would be alright if it's just 00:16:551 (3,4,1) but when 00:17:359 (2,3) follows up then it's really difficult to read cuz in order to read 00:17:013 (1,2,3) as a pattern you need to see 00:17:013 (1) first. My suggestion here would be moving 00:16:782 (4) to 177|239 for a better readability on 00:17:013 (1) . Bara mentioned this earlier as well. You mentioned it now as well so I will change it
  2. 01:18:050 - Was expecting a green line with 60% volume here. Yeah
  3. 03:20:473 (4,5,6,7,1,2) - Just my personal preference but I don't like the placements/pattern here, because the rhythm is playing consistently since 03:01:320 onward yet this part requires more readability than any other stuff you did since 03:01:320 . Harder readability is fine but I'm just not a fan of how a pattern gets suddenly harder while the song still plays consistently. I would say that for this difficulty, the pattern will work fine.
[Attraction]

  1. 01:47:243 - 01:47:704 - How about mapping these beats? The emphasizing you did with 01:47:013 (5,1) would fit better with something that has a higher impact like 03:30:397 (7,1) . The current one plays alright but doing it like 00:48:166 (5,1) would fit better cuz rhythm didn't change much from 01:47:473 onward. Current one is fine and changing it will ruin the overall pattern
  2. 03:01:320 (1) - Missing Finish. Added
  3. 03:13:550 (4,5) - Kinda stand out cuz you didn't stack anything under the tail apart from this one in this part, how about unstacking this or stacking 03:14:013 (5) on top of 03:14:243 (1) ? Stacked it
Please recheck your hitsounds too, I didn't check hitsounds in every diffs, also it's mostly gonna be a rebubble from me if you fixed any of major spinner suggestions.
So yeah call me later once you're done fixing.
General:
- I removed the 75% volume points. They are too finnicky to manage
Electoz
Fixed a rhythm in Normal, hitsound inconsistencies and a few NCs.
Rebubbled!
12:24 Electoz: few things
12:24 *Electoz is editing [http://osu.ppy.sh/b/1064910 ClariS - Kokoro no Inryoku [Normal]]
12:25 RVMathew: Yep
12:25 Electoz: 02:10:090 (2,3) - You said that you intentionally made the rhythm on the last chorus denser than this one right?
12:25 Electoz: to introduce the next difficulty
12:25 RVMathew: yes
12:25 RVMathew: 02:31:782 (1) - From here this is the last chorus
12:26 Electoz: if that's the case, I don't see any reason to make 01:11:013 (2,3,4,5) - denser than 02:10:090 (2,3) -
12:26 Electoz: 01:03:628 (2,3,4,5) - 02:02:704 (2,3,4) - Actually
12:26 Electoz: these are also denser
12:26 Electoz: than the one I mentioned in the mod
12:27 Electoz: so I'm kinda curious
12:29 RVMathew: Well to be fair the last chorus is a tiny bit denser
12:29 RVMathew: compared to the earlier ones
12:29 RVMathew: but I will change the pattern at 2:10
12:29 RVMathew: to fit the other stuff
12:29 Electoz: ok
12:29 Electoz: also
12:29 Electoz: 02:46:550 - 60%
12:30 Electoz: poke me after you're done updating
12:30 RVMathew: Sure
12:30 RVMathew: did you find anything out of the ordinary in the other diffs? I will check again if that is the case
12:31 Electoz: I didn't play the diffs, because I don't think I'll found anything this time
12:31 Electoz: I just checked the green lines and stuff you fixed
12:31 RVMathew: Sure
12:31 RVMathew: got it
12:35 Electoz: wait
12:35 Electoz: don't update yet
12:35 Electoz: I'm checking some other stuff
12:35 RVMathew: sure
12:36 RVMathew: Just going to make sure that all audio is consistent first
12:43 *Electoz is editing [http://osu.ppy.sh/b/918690 ClariS - Kokoro no Inryoku [Advanced]]
12:43 Electoz: 01:05:013 (3) - NC?
12:44 RVMathew: someone said in a very early mod to keep it like that
12:44 RVMathew: lemme try and fine the post
12:44 Electoz: suggested that cuz
12:44 Electoz: you NC'd there in other choruses
12:44 Electoz: like
12:45 Electoz: 01:12:397 (1) - 02:04:090 (1) - 02:11:474 (1) - etc
12:45 RVMathew: made that change
12:47 RVMathew: I will update it for now so you can see what I have done
12:47 Electoz: 01:16:089 (1) - you hitsounded finish on diffs that has a spinner here but when it is a circle you hitsounded it with whistle+finish
12:47 Electoz: mention this just in case
12:47 Electoz: it isn't intentional
12:47 Electoz: 02:17:012 - same here
12:48 Electoz: hard and attraction is inconsistent in hitsounding at this point anyways
12:52 RVMathew: the points you mentioned: they now have the hitwhistle + finish
12:53 Electoz: in the one you updated?
12:53 RVMathew: for hard and attraction they are as consistent as I can get them
12:53 RVMathew: I just updated it now
12:55 Electoz: I'm all clear
12:55 Electoz: is there anything else you want to fix?
12:56 RVMathew: let me do a final once over
12:56 Electoz: alright, poke me once you're done
12:59 RVMathew: oh yeah. When I try to upload it says there are unused bg files which I am actually using, do you have an idea why that is happening?
13:04 RVMathew: Looks like everything is fine on my end
13:04 RVMathew: unless you think there may be something else I must fix
13:04 Electoz: k lemme check it one more time
13:04 RVMathew: Sure
13:04 RVMathew: take your time
13:10 Electoz: in Hard and Attraction, you NC both diffs exactly the same right?
13:11 RVMathew: they should be the same.
13:11 *Electoz is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Attraction]]
13:11 Electoz: 02:29:936 (5) - NC?
13:12 Electoz: 03:21:628 (6,1) - Swap NC?
13:12 RVMathew: dammit how did I not see that
13:14 RVMathew: made another update just now
Topic Starter
RVMathew

Electoz wrote:

Fixed a rhythm in Normal, hitsound inconsistencies and a few NCs.
Rebubbled!
12:24 Electoz: few things
12:24 *Electoz is editing [http://osu.ppy.sh/b/1064910 ClariS - Kokoro no Inryoku [Normal]]
12:25 RVMathew: Yep
12:25 Electoz: 02:10:090 (2,3) - You said that you intentionally made the rhythm on the last chorus denser than this one right?
12:25 Electoz: to introduce the next difficulty
12:25 RVMathew: yes
12:25 RVMathew: 02:31:782 (1) - From here this is the last chorus
12:26 Electoz: if that's the case, I don't see any reason to make 01:11:013 (2,3,4,5) - denser than 02:10:090 (2,3) -
12:26 Electoz: 01:03:628 (2,3,4,5) - 02:02:704 (2,3,4) - Actually
12:26 Electoz: these are also denser
12:26 Electoz: than the one I mentioned in the mod
12:27 Electoz: so I'm kinda curious
12:29 RVMathew: Well to be fair the last chorus is a tiny bit denser
12:29 RVMathew: compared to the earlier ones
12:29 RVMathew: but I will change the pattern at 2:10
12:29 RVMathew: to fit the other stuff
12:29 Electoz: ok
12:29 Electoz: also
12:29 Electoz: 02:46:550 - 60%
12:30 Electoz: poke me after you're done updating
12:30 RVMathew: Sure
12:30 RVMathew: did you find anything out of the ordinary in the other diffs? I will check again if that is the case
12:31 Electoz: I didn't play the diffs, because I don't think I'll found anything this time
12:31 Electoz: I just checked the green lines and stuff you fixed
12:31 RVMathew: Sure
12:31 RVMathew: got it
12:35 Electoz: wait
12:35 Electoz: don't update yet
12:35 Electoz: I'm checking some other stuff
12:35 RVMathew: sure
12:36 RVMathew: Just going to make sure that all audio is consistent first
12:43 *Electoz is editing [http://osu.ppy.sh/b/918690 ClariS - Kokoro no Inryoku [Advanced]]
12:43 Electoz: 01:05:013 (3) - NC?
12:44 RVMathew: someone said in a very early mod to keep it like that
12:44 RVMathew: lemme try and fine the post
12:44 Electoz: suggested that cuz
12:44 Electoz: you NC'd there in other choruses
12:44 Electoz: like
12:45 Electoz: 01:12:397 (1) - 02:04:090 (1) - 02:11:474 (1) - etc
12:45 RVMathew: made that change
12:47 RVMathew: I will update it for now so you can see what I have done
12:47 Electoz: 01:16:089 (1) - you hitsounded finish on diffs that has a spinner here but when it is a circle you hitsounded it with whistle+finish
12:47 Electoz: mention this just in case
12:47 Electoz: it isn't intentional
12:47 Electoz: 02:17:012 - same here
12:48 Electoz: hard and attraction is inconsistent in hitsounding at this point anyways
12:52 RVMathew: the points you mentioned: they now have the hitwhistle + finish
12:53 Electoz: in the one you updated?
12:53 RVMathew: for hard and attraction they are as consistent as I can get them
12:53 RVMathew: I just updated it now
12:55 Electoz: I'm all clear
12:55 Electoz: is there anything else you want to fix?
12:56 RVMathew: let me do a final once over
12:56 Electoz: alright, poke me once you're done
12:59 RVMathew: oh yeah. When I try to upload it says there are unused bg files which I am actually using, do you have an idea why that is happening?
13:04 RVMathew: Looks like everything is fine on my end
13:04 RVMathew: unless you think there may be something else I must fix
13:04 Electoz: k lemme check it one more time
13:04 RVMathew: Sure
13:04 RVMathew: take your time
13:10 Electoz: in Hard and Attraction, you NC both diffs exactly the same right?
13:11 RVMathew: they should be the same.
13:11 *Electoz is editing [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku [Attraction]]
13:11 Electoz: 02:29:936 (5) - NC?
13:12 Electoz: 03:21:628 (6,1) - Swap NC?
13:12 RVMathew: dammit how did I not see that
13:14 RVMathew: made another update just now
Thank you. While I wait for it to be qualified, I will repost some information and add some of my own, just in case there are some queries about what and why I have done that etc.

1) Hitsounds with possible delay >5ms:
soft-hitfinish.wav
normal-hitfinish.wav

The Hitfinish is from the osu! default skin, therefore ignore the warning about the 5 ms delay.

2) Metadata: why is 俺の妹がこんなに可愛いわけがない not in the source but in the tags?

IamKwaN wrote:
hello! busy enjoying my holiday xD

Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS

Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean.

References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)
The song is loosely related to oreimo but since it does not appear anywhere in the anime itself (only the single), this can be put in the tags and not the source itself. Since it is loosely related I still have the Oreimo backgrounds and skin.

3) Why does Hard have a lower star rating than 'Attraction', yet have CS5 instead of CS4? That does not make it a good spread?
You should think of 'Hard' and Attraction' as both Hard difficulties; these 2 difficulties were created because these difficulties are my interpretations of how a hard difficulty should be constructed.
- Hard is built around cs5, and very ordered using distance snap, simple yet elegant patterns and more.
- 'Attraction' is a freehand difficulty with no distance snap, and to compensate for the larger distances, CS4 is used.
I cannot just up the CS to 5, because that would mean I would have to remap it, and shorten the distances between the notes so much that I would end up with another copy of a hard difficulty; it would be way too similar, so what is the point?

4) Why are the last 3 difficulties all AR7, why doesn't each successive difficulty have a higher AR than the last?
Approach rate 7 fits all of the difficulties; I have testplayed the difficulties, hundreds, perhaps even thousands of times. In recent iterations I nerfed the SV of the last 2 difficulties for the final part so it is less daunting to play. There is no rule that stipulates a higher AR for successive difficulties. In addition, if you just mention change AR based on star rating or for the sake of fulfilling a 'spread', if changing AR does not improve the gameplay by a large margin, then there is no need to change it.

5) Why is Kirino in the skin?
She is the best girl in my opinion.

6) Why is stack leniency different among the difficulties.
For the last 2 difficulties, I wanted to have a lower stack leniency so I could have a easier time tucking notes underneath sliders, and generally having perfect stacks for cleanliness and to improve the aesthetics.

7) Why does the skin contain 300's? Transparent 300's are better since many people play with that and it helps with gameplay?
At times I do play with transparent 300's but in general I do play with 300's. The reason why I have it in the skin is because I feel that the skin would not feel complete if it had invisible 300's, while the 100's, 50's and misses were skinned.
Electoz
Minor hitsounds stuff was fixed, rebubbled.
Ayyri
All of the hitsounds have been checked, and they seem fine.

I think it's time.

Qualified!
Cerulean Veyron
Congratz, Mathew!!! B))))))))))

GJ for first qualify~
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