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ClariS - Kokoro no Inryoku

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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)
Weber
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.
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