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HERO - Tenohira

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Topic Starter
ArcusCosinus
This beatmap was submitted using in-game submission on 7 grudnia 2014 at 11:12:03

Artist: HERO
Title: Tenohira
Source: フェアリーテイル
Tags: fairy tail natsu erza lucy gray mirajane happy 12th opening
BPM: 207
Filesize: 21494kb
Play Time: 01:29
Difficulties Available:
  1. Hard (3,31 stars, 239 notes)
  2. Insane (4,85 stars, 359 notes)
  3. Normal (2,1 stars, 146 notes)
Download: HERO - Tenohira
Download: HERO - Tenohira (no video)
Information: Scores/Beatmap Listing
---------------
Normal: 100%
Hard: 100%
Insane: 100%

READY FOR MODS

I'm open for GDs
TtmnZk
from Paper modding team
[General]
move ‘テノヒラ’in title


[Insane]
00:05:533 (2,3) - try 3 ctrl+g and
00:14:809 (5,1) - flow not good,try this i think keep slider style will help to overall well

00:16:113 (5,1) - try to move a little

like this ,good diffs!

[hard]

00:22:345 (4) - try this
00:35:437 and 00:35:437 add whistle

01:12:200^

[Normal]

great!


nice works !good luck :)
Topic Starter
ArcusCosinus

TT Mouse wrote:

from Paper modding team
[General]
move ‘テノヒラ’in title


[Insane]
00:05:533 (2,3) - try 3 ctrl+g and ok
00:14:809 (5,1) - flow not good,try this ok i think keep slider style will help to overall well

00:16:113 (5,1) - try to move a little move to where?

like this ,good diffs!

[hard]

00:22:345 (4) - try this ok
00:35:437 and 00:35:437 add whistle ok

01:12:200^ ok

[Normal]

great!


nice works !good luck :)
thanks for modding :D
pkk
Mod request

General
  1. Consider making an easy difficulty so you can make your normal/hard diffs slightly harder to make the spread balanced, there's a bigger than usual difficulty gap between your hard and insane diff (there was a Hanatan map unranked a few weeks ago due to the large difficulty gap between the hard and insane diff). Your normal diff will also be hard for beginners because of all the 1/2 rhythms used
  2. Add 'フェアリーテイル' to tags, it's Fairy Tail in Japanese

Normal
  1. 00:02:925 (1,2) - check your NC patterning again, I think it makes more sense to switch NC here since you can hear that 00:03:359 - is much more emphasized.
  2. 00:21:185 (2,3,4) - might be a bit hard for normal, you can delete the second hit circle and it would still work fine. Consider this at 01:10:461 (1,2,3) - as well
  3. 00:26:113 (3,4,5) - try this rhythm, sounds better/matches vocal better:

  4. 00:45:243 - strong beat here that you shouldn't ignore, maybe add hit circle or use 1/2 slider at 00:45:099 - . Same with 01:03:794 -
  5. 00:59:012 (5) - might look better if use the same slider shape, how about copying 00:57:417 (2) - , ctrl+j and remove repeat
  6. 01:24:084 (2) - since there is a strong finish sound at 01:24:664 - , consider removing the repeat and make it 1/1, then add circle at 01:24:664 - followed by another 1/1 slider:

    Feels much better to have a circle on the finish instead of slider repeat imo
  7. 01:26:983 - strong sound in music here, consider placing a circle here and moving spinner back either 1/4 or 1/2 of a beat.
Hard
  1. 00:04:954 (5,6,1) - jump is a bit large, I suggest stacking 00:05:388 (6) - on the head of 00:04:229 (3) -
  2. 00:18:142 (4,5,6,1) - quite a few inconsistencies in spacing, mostly worried about 00:18:722 (6,1) - . Hmm try stacking 00:18:287 (5) - under 00:18:142 (4) - , and moving 00:18:722 (6) - closer:
    This will make the jumps smaller, like the part at 00:55:243 (1,2,3,1) -
  3. 01:03:794 - strong beat here, consider mapping
  4. 01:11:330 (3) - nice slider shape 10/10
  5. 01:24:664 (1,1) - there was this new rule about spinners and the distance between the ending and the next note (maps have been unranked because of this). Pretty sure at 207 BPM one beat is not enough space, so you might want to delete some notes after spinner or change spinner. I forgot where the rule was in the forum so sadly I can't link you to it ;A;
  6. 01:26:983 - same as in normal, add circle here and move spinner back 1/4 or 1/2
Insane

  • Object placement/patterns need a bit of work
  1. 00:04:374 (3,4) - spacing is a bit uncomfortable, they feel like they should be further apart. Try moving 00:04:519 (4) - to x 440 y 264
  2. 00:04:954 (5,2) - look out for overlaps like these, easily avoidable.
  3. 00:06:693 (3,4) - whenever you have a strong beat coming up, it's not a bad idea to have a little jump to emphasize it. Otherwise it feels underwhelming to play. Try stacking 00:06:548 (2) - under the tail of 00:06:113 (4) - , then move 00:06:693 (3) - to around x 476 y 148. You can see that the jump makes it feel much better to play/more rewarding. woohooo. I point out a couple of parts in your map like this involving strong beats/jumps and stuff so go through your map again later to see if you can apply this technique.
  4. 00:07:852 (3,1) - awkward flow, try ctrl+g with 00:07:707 (2,3) -
  5. 00:28:432 (7) - to indicate SV change and emphasize the vocal, NC here
  6. 00:42:925 (1) - to emphasize vocal here, it feels better if you ctrl+g this then rearrange the following objects. You can arrange the following objects like this:
  7. 00:45:678 (2) - , 00:46:113 (3) - ctrl+g each of them for better flow
  8. 01:06:983 (5) - ctrl+g to create a jump before 01:07:272 (1) - to emphasize vocal. Same thing at 01:16:258 (5) - and 01:19:736 (4,1) -
  9. 01:14:809 (1,1) - should be a jump here to emphasize the finish sound. There's a huge jump at 01:14:374 (4,5) - even though there's nothing notable happening in the music.
  10. 01:16:258 (5,3) - consider stacking these (head with tail)
  11. 01:18:867 (1) - hm try adding some curves to that slider to make it look nicer:

    Also try toning down that jump at 01:18:867 (1,2) -
  12. 01:26:983 - same suggestion as in normal/hard, circle here and move spinner back

ayyy good stuff, have fun mapping!
Topic Starter
ArcusCosinus

pkk wrote:

Mod request

General
  1. Consider making an easy difficulty so you can make your normal/hard diffs slightly harder to make the spread balanced, there's a bigger than usual difficulty gap between your hard and insane diff (there was a Hanatan map unranked a few weeks ago due to the large difficulty gap between the hard and insane diff). Your normal diff will also be hard for beginners because of all the 1/2 rhythms used i dont know how to make easy :/ and normal is normal, it isnt for beginners :/
  2. Add 'フェアリーテイル' to tags, it's Fairy Tail in Japanese i put フェアリーテイル in source and move 'fairy tail' to tags

Normal
  1. 00:02:925 (1,2) - check your NC patterning again, I think it makes more sense to switch NC here since you can hear that 00:03:359 - is much more emphasized. i think mine NCing is good
  2. 00:21:185 (2,3,4) - might be a bit hard for normal, you can delete the second hit circle and it would still work fine. Consider this at 01:10:461 (1,2,3) - as well you are probably right but i want to keep this for now (if someone will mention it i will change)
  3. 00:26:113 (3,4,5) - try this rhythm, sounds better/matches vocal better:
    ok
  4. 00:45:243 - strong beat here that you shouldn't ignore, maybe add hit circle or use 1/2 slider at 00:45:099 - . Same with 01:03:794 - i repeated slider from 00:44:664 because i think 1/2 slider is too short
  5. 00:59:012 (5) - might look better if use the same slider shape, how about copying 00:57:417 (2) - , ctrl+j and remove repeat
    ok
  6. 01:24:084 (2) - since there is a strong finish sound at 01:24:664 - , consider removing the repeat and make it 1/1, then add circle at 01:24:664 - followed by another 1/1 slider:

    Feels much better to have a circle on the finish instead of slider repeat imo youre right
  7. 01:26:983 - strong sound in music here, consider placing a circle here and moving spinner back either 1/4 or 1/2 of a beat. i think it is unnecessary
Hard
  1. 00:04:954 (5,6,1) - jump is a bit large, I suggest stacking 00:05:388 (6) - on the head of 00:04:229 (3) - ok
  2. 00:18:142 (4,5,6,1) - quite a few inconsistencies in spacing, mostly worried about 00:18:722 (6,1) - . Hmm try stacking 00:18:287 (5) - under 00:18:142 (4) - , and moving 00:18:722 (6) - closer:
    This will make the jumps smaller, like the part at 00:55:243 (1,2,3,1) - ok
  3. 01:03:794 - strong beat here, consider mapping added circle
  4. 01:11:330 (3) - nice slider shape 10/10 lel
  5. 01:24:664 (1,1) - there was this new rule about spinners and the distance between the ending and the next note (maps have been unranked because of this). Pretty sure at 207 BPM one beat is not enough space, so you might want to delete some notes after spinner or change spinner. I forgot where the rule was in the forum so sadly I can't link you to it ;A; i think it is enough, if someone will mention i will fix
  6. 01:26:983 - same as in normal, add circle here and move spinner back 1/4 or 1/2 ok
Insane

  • Object placement/patterns need a bit of work
  1. 00:04:374 (3,4) - spacing is a bit uncomfortable, they feel like they should be further apart. Try moving 00:04:519 (4) - to x 440 y 264 ok
  2. 00:04:954 (5,2) - look out for overlaps like these, easily avoidable. fixed
  3. 00:06:693 (3,4) - whenever you have a strong beat coming up, it's not a bad idea to have a little jump to emphasize it. Otherwise it feels underwhelming to play. Try stacking 00:06:548 (2) - under the tail of 00:06:113 (4) - , then move 00:06:693 (3) - to around x 476 y 148. You can see that the jump makes it feel much better to play/more rewarding. woohooo. I point out a couple of parts in your map like this involving strong beats/jumps and stuff so go through your map again later to see if you can apply this technique. nice jump :o
  4. 00:07:852 (3,1) - awkward flow, try ctrl+g with 00:07:707 (2,3) - no :/
  5. 00:28:432 (7) - to indicate SV change and emphasize the vocal, NC here ok
  6. 00:42:925 (1) - to emphasize vocal here, it feels better if you ctrl+g this then rearrange the following objects. You can arrange the following objects like this:
    SPOILER
    rearranged it with your suggestion to ctrl+g
  7. 00:45:678 (2) - , 00:46:113 (3) - ctrl+g each of them for better flow ok
  8. 01:06:983 (5) - ctrl+g to create a jump before 01:07:272 (1) - to emphasize vocal. Same thing at 01:16:258 (5) - and 01:19:736 (4,1) - ok
  9. 01:14:809 (1,1) - should be a jump here to emphasize the finish sound. There's a huge jump at 01:14:374 (4,5) - even though there's nothing notable happening in the music. rearranged
  10. 01:16:258 (5,3) - consider stacking these (head with tail) no :/
  11. 01:18:867 (1) - hm try adding some curves to that slider to make it look nicer:

    Also try toning down that jump at 01:18:867 (1,2) - ok
  12. 01:26:983 - same suggestion as in normal/hard, circle here and move spinner back ok

ayyy good stuff, have fun mapping!
Thanks for m4m :D
1319
from the queue

00:05:388 (1, 2, 3) - i'd like it like this:

00:06:403 (1, 2, 3) - switch 2 and 3 around.

00:07:562 (1, 2, 3) - would be better like a square;

00:13:070 (6, 7, 8) - switch 7 and 8 around.

00:23:794 (2, 3) - delete 3 and make 2 a repeat slider.

00:49:012 (5, 6) - make it like this to make it a bit easier

00:53:070 (3, 4) - swap 3 and 4 around.

00:53:649 (2, 3) - swap these two around.

patterns aren't that good, but they can be fixed!

nice map
Topic Starter
ArcusCosinus

Faces3 wrote:

from the queue

00:05:388 (1, 2, 3) - i'd like it like this:
SPOILER
no :/

00:06:403 (1, 2, 3) - switch 2 and 3 around. no :/

00:07:562 (1, 2, 3) - would be better like a square;
SPOILER
no :/

00:13:070 (6, 7, 8) - switch 7 and 8 around. no :/

00:23:794 (2, 3) - delete 3 and make 2 a repeat slider. ok

00:49:012 (5, 6) - make it like this to make it a bit easier
SPOILER
no :/

00:53:070 (3, 4) - swap 3 and 4 around. no :/

00:53:649 (2, 3) - swap these two around. no :/

patterns aren't that good, but they can be fixed!

nice map
Thanks for modding. And sorry but it isnt that helpful so I cant give you kudosu :/
Shadren

Normal

  1. http://puu.sh/ckAT8/1ab349f41e.png
  2. 00:10:171(4,1) - blanket
  3. 00:21:185 (2,3) - better replace it for 1/2 slider
  4. 00:25:243(2) - move it some right for better flow?
  5. 00:58:432(3) - I think it could be some hardly for normal-players. Unstack it?
  6. 00:17:128(4,5) - ^
  7. AR + 1 because your map is high bpm

Hard

  1. Why not CS - 4?
  2. Also, Add HP + 1
  3. 00:19:012(1,2,3,4,5) - maybe do it mini-jumps?
  4. 00:56:113(1,2,3,4,5) - ^
  5. 00:33:649 (3,4) - blanket
  6. 01:26:693 - remove NC
  7. 01:26:983 - NC

nice hard, gl with map :)
Topic Starter
ArcusCosinus

Shadren wrote:

Normal

  1. http://puu.sh/ckAT8/1ab349f41e.png i know what you have on mind but i think it is only ai issue. i checked it 2 times and it is good
  2. 00:10:171(4,1) - blanket ok
  3. 00:21:185 (2,3) - better replace it for 1/2 slider ok
  4. 00:25:243(2) - move it some right for better flow? i think the flow is good as it is now
  5. 00:58:432(3) - I think it could be some hardly for normal-players. Unstack it? yes it can be a bit hard but if i will unstack it probably it will be harder
  6. 00:17:128(4,5) - ^ same as above
  7. AR + 1 because your map is high bpm ok

Hard

  1. Why not CS - 4? because insane has cs4 and i dont want to use the same value in hard
  2. Also, Add HP + 1 no
  3. 00:19:012(1,2,3,4,5) - maybe do it mini-jumps?
  4. 00:56:113(1,2,3,4,5) - ^ ^ if some further modders will mention this i will change
  5. 00:33:649 (3,4) - blanket
  6. 01:26:693 - remove NC ok
  7. 01:26:983 - NC ok

nice hard, gl with map :)
Thanks for modding :D
Dark_Ai
Hey.
M4M from my Queues! ~ Sorry for delay >< ~




General
  • Make the same combo colour in all difficulty. I see you have in your Insane a another colours than in Normal and Hard

Normal
  • • 00:11:041 (2,3) - I really don't like this pattern, the flow of this pattern is tooooo weird for me. May stack 00:11:041 (2) with 00:10:171 (4) I think it's much better then and also don't forget to fix the distance from 00:11:475 (3,4)
    • 00:19:736 (1) - This slider doesn't fit with the rhythm at all. I would add a note there and add a slider at 00:20:316. Something like this
    • 00:26:838 (5) - remove this note. I cant hear any reason tho add the note there. You can add a slider from 00:26:983 until 00:27:562 here, it is much better I think and you dont have that ''long'' break too.
    • 00:37:128 (5,6,7) - I wouldn't make a stack with these notes. Pls change this. one suggestion why don't you add a 1/1 slider instead a note here 00:37:707 (7)
    • 00:56:838 (1) - Move NC to 00:57:417 (2)
    • 00:57:417 (2,3,4) - I dont like this part especially not for a Normal Diff which it's the easiest difficulty in this Map. Remove 00:58:432 (3]
    01:14:809 (4) - same as 00:37:707 (7)

Hard
  • I dont have much to say about this hard 00:52:490 (4) - CTRL + G on this slider like you do at 00:57:417 (2,3). It will the play/flow better
    • 01:07:852 (5) - Change this slider to a note. The sound wll be better instead of this slider and also maybe add a note at 01:08:142 with NC here too. I think that would make the flow better.
    • 01:08:432 (1) - remove NC here if you follow the suggestion above
    • 01:24:374 (3) - move to 256/64
    • 01:26:983 (1) - I would remove this note and let the slider beginn here instead. I cant hear any thing in the song to add a note here. It doesnt really fit at all.

Insane
  • I dont have anything to say about this Insane

Good Luck (:
And sorry agein for the delay ><
Topic Starter
ArcusCosinus

Dark_Ai wrote:

Hey.
M4M from my Queues! ~ Sorry for delay >< ~




General
  • Make the same combo colour in all difficulty. I see you have in your Insane a another colours than in Normal and Hard fixed

Normal
  • • 00:11:041 (2,3) - I really don't like this pattern, the flow of this pattern is tooooo weird for me. May stack 00:11:041 (2) with 00:10:171 (4) I think it's much better then and also don't forget to fix the distance from 00:11:475 (3,4) done
    • 00:19:736 (1) - This slider doesn't fit with the rhythm at all. I would add a note there and add a slider at 00:20:316. Something like this ok
    • 00:26:838 (5) - remove this note. I cant hear any reason tho add the note there. You can add a slider from 00:26:983 until 00:27:562 here, it is much better I think and you dont have that ''long'' break too. ok
    • 00:37:128 (5,6,7) - I wouldn't make a stack with these notes. Pls change this. one suggestion why don't you add a 1/1 slider instead a note here 00:37:707 (7) i unstacked it but i wont put a slider into
    • 00:56:838 (1) - Move NC to 00:57:417 (2)
    • 00:57:417 (2,3,4) - I dont like this part especially not for a Normal Diff which it's the easiest difficulty in this Map. Remove 00:58:432 (3]
    01:14:809 (4) - same as 00:37:707 (7) no

Hard
  • I dont have much to say about this hard 00:52:490 (4) - CTRL + G on this slider like you do at 00:57:417 (2,3). It will the play/flow betterok
    • 01:07:852 (5) - Change this slider to a note. The sound wll be better instead of this slider and also maybe add a note at 01:08:142 with NC here too. I think that would make the flow better.i wont change it because the beat in 01:08:142 - isnt that strong
    • 01:08:432 (1) - remove NC here if you follow the suggestion above
    • 01:24:374 (3) - move to 256/64ok
    • 01:26:983 (1) - I would remove this note and let the slider beginn here instead. I cant hear any thing in the song to add a note here. It doesnt really fit at all. ok

Insane
  • I dont have anything to say about this Insane

Good Luck (:
And sorry agein for the delay ><
Thanks for M4M :D
Rakuen
( =`・ω・´) Rakuen's Modding Queue (NM/M4M)

Clearing mod requests

Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

[General]
:3

[Diff Spread]
Need a diff below 2 stars to be rankable

Make an Easy diff?

[Normal]
  1. Distance snap: For Normal diffs it’s better to keep consistency in DS if wanted to be ranked safely.
  2. Make sure all of them are snapped properly with only a constant DS, seems there is no SV change
  3. For example 00:14:519 (4) - , possible use the DS function
  4. AR: -0.5 (4.5) , a bit fast for note dense
  5. 00:19:157 - Clap, sound in the song
  6. 00:19:446 (4) - ^
  7. 00:29:301 - Claps should be here instead of 00:29:591 - , 1 tick front for the rest of the notes
  8. 00:29:881 - Like clap should be here too (follow the drum not vocal)
  9. 00:45:388 - I'd map here, the break is too short
  10. 01:03:939 - Suggest to map here too, makes no sense for blank in tv size imo
  11. Mapping is fine, just keep an eye on note distance
  12. And hitsounds a bit messy, make sure the clap is following the snare drum hit in the music
[Hard]
  1. Same hitsounds issue for Normal (in KAI part), try to change them...feel no point to show them 1 by 1, ask if you need help
  2. 00:11:475 (3) - Can be snapped to the head of 00:11:041 (2) - (ctrl+g and snap it, then swap it back):
  3. 00:12:635 (3) - ^ Same for this, if you agree with that
  4. 00:34:229 (4) - Don't really have to force lower DS here, could try a spacer blanket with 1.6x DS:
  5. 00:39:736 (1) - Not needed for NC, it's readable
  6. 00:53:070 (6) - Whistle?
  7. 01:10:171 (7) - Inconsistency DS, could make it nearer to 1.6x
[Insane]
  1. Check the hitsounds 0.0
  2. 00:09:446 (1) - Maybe can stack on 00:09:157 (4) - for anti jump
  3. 00:10:461 (7) - Could change this to a slider ends at 00:10:751 - seems there's no vocal yet
Nice mapping!
~(=^・ω・^)/。・:*:・゚★,。・:*:・゚☆
Topic Starter
ArcusCosinus

Rakuen wrote:

( =`・ω・´) Rakuen's Modding Queue (NM/M4M)

Clearing mod requests

Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

[General]
:3 really helpful 11/10 :3

[Diff Spread]
Need a diff below 2 stars to be rankable lol. i didnt even hear about that criteria :/ if it would really necessary i will do it probably

Make an Easy diff?

[Normal]
  1. Distance snap: For Normal diffs it’s better to keep consistency in DS if wanted to be ranked safely.
  2. Make sure all of them are snapped properly with only a constant DS, seems there is no SV change
  3. For example 00:14:519 (4) - , possible use the DS function fixed
  4. AR: -0.5 (4.5) , a bit fast for note dense ok
  5. 00:19:157 - Clap, sound in the song ok
  6. 00:19:446 (4) - ^ ok
  7. 00:29:301 - Claps should be here instead of 00:29:591 - , 1 tick front for the rest of the notes good catch
  8. 00:29:881 - Like clap should be here too (follow the drum not vocal) ok
  9. 00:45:388 - I'd map here, the break is too short will map if someone more will mention about it
  10. 01:03:939 - Suggest to map here too, makes no sense for blank in tv size imo added slider lel
  11. Mapping is fine, just keep an eye on note distance
  12. And hitsounds a bit messy, make sure the clap is following the snare drum hit in the music
[Hard]
  1. Same hitsounds issue for Normal (in KAI part), try to change them...feel no point to show them 1 by 1, ask if you need help im not too good at hitsounding ://
  2. 00:11:475 (3) - Can be snapped to the head of 00:11:041 (2) - (ctrl+g and snap it, then swap it back): ok
  3. 00:12:635 (3) - ^ Same for this, if you agree with that i wont do the same thing because i like this jump :/
  4. 00:34:229 (4) - Don't really have to force lower DS here, could try a spacer blanket with 1.6x DS: ok
  5. 00:39:736 (1) - Not needed for NC, it's readable ok
  6. 00:53:070 (6) - Whistle? yes. i missed it somehow
  7. 01:10:171 (7) - Inconsistency DS, could make it nearer to 1.6x ok


[Insane]
  1. Check the hitsounds 0.0 dont know what you have on mind ://
  2. 00:09:446 (1) - Maybe can stack on 00:09:157 (4) - for anti jump ok
  3. 00:10:461 (7) - Could change this to a slider ends at 00:10:751 - seems there's no vocal yet i wont do this ://
Nice mapping!
~(=^・ω・^)/。・:*:・゚★,。・:*:・゚☆
Thanks for modding and for star *^*/
Really helpful hitsound mods :D
sheela
Hey Tagre! Clearing requests.

General

  1. Add at least 1000 ms for the audio lead-in. There's already 1186 ms in the map, but 2000 ms is recommended. To edit the audio lead-in, open an .osu file (for the normal difficulty for example, but it should added to the rest of the mapset, Hard and Insane), and on line 5, it's written AudioLeadIn: 0. Overwrite the number after the name, by the one I mentioned in the beginning, 1000. The audio lead-in is the time of empty space before the first note arrived. 2000 ms is recommended because it'll add time to the players to be ready.
  2. The preferred dimensions for the background is 1366 x 768, while yours is 1058 x 768. Here's one: http://puu.sh/deNbQ/88c120cdf5.jpg (I cropped the background for me, in order to get the right dimensions).
  3. There some unused hitsound files in the mapset. Please remove: normal-hitclap.wav - normal-hitwhistle.wav - normal-sliderslide.wav.
  4. The word anime should be removed, since the map's genre will be classified as Anime (Japanese) once in the qualified status, like this map:
  5. You can add the number "12" in the tags: it's the number of the opening in the anime. People might search for this opening by using the number, if they don't know the song's name and / or artist. And "op" because it's the short version of opening.
  6. I noticed that the video has an audio track, which is unnecessary. It just add some MBs in the file, and osu! doesn't use the audio in the video, since there's already the mp3 file that has the song. I also see that the bitrate is high, but the dimensions isn't. When the dimensions is high, like 1280 x 720, it requires a higher bitrate to keep the quality, yet it takes lots of space in your hard drive. I encoded the opening for you, from the episode 138: http://puu.sh/dgEg6/6339269217.avi

Normal

  1. Put the AR at 5? 4.5 is too slow for a normal difficulty.
  2. 00:10:461 (1) - Add a clap on the tail; the pattern in the hitsound goes like this: claps on 2nd and 4th white ticks, or upbeats. Adding the clap will keep the consistency.
  3. 00:10:171 (4) - The circle overlaps the slider's head, but it overlaps a part of it, and it makes the shape of the pattern ugly. What you should do is stack the slider (2) under the circle (4), and move the other elements near the slider ((1) and (3)) to keep the distance straight.
  4. 00:17:128 (4) - Remove the whistle; the beat that this note lands doesn't fit for a whistle. Beats like 00:15:678 or 00:15:968 can have a whistle, because of the "ding" sound. But it should be a clap to keep the consistency.
  5. 00:17:997 (1) - Whistle on the head.
  6. 00:21:185 (2,3) - In my opinion, this pattern is too complex. A 1/2 slider after another slider consecutive is a bit too quick to me (because of the short 1/2 slider). There's no changes to apply, but I just want to point out.
  7. 00:21:910 (4) - It's not a big deal, but the tail is touching 00:22:925 (2) -'s head. When you play, they make an overlap. Try to find a way to avoid this situation, like moving 00:21:185 (2,3,4) more in the up.
  8. 00:23:214 - You attend to follow the vocals, but it leaves a big space between (2) and (3), and you might don't want to miss it. The beats on the red ticks (00:23:359 and 00:23:649 -) have beats, so they could be filled with something. I noticed that (2)'s tail is landing on the downbeat, but the tail isn't strong enough to handle a strong beat; it's usually the circle and the slider's head. So, I propose you two suggestions for a rhythm:
  9. 00:26:403 (4,5) - The flow is pretty rough may I say. The slider (5) is too much on the upper area of (4)'s tail. I suggest to move (4) to the right of the tail, but slightly move to the up because of the last slider's curve (x:138 y:191 can be an example). This also applies on 01:03:649 (3) .
  10. 00:27:707 - You shouldn't let an empty space, you might miss strong beats. The empty space is pretty long, so the HP could drain during this time, and if the player fails the note after, the player can fail the map later. Also, the note (1) isn't in a good place, since the slider (5) overlaps the circle, which is not pretty to see. What you can do is to start a spinner on 00:27:707 to 00:28:432 -, which you have to remove the circle. Or, end 00:26:838 (5) a beat earlier (00:27:272 - ) and start the spinner on 00:27:562 . The spinner would emphasize the drum going to a fast pace. This applies for 01:04:374 .
  11. 00:29:591 (2,3) - The (3) isn't completely wrapped on (4)'s tail, which means that the blanket isn't perfectly shaped.
  12. 00:35:099 - You might don't want to miss this strong beat.
  13. 00:53:359 (1,2,3) - Why not also blanketing with (3)'s curve? It'll look pretty nice. But it's a little complicated, so I suggest to make another pattern. You can try mine:
    SPOILER


    98,216,54229,1,0,0:0:0:0:
    98,216,54374,2,0,P|99:269|140:326,1,120
    237,297,55099,1,2,0:0:0:0:
    327,348,55388,1,2,0:0:0:0:
    428,325,55678,6,0,P|451:311|479:186,1,160
    409,115,56548,1,0,0:0:0:0:
    478,37,56838,1,4,0:0:0:0:

    If you don't know how to use the code, poke me in-game, or PM, and it's my pleasure to help you.
  14. 00:57:417 (1,2,3) - There's too much things in consecutive, and it's a little hard to play. A slider, a circle, and a slider in a 1/2 rhythm is too difficult for a beginner player. It follows the vocals pretty well, but in this case, you should loosen a bit.
    Hmm... For 00:57:417 (1) -, you should put the repeat on the downbeat, so the strong beat could be emphasized, or remove the repeat and end the slider on the downbeat. After (if you put the repeat on the downbeat), remove (2) and add a circle on 00:58:867 .
  15. 01:12:490 (3) - The tail is too outside of the gridset, so I suggest to move it more to the up to avoid it.
  16. The new combo pattern is messy for me; it doesn't have a same pattern through the map. I suggest to add one on each objects that lands on the 2nd downbeat. For example, 01:08:432 (2) - 01:10:751 (2) - 01:18:287 (3) . There's a particular thing, and it's the objects landing on the red tick before the downbeat, like 00:03:359 (2) - 00:05:678 (2) .

Hard

  1. 00:19:012 (1,2,3,4,5) - I have the feeling that this pattern is too intense for a hard difficulty. To start, the BPM is fast, so clicking circles in a 1/2 rhythm consecutive is too much for this kind of degree. Also, it might be just me, but because for the stack, I feel that it's a stream, so I tap alternately, but in a fast-pace, like a stream I try to pass. What you can do is adding a 1/2 slider on 00:19:157 to break the pattern, and progress normally. This also applies for 00:56:113 (1,2,3,4,5) .
  2. 00:22:345 (4,1) - Add more gap between them, because it looks that you have to click (1) earlier, like if it was on 00:22:780 . Adding more gap will avoid the confusion. It also applies for 00:26:838 (7,1) .
  3. 00:44:084 (6) - Extend the slider by a 1/2 beat (which is on the red tick, 00:44:374 - ). The tail ending on where you put fits in the vocals, but the rhythm sounds weird, and you don't want to miss a strong beat there. This also applies to 01:21:185 (6) .
  4. 00:47:562 (1) - Why not switching the head and tail, and move it somewhere like x:38 y:298 to get a better flow?
  5. 01:02:635 (3) - I personally dislike this kind of curve (half-rounded), so I would move the last node to somewhere that'll shape the slider into a smile, like x:494 y:260.
  6. 01:04:084 - There's an empty space, but you can fill with something simple, like a circle on 01:04:084 . You shouldn't skip beats suddenly, it won't encourage the player to play more.
  7. 01:11:910 (4) - This slider should be repeat-less, so it could be on the same rhythm as 01:10:461 (1,2,3) -, since they follow the vocals.
  8. 01:22:925 (1) - Add a clap.
  9. Like in the previous difficulty, the new combo is messy. You should see what I wrote in order to apply it.

Insane

  1. AR at 9 should be okay. 9.3 is a bit too fast for a high pace song.
  2. 00:06:113 (4,1,2) - This is a bad flow. The reason is that (4) goes to the upper-right, and after (1), you return back, which is uncomfortable to play. Plus, the (4) and (2) are stacked, which we couldn't see (2). What you can do is to place 00:06:548 (2) under (2)'s tail, like x:367 y:170, (3) will be somewhere under (1).
  3. 00:03:214 (3,4) - Add some gap between them, like you did to 00:02:925 (1,2,3) . It'll follow the pattern, and the anti-jump will disappear.
  4. 00:04:519 (4) - The play seems a bit weird when the circle lands on the slider's body. I suggest to move the slider somewhere above (2), and loosen the curve:
  5. 00:06:113 (4) - I would move this somewhere where the slider will shoot to the next object, like stacking it to the circle 00:05:533 (2) . It would make a good flow.
  6. 00:19:012 (1,2,3,4,5) - Add a little more distance between them? It would emphasize the drum. This also applies to 00:55:823 (1,2,3,4,5,6,7,8) .
  7. 00:45:678 (2,3,4,5) - The small distance between doesn't fit with the difficulty. Due to the quick sliders, the short distance doesn't match for this pattern. It can also lead to uncomfortable play. I would add distance to those objects, like 1.0x should be okay.
  8. 01:18:867 (1) - You should move the node on the head to the left because the head hides too much the bezier curve, and can lead to confusion.
  9. 01:23:359 (4,1,2,3,4,5,1,2,3,4,5,6,1) - Add more distance between them, because it looks too much like a 1/4 stream.
  10. 01:26:983 (7) - Put it in middle, because there's a spinner. It's not a problem, but it looks nice.
  11. Same thing about the new combo pattern.
That's all! I like your mapping style, so here's a star to boost a little your map to a bubbled status! Any questions can be asked via in-game or in forum. Good Luck!
Topic Starter
ArcusCosinus

sheela901 wrote:

Hey Tagre! Clearing requests.

General

  1. Add at least 1000 ms for the audio lead-in. There's already 1186 ms in the map, but 2000 ms is recommended. To edit the audio lead-in, open an .osu file (for the normal difficulty for example, but it should added to the rest of the mapset, Hard and Insane), and on line 5, it's written AudioLeadIn: 0. Overwrite the number after the name, by the one I mentioned in the beginning, 1000. The audio lead-in is the time of empty space before the first note arrived. 2000 ms is recommended because it'll add time to the players to be ready.
  2. The preferred dimensions for the background is 1366 x 768, while yours is 1058 x 768. Here's one: http://puu.sh/deNbQ/88c120cdf5.jpg (I cropped the background for me, in order to get the right dimensions).
  3. There some unused hitsound files in the mapset. Please remove: normal-hitclap.wav - normal-hitwhistle.wav - normal-sliderslide.wav.
  4. The word anime should be removed, since the map's genre will be classified as Anime (Japanese) once in the qualified status, like this map:
  5. You can add the number "12" in the tags: it's the number of the opening in the anime. People might search for this opening by using the number, if they don't know the song's name and / or artist. And "op" because it's the short version of opening.
  6. I noticed that the video has an audio track, which is unnecessary. It just add some MBs in the file, and osu! doesn't use the audio in the video, since there's already the mp3 file that has the song. I also see that the bitrate is high, but the dimensions isn't. When the dimensions is high, like 1280 x 720, it requires a higher bitrate to keep the quality, yet it takes lots of space in your hard drive. I encoded the opening for you, from the episode 138: http://puu.sh/dgEg6/6339269217.avi
added everything except audio lead in. i think it is unnecessary here

Normal

  1. Put the AR at 5? 4.5 is too slow for a normal difficulty. k
  2. 00:10:461 (1) - Add a clap on the tail; the pattern in the hitsound goes like this: claps on 2nd and 4th white ticks, or upbeats. Adding the clap will keep the consistency. k
  3. 00:10:171 (4) - The circle overlaps the slider's head, but it overlaps a part of it, and it makes the shape of the pattern ugly. What you should do is stack the slider (2) under the circle (4), and move the other elements near the slider ((1) and (3)) to keep the distance straight. k
  4. 00:17:128 (4) - Remove the whistle; the beat that this note lands doesn't fit for a whistle. Beats like 00:15:678 or 00:15:968 can have a whistle, because of the "ding" sound. But it should be a clap to keep the consistency.
  5. 00:17:997 (1) - Whistle on the head.
  6. 00:21:185 (2,3) - In my opinion, this pattern is too complex. A 1/2 slider after another slider consecutive is a bit too quick to me (because of the short 1/2 slider). There's no changes to apply, but I just want to point out. but i changed 1/2 slider to a circle
  7. 00:21:910 (4) - It's not a big deal, but the tail is touching 00:22:925 (2) -'s head. When you play, they make an overlap. Try to find a way to avoid this situation, like moving 00:21:185 (2,3,4) more in the up. k
  8. 00:23:214 - You attend to follow the vocals, but it leaves a big space between (2) and (3), and you might don't want to miss it. The beats on the red ticks (00:23:359 and 00:23:649 -) have beats, so they could be filled with something. I noticed that (2)'s tail is landing on the downbeat, but the tail isn't strong enough to handle a strong beat; it's usually the circle and the slider's head. So, I propose you two suggestions for a rhythm:
    i used this
  9. 00:26:403 (4,5) - The flow is pretty rough may I say. The slider (5) is too much on the upper area of (4)'s tail. I suggest to move (4) to the right of the tail, but slightly move to the up because of the last slider's curve (x:138 y:191 can be an example). This also applies on 01:03:649 (3) . k
  10. 00:27:707 - You shouldn't let an empty space, you might miss strong beats. The empty space is pretty long, so the HP could drain during this time, and if the player fails the note after, the player can fail the map later. Also, the note (1) isn't in a good place, since the slider (5) overlaps the circle, which is not pretty to see. What you can do is to start a spinner on 00:27:707 to 00:28:432 -, which you have to remove the circle. Or, end 00:26:838 (5) a beat earlier (00:27:272 - ) and start the spinner on 00:27:562 . The spinner would emphasize the drum going to a fast pace. This applies for 01:04:374 . i used second way
  11. 00:29:591 (2,3) - The (3) isn't completely wrapped on (4)'s tail, which means that the blanket isn't perfectly shaped. fixed
  12. 00:35:099 - You might don't want to miss this strong beat. yes
  13. 00:53:359 (1,2,3) - Why not also blanketing with (3)'s curve? It'll look pretty nice. But it's a little complicated, so I suggest to make another pattern. You can try mine:
    SPOILER


    98,216,54229,1,0,0:0:0:0:
    98,216,54374,2,0,P|99:269|140:326,1,120
    237,297,55099,1,2,0:0:0:0:
    327,348,55388,1,2,0:0:0:0:
    428,325,55678,6,0,P|451:311|479:186,1,160
    409,115,56548,1,0,0:0:0:0:
    478,37,56838,1,4,0:0:0:0:

    If you don't know how to use the code, poke me in-game, or PM, and it's my pleasure to help you.
    really good pattern. added.
  14. 00:57:417 (1,2,3) - There's too much things in consecutive, and it's a little hard to play. A slider, a circle, and a slider in a 1/2 rhythm is too difficult for a beginner player. It follows the vocals pretty well, but in this case, you should loosen a bit.
    Hmm... For 00:57:417 (1) -, you should put the repeat on the downbeat, so the strong beat could be emphasized, or remove the repeat and end the slider on the downbeat. After (if you put the repeat on the downbeat), remove (2) and add a circle on 00:58:867 . fixed
  15. 01:12:490 (3) - The tail is too outside of the gridset, so I suggest to move it more to the up to avoid it. k
  16. The new combo pattern is messy for me; it doesn't have a same pattern through the map. I suggest to add one on each objects that lands on the 2nd downbeat. For example, 01:08:432 (2) - 01:10:751 (2) - 01:18:287 (3) . There's a particular thing, and it's the objects landing on the red tick before the downbeat, like 00:03:359 (2) - 00:05:678 (2) .

Hard

  1. 00:19:012 (1,2,3,4,5) - I have the feeling that this pattern is too intense for a hard difficulty. To start, the BPM is fast, so clicking circles in a 1/2 rhythm consecutive is too much for this kind of degree. Also, it might be just me, but because for the stack, I feel that it's a stream, so I tap alternately, but in a fast-pace, like a stream I try to pass. What you can do is adding a 1/2 slider on 00:19:157 to break the pattern, and progress normally. This also applies for 00:56:113 (1,2,3,4,5) . fixed
  2. 00:22:345 (4,1) - Add more gap between them, because it looks that you have to click (1) earlier, like if it was on 00:22:780 . Adding more gap will avoid the confusion. It also applies for 00:26:838 (7,1) . fixed
  3. 00:44:084 (6) - Extend the slider by a 1/2 beat (which is on the red tick, 00:44:374 - ). The tail ending on where you put fits in the vocals, but the rhythm sounds weird, and you don't want to miss a strong beat there. This also applies to 01:21:185 (6) . k
  4. 00:47:562 (1) - Why not switching the head and tail, and move it somewhere like x:38 y:298 to get a better flow? k
  5. 01:02:635 (3) - I personally dislike this kind of curve (half-rounded), so I would move the last node to somewhere that'll shape the slider into a smile, like x:494 y:260. k
  6. 01:04:084 - There's an empty space, but you can fill with something simple, like a circle on 01:04:084 . You shouldn't skip beats suddenly, it won't encourage the player to play more. fixed
  7. 01:11:910 (4) - This slider should be repeat-less, so it could be on the same rhythm as 01:10:461 (1,2,3) -, since they follow the vocals. i will keep my pattern for now.
  8. 01:22:925 (1) - Add a clap. k
  9. Like in the previous difficulty, the new combo is messy. You should see what I wrote in order to apply it.

Insane

  1. AR at 9 should be okay. 9.3 is a bit too fast for a high pace song. k
  2. 00:06:113 (4,1,2) - This is a bad flow. The reason is that (4) goes to the upper-right, and after (1), you return back, which is uncomfortable to play. Plus, the (4) and (2) are stacked, which we couldn't see (2). What you can do is to place 00:06:548 (2) under (2)'s tail, like x:367 y:170, (3) will be somewhere under (1). i keep my pattern for now. i think the flow is good.
  3. 00:03:214 (3,4) - Add some gap between them, like you did to 00:02:925 (1,2,3) . It'll follow the pattern, and the anti-jump will disappear. i will keep my pattern. if someone else will mention it i will change.
  4. 00:04:519 (4) - The play seems a bit weird when the circle lands on the slider's body. I suggest to move the slider somewhere above (2), and loosen the curve:
    i know this looks weird but if i'll put the slider above i'll lose flow :/
  5. 00:06:113 (4) - I would move this somewhere where the slider will shoot to the next object, like stacking it to the circle 00:05:533 (2) . It would make a good flow.
  6. 00:19:012 (1,2,3,4,5) - Add a little more distance between them? It would emphasize the drum. This also applies to 00:55:823 (1,2,3,4,5,6,7,8) . i think this dist is good
  7. 00:45:678 (2,3,4,5) - The small distance between doesn't fit with the difficulty. Due to the quick sliders, the short distance doesn't match for this pattern. It can also lead to uncomfortable play. I would add distance to those objects, like 1.0x should be okay.
  8. 01:18:867 (1) - You should move the node on the head to the left because the head hides too much the bezier curve, and can lead to confusion.
  9. 01:23:359 (4,1,2,3,4,5,1,2,3,4,5,6,1) - Add more distance between them, because it looks too much like a 1/4 stream.
  10. 01:26:983 (7) - Put it in middle, because there's a spinner. It's not a problem, but it looks nice.
  11. Same thing about the new combo pattern.
That's all! I like your mapping style, so here's a star to boost a little your map to a bubbled status! Any questions can be asked via in-game or in forum. Good Luck!
Thanks for modding. :)
Really good mod but im too tired to do all things today :/

EDIT: Fixed all. Thanks again
BanchoBot
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