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Athlete - Superhuman Touch [Taiko|Osu]

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Topic Starter
Haruka_old
This beatmap was submitted using in-game submission on November-01-14 at 11:58:51 PM

Artist: Athlete
Title: Superhuman Touch
Tags: black swan sweet_serenitee xakyrie xcherry
BPM: 119
Filesize: 4932kb
Play Time: 03:46
Difficulties Available:
  1. Futsuu (1.99 stars, 494 notes)
  2. Kantan (0.88 stars, 299 notes)
  3. Muzukashii (2.29 stars, 566 notes)
  4. Oni (2.76 stars, 687 notes)
  5. Xakyrie's Easy (1.33 stars, 135 notes)
  6. Xakyrie's Hard (2.34 stars, 358 notes)
  7. Xakyrie's Insane (3.13 stars, 493 notes)
  8. Xakyrie's Normal (1.78 stars, 263 notes)
Download: Athlete - Superhuman Touch
Information: Scores/Beatmap Listing
---------------
thank you Ringating for the bg edit!
Xakyrie
You are the lord nubsicle.
Charlotte
Hi from PM request. (Xakyrie)

d
k
D(big d)
K(big k)

Gene

Widescreen Support & letterbox (uncheck)

All diff SV 1.2→1.4

Muzukashii

01:05:115 - add d
01:05:625 - add k
01:06:889 - add d
01:07:139 - ^
01:07:637 - add k
01:21:263 - add d
02:05:611 - ^
02:06:133 - add k
02:07:385 - add d
02:07:650 - ^
02:08:167 - add k
02:21:751 - add d
02:23:786 - ^

Oni

OD6→5 because, bpm=119(max) is accuracy is hard to take.

sorrrry :? I can not mod...because, slow bpm. map is Good.but,I feel very easily... Good luck :)
Makar
taiko m4m https://osu.ppy.sh/s/222392

All the of below are only suggestions unless its related to timing or I actually say in the post that it is unrankable. Also, you are probably already aware of some of the unrankable things I mention, but I am going to mention them anyway I guess.

Don't freak out about the length, most of it is a bunch of explaining and examples of what I mean.

[General]
  1. I'm pretty sure the timing at the end is wrong, but you will need to get a professional timer to verify this

[Oni]
  1. After testing it, I personally think SV 1.4 looks and feels better. One of the main reasons is that it makes parts with "weird" timing like 00:40:673 to 00:48:740 easier to read and it just feels better overall. It is also worth mentioning that the first time I played this map this part was confusing for me to read since I didnt know the music beforehand. Another reason though is because of the low bpm.
  2. 00:32:354 - a dkd pattern here sounds weird to me... I think kkd is more fitting
  3. 00:40:673 - kkD isn't rankable anymore, but if you want to keep the finish here I suggest kkkkD (so add a k at 00:40:295) or change it to kkk D. Personally, I don't like finishes on 1/4, but from an objective point of view its pretty weird to allow kkkkD and not kkD in ranking criteria lol. I guess it has to do with aesthetics.
  4. 01:08:908 - Same as above (same suggestion too)
  5. 01:08:908 - The jump in density in the second half of kiai compared for the first half seems pretty big. Also, I think the whole d d k d d d k pattern is used too much here and makes it too repetitive. I think both of these problems can be easily fixed by using d d k d _ d k and other patterns like this that still maintains the structure you have here (katsu on every other white tick). Here are my recommendations for this section (please apply all of them and test it before deciding to accept the change or not):
    1. 01:10:925 - delete
    2. 01:14:959 - delete
    3. 01:15:715 - d
    4. 01:18:992 - delete
    Another thing about these suggestions is that it helps emphasize the vocals. I know you will be tempted to deny them though, because the drums are there and you want to map to the drums. The problem with this is that the drums are way to repetitive to be able to follow this through 100% (I had the same problem with mapping my map above... constant d k ddk). Edit: After looking at the muzu, I noticed that these changes make it a lot like the muzu, so I can see why you would want to deny it just because of that. It's still different though and more dense, so I personally don't see it as a problem.
  6. 01:32:858 - If you changed the previous dkd pattern I mention, you may wanna change this one too for consistency
  7. 01:41:177 - Same as 00:40:673
  8. 02:09:412 - Same as 00:40:673
  9. 02:09:412 - Just like at the first kiai, I think you can apply it here too. Here are the suggestions again incase you don't want to bother finding out where they would be yourself:
    1. 02:11:429 - delete
    2. 02:15:463 - delete
    3. 02:16:219 - d
    4. 02:19:497 - delete
  10. 02:25:547 - Same as 00:40:673
  11. 02:25:547 - Like with kiai, this section is kinda repetitive in my opinion and I think you can improve it by mixing up the patterns but still maintain your katsu structure. Here's a suggestion you could try (like before, apply all the suggestions and then look at it to decide if you want to keep them):
    1. 02:32:354 - d
    2. 02:32:606 - delete
    3. 02:39:917 - d
    Like before, it will be tempting to deny this because of the drums. However, this way you are still maintaining your katsu structure while giving some variation, so its up to you decide which one you would prefer to keep. Of course, this isn't the only way to change this up, so experimenting more here with other ideas would be smart too.
  12. 02:57:816 - Just wanted to point out that since is the last kiai and it has a big build up, the density here is justified and I personally don't think there is a need to remove notes here like I previously suggested in other kiai.
  13. 03:13:950 - Same as 00:40:673
  14. 03:13:950 - Like I've mentioned before, this section can have some variation that way it's not always d k ddk d k ddkdd. Here's something I tried out if you want to test it:
    1. 03:16:723 - d
    2. 03:16:976 - delete
    3. 03:24:791 - d
    4. 03:25:043 - delete
    5. 03:32:858 - d
    6. 03:33:110 - delete
    7. 03:40:925 - d
    8. 03:41:177 - delete
  15. Good map despite the small repeating issues ww

[Muzukashii]
  1. I think 1.4 SV should be used here too, but it's not as crucial since the timing is more simple
  2. 00:52:144 - delete? 5-plet in muzu can be fine but I think it would be better to save it for near the end of the song for difficulty curving purposes.
  3. 01:51:765 - kkk k k kkk d ? that way that drum part isn't completely empty at a point and you are also not using 5plet
  4. 02:25:547 - What I mentioned in the oni in this section applies here too. Heres the suggestions for it:
    1. 02:32:354 - d
    2. 02:32:606 - delete
    3. 02:38:656 - Shouldn't this be a k d k for consistency? delete 02:39:412 if you do this
  5. 03:13:950 - Just like with Oni, this section can have variation too. Suggestions:
    1. 03:16:723 - d
    2. 03:16:976 - delete
    3. 03:17:732 - d
    4. 03:24:791 - d
    5. 03:25:043 - delete
    6. 03:25:799 - d
    7. 03:32:858 - d
    8. 03:33:110 - delete
    9. 03:33:866 - d
    10. 03:36:135 - d (increasing density since this is a new phrase, if you dont want that then ignore this one and the others like it)
    11. 03:40:925 - d
    12. 03:41:177 - delete
    13. 03:41:933 - d
  6. Looks gewd

[Futsuu]
  1. 00:43:698 - I personally think too many doubles all bunch together can be confusing to read (at least it is to me when scaled up to high bpm), so my suggestion here is instead of using kk kd, try k kkd.
  2. 00:47:732 - Same as above
  3. 01:44:202 - Same as above
  4. 01:48:236 - Same as above
  5. Looks gewd

[Kantan]
  1. My only concern with this is that it seems significantly easier than futsuu (jump may be too big), but you should let other people give their input on this before changing anything I think

Looks gewd
Topic Starter
Haruka_old
@Xakyrie: YES

Legend:
Blue: Me
Green:
Orange: ½
Red:
Charlotte's Mod

Charlotte wrote:

Hi from PM request. (Xakyrie) Hi Charlotte, and thanks for the mod! :oops:

d
k
D(big d)
K(big k)

Gene

Widescreen Support & letterbox (uncheck) Unchecked both in all taikos.

All diff SV 1.2→1.4 The oni and the muzu were changed to 1.4. Personally, I think 1.4 is a bit fast for the easier diffs, but if another modder suggests this, I will most likely increase it.

Muzukashii

01:05:115 - add d v
01:05:625 - add k v
01:06:889 - add d v
01:07:139 - ^ v
01:07:637 - add k these suggestions make the muzu more dense than the oni...
01:21:263 - add d I don't think the increase in density here is needed.
02:05:611 - ^ v
02:06:133 - add k v
02:07:385 - add d v
02:07:650 - ^ v
02:08:167 - add k v
02:21:751 - add d same reasons as above.
02:23:786 - ^ there's no drum here and the increased density here isn't necessary.

Oni

OD6→5 because, bpm=119(max) is accuracy is hard to take. I think the OD is fine for now. Perhaps the oni can serve as a challenge to accuracy players (however, once again, if more modders mention this, I will lower the OD).

sorrrry :? I can not mod...because, slow bpm. map is Good.but,I feel very easily... Good luck :) It's okay. But please don't feel bad that I declined most of your suggestions... it isn't at all that your mod isn't helpful, it's just that most of your suggestions would make the muzu more dense than the oni. I'm also sadly aware of how easy the oni is, but it's a low bpm song so... anyways, thank you so much Charlotte! :)

Makar's Mod

Makar wrote:

taiko m4m https://osu.ppy.sh/s/222392 I will get to your map soon.

All the of below are only suggestions unless its related to timing or I actually say in the post that it is unrankable. Also, you are probably already aware of some of the unrankable things I mention, but I am going to mention them anyway I guess. You go right ahead!

Don't freak out about the length, most of it is a bunch of explaining and examples of what I mean. Okay.

[General]
  1. I'm pretty sure the timing at the end is wrong, but you will need to get a professional timer to verify this I'm pretty sure the timing is wrong as well. I just... don't think I can time it any better? :? I wish lolcubes were still around, haha... anyways, I'll go ask for help eventually.

[Oni]
  1. After testing it, I personally think SV 1.4 looks and feels better. One of the main reasons is that it makes parts with "weird" timing like 00:40:673 to 00:48:740 easier to read and it just feels better overall. It is also worth mentioning that the first time I played this map this part was confusing for me to read since I didnt know the music beforehand. Another reason though is because of the low bpm. If you say so. I mean, like I told you, I'm relying on the modders to help me decide what SV is better suited for this set and it seems 1.4 SV is the way to go so far.
  2. 00:32:354 - a dkd pattern here sounds weird to me... I think kkd is more fitting I was going to say no (because it would make this phrase the same as the kkD) until I made the change from the below suggestion.
  3. 00:40:673 - kkD isn't rankable anymore, but if you want to keep the finish here I suggest kkkkD (so add a k at 00:40:295) or change it to kkk D. Personally, I don't like finishes on 1/4, but from an objective point of view its pretty weird to allow kkkkD and not kkD in ranking criteria lol. I guess it has to do with aesthetics. You know very well that I like using finishers on 1/4. Regardless, I too wonder why kkkkD is still rankable, though kkD is not. I'm already starting to miss my beloved kkD patterns... ah well, at least kkkkD is still rankable! :D
  4. 01:08:908 - Same as above (same suggestion too) fixed
  5. 01:08:908 - The jump in density in the second half of kiai compared for the first half seems pretty big. Also, I think the whole d d k d d d k pattern is used too much here and makes it too repetitive. I think both of these problems can be easily fixed by using d d k d _ d k and other patterns like this that still maintains the structure you have here (katsu on every other white tick). Here are my recommendations for this section (please apply all of them and test it before deciding to accept the change or not):
    1. 01:10:925 - delete
    2. 01:14:959 - delete
    3. 01:15:715 - d
    4. 01:18:992 - delete
    Another thing about these suggestions is that it helps emphasize the vocals. I know you will be tempted to deny them though, because the drums are there and you want to map to the drums. The problem with this is that the drums are way to repetitive to be able to follow this through 100% (I had the same problem with mapping my map above... constant d k ddk). Edit: After looking at the muzu, I noticed that these changes make it a lot like the muzu, so I can see why you would want to deny it just because of that. It's still different though and more dense, so I personally don't see it as a problem. Hm... I like it because it maintains the base pattern from the muzu, but plays differently while being more dense. I think I like that consistency.
  6. 01:32:858 - If you changed the previous dkd pattern I mention, you may wanna change this one too for consistency okay.
  7. 01:41:177 - Same as 00:40:673 done
  8. 02:09:412 - Same as 00:40:673 and done
  9. 02:09:412 - Just like at the first kiai, I think you can apply it here too. Here are the suggestions again incase you don't want to bother finding out where they would be yourself:
    1. 02:11:429 - delete
    2. 02:15:463 - delete
    3. 02:16:219 - d
    4. 02:19:497 - delete Applied the changes that were made to the second half of the first kiai here.
  10. 02:25:547 - Same as 00:40:673 yup
  11. 02:25:547 - Like with kiai, this section is kinda repetitive in my opinion and I think you can improve it by mixing up the patterns but still maintain your katsu structure. Here's a suggestion you could try (like before, apply all the suggestions and then look at it to decide if you want to keep them):
    1. 02:32:354 - d
    2. 02:32:606 - delete
    3. 02:39:917 - d
    Like before, it will be tempting to deny this because of the drums. However, this way you are still maintaining your katsu structure while giving some variation, so its up to you decide which one you would prefer to keep. Of course, this isn't the only way to change this up, so experimenting more here with other ideas would be smart too. I wholeheartedly agree with you; I think all my maps are repetitive—it's my Achilles' Heel. However, I wasn't completely satisfied with your suggestions so as you proposed, I made my own changes based on your suggestions.
  12. 02:57:816 - Just wanted to point out that since is the last kiai and it has a big build up, the density here is justified and I personally don't think there is a need to remove notes here like I previously suggested in other kiai. awesome!
  13. 03:13:950 - Same as 00:40:673 of course
  14. 03:13:950 - Like I've mentioned before, this section can have some variation that way it's not always d k ddk d k ddkdd. Here's something I tried out if you want to test it:
    1. 03:16:723 - d
    2. 03:16:976 - delete
    3. 03:24:791 - d
    4. 03:25:043 - delete
    5. 03:32:858 - d
    6. 03:33:110 - delete
    7. 03:40:925 - d
    8. 03:41:177 - delete all fixed
  15. Good map despite the small repeating issues ww More like big repeating issues... :(

[Muzukashii]
  1. I think 1.4 SV should be used here too, but it's not as crucial since the timing is more simple already fixed
  2. 00:52:144 - delete? 5-plet in muzu can be fine but I think it would be better to save it for near the end of the song for difficulty curving purposes. kk
  3. 01:51:765 - kkk k k kkk d ? that way that drum part isn't completely empty at a point and you are also not using 5plet it sounds strange... I decided to use a 5-plet now to curve.
  4. 02:25:547 - What I mentioned in the oni in this section applies here too. Heres the suggestions for it:
    1. 02:32:354 - d
    2. 02:32:606 - delete
    3. 02:38:656 - Shouldn't this be a k d k for consistency? delete 02:39:412 if you do this Made my own changes based on your suggestions. Also, the drum pattern is different there than in the first 3/4 of the phrase, which is why it is like that in all difficulties.
  5. 03:13:950 - Just like with Oni, this section can have variation too. Suggestions:
    1. 03:16:723 - d
    2. 03:16:976 - delete
    3. 03:17:732 - d
    4. 03:24:791 - d
    5. 03:25:043 - delete
    6. 03:25:799 - d
    7. 03:32:858 - d
    8. 03:33:110 - delete
    9. 03:33:866 - d added all
    10. 03:36:135 - d (increasing density since this is a new phrase, if you dont want that then ignore this one and the others like it) eh... I was thinking of increasing the density in this phrase as well in the oni but decided against it since the song doesn't get noticeably more complex or heavier. Likewise, I won't add density here.
    11. 03:40:925 - d ^
    12. 03:41:177 - delete ^
    13. 03:41:933 - d ^
  6. Looks gewd thanks

[Futsuu]
  1. 00:43:698 - I personally think too many doubles all bunch together can be confusing to read (at least it is to me when scaled up to high bpm), so my suggestion here is instead of using kk kd, try k kkd. I think it sounds odd and the original pattern doesn't seem to be difficult for a futsuu. However if another modder has a similar opinion, I'll change it up.
  2. 00:47:732 - Same as above ^
  3. 01:44:202 - Same as above ^
  4. 01:48:236 - Same as above ^
  5. Looks gewd thanks

[Kantan]
  1. My only concern with this is that it seems significantly easier than futsuu (jump may be too big), but you should let other people give their input on this before changing anything I think I think it's okay... but if others mention this again, I will try and fix the supposed gap.

Looks gewd your mom looks good thanks
Thanks you two. I really appreciate it! :)
Ringating
from my queue:

the image you supplied was indeed closer to 4:3 than 16:9, so I had the option to either crop off the top/bottom or extend the right/left. Cropping would have required upscaling in order to reach 768p, resulting in a loss of sharpness, so I went with the extension method. Here is the image:no kudosu
Topic Starter
Haruka_old
wow thank you so much, Ringating! :oops:
Kazuya
Hello. It's only ideas!

[General]

Background size fix (1024x768):

- Uncheck Widescreen support & Letterbox during breaks.

[Insane]

Circle size: Change to 4 or 4,5 ?

00:26:555 (1) - Hmm two circle? Bad example: http://puu.sh/clQFP/0bcf652967.jpg
00:30:589 (1) - ^ http://puu.sh/clQIz/a931e95e05.jpg
00:55:799 (2) - Circles? XD http://puu.sh/clQMZ/c03b83dad6.jpg
00:59:833 (2,3) - Follow the vocals. Timeline example: http://puu.sh/clQQi/dd4bda365d.jpg
01:03:362 (1) - Two circle? : D http://puu.sh/clQSj/ade616f041.jpg
01:08:530 - Missing circle. Put circle here. :3
01:11:429 (1,2) - four circle? And create jump? Example: http://puu.sh/clQVT/d35b00370f.jpg
01:13:446 (2,3,4) - Follow the vocals(?) Example: http://puu.sh/clQXS/d157c5faf4.jpg
01:15:967 (2,3) - & 01:16:976 (1) - Vocal: http://puu.sh/clR71/453447894f.jpg
01:17:984 (6) - Two circle is better.
01:19:497 (1) - ^
01:20:001 (2) - ^
01:45:715 (2,3) - This jump is not too big? This slider is slow.
01:55:799 (1,2) - four circle, and create jump? Bad example: http://puu.sh/clRhC/6cfd40d8b5.jpg
02:00:337 (2,3) - Please, follow the vacal. Timeline: http://puu.sh/clRjy/43f058683a.jpg
02:09:034 - Missing circle.
02:14:455 (3) - Two circle?
02:16:471 (2,3) - Follow the vocal. Same as 02:00:337 (2,3) -
02:20:001 (1,2) - four circle, and create jump?
02:37:144 (3) - CTRL + G
02:39:160 (3) - ^
03:00:337 (1,2) - 4 circle & create jump?
03:02:858 (3) - Delete slider, and change 03:02:354 (2) - slider end here: 03:02:858 - and put circle here: 03:03:110 - Timeline: http://puu.sh/clRsK/7a32cb99b1.jpg Nicely follows the vocals.
03:04:875 (2,3) - Follow the vocal. Same as 02:00:337 (2,3) -
03:13:572 - Missing circle.
03:29:707 - ^ :/
03:39:665 (5,1) - Distance is not too big? This sliders is very slow.

[Hard]

OD, HP: + 1 ? Better difficulty spread.

00:28:068 (3) - CTRL + G ?
00:55:799 (2) - Two circle?
01:05:883 (3,4,1) - It is ok? It's go out to the editor.
01:11:933 (2) - 01:12:438 (3) - CTRL+G ?
01:12:438 (3) - Better blanket? Move slider here: x: 24 y: 168, and look the picture http://puu.sh/clRPQ/5f7c4bac23.JPG
01:47:228 (1) - It's rankable? It's not within the surface. Idea: http://puu.sh/clRYa/ec74b894eb.jpg
01:56:303 (2) - Two circle? (Small change.)
02:00:337 (2) - ctrl + G?
02:03:866 (1) - Two circle? (Small change.)
02:12:438 (2) - CTRL + G ?
02:12:942 (3) - ^
02:18:236 (2,3) - Position! http://puu.sh/clS60/0dcdd57d92.jpg
02:19:244 (4,1) - Position & shape ?: http://puu.sh/clSau/42fe85db2f.jpg
03:04:875 (2) - CTRL + G ?
03:12:438 (2) - ^
03:12:942 (3) - ^

[Normal]

00:31:345 (2) - It's little uncomfortable. CTRL+G And continue to the bottom.
01:10:421 (3,1,2) - Follow the vocal. Timeline example: http://puu.sh/clSrj/98825d2364.jpg (Small change.)
----------------------
03:03:614 (3,1) - Replace them. Circle here: 03:04:370 - slider here: 03:03:614 -
03:04:623 (2) - remove repeat, and move here: 03:04:875 - and put circle here: 03:04:623 -
03:05:883 (1) - Remove repeat, and move here: 03:06:387 - , and put circle here: 03:05:883 -
Better fit with the vocals.
-----------
03:24:034 (1) - Same as hard: 01:47:228 (1) - Place it in the box.
03:36:135 (1) - ^
03:44:202 (1,1) - This jump is not unrankable?

[Easy]

Good!

03:07:900 (3) - Place it in the box.
03:22:018 (1) - ^
03:38:152 (1) - ^

Okey. Good Luck!
Xakyrie
Kazuya's Mod

Kazuya wrote:

Hello. It's only ideas!

[General]

Background size fix (1024x768): There's actually a widescreen image that's going to be included soon so no worries.
Click this

- Uncheck Widescreen support & Letterbox during breaks. Since the image is going to be widescreen, I'll leave this.

[Insane]

Circle size: Change to 4 or 4,5 ? Although I do agree that 4.5 plays nicely and is yet still different from the hard, the insane is crafted to be particularly challenging compared to its easier counterpart. If I get more people who agree with you that the circle size is indeed a problem (because currently I see no issue with how it is), I will change it.

00:26:555 (1) - Hmm two circle? Bad example: http://puu.sh/clQFP/0bcf652967.jpg This is nice, but I don't see why the slider is a problem. Is it the positioning? I fixed it anyhow.
00:30:589 (1) - ^ http://puu.sh/clQIz/a931e95e05.jpg I don't see the issue here...it plays fine the way it is.
00:55:799 (2) - Circles? XD http://puu.sh/clQMZ/c03b83dad6.jpg ^
00:59:833 (2,3) - Follow the vocals. Timeline example: http://puu.sh/clQQi/dd4bda365d.jpg This may just be a personal preference, but in this map specifically I have strictly followed the drums (save for a pattern or two when it was called for).
01:03:362 (1) - Two circle? : D http://puu.sh/clQSj/ade616f041.jpg The three sliders in every second measure are meant to represent the vocals somewhat on top of the drums.
01:08:530 - Missing circle. Put circle here. :3 haha I see what you mean but the distinction is made here to separate the long streams and the strong drums during this part in the music. I couldn't map the rest of the stream without drowning out the drums, so I decided to map it this way (especially since the streams are already quite long).
01:11:429 (1,2) - four circle? And create jump? Example: http://puu.sh/clQVT/d35b00370f.jpg Same as before.
01:13:446 (2,3,4) - Follow the vocals(?) Example: http://puu.sh/clQXS/d157c5faf4.jpg While this does make sense, it still technically follows the vocals, albeit not directly. This is a consistency reason as well.
01:15:967 (2,3) - & 01:16:976 (1) - Vocal: http://puu.sh/clR71/453447894f.jpg Same as before.
01:17:984 (6) - Two circle is better. ^
01:19:497 (1) - ^ ^
01:20:001 (2) - ^ ^
01:45:715 (2,3) - This jump is not too big? This slider is slow. Hmm...maybe. I thought it played alright. If more people think the same I'll move it.
01:55:799 (1,2) - four circle, and create jump? Bad example: http://puu.sh/clRhC/6cfd40d8b5.jpg If anything, the jump to the next section is the problem. I only intentionally created jumps during the end and I don't want to add more difficulty here.
02:00:337 (2,3) - Please, follow the vacal. Timeline: http://puu.sh/clRjy/43f058683a.jpg Sorry, but I don't always map to the vocals...
02:09:034 - Missing circle. Same as before.
02:14:455 (3) - Two circle? ^
02:16:471 (2,3) - Follow the vocal. Same as 02:00:337 (2,3) - ^
02:20:001 (1,2) - four circle, and create jump? ^
02:37:144 (3) - CTRL + G The flow into the next bar would be awkward. It plays fine as is.
02:39:160 (3) - ^ I moved it slightly since it was a bit odd but flipping it could've also worked here.
03:00:337 (1,2) - 4 circle & create jump? Same as before.
03:02:858 (3) - Delete slider, and change 03:02:354 (2) - slider end here: 03:02:858 - and put circle here: 03:03:110 - Timeline: http://puu.sh/clRsK/7a32cb99b1.jpg Nicely follows the vocals. Answered this before.
03:04:875 (2,3) - Follow the vocal. Same as 02:00:337 (2,3) - ^
03:13:572 - Missing circle. ^
03:29:707 - ^ :/ ^
03:39:665 (5,1) - Distance is not too big? This sliders is very slow. Compared to the other segments, no. The end is supposed to be slightly more difficult than the rest of the map.

[Hard]

OD, HP: + 1 ? Better difficulty spread. What...did you mean -1 maybe? The OD and HP are 6 in the insane so I'm definitely not going to make it that for the hard otherwise that would be poor spread, no?

00:28:068 (3) - CTRL + G ? Fine by me.
00:55:799 (2) - Two circle? Again as I said in the insane, every second bar in the kiai is supposed to represent the vocals using 1/2 sliders.
01:05:883 (3,4,1) - It is ok? It's go out to the editor. It's not a problem as long as it doesn't fully get blocked by things like the health bar or score.
01:11:933 (2) - 01:12:438 (3) - CTRL+G ? This is a good suggestion but the first two sliders are supposed to be side-by-side and the last one is always different.
01:12:438 (3) - Better blanket? Move slider here: x: 24 y: 168, and look the picture http://puu.sh/clRPQ/5f7c4bac23.JPG Did you link the right part? This is linking me back to the section you mentioned prior to this suggestion above.
01:47:228 (1) - It's rankable? It's not within the surface. Idea: http://puu.sh/clRYa/ec74b894eb.jpg It's a bit too sharp for my tastes and it's only slightly out of the grid. It's still in the play area so it's not a problem really.
01:56:303 (2) - Two circle? (Small change.) Same as before.
02:00:337 (2) - ctrl + G? Reasoning was explained already.
02:03:866 (1) - Two circle? (Small change.) Sliders here are supposed to represent the vocals (just a wave of your hand).
02:12:438 (2) - CTRL + G ? Same as before.
02:12:942 (3) - ^ ^
02:18:236 (2,3) - Position! http://puu.sh/clS60/0dcdd57d92.jpg The first part of the slider I have is pointing in the same direction as the previous slider, and I don't really see what's wrong with this position.
02:19:244 (4,1) - Position & shape ?: http://puu.sh/clSau/42fe85db2f.jpg I don't really like the flow of your suggestion and it coincides with the previous response.
03:04:875 (2) - CTRL + G ? Same as before.
03:12:438 (2) - ^ The sliders that end the streamy sound are meant to play as 'falling down' (or 'falling up' depending on the section) with the final slider as a kickback. Your suggestion does play nicely, however.
03:12:942 (3) - ^ See above.

[Normal]

00:31:345 (2) - It's little uncomfortable. CTRL+G And continue to the bottom. Really? I'm sad we don't see it the same way.
01:10:421 (3,1,2) - Follow the vocal. Timeline example: http://puu.sh/clSrj/98825d2364.jpg (Small change.) As mentioned before, I hardly ever follow the vocals and this is not an instance where I will follow them.
----------------------
03:03:614 (3,1) - Replace them. Circle here: 03:04:370 - slider here: 03:03:614 - This definitely follows the vocals more closely, but as this is a personal preference I still want to follow the drums.
03:04:623 (2) - remove repeat, and move here: 03:04:875 - and put circle here: 03:04:623 - ^
03:05:883 (1) - Remove repeat, and move here: 03:06:387 - , and put circle here: 03:05:883 - ^
Better fit with the vocals.
-----------
03:24:034 (1) - Same as hard: 01:47:228 (1) - Place it in the box. Answered previously.
03:36:135 (1) - ^ ^ Just so you know it's often hard to make everything fit in the box without things getting ugly, especially when the circle size is quite large, lol.
03:44:202 (1,1) - This jump is not unrankable? It's not really a jump if you look at it. There's 1/1 spacing and there is a slowdown.

[Easy]

Good!

03:07:900 (3) - Place it in the box. Previously mentioned.
03:22:018 (1) - ^ ^
03:38:152 (1) - ^ ^

Okey. Good Luck! Thank you for the help!

Most suggestions were just based on musicality differences. I understand you like the vocals a lot. Unfortunately, I often choose to map the drums because they are more consistent even when varied. Although there were not a lot of suggestions I took, I greatly appreciate your help, Kazuya.
Tician
So here`s my mod for the standard diffs ftom my modding queue =)

General
Settings - I read you said there will come something that needs widescreen I keep it like that^^
I don't know anything about storyboard but I know that the letterbox is only neede when you got a storyboard, just to know
Timing - OK
AiMod - watch our there are differenced between the diffs (you can ignore the kiai-shit, chorus is chorus^^)

Xakyrie's Easy
Watch AiMod - oops :D 03:07:900 (3) - + 2 little DS issues
00:18:488 (2,1) - That looks like a half blanket, I would recommend make a good blanket out of it https://osu.ppy.sh/ss/2159997
00:20:505 (1) - you see the white point on the slider (the "tick")? I would recomment to use the little edge there instead of the other side, fits better to the music
00:20:505 (1,2) - If u do the previous or not, if you want a good blanket put them over each other https://osu.ppy.sh/ss/2160012 and adjust it perfectly
00:20:505 (1,3) - oops https://osu.ppy.sh/ss/2160016
00:28:572 (1,2) - blank better -> https://osu.ppy.sh/ss/2160023
00:32:102 (3,1) - blanket
00:34:623 (2) - tick = edge
00:36:639 (1) - ^
00:40:673 (1,2) - I know it's beatiful done, but there's an DS issue
00:46:219 (2,3,4) - blanket could be a bit better
00:58:320 (2,3) - blanket
01:00:841 (1) - tick
01:04:875 (1) - this is really nice done, here you used the edges perfect to the rhythm, but I would something else for a completely symmetric build
01:08:908 (1,3) - blanket
01:10:925 (3,4) - blanket
OK enough blanket keep it in general to blanket everything perfectly by using ctrl+g+h+j or rotating objects
01:51:261 (3) - I don't think that's OK for an Easy diff, in my map i asked a BAT he said I should avoid it so I give this back to you (not more than 1 reverse arrow in easy and normal diffs)
03:09:917 (1,1) - blank them? ;3 (yes it's possible :D)
03:38:152 (1) - oops (wth AiMod why is it so dumb? ._. )

Xakyrie's Normal
Again especially really strange things I just recommend to watch over all blankets again
00:16:471 (1,2) - flow-drop https://osu.ppy.sh/news/61334266941
00:23:782 my opnion: sounds nice if you keep this as a gap and only use a slider without reverse
00:41:681 (2,3) - It plays better with 2 slider both 1/2 https://osu.ppy.sh/ss/2160134
00:43:950 (3) - How bout delete the slider and just use a circle at the sliders beginning - sounds better^^ ok that's shit keep it like it is XD
00:45:211 I would keep a gap here and start the slider as a 1/2 on the white tick instead
00:49:497 (2,3) - change the position in the timing line (and of course use the dDS to reposition) to get a better active/passive hitsound-playing (sound the same but it's a much better feeling when playing) - oh and don't forget to redo the hitsounds u used in them
01:06:387 (4) - something going downward would fit better to get a 01:04:875 (1,2,3,4) - up up, down down flow
01:21:009 (1,2,3,4) - Like you did here, that`s nice =)
01:49:244 (1,2,3) - same as above
02:06:891 (4) - meh ._.
03:11:429 (4) - meh XD
03:13:950 (1,2,1,2,1,2,1,2,1,2,1,2) - too often, it looks like spamming 1/2 slider, replace some with circles or anything else to make it more interesting

Xakyrie's Hard
00:15:967 (1) - I would not do this directly at the beginning, get the players a time to feel some rhythm of the music. Use a circle 00:16:345 here would make it easier to begin with the song
00:23:278 delete the slider and use circles for start and end instead, due to the hotsounds I would say it fits more
00:42:438 (4,5) - OK I can't play this it's too confusing for me and I really don't like it, I don't know if I am the only one with that problem, but due to it I would recommend doing something like https://osu.ppy.sh/ss/2160248 (to not overuse the slider-circle-slider thing) - counts for every part you did that^^
01:04:875 (1,2,3,4) - U used that too often, do something else or make it more interesting in using some other https://osu.ppy.sh/ss/2160262
01:51:765 (2) - I am not sure but I think a stream with that low BPM your song got would fit... but maybe just start it 01:52:270 and use the reverse slider before instead... hope this is not too difficult o.o
02:57:438 (4) - delete 02:57:312 use a circle here instead of the slider end
03:37:018 circle for tripple would sound nice
03:45:993 (1) - delete the reverse and start the spinner on the white tick instead

Xakyrie's Insane
00:42:438 (4,5) - T-T
Hum.. this diff is looking like the hard... I give you some general suggestions:
How about divide some vocals like these 01:47:228 (1) - into 2 slider? https://osu.ppy.sh/ss/2160315
Some 1/4 slider would give this diff a better spread from the hard one
If u use streams use a slider for the streaming path and then use the "convert slider to stream"-option for a super-nice look^^
Xakyrie

Tician wrote:

So here`s my mod for the standard diffs ftom my modding queue =)

General
Settings - I read you said there will come something that needs widescreen I keep it like that^^ Yup yup!
I don't know anything about storyboard but I know that the letterbox is only neede when you got a storyboard, just to know
Timing - OK
AiMod - watch our there are differenced between the diffs (you can ignore the kiai-shit, chorus is chorus^^) Sorry, what? I don't quite understand what you're trying to say.

Xakyrie's Easy
Watch AiMod - oops :D 03:07:900 (3) - + 2 little DS issues
00:18:488 (2,1) - That looks like a half blanket, I would recommend make a good blanket out of it https://osu.ppy.sh/ss/2159997 Sure, not a problem.
00:20:505 (1) - you see the white point on the slider (the "tick")? I would recomment to use the little edge there instead of the other side, fits better to the music Aha, I see what you mean. Done!
00:20:505 (1,2) - If u do the previous or not, if you want a good blanket put them over each other https://osu.ppy.sh/ss/2160012 and adjust it perfectly
00:20:505 (1,3) - oops https://osu.ppy.sh/ss/2160016 I did what you asked except with your suggestion.
00:28:572 (1,2) - blank better -> https://osu.ppy.sh/ss/2160023 aaaa I'm a lazy blanketer...fixed.
00:32:102 (3,1) - blanket ^
00:34:623 (2) - tick = edge It's fine the way it is.
00:36:639 (1) - ^ ^
00:40:673 (1,2) - I know it's beatiful done, but there's an DS issue lol it's actually not noticeable shhh
00:46:219 (2,3,4) - blanket could be a bit better I just moved (3) to fix this. (2,3) are copy/pasted and rotated.
00:58:320 (2,3) - blanket Okay okay I get it stop harassing me about blankets :<
01:00:841 (1) - tick No problem with this.
01:04:875 (1) - this is really nice done, here you used the edges perfect to the rhythm, but I would something else for a completely symmetric build I do agree with what you're saying, but there's a reason why the end is not symmetrical. I am completely against sliders ending on downbeats (big white ticks; the start of measures) since they are just that: downbeats. You're supposed to start sliders/notes on downbeats, not end one. That being said, I opt for a non-symmetrical build so that I can still abide by this.
01:08:908 (1,3) - blanket Slightly fixed if what I think you're saying is correct.
01:10:925 (3,4) - blanket Err...okay, you kind of lost me now.
OK enough blanket keep it in general to blanket everything perfectly by using ctrl+g+h+j or rotating objects Okay, okay... :?
01:51:261 (3) - I don't think that's OK for an Easy diff, in my map i asked a BAT he said I should avoid it so I give this back to you (not more than 1 reverse arrow in easy and normal diffs) Huh...well that's good to know then I guess. Thanks for the passed-off help. I thought this was the only appropriate way of mapping such a drumline but I guess I'm forced to try something else then.
03:09:917 (1,1) - blank them? ;3 (yes it's possible :D) I honestly didn't want to do this but I was able to so there you go.
03:38:152 (1) - oops (wth AiMod why is it so dumb? ._. ) lol don't worry about it :p

Xakyrie's Normal
Again especially really strange things I just recommend to watch over all blankets again
00:16:471 (1,2) - flow-drop https://osu.ppy.sh/news/61334266941 It's not really, is it?
00:23:782 my opnion: sounds nice if you keep this as a gap and only use a slider without reverse It does indeed sound nice, but this also sounds nice too.
00:41:681 (2,3) - It plays better with 2 slider both 1/2 https://osu.ppy.sh/ss/2160134 For vocals, maybe.
00:43:950 (3) - How bout delete the slider and just use a circle at the sliders beginning - sounds better^^ ok that's shit keep it like it is XD lol
00:45:211 I would keep a gap here and start the slider as a 1/2 on the white tick instead There is a consistent 1/1 gap between the second and third white ticks for the first three bars of the bridge. The others are lead-ins or emphasize vocals.
00:49:497 (2,3) - change the position in the timing line (and of course use the dDS to reposition) to get a better active/passive hitsound-playing (sound the same but it's a much better feeling when playing) - oh and don't forget to redo the hitsounds u used in them I'm not sure what you mean by this.
01:06:387 (4) - something going downward would fit better to get a 01:04:875 (1,2,3,4) - up up, down down flow While that does sound nice, that would change the entire idea of what I intended to represent in these sections.
01:21:009 (1,2,3,4) - Like you did here, that`s nice =) Thanks!
01:49:244 (1,2,3) - same as above
02:06:891 (4) - meh ._.
03:11:429 (4) - meh XD These were intended x,x,y,x patterns (variables) :v
03:13:950 (1,2,1,2,1,2,1,2,1,2,1,2) - too often, it looks like spamming 1/2 slider, replace some with circles or anything else to make it more interesting The thing is, I'm already afraid I've used 1/2 sliders enough during kiai times.

Xakyrie's Hard
00:15:967 (1) - I would not do this directly at the beginning, get the players a time to feel some rhythm of the music. Use a circle 00:16:345 here would make it easier to begin with the song This is an intro. It's not supposed to represent the intended rhythm. It's actually much more difficult to use circles for this part, at least that's what I think. It makes it seem like this difficulty will have lots of 1/4 notes. I also don't think starting the map on a blue tick when the map is not blue tick happy is a good idea.
00:23:278 delete the slider and use circles for start and end instead, due to the hotsounds I would say it fits more I think the 1/1 'gap', or in my case the slider body, is like a hold/pause in the song until the next note. I like it the way it is.
00:42:438 (4,5) - OK I can't play this it's too confusing for me and I really don't like it, I don't know if I am the only one with that problem, but due to it I would recommend doing something like https://osu.ppy.sh/ss/2160248 (to not overuse the slider-circle-slider thing) - counts for every part you did that^^ Hmm, I'm not sure why it's confusing...unfortunately the spacing you suggested is actually more confusing since it's not stacked and if played it would look like 1/4 spacing or something of the sort. All my stacks are similar in timing so it shouldn't be hard to predict. The 3/4 slider fits perfectly here and no where else...it's called for in the drums.
01:04:875 (1,2,3,4) - U used that too often, do something else or make it more interesting in using some other https://osu.ppy.sh/ss/2160262 I intentionally made it that way. All of the drumlines are supposed to be mapped like that. However, I really like the way that's designed so I might steal that idea off you for later...only to use it in all other similar sections.
01:51:765 (2) - I am not sure but I think a stream with that low BPM your song got would fit... but maybe just start it 01:52:270 and use the reverse slider before instead... hope this is not too difficult o.o That's actually not a bad idea, however I like my repeat slider. Since almost the entire measure sounds the same, I only want to use one method of representation. I believe I followed this logic in all of my difficulties.
02:57:438 (4) - delete 02:57:312 use a circle here instead of the slider end This kind of thing isn't difficult to play...is it?
03:37:018 circle for tripple would sound nice Well it's not supported in the drums so no can do.
03:45:993 (1) - delete the reverse and start the spinner on the white tick instead This is an okay suggestion but I am not a fan of using spinners as finishers. I'd rather have it hit/ended by the player. A follow-up blue tick spinner does the trick without a hitch, so...

Xakyrie's Insane
00:42:438 (4,5) - T-T lol like in the hard, I am not removing this :p it's not like it's a random pattern I made up and I am not going to simplify it since this map is already easy enough. If the music calls for it, it will be there.
Hum.. this diff is looking like the hard... I give you some general suggestions:
How about divide some vocals like these 01:47:228 (1) - into 2 slider? https://osu.ppy.sh/ss/2160315 I don't like 1/4 sliders at the end like that and I did use sliders to map the vocals at times. A good example of this is actually the following measure.
Some 1/4 slider would give this diff a better spread from the hard one I'll consider it. It could be used in place of 1/4 notes, so I'll keep this as a reminder in case others think similarly.
If u use streams use a slider for the streaming path and then use the "convert slider to stream"-option for a super-nice look^^ I'll keep it in mind as well.

Thank you for the mod! A pleasure doing work with you.
Topic Starter
Haruka_old
new bg and combo colours were added, as well as updates to all of Xakyrie's diffs. also thank you for the star, Tician! :)
rew0825
Hi frommy mod requeue :)

[ Kantan]
  1. 00:52:270 (39,1) - ctrl+g

[ Futsuu]
  1. 01:51:513 (66,67) - ctrl+g

[ Muzukashii]
  1. 03:01:849 (13) - move to 03:02:102

[ Oni]
  1. 01:16:849 (76,77) - ctrl+g
  2. 02:17:353 (76,77) - ctrl+g
  3. 03:05:757 (30,31) - ctrl+g

Good luck :)
Topic Starter
Haruka_old

rew0825 wrote:

Hi frommy mod requeue :) thank you for the mod :oops:

[ Kantan]
  1. 00:52:270 (39,1) - ctrl+g randomly changing the usual don at the beginning of the kiai to a kat just makes it... random? no change.

[ Futsuu]
  1. 01:51:513 (66,67) - ctrl+g the don is there for a lead-in and the kats that follow are an obvious one-tone drumline. your suggestion would break that.

[ Muzukashii]
  1. 03:01:849 (13) - move to 03:02:102 applying this would make this part continuous ddkd dk. no change so it's not repetitive.

[ Oni]
  1. 01:16:849 (76,77) - ctrl+g again, the dons should be at the beginning of the phrases and doing this would be random.
  2. 02:17:353 (76,77) - ctrl+g ^
  3. 03:05:757 (30,31) - ctrl+g ^

Good luck :) thanks but no changes :|
Sognux
Hello! From my modding queue.

General
No guest mapper should have more difficulties in the mapset than the creator, all modes together.
^So no more guest difficulties, alright?
More than 1/3 of the map is kiai time. Consider reducing this.
Normal
01:25:043 (1) - Why is there a NC there? :o
03:24:034 (1) - Half of this slider is outside the playing field ._.
03:36:135 (1) - ^ (You don't actually have to change these it just annoyed me abit xD)

Hard
01:47:228 (1) - Half outside the map o.o
02:19:244 (4) - ^
02:41:681 (1) - Why is that a NC?

Insane
00:53:278 (2) - I am bound to fail on that slider since it's behind a small stream...
02:41:681 (1) - Why is there a NC there? .-.
02:58:320 (2) - Bound to fail on this slider aswell


Good luck getting this ranked~
Xakyrie
Sognux's Mod

Sognux wrote:

Hello! From my modding queue.

General
No guest mapper should have more difficulties in the mapset than the creator, all modes together.
^So no more guest difficulties, alright? It's already in pending. Haruka and I map together so we rarely need/allow extra GDs.
More than 1/3 of the map is kiai time. Consider reducing this. 1/3 is perfectly fine. Kiai is meant to accent important parts of the song, in this case the chorus, and reducing it any further would cause inconsistency.
Normal
01:25:043 (1) - Why is there a NC there? :o New combos are every measure, and since this is a new measure, there is a new combo. :p
03:24:034 (1) - Half of this slider is outside the playing field ._. Oh I see why people before you had complained about this. I do everything in 16:9 so this didn't make sense to me. Fixed.
03:36:135 (1) - ^ (You don't actually have to change these it just annoyed me abit xD) Same as above. I wish everyone played in 16:9 so this wouldn't be an issue, lol.

Hard
01:47:228 (1) - Half outside the map o.o Same as before.
02:19:244 (4) - ^ Doesn't go outside the screen so no change.
02:41:681 (1) - Why is that a NC? Same reason as before.

Insane
00:53:278 (2) - I am bound to fail on that slider since it's behind a small stream... It's a slow bpm so this shouldn't be hard to read...just watch the approach circles.
02:41:681 (1) - Why is there a NC there? .-. Same as before.
02:58:320 (2) - Bound to fail on this slider aswell As mentioned before.


Good luck getting this ranked~ Thanks! In a world full of OPs and EDs...we'll definitely need every ounce of luck we can get.
Thanks for the mod! Updates for Normal/Hard.
bigfrog
hello, from your PM request :)
ahh...sorry for late XD

Xakyrie's Easy
00:28:068 (3,2) - out of the range, maybe it's unrakable...
00:36:639 (1) - ^same as above
00:38:656 (2) - end at 00:39:665 please? just think end at blue line is very not fit the rhythm :?
01:04:875 (1) - should be like this pattern since it's not easy for beginner to distinguish :
01:08:908 (1) - out of the range too :?
01:20:505 (4) - ^ but if you really don't want to change, i only post this question to here, if you fixed, just can find others by yourself ;)
02:01:345 (1,3) - (3) end blanket with (1)? looks nice~
03:38:152 (1) - you should fixed this slider since it's out of the range seriously :?
03:40:169 (3) - try this for better flow :

Xakyrie's Normal
hmm...just think your distance is not regularly :? (1.4x, 1.5x, 1.6x) what about use only 1.4x??
02:27:564 (1,2) - blanket better?
03:05:379 (3,1) - ^same as above
03:24:034 (1) - out of the range, please fix this >< since when playing, player may really don't know if there is a reversion ..

still have some object out of the range, that is not my persistence but rules...
so consider it please :)

Xakyrie's Hard
01:04:875 (1,2,3,4) - this pattern? since it'll be more easily to hit :
and also out of the range...
02:29:581 (1,2) - parallel better (the part after the red point)

very tiny diff :)

that all, just think your Insane have no problem...or i still can't mod it :|
GL~!!
Xakyrie
Hey, no worries bigfrog! Thank you so much for the mod! I'll reply later today.

bigfrog wrote:

hello, from your PM request :)
ahh...sorry for late XD Not a problem, in the end, you still did it! :P

Xakyrie's Easy
00:28:068 (3,2) - out of the range, maybe it's unrakable... It's actually still visible when you test it and it's only slightly out of the grid.
00:36:639 (1) - ^same as above ^
00:38:656 (2) - end at 00:39:665 please? just think end at blue line is very not fit the rhythm :? Did you maybe touch the slider? It's like that already for me.
01:04:875 (1) - should be like this pattern since it's not easy for beginner to distinguish : It's not overlapping that much so I think this is fine. If other modders feel this is a problem however, I'll fix it.
01:08:908 (1) - out of the range too :? It's visible when you testplay it.
01:20:505 (4) - ^ but if you really don't want to change, i only post this question to here, if you fixed, just can find others by yourself ;) This one is actually not even really out of the editor grid...I'm glad you tried to point these out since there may have been some truly unrankable ones because I mapped everything in 16:9.
02:01:345 (1,3) - (3) end blanket with (1)? looks nice~ Agreed; fixed.
03:38:152 (1) - you should fixed this slider since it's out of the range seriously :? Like I said previously, this was all mapped in 16:9 so I totally overlooked this previously. I'll testplay them all again in 4:3 to make sure these are all fixed.
03:40:169 (3) - try this for better flow : This suggestion would've worked better if I didn't fix the previous repeat slider :p

Xakyrie's Normal
hmm...just think your distance is not regularly :? (1.4x, 1.5x, 1.6x) what about use only 1.4x?? The slight change in DS only happens during different sections. It's possible it's when there is 1/1 or symmetry in which case those override the DS. It's so minimal you can barely feel it.
02:27:564 (1,2) - blanket better? It's not blanketed enough? I'll try to make it better I suppose...
03:05:379 (3,1) - ^same as above I tried my best. :|
03:24:034 (1) - out of the range, please fix this >< since when playing, player may really don't know if there is a reversion .. Oh, I think I see what's going on here...you must have the old version!

still have some object out of the range, that is not my persistence but rules...
so consider it please :) They should all be fixed now.

Xakyrie's Hard
01:04:875 (1,2,3,4) - this pattern? since it'll be more easily to hit : Someone suggested a change for this pattern earlier. I don't like your suggestion, however, this will be fixed.
and also out of the range...
02:29:581 (1,2) - parallel better (the part after the red point) I believe this should be better now.

very tiny diff :)

that all, just think your Insane have no problem...or i still can't mod it :| It's okay, you tried. :P
GL~!!
A big thank you to you, bigfrog! All sliders out of range should be fixed now, and the 1/4 repeat pattern in the hard is tidied.
A Mystery
Hello! From my queue

General

Nicely done on the guest standard maps! I loved them
Really, nothing mayor


insane

Not really insane but it's a very nice difficulty! I feel like 03:44:202 (1,1,1,2) - are coming too late (timing points should be a little bit earlier). Consider asking e.g. a BAT about it.

00:19:244 (2) - I suggest that you move it a bit to the right (and the other stuff, if necessary, as well) or change the slider curve a bit. Note that on 4:3 screens it will go halfway through the ranking panel. I'm not a BAT so I don't know where the point of "going to far" is, But I think that slider anchors cannot be outside of the grid.
01:30:589 (4) - Move the slider end to x=141 y=63 to make it perfectly parallel with 01:29:833 (3) - I suggest that you copy it to the next return slider so it will be parallel as well
02:26:555 (2,3,4,5) - here's a strange part... I don't think it plays very well but if you think it does don't listen to this. I think you should just keep the distance the same here http://puu.sh/cy2US/a7b4eb2f6d.jpg (this was done quickly)
02:28:572 (2,3,4,5) - same here, I don't really get the pattern. It's probably just me
02:37:144 (3) - Ctrl+G?
02:39:160 (3) - you could do Ctrl+G here as well, but leaving it like this feels more natural than the previous suggestion.
03:04:875 (2) - Just a suggestion, I think it plays better when you move this one a bit down and the next slider a bit up.
03:08:908 (2,3) - Ctrl G both?
03:45:993 (1,2) - wouldn't it make more sense when the combos were reversed?

Blanket suggestions
00:39:412 (2) - I noticed that you use the grid snap when making blanket, you shouldn't do that.
00:55:295 (1) -
00:57:816 (3,5) -
01:27:816 (2) -
02:30:589 (2,1) -
02:33:614 (1) -
03:23:530 (3) -

Hard

00:40:673 (1,2,3) - this may look nice in the editor, but It's overlapping each other in a weird way when playing. The same is for all the other places where you used this pattern
00:46:723 (1) - not sure, I think it's going too far outside of the grid.
00:59:328 (1) - Ctrl+G this, imo it feels better when playing. Also, it is not exactly parallel with the next slider.
01:11:933 (2) - Ctrl+G?
02:30:841 (2) - Not exactly parallel again (just move the slider start 2 pixels down)
02:38:908 (2) - ^1 pixel up (and 1 to the right I think)
02:32:858 (2) - Same as 00:46:723 (1) -
03:05:883 (1) - Again about the grid


Blanket suggestions
00:22:018 (3) -
00:39:412 (2) -
01:39:917 (2) - not sure if it was your intention to make one here
02:59:581 (4) -

Normal

00:18:488 (1) - move this 1 pixel to the right for a perfect stack
01:15:715 (2) - 1 pixel up for parallel
01:16:471 (3) - ^
03:36:135 (1) - same suggestion about the grid.

Blanket suggestions
02:17:480 (1) -
02:27:564 (1) -
02:37:648 (1,2) - should be done a little more properly if possible
03:05:883 (1) -

Easy

00:32:606 (1) - blanket
00:56:807 (1) - ^
01:18:992 (3) - ^
01:56:303 (4,1) - http://puu.sh/cy5SV/eb49fe1042.jpg ?
02:01:345 (1) - blanket again
02:09:412 (1) - ^
03:07:900 (3) - outside of the grid
03:38:152 (1) - outside of the... screen? :o

This is a very nice mapset, I also think it's nice that one person made the taiko diffs and the other one made the standard. Gj on every standard diff! Just some very minor flaws. Good luck ~
Topic Starter
Haruka_old
my sincere apologies to the modders who happened to mod Xakyrie's older difficulties (pre-mod application); I haven't been making timely updates so some fixes that were already made were not present in the versions some modders had while modding.

I'll make sure this does not happen again in the future. (and thanks for your nice compliments and star, A Mystery!) :oops:
Xakyrie
A Mystery's Mod

A Mystery wrote:

Hello! From my queue That was quick!

General

Nicely done on the guest standard maps! I loved them Thank you! It truly means a lot to hear that. :oops:
Really, nothing mayor

insane

Not really insane but it's a very nice difficulty! I feel like 03:44:202 (1,1,1,2) - are coming too late (timing points should be a little bit earlier). Consider asking e.g. a BAT about it. Very aware of this horrid timing. Haruka and I intend on finding someone with experience in timing slowdowns to fix this.

00:19:244 (2) - I suggest that you move it a bit to the right (and the other stuff, if necessary, as well) or change the slider curve a bit. Note that on 4:3 screens it will go halfway through the ranking panel. I'm not a BAT so I don't know where the point of "going to far" is, But I think that slider anchors cannot be outside of the grid. While this may have been true, it doesn't exist in the update.
01:30:589 (4) - Move the slider end to x=141 y=63 to make it perfectly parallel with 01:29:833 (3) - I suggest that you copy it to the next return slider so it will be parallel as well On it.
02:26:555 (2,3,4,5) - here's a strange part... I don't think it plays very well but if you think it does don't listen to this. I think you should just keep the distance the same here http://puu.sh/cy2US/a7b4eb2f6d.jpg (this was done quickly) Nope, I very well agree to you. Was hoping someone would point this out. Thanks for the suggestion. Did something similar.
02:28:572 (2,3,4,5) - same here, I don't really get the pattern. It's probably just me Same as above. Don't doubt your pointers, they are true! :o
02:37:144 (3) - Ctrl+G? I guess this works. For better flow, I fixed the positioning of 02:37:648 (1) - as well.
02:39:160 (3) - you could do Ctrl+G here as well, but leaving it like this feels more natural than the previous suggestion. I agree but it bothers me somewhat if it's not similar to the previous suggestion. A turnaround pattern will be applied here as well.
03:04:875 (2) - Just a suggestion, I think it plays better when you move this one a bit down and the next slider a bit up. With your suggestion in thought, I tried a different pattern.
03:08:908 (2,3) - Ctrl G both? This is the most genius suggestion. I really love this!
03:45:993 (1,2) - wouldn't it make more sense when the combos were reversed? The new combos here are meant to indicate there is a slowdown. The (1,2) here has no bpm change, thus the no new combo.

Blanket suggestions
00:39:412 (2) - I noticed that you use the grid snap when making blanket, you shouldn't do that. You're right.
00:55:295 (1) - Done.
00:57:816 (3,5) - ^
01:27:816 (2) - ^
02:30:589 (2,1) - ^
02:33:614 (1) - ^
03:23:530 (3) - Also moved this a smidgen.

Hard

00:40:673 (1,2,3) - this may look nice in the editor, but It's overlapping each other in a weird way when playing. The same is for all the other places where you used this pattern It's not really something that needs to be changed. I personally like the way it plays and would rather keep it this way.
00:46:723 (1) - not sure, I think it's going too far outside of the grid. Was fixed in previous update.
00:59:328 (1) - Ctrl+G this, imo it feels better when playing. Also, it is not exactly parallel with the next slider. Fixed the parallel problem, however the placement of the start/end is consistent with similar sections. (1,2) is meant to be played parallel, and (3) is just to flow into the next pattern. I may consider changing all similar patterns to accommodate this if other people feel similarly.
01:11:933 (2) - Ctrl+G? ^
02:30:841 (2) - Not exactly parallel again (just move the slider start 2 pixels down) Not exactly sure how that would fix it, buuuut I fixed it anyhow.
02:38:908 (2) - ^1 pixel up (and 1 to the right I think) It's still parallel regardless of it being moved or not. Decided to move it anyway.
02:32:858 (2) - Same as 00:46:723 (1) - Fixed in previous update.
03:05:883 (1) - Again about the grid ^


Blanket suggestions
00:22:018 (3) - Fixed.
00:39:412 (2) - ^
01:39:917 (2) - not sure if it was your intention to make one here With the repeat end, probably.
02:59:581 (4) - ^

Normal

00:18:488 (1) - move this 1 pixel to the right for a perfect stack It looks perfectly stacked in my current version.
01:15:715 (2) - 1 pixel up for parallel It's fine the way it is.
01:16:471 (3) - ^ ^
03:36:135 (1) - same suggestion about the grid. Fixed previously.

Blanket suggestions
02:17:480 (1) - Thought it was okay...tried again to fix it.
02:27:564 (1) - ^
02:37:648 (1,2) - should be done a little more properly if possible ^
03:05:883 (1) - Sigh...already tried to fix this multiple times before. Hopefully this is the final.

Easy

00:32:606 (1) - blanket Done.
00:56:807 (1) - ^ ^
01:18:992 (3) - ^ ^
01:56:303 (4,1) - http://puu.sh/cy5SV/eb49fe1042.jpg ? This isn't even a blanket.
02:01:345 (1) - blanket again This should finally be perfect.
02:09:412 (1) - ^ ^
03:07:900 (3) - outside of the grid As of previous update, no it's not.
03:38:152 (1) - outside of the... screen? :o ^

This is a very nice mapset, I also think it's nice that one person made the taiko diffs and the other one made the standard. Gj on every standard diff! Just some very minor flaws. Good luck ~ Thank you for the star and the compliments! Hopefully you can expect many more of these mapsets in the future. ;)
As a final comment, I want to commend you on your modding. I believe you have the ability to become a very capable modder. Nicely done!

Updates for all diffs.
pieguyn
[Xakyrie's Insane]
00:52:774 (1) - soft finish here? there isn't enough emphasis on current finish, since the hitsounds before it are loud. also on 01:53:278 (1) - ,02:57:816 (1) -
00:55:295 (1) - 2nd point left for better blanket
00:58:572 (5) - last point down for better blanket
01:33:110 (1) - any reason missing drum whistle on end?
02:10:421 (3) - imo move it right for more equal jump distance, plays better. current flow is unnatural bc the 2nd jump feels like more of a stretch than the 1st jump
02:29:328 (5,1) - make it parallel to 02:28:572 (2,3,4) - ?
02:41:177 (3) - don't get why close spacing here

sorry, I don't like this song very much, so stop here > <// no kds if it wasn't helpful. good luck
Zetera
Hi, (late) mod.

[Kantan]

|02:29:076 (6,7,8,9,10) - I guess this pattern works (if I understood it correctly as if it would follow the vocals), but I think it's not the best idea that could be used for that part. I mean, the vocals haven't been followed here (02:37:144 (19,20,21,22) - ) as well.

The Futsuu and Muzukashii are Perfect.

|To be honest, My mind tells me that an Oni is not needed for this set, It's a calm, slow song and the previous difficulties have covered things up pretty well. For the case that you want to keep the Oni, I will mod it anyway.

[Oni]

|01:16:849 (76) - Hm, works out but looks a bit random. You could also continue with the previous triple-build (kkd might work, even though this combination is later used to transist into the part after the Kiai). This does obviously applies to 02:17:353 (76) - and 03:05:757 (30) - as well.
|02:49:118 (22,23) - I would keep this whole part calm and this kind of double is not supporting this thought.

Sorry, it's hard to mod a good set. I'd almost say that the calm parts are too monotonal, but that's not true and hard to be managed with a slow song like this. Well done.

Good luck, I will star this.
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