This map has been deleted on the request of its creator. It is no longer available.
Thank you very much for the mod! It wasn't really poor, it really did help out.Mezzaten wrote:
hi you
[Easy]
00:02:270 (3) - This is the only slider that's curved this way in the entire map, so it sticks out like a sore thumb. Consider curving it in a different way. fixed
00:12:880 (8,9) - Moving this so that they're on the same axis as 00:09:896 (3,4) - will make it look nicer. Move them to x256. Fixed
00:17:190 (1) - Was this meant to be a wave? It looks kinda odd. I don't really agree with diagonal waves, but that's up to you, really. It was meant to be an angular wave, yeah. I'm not a big fan of it either but I didn't know what else to put there.
[Normal]
00:01:275 (4) - You could do a ctrl+G here, but I'm not sure if that's really allowed on a normal. Well, that was what I originally wanted, but the spacing is both too large and inconsistent when I do that, hence why I didn't.
00:36:090 (1,2,3,1,2,3,1,2,3,4,5,6) - You may want to use more sliders here. It's a normal after all, so using all those circles isn't really optimal. It's a normal, yes, but considering that, for every map except the Easy I made the ending increase in difficulty exponentially, I felt that those circles were justified. It also allows for some consistency across all difficulties - and if the Normal is too easy, the player will feel way less happy for FCing/SSing it (if they're a Normal player) than when you add a challenge at the end.
[Hard]
00:01:938 (6) - Put this circle beneath 00:01:275 (4) - 's sliderend. Looks hella rad. I didn't want to do this at first because it would fuck with my consistency, but I changed up some other stuff and now it plays way better. Thanks.
00:05:917 (6) - ^ on 00:05:254 (4) - Didn't do it here for variety's sake.
00:11:885 (5) - Move it to x368 y114 and fix the spacing Though I get your sentiment here, that offsetted sliderend was done on purpose. I think it looks cool, haha. I did try to change it to make it look better but there's no way I can do that without fucking up the spacing + consistency of that section
00:32:111 (1) - Why the sudden change of sv here and jumps here? Remember this is just a hard, and the song doesn't even get more intense or anything of the sort. It's what I said about the normal - both to keep consistency in pattern types across the set and to challenge the player at the end of the map. It's a Hard, so it should have a section that's challenging for your average Hard player, in my opinion.
[Insane]
00:27:800 (1,2,3,1,2,1,2,1) - Why so many new combos here?Spacing changes with every NC
[Extra]
00:03:707 (1,2,3) - As I've mentioned before ingame, these are very confusing. Why not use a repeat slider + a circle instead? Because it's an Extra, haha
I'm very sorry for such a poor mod, especially for Insane and Extra difficulties, but I really couldn't find anything _wrong_ with them, except for what's been pointed out. Nice jumps you have there!
Good luck.
Thank you very much for the mod! It really helped. And thank you Sakura for the IRC mods!Pappy wrote:
Hi, from #modreqs[General]
- Easy feels like Normal, Normal feels like Hard... Why? ;_; I know that the Normal is too hard, but I don't really feel as though the Easy is too hard at all. I'll definitely make things easier in the Normal.
- BG2 have wrong dimension. Fixed (changed to 1366x768)
- Too many difference between Normal and Hard (3,53-2,22=1,31 [!])What should the difference be, then?
[Easy]
- Your spacing is very odd, sometimes it is around 2,0-2,4 (!), but sometimes you used 1,4. Spacing on easy must be consistent on all notes. The spacing is consistent, but numeric spacing doesn't account for slider leniency. You must take that into account when looking at a map's spacing.
- 00:09:896 (3,4) - Try to not stacking on easy. How else could I do this pattern, then? I can't figure out a way that doesn't ruin the symmetry, sorry.
- 00:37:084 (2,3) - Don't do it on easy, notes hidden under sliders are hard for beginners. Fixed.
HP incerase by 1, song is short Fixed.
AR incerase by 1.Fixed.[Normal]
- This diff looks like hard, try to make spacing consistent too.
- 00:16:196 (1,2,3,4,1,2,3,4) - Why you changed rhytm? Song goes the same like before, you should leave rhytm before. (+this is quite hard :3) The rhythm is the same, actually, the feel of it is just different. Removed the doubles for the feel of this pattern to match the previous one, and to make things easier.
- 00:27:137 (2,3) - Change to slider? But that pattern is prettyyyy... If someone else suggests the same, I'll change it
- 00:27:800 (4,1) - Try to stack it better. Move tail of (1) at right, for example blanket with 00:27:469 (3) Wow that stack was horrible, I hadn't noticed that. Thanks!
- 00:32:111 (1,2,1,2,1,2,1,2) - Try to change pattern and because player can get lost in this. x.x Avoid these overlaps! Just as I told Mezzaten - this is here because every single diff except for the Easy has a difficulty increase at the end, and I didn't want to make too many exceptions. If people keep complaining about this, though, I'll reconsider it. The overlaps are ugly though, I'll look into fixing them.
[Hard]
- 00:07:243 (2) - NC here because changing SV is invisible. Done.
- 00:11:885 (5,1) - Stack it? Avoid overlap here. That overlap is on purpose, read the previous mod post.
- 00:13:212 (3) - Curving this slider would be good, too many straight sliders before. That would completely kill the consistency of that entire section.
- 00:15:201 (1,2,3,4,1) - Spacing is too high. What spacing would you suggest, then?
- 00:32:111 - I very don't like this SV changes... But they fit the music, and they're also there for spread consistency with the harder diffs.
- 00:39:074 (1,2,3,4,5) - This kills every player. ;_; I FC'd this map at 99% with HDDT
I won't mod Insane and Extra (I just can't ;w;), but as a jump-lover I must say some of jumps are quite random... I fixed the Insane's random jumps, the Extra doesn't have any random jumps at all.
Funny mapset, good luck!
Breezy wrote:
Hi, I came from #modrequest!
In my opinion, I didn't see anything wrong with any of the difficulties except for Extra.
ExtraSPOILER00:25:479 (7) - I feel like you should remove this slider because it does not fit in well that much. At 00:29:458, it is similar to 00:25:479 and there is no slider there. If you feel that this slider fits, then just add another slider at 00:29:458 I can see why you think that but if you listen closely there is a background sound at the place where the slider is (just remove the slider and listen) which isn't there for the second repetition of that melody, and I wanted to accentuate the silence in the second repetition, hence the slider on the first part. I'll remove it if more people comment on it.
00:37:913 (3) - This circle goes way too much towards the bottom as a jump. In my opinion, I think you should move it to X:76 Y:216 Moved to x137y54
Thank you Irre and Breezy for the mods!Irreversible wrote:
IRC hard diff00:29 Irreversible: 00:25:977 (2,3) -
00:29 Irreversible: this
00:29 *Irreversible is editing [http://osu.ppy.sh/b/531110 Drop - Granat [Hard]]
00:29 Irreversible: 00:03:265 (4) - blanket
00:29 Irreversible: 00:03:707 (5) - nc
00:29 Irreversible: 00:06:249 (7) - awkward antijump imo
00:29 Irreversible: 00:14:184 (1) - not snapped
00:29 Irreversible: 00:23:158 (1,2,3) - spacing seems to olow ?
00:30 Irreversible: 00:27:469 (1) - why ignoring the beat
00:30 Irreversible: 00:32:111 (1) - that seems so super fast comparing to the rest XD
00:30 Irreversible: 00:42:058 (1) - move further
Fixed all except 00:30 Irreversible: 00:32:111 (1) - that seems so super fast comparing to the rest XD
the log of insane extra and easy got deleted. .
gl tess
Thanks for the mod, it really helped!A Mystery wrote:
Little mod - Just some personal thoughtsand terrible blankets
Insane
Tried Ctrl+G'ing 00:33:105 (1,2) - and 00:33:437 (3,4) - ? It creates a better flow, or at least for me it does. Done.
Hard
00:06:249 (7,8) - Is this supposed to be a blanket? Shh. Fixed both 7 and 1.
00:12:715 (2) - Not sure if it was your intention but you could make it exactly parallel but moving the return point to x=375 y=194 I can barely see the difference but I trust your judgment.
00:16:196 (1) - 00:17:190 (3) - I've got to nazi these (flaw is actually also visible when playing) Fixed.
00:24:153 (1,2,3,4) - 00:28:132 (1,2,3,4) - i get the idea, but you, should do them a bit more properly (sorry ) Why are you apologizing for a valid suggestion?
00:38:410 (2,3) - again some naziwork Fixed
I don't think that people (players and modders) are going to be happy with the SV increase like that in a hard.
Normal
I'm not going to point out the pixel work because I think you know where the little flaws are I'll make sure to recheck it for nazi shit
00:06:249 (1,2) - like these Fixed.
00:27:469 (3,1) - Wouldn't do an overlap here, doesn't really look that great imo Fixed.
Easy
00:08:238 (1,2) - 00:10:891 (5,6) - Shouldn't you make them symmetrical? No that fucks up the flow
10 kds pls rankmy map now
Thank you for the mod!JudgeTheDude wrote:
Hi, M4M and stuff[General]
- Your taggs look like they got wrongly encoded : http://puu.sh/czHev.png Please fix that Done
[Easy]
- 00:32:111 (1) - Move it to [52,88] (It will adjust with the next note I changed)
- 00:33:105 (2) - Move it to [88,92] to mirror it with 00:34:100 (3) I see what you mean here but it ruins the spacing
[Normal]
- 00:03:928 (3) - I think you shouldn't hide notes in Normal, but I don't see where to put it (Maybe [132,340] Fixed the slider before it instead, don't know why I had that pattern there
- 00:07:906 (3) - Same here (Maybe put it at [448,292] This isn't the same pattern, though
- 00:25:148 (2) - Maybe place it at [192,200] if you want an anti-jump
- 00:25:148 (2) - Or place it at [256,252] if you want a more symetrical placement Blanketed the slider around it instead
- 00:36:753 (3) - Move it to [256,64]. I think you misplaced it Done.
[Hard]
- 00:16:196 (1) - Why not make it "horizontal" ? (I mean, with no rotation, to blanket the next slider perfectly) Because this looks better to me.
[Conclusion]
Very well mapped, in my opinion. A pleasure to play ^^ Good luck for rank !
Thanks for the mod!Ongaku wrote:
I will give you my mod
I also realize that you didn't use GS for some parts .-.
dont hurt me pleaseModsExtra Difficulty (Divine)
00:01:275 (1,2) - I don't know if its me, or is the blanket off .-. It was.
00:01:773 (2) - Doesn't overlap 00:00:944 (3) - Oh my god how did I miss that
00:03:707 (1,2,3) - (I don't even...) You might want to remap this section, doesn't seem like it will be possible for some other players. I know its a expert difficulty, but still doesn't seem to fit. I can SS it, and it plays great for me. Your suggestion doesn't fit in my opinion, sorry
Try something like this?
Hard Difficulty
00:01:275 (4) - Underlap 00:01:938 (6) - by just moving a tiny bit to x:324
00:04:259 (1) - Underlap 00:04:922 (3) -
00:05:254 (4) - Underlap 00:05:917 (6) - All fixed
Normal Difficulty
00:07:906 (3) - Doesn't underlap at the end of 00:07:243 (2) - Fixed
Easy Difficulty~
00:22:164 (2) - Don't know if this was intended, but doesn't underlap 00:20:174 (5) - Fixed
Sorry if this mod didn't help. I just tried to find anything I though that was off or incorrect. But, from what I see, I didn't find too many errors. Its a small map, but hard one too, so its nice. :3
The mod was fine, don't worry about it. It helped.
Thank you for the mod!RzHr wrote:
ModOn easy and normal you must use distance snap with same distance spacing Yes, but not if it ruins the playability or flow of the map.
Easy
- 00:36:090 (2,3) - fix the distance I tried to fix it but that only ruined the flow, this plays fine
- and others, that don't have same distance spacing
Normal
- 00:00:778 (2) - 00:01:772 (5) - 00:04:757 (2) - 00:05:752 (5) - imo, better remove that .-. I'd like to, but that would kill the spacing and therefore the flow. I'll gladly listen to any suggestions on how to change those patterns, though.
- 00:26:143 (4,1) - fix the distance Done
- and other .-. must use same distance spacing I was already aware that there must be consistent spacing in the ENH difficulties, so I don't see what patterns you mean, sorry.
Hard
- 00:29:956 (2) - stack with 00:28:795 (3) Don't know why I overlooked that
- 00:32:111- 00:34:100 - Maybe just my problem, i dislike the overlap here :< I think it's pretty
Insane
- 00:06:083 (5) - maybe remove ? :> That would ruin the flow, but I did lower the volume of it and fix some greenlines
Divine
- 00:03:928 (3) - move it 112, 304 or something close with this position Nooo this plays so nicely
sorry, bad english ;_; Your English is fine! I could understand everything.
ankou wrote:
from mod queue, really fun jumps in this map *_*
this is a really short mod so no kd, i couldn't find a lot of things to point out
i think you can just change bpm to a flat 181?
edit: oops you updated the map as i was modding so some things may be irrelevant
[Hard][Insane]
- why not just use ar8? I don't see why not.
- 00:14:041 (6) - this is pretty high up, it's fine for me but might be overlapped by some people's hp bars This is true, but if it's within the playfield, I don't see why it shouldn't be rankable.
[Divine]
- 00:24:816 (1,2) - i think this can be put on the prev combo Removed combo
- 00:29:127 (1) - ^ This is a spacing change, though
- 00:03:707 (1,2,3) - this part is hella hard to hit, but maybe it's just because i can't do spaced triples This is the umptieth complaint about this part, so I decreased the spacing and made it prettier
- 00:31:448 (1,1,1,1) - i don't think you need so many NCs, it works fine as 1 combo imo It's there to announce the upcoming difficult jump section. I did the same in the Insane.
- 00:34:100 (1,2,1,2,1,2) - i think the combo should keep going in groups of 3 But the patterns here are in groups of 2, I also did the squares in groups of 4 instead of 3
Thank you for the mods!Drezi wrote:
00:03:707 (1,2,3) - in the music, this part is played pretty freely rhythm wise, not as even 1/3s This is true, but it would be weird for the player to have to hit inconsistent notes with a rigid placement. I did try to make it work with the ~correct~ rhythm of the song but that just felt wrong, and the difference is barely audible as is so I'm keeping it like it is for now
00:03:707 (1) - it's somewhere between the 1/3 tick and the 1/4 tick
00:03:817 (2) - this is timed on the blue tick
Following the rhythm perfectly wouldn't be too intuitive to play, but making that part 1/4s with a 1/4 break after the slider would still be a bit closer to the actual rhythm than 1/3s and more intuitive to play for me personally.
Alternatively you could map the harp there as a workaround, like this http://puu.sh/cACQP/a5949b03c8.jpg - those beats are also pretty loud in the music.
no kd
that's my tess *cries*Tess wrote:
21:44 Tess: and i'm a slidermapper
21:44 Tess: i'll pick 1/4 sliders over streams any day
Thanks for the mod! I'll mod your map if I have the time.byfar wrote:
[Divine]
- 00:09:564 (2,3,4,5) - trying starting square the other way around? so you have the smaller square go counter then the larger one go clockwise What you suggest is how it currently plays, though
- 00:11:554 (2,3,4,5) - i suggest you start varying these up, like go other way around, etcetc Changed the section a bit, but not for the sake of variation. Just fixed flow.
cuz when i play it its kinda boring (no offense)
- 00:24:485 (2,3,4,5,6) - - these jumps can be bit little larger They're already almost too large for the section
- 00:26:474 (1,2,3) - weird overlap That's how the overlaps are in the entire map, though
- 00:42:058 (1) - holy shit this one's loud. decrease volume, and i suggest small slider http://puu.sh/cB2NG.png
you suddenly have 2 SUPER large squares in the end and honestly the jump build up is just subpar for that. it's a bit sudden for me./ also last square is a bit unsymmetrical The jump buildup is perfectly fine and the squares fit the melody and flow well, and alo the last square is the first square that's copied, expanded and rotated, so I don't see how one could be less symmetrical than the other since they're the same thing
i like the last 20 seconds.
i feel like the beginning is a bit messy but that could be just be my opinion.
sorry for my shit mod
can we do mod for mod? I prioritized yours over 5 people
t/255150
sorry, I meant that last CHING sound is loud AF. really expected something a bit lesser than the previous notes.Tess wrote:
- 00:42:058 (1) - holy shit this one's loud. decrease volume, and i suggest small slider http://puu.sh/cB2NG.png
Thanks for the mod! I'll mod your map if I have the time.
Have you tried playing it without custom hitsounds disabled?byfar wrote:
sorry, I meant that last CHING sound is loud AF. really expected something a bit lesser than the previous notes.Tess wrote:
- 00:42:058 (1) - holy shit this one's loud. decrease volume, and i suggest small slider http://puu.sh/cB2NG.png
Thanks for the mod! I'll mod your map if I have the time.
Thanks for the mod! It really, really helped, especially the mod on Divine.Sakura wrote:
So hey i guess it's time i fully check this:
[General]
I noticed you added new hitsounds but be wary because I saw some sliderslide sounds that dont sound too good in the map. Which would those be?
What does 竜と炎の物語清風明月 in the tags mean? I have no idea, but it's in the ranked set so I assumed it was okay.
[Divine]
00:03:817 (2) - This circle's pretty hard to see. Increased the spacing a little so it peeks out from behind the center of the slider
00:06:580 (2,3) - The sound in 2 comes later than 3 yet both sliders have the same length? Each of these notes sounds equally long to me, even at 25% after listening repeatedly
00:07:243 (1) - Is the curve here solely for the blanket rather than because of the song? I had made the curve first, and decided to blanket later. I don't know what I could change it into that would be better, but I'm open for suggestions.
00:10:559 (2,3,4,5) - This shape is awkward and unintuitive. Changed to this http://puu.sh/cB4ms.png instead
00:11:222 (1,2) - I disagree with this anti-jump, i rather you stack them Why, though? I did move it back a bit to make it prettier, but I don't see why I'd stack these, seeing as this is the style I maintain throughout the entire map
00:16:196 (1,2) - Remove NC from 1 and put it on 2. Done.
00:17:190 (1,2) - Another anti-jump i disagree with. You could stack them instead. I moved them closer together again, but I still don't see why you disagree with them.
00:18:185 (1,2) - and again u.u ^
00:20:175 (1,2) - See thing is anti-jumps are mostly better when following a Crescendo or Decrescendo with slow notes that are close together, because it gives the feeling of a ladder much like on how crescendos work.
The music instead seems like it pauses in those instances so since a Stack is a pause it's more fitting. And there's the explanation I was looking for. Fixed them all, but I'm not stacking them - instead, I'm making the displacement very small, so I can maintain the afterimage effect I was going for while not having them be anti-jumps.
00:31:448 (1,1,1,1) - Fix this NC spam, it's unecessary. Since you're like the tenth person to point this out, I give in.
00:34:100 (1,2,1,2) - Awkward shape here. Besides the song structure hasn't changed and you went with double combos instead of triple combos like earlier, so there's an inconsistence there.
Really on this last section you could try quite a LOT of different shapes and forms, there's a bunch of notes at the exact same timing which gives way for quite a lot of polygons, stars, back and forth jumps/sliders and what not, it'd look way better and play more funnily if you focused a bit more on the actual patterns than limiting yourself to triangles and lines. Heavily fixed
00:39:405 (1,2,3) - You had quite some cool tornado before, but this screwed it up with 3 notes due to the music, that doesn't mean you can't fit 3 sides of the square if you want. Did something, it sort of killed the tonal mapping but it flows better I guess? I'll probably change this again later, not sure if I like it.
00:40:068 (1,2,3,1,2,3,1) - Now see crescendos like this is an example were anti-jumps work better, so these are good. Another suggestion is to make a curve with anti-jumps on the first 6 notes and without adding a new combo in between then put 1 at the end in the center of the curve. Oh my god this is beautiful thank you!
[Insane]
00:16:196 (1,2) - Yeah same as Insane, stack these. Done
00:18:185 (5) - Would fit better on the top right corner for consistence with your previous combo, if you do fix it move the other notes accordingly so they still fit. I did it, but I'm not too sure about this. Might change it later.
00:24:651 (3) - A different stacking would look better Like this, dont forget to adjust the follow up notes accordingly. I was actually thinking of doing that before I read this mod
00:28:132 (2,3) - 3 doesnt justify a +0.5x spacing increase, if anything the music goes softer. Made a triangle with the upcoming combo and also decreased the spacing in the following notes
00:30:785 (2,3,4) - Turn these 3 into a a slider with a single repeat so that it goes up and back down like the increase and decrease in tone in the music? If you dont wanna use a repeat slider then 00:30:619 (1,2,3,4) You could turn this whole combo upside down to make it more varied. Did something, but not what you suggested here. Made 4 into a small jump and did the 1/3 stream from an afterimage stack after that.
00:37:581 (1,2,3) - The position of this notes look odd, im pretty sure you can think of something else here. Did something, but I think the results are kind of boring. At least they're consistent.
00:38:576 (4) - Place this in the middle of 1,2,3? Stacked it on top of 00:37:582 (1) -
00:39:074 (1) - Remove new combo, place it on the next one instead. That would ruin the square.
00:39:737 (1) - Remove new combo ^
00:41:063 (1,2,3) - A downwards arrow/triangle feels odd considering there's an increase in tone in the song instead, you could flip it upwards or just use another line like the previous combo. I didn't want it there for some diversity with the Extra, but considering that I changed the Extra now, your latter suggestion should work. Fixed.
[Hard]
00:12:217 (1) - Uh this is odd, why are you stacking it diagonally up instead of just from the side? it'd look better that way I wanted to do that but it would ruin the spacingggg. I did this now since you're like the 5th person to complain about this. It offsets the spacing by 0.10x but looks better.
00:26:640 (1,2,3) - 3 feels odd, you have very well put it horizontally in the middle of 1,2 so it looks better. If you do fix the follow up notes accordingly. I don't really like how this suggestion looks/feels/plays
00:26:143 (3,1) - You probably know what im going to say about this (and no, NC isnt enough to make it fine) I had already fixed it before reading this mod hahah. Fixed 3 too (before the return slider).
[Normal]
00:16:196 (1,2) - I think double notes for both of these timed to the music would play better. That's how it used to be but people told me it was too hard! I don't know exactly what you mean though, can't make this work. Did you mean that I should remove the return sliders completely?
[Easy]
Spacing is inconsistent, at some points it goes from 1.5x to 2.0x try to even it out. Did what I could
00:39:405 (3) - This slider is much too short, i'd consider removing it tbh. Ugh, Kaguya said the same but I really think it fits there. If one more person complains I'll remove it.
And then 2 taiko diffs are added while im modding yay. Eh i dont think Oni needs HP6 try HP5.
Thanks for the mod! It had some really useful suggestions. I'll be modding your map back soon!Aerous wrote:
M4M From Your Queue !
I love these kinds of maps ~
Divine :
00:27:469 (1) Make this into a triplet , makes it more interesting. Makes it more consistent too, so why not.
00:29:790 (1,2,3) Clone this and flip it on the x-axis , and place it on 00:30:619 (1,2,3) This is actually pretty neat, done.
00:40:068 (1,2,3) Make these notes into a star or triangle shape I like how this fits the rising tones in the song, I don't think I'll be changing this pattern at all anymore.
Insane :
00:1:275 (1) Suggestion : Make this note same as the start but change this note 00:00:281 by reflecting over y axis and x axis after. I don't understand what you mean.
00:25:148 (1) Shorten this slider to the red and add a note on the white tick. http://puu.sh/cDF32/0de4fdbc38.jpg Done.
00:28:464 (1,2,1,2) Please don't change the NC like that. Indicates spacing changes, nothing wrong with this.
Hard :
00:34:943 Snap object
00:37:393 Snap object Oh my god what I had no idea. Both fixed.
00:27:469 (1) Make this overlap the previous note http://puu.sh/cDFcW/ca14fc159b.jpg That's on purpose.
Normal :
Nothing bothers me except the ending
00:36:090 try to make these singles to repeat sliders Doesn't fit.
Easy :
One problem 00:36:422 Object is too far from the previous object I'm aware, but I don't know how to change this without ruining the flow of the map.
Thanks for the mod!Owntrolf wrote:
Normal
00:08:735 (2,2,2) - I think replacing the sliders with a circle on the white ticks sound better It follows the music, though, and this pattern returns in the Hard.
00:40:068 (1) - Im not even sure if a spinner belongs here since I'm terrible at making anything below hard It's fine there, don't want to overdo it.
Hard
00:08:735 (2) - Not sure if its ok to skip that beat in the slider when you could use like a 1/2 repeat slider like how you do in 00:10:227 (1,2,3) - It's a lead-in to the next pattern
Are you sure that you arent making the SV a bit too fast near the ending What is too fast? Too fast for some players? Yes. Too fast for the song? No. Too fast for the map's difficulty level? No.
Insane
00:06:249 (1,2,3) - That sudden SV change 0.50x feels a bit too much Changed it to .6x instead of .5
00:27:469 (1,2,3,1) - Would be nice if it was a little bit more spaced away from the previous blue 3 Why, though? I think this fits the song perfectly, the melody stops for a split second there so movement stops, and then continues from the same place. The song doesn't jump, why should the map?
Divine
00:36:090 (1,2,3,1,2,3,1,2,3,1,2,3) - Feels weird because you pretty much go from perfect triangles to some other shape
*at least the clap hitsound sounds much better now compared to like what it was during the weekend I go from perfect triangles to perfect squares to a perfect circle, where's the issue? The song changes, so the shapes change. Also, the hitsounds haven't changed a single bit since I uploaded them, as far as I know.
Thanks for the mod!Nwolf wrote:
woof c: heyo!
[Muzukashii]
00:14:869 (50) - Change to don, kat here sounds weird imo. Also more emphasis for (51)
00:17:522 (57) - Move this 00:18:848 - here since 00:18:517 (60) - this note plays weird with a break 00:18:848 - here cause the rhythm requires a note here fixed both
00:28:464 (89,90) - Change these to don, feel that it plays nicer if there's a few less kats here Only changed 89 to don, I think that 90 has enough emphasis to be a kat.
[Oni]
00:02:104 (10) - Maybe delete this to clear this up a bit? Makes the melody more noteworthy Nah, I'd have to delete 5 as well for it to be consistent; they both sound very similar, so no change.
00:06:083 (32) - ^ for consistency same as before
00:13:377 (66) - This note is also too much, delete alright, deleted due to unclearness
00:13:543 (66,67,68,69) - Also lacks one more kat imo, maybe have on on 66/67/both? added a kat on the timestamp you mentioned, I thought it was the only place where it'd fit.
00:19:180 (95,96) - Trade those notes, goes better with melody and also gives you the kat for the drums alright, altered! nice one xP
00:35:758 (176) - Kat here, makes a nicer kat pattern here (2k -> 3k -> 4k -> 4k -> 3k -> 2k if you go by 6-plet groups) ooh yes this is a nice pattern :3 done!
really nice diffs, they play really great and have very good note usage (except 66 : P). Muzukashii also has good spots for its breaks. 10/10 would taco icon
thanks for the mod.baraatje123 wrote:
Hey
From my queue
[Dain's Muzu]
00:03:099 (12) - Add d no, map was meant to be kept simple
00:07:243 (27) - d there's a clear emphasis that the kat matches here, so no change.
00:22:661 (71) - Add k not much suggests a note here so no addition. It's there in Oni but as a don, this is intentional.
00:24:816 (79) - d? no but changed the previous two notes to d.
00:27:469 (85,86,87,88) - Add some d (even dddd is good if it needs to be that for difficulty) kinda high pitch here so no change.
00:28:464 (90,91,92,93,94) - dkkdk again keeping the map simple so no change. there's a complex pattern like this later but that's one of the only ones, so I don't wanna add more, and also it doesn't really match the pitch correctly.
00:31:448 (100,101,102,103) - Add some d (Even dddd s good if it need to be that for difficulty) consistency with before so no change.
00:34:266 (114) - d nah, it sounds like a kat to me so no change, sorry. also provides variety in patterns.
00:36:255 (123) - d pattern sounds same as before so no change.
00:37:250 (128) - d follows the two-kat structure of the previous 5-plet, so this is consistent; thus no change xP
00:38:079 (131,132,133,134,135) - kddkd or kkdkd changed to kkkkd instead
Good diff!
[Dain's Oni]
00:08:238 (44) - Remove Finish? it was in the Muzukashii so no
00:11:554 (57,58,59,60,61) - dkkdd changed to kkddk instead.
00:24:153 (118,119,120,121,122,123,124) - To much k, try kdkddkd but this section sounds like it should have lots of kats, so no change.
00:27:469 (131,132,133,134) - dkkd I think it flows better as it is and also sounds quite good, so no change, but this suggestion I considered a bit since it was quite relevant
00:31:448 (150,151,152,153) - dkkd see above.
00:33:271 (162,168,171,174,177,180) - d, ever 1 1/2 a k, nothing else IMO But this ruins the pattern I have in effect with the 6-plets (you can see this; out of every 6 notes the number of kats goes from 2-3-4-4-3-2
00:38:576 (194) - d pitch really only starts going down at the next note, so this sounds fine as a kat imo.
00:40:068 (202) - D again there's a certain tick to it that doesn't really emphasise enough to be a finisher but is suitable for a kat, like a snare if you will
Really good diff
I really like this mapset
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Thanks for the mod!baraatje123 wrote:
Hey
From my queue
(Std diffs, mods sometimes in English, comments sometimes in Dutch)
[General]
No kiai? I don't like not having a kiai but there's no intense section, so it wouldn't fit.
[Easy]
1.6 DS? Zo hoog I've found it to fit, since all diffs have high spacing for their difficulty levels, and the map itself looks decent in my opinion
0.60 SV? Zo laag The song has high BPM but is slow paced
00:06:249 (3,4,5) - Slechte flow. Je komt van links aan, en dan 'val' je gelijk naar beneden What would you suggest I change without ruining the rest of the flow, then? If I ctrl + g (4,5) then it fucks with the spacing and only makes it worse. I had trouble with that section, to be honest.
Zo'n mooie diff :3 Thanks!
[Normal]
Wrm weer die hoge DS? Waarom niet?
De map is IMO iets te moeilijk voor een Normal I've heard this before, but I'm not sure what to do about it
Gebruik altijd dezelfde DS in Normal Maar ik zie niet hoe ik zo mijn map kan verbeteren
00:00:281 (1,2,3,4,5,6) - Dit is echt te moeilijk voor normal, te hoge DS (1.7-1.8 is niet echt goed) Why not?
00:20:174 (1,2) - Slechte looks. Je kan beter een vd 2 niet bol maken, maar hol, geeft ook beter flow trouwens Fixed
00:32:111 (1,2,1,2,1,2,1,2) - Tamelijk saai, door steeds het zelfde, en de sliders overlappen elkaar ook ;-; Fixed overlaps
00:36:090 (1,2,3,1,2,3,1,2,3,4,5,6) - Ziet er leuk ooit hoor, maar misschien wat sliders toevoegen? En misschien een 1/2, zoals in Easy Added 1/2
Ook een prachtige diff Thanks!
[Hard]
00:06:249 (7) - Wat een yikes slider, door dat eind (Ik heb een hekel aan dat sort sliders, maar gewoon personal preference) I like it
00:11:885 (5) - 369;127? On purpose
00:14:206 (1) - Beter zonder curve But that flows so badly...
00:32:111 (1,2,3,1,2,3) - Die overlaps zien er niet uit, sorry. Probeer ze te stacken On purpose
End - Dat SV changes
Ook top diff Thanks!
[Insane]
00:08:570 (1) - Overlap Fixed
00:19:511 (1,2) - Deze passen IMO niet goed bij elkaar What the fuck was i thinking
00:20:174 (3) - De vorm kan wel iets mooier gemaakt worden (Wat ronder) Did what I could
00:31:116 (4) - Deze jump is zeer onverwacht But it fits the sooong
Die Jumps op het einde zijn echt awesome!Thanks!
[Divine]
00:03:707 (1,2,3) - Echt te hoge DS voor 1/3 Plays fine for me
00:06:249 (1,2,3,1) - Mogen dit soort sliders eigenlijk wel? Ziet er best unrankable uit, maar ik weet het niet zeker What's unrankable about extension sliders?
Beetje veel cirkels ;-; It's an extra, and this isn't really a song that supports a lot of sliders
Goeie diff!Thanks!
I really like this mapset Thanks haha
-GN wrote:
hi, asked for a mod4mod so here's my part(some days late but you know). i'm not very good at stuff other than placement and visuals, so most of these are suggestions or minor fixes
[Easy]
00:03:928 (4,1) - very slight overlap lol Oops
00:12:217 (7,8,9) - i know from my experience way back in the day, Easy-diff players don't like stacks too much. This is the only example in the map of this as far as i can see, so why not do something like this? https://osu.ppy.sh/ss/2225682 - this creates an overlap with the next (2,3,4), though, but they should be easy to rearrange if you do this I never really liked that part to be honest, fixed
00:22:164 (2) - curve this around (3)? just a little extra flavor Good suggestion!
00:25:811 (3,4) - i think this would be nicer looking and more fitting if you reversed them(and put them further down for the sake of the DS). Right angles(in non-squares, that is) are better for maps that use them as a consistent feature, rather than a one-off thing in my opinion You're right, this flows (and looks) way better than before. Fixed!
00:36:753 (3,4) - inconsistent DS - i think this would be better as a slider. the song doesn't deviate here, so you shouldn't either! (not in an easy, anyway ) Everybody complained about this so fixed. It looks better now.
[Normal]
00:14:206 (1,2,3,4,5,6) - i think a 1,2,3,1,2,3 pattern for the new combos would reflect the music(and your hitsounding) better at this point It used to be 1,2,1,2,1,2 and I hadn't thought of this aaa
00:22:164 (1,2,3,4) - the linear sliders and their arrangements aren't as visually appealing as they could be, i'd say - https://osu.ppy.sh/ss/2225830 i'd suggest you curve them somewhat like this just for looks. you have a lot of leeway to arrange things after this, so you could change it easily! I did it slightly different because I think it looks/plays better but fixed
00:26:806 (1,2,3,4,1,2,3,4) - evidently i have nothing better to do than rearrange things in your maps - https://osu.ppy.sh/ss/2225915 this does the first curve better, and https://osu.ppy.sh/ss/2225921 would be a nice pattern for the coming part To be honest, I didn't really like your suggestion for the curve, but I didn't like my curve either, so I redid it using slider to stream at 1/1 and got this and it looks a whole lot better now in my opinion. Your second suggestion was neat, I applied that, and the first also led me to making a way prettier curve on the pattern after that so thanks!
[Hard]
00:01:275 (4,5,6) - this would be nicer flipped upside down, just for the contrast I can get the idea but I don't see how I could make that work...
00:03:707 (1) - maybe blanket this around the previous (3)'s end like the (4) before does? i thought that looked nice at least I didn't understand this suggestion, but I did fix the alignment of this slider with (3) since that was a bit off and I hadn't noticed it yet
00:06:249 (7,8,1) - this antijump doesn't really fit - there's a lot of variations you could do with this, i think It took some messing around but fixe
00:09:233 (3,4,5,6,1) - maybe make a pentagon out of this. a stack seemed boring to me Did something else, but it flows better + is more consistent now
00:14:206 (1) - the sharp curve of this annoys me, it very rarely looks good and i think it should be changed - maybe the flow and DS between the (2) and this could use some work, too. Eh, fixed. I'm not too fond of how it turned out but it plays a little better and is still decent. Hopefully the next mod will make final corrections on this.
00:17:190 (3) - this slider goes slightly offscreen. i heard someone yell in #modhelp about this yesterday, but if you know of a ranked map where this happens there shouldn't be a problem I personally care more about quality than about ranking haha, so this is fixed.
00:23:158 (1,2) - reverse these and rotate/move the pattern until it fits with the DS, that flows a lot better in my opinion Done
00:24:153 (1,2,3) - also why are these not curved when the later ones like this are? For variation, but it already irritated me that they were like this before I even saw this suggestion so changed
00:32:111 (1,2,3,1,2,3) - the only gripe i have with the ending is that all the other patterns are rather spaced(and increase in spacing towards the end), while this has some stacks and is more compact - it seems odd. maybe consider remapping this little part somehow? I can feel your sentiment here, however I did this to accentuate the slow increase in spacing so I'd preferably keep it as it is now.
Also changed the last section due to your suggestions in later diffs
[Insane]
00:03:707 (1,2) - that's an odd solution - i think Hard did this better, with the reversing slider. It is odd, and I did this on a whim, but I found it to play surprisingly nicely, especially for a slider starting on a purple tick.
00:14:206 (1,2,1,2,1,2) - curve these inwards or outwards - it looks nice when everyone else does it, so you can do it too I didn't like this idea at first but I tried it and it's surprisingly nice!
00:18:019 (4,5,6) - blanket 5 around the two circles here and stack them in the same spot or something? this looks a bit sloppy lol This actually had a reasoning behind it when I made it haha, it just was a bit immature
00:24:816 (4,5,1) - (5) should be closer to the pattern earlier instead of being this far away Not really, the increase in spacing supports the crescendo of the melody
00:40:068 (1,2,3,1,2,3,1) - this part is even easier than in Hard! a weird anomaly Even though I did change things in the Hard (mostly because I thought this was ugly), due to the way the music is in this section I think that theoretically, I could use the same pattern in the Hard, Insane and Extra and they would all fit. Of course I don't do that because, well, it's boring and uncreative, but I don't feel as though this section should be "harder" in the Insane or Extra.
[Divine]
00:06:249 (1,2,3,1) - i've gotta say, i don't like solutions like these because it's basically overextended sliders that end with no beat in the music, and 5% volume on the end is a cheap way of going about it in my opinion - you might as well just place circles, or do something like this 00:04:259 (1,2,3,4,1) - since the percussion create suitable beats for it(see Lan's map, it was done like that there) Eh, I wanted to accentuate the continuous melody in the song but I changed it. Not because I think it's "cheap" but because I don't think it looks good the way it is, nor know of any way to make it better. I did 1/1 slider -> 1/1 circle -> 3/2 slider -> 1/2 circle instead.
00:19:014 (5) - putting this somewhere like x:100 y:184 makes this flow like a star, which i think played nicer for this part Done
00:20:009 (5,1,2,3,4,5,1) - these linear back and forth jumps would look cooler if you rotated 2 so they form something like this https://osu.ppy.sh/ss/2227703 - something similar is done here 00:22:164 (1,2,1,2,1) - and here 00:24:153 (1,2,3,4,5,6) - Changed the first and the last - the second is different.
00:40:069 (1,2,3,1,2,3,1) - this ending is even easier than Insane's part - is this for difficulty contrast? See explanation above
good lord that ending though, this will be a joy to HDHR when it's ranked
Good mapset. I hope my mod helps! It really did, thank you so much!
You're free to hold your own opinion of course, I don't mind that, but Divine is my favorite difficulty in that set, and I enjoy it the most of all. Not only that, but I've had several people playtest it, and the majority of the (abled) players who tried it found it very fun to play, as you can even see a few posts above. I personally don't believe that a song with gentle tones has to necessarily be easy - it depends very heavily on how the song feels, for me. This song is rather unique when it comes to that, because the staccato arpeggios (especially the section with only staccato arpeggios) is quite intense, and I tried accentuating that in pretty much every diff except the Easy. Divine is an Extra, so it has an Extra's spacing. Now, I know what you might say to that - that outside of the arpeggios at the end I also have sections with "overmapped" spacing - however, it's not like I just went "LOL EXTRA LETS SPACE OUT THE NOTES XDDD" when making this map.narakucrimson wrote:
Hello, I was asked to mod this.
[General][Easy]
- Any particular reason for using a different background in the hardest difficulty? I've seen it done in other mapsets before and I like the idea of giving the hardest difficulty another bg. It feels like the Extra stage in a Touhou game, where everything's different from the previous difficulties yet the main theme (in this case, the song) remains the same.
- Please use a 2000 ms audio lead-in (in every difficulty). Done
[Normal]
- I suggest using 2~2.4 AR, not more than that. I originally had AR2, and then someone suggested 3, so I'm putting 2.5
- 00:06:249 (3,4,5) - I'd try to avoid having these so clustered. It gets kinda messy when reading. Try spacing this pattern out. If you can't, here's another suggestion:
The issue with your suggestion is that, despite me preferring how that plays over what I have, it causes for an ugly overlap with 00:04:259 (1) - . I don't know how to fix this without completely redoing the map's flow, so what I did instead was bump up the CS to 2.5. All the notes were bloated anyway and I think this made the map look much better in general.- 00:13:212 (9,1) - Spacing is not consistent here (with your 2/1 spacing pattern). Please separate this, even though you might have to rework the patterns around them. Wasn't happy with this pattern anyway.
[Hard]
- 00:32:774 (2,2) - These aren't perfectly stacked hehehe Oh god they really aren't
Also did a major overhaul on the Normal in general.Another major overhaul on the Hard
- Woooooah what's with that approach rate? The jump from Normal is way too big o.o. Try using ~6.5. Bumped the Normal's AR up by .3 and toned Hard down to 7.5. Hard was originally AR7 but someone told me that was too slow.
- 00:06:249 (7,8) - Spacing here is very inconsistent. These are separated by an entire beat! Use a bigger spacing. Changed the whole thing
- I don't really see the need for the slider velocity progression over the end of the difficulty. It doesn't really looko good imo, at least not in a hard, and it might add a little too much difficulty since it's not that readable. I suggest sticking to the slider velocity you used throughout the difficulty. Eh this is like the 10th person and 3rd BAT who's said that so I did something
[Insane]I believe you should delete Divine.
- Again I think your AR scaling is a bit too much. I suggest going for 7.5~8 in this one. It fits the difficulty much more. It doesn't. At all.
- Now this is important:
Given the song you selected - a really calm one -, at least in my book the mapping should reflect that, you know, keep up with the feeling of the song.
Under that criteria, this difficulty is quite overmapped already. But I'd say it's still fine, as long as it is the hardest difficulty of the mapset. Which brings me to my conclusion...
It's way too overmapped in my opinion, to the point where no amount of modding would make it not be overmapped. All maps are only mapped to notes in the song. Divine's spacing is not only appropriate for its difficulty, but its star rating is only 0.1 higher than the ranked set So, sorry, but I don't think neither the Insane nor Divine are overmapped. I did, however, lower the difficulty scaling of the Insane for a better spread, as suggested by Garven.
I know this is drastic, and maybe too harsh from me, but it's my humble opinion. I won't mod that difficulty.
Feel free to consult this with other people. Of course I might not be right.
That's it for now.
Good luck!
Thanks for the mod and sorry for a lot of rejections but I don't wanna change this map too much as I like it as is.Kurosanyan wrote:
Taiko mod4mod~
[General]
I don't think you need to do it, but notes on taiko maps are slightly unsnapped (~1ms), so you might want to resnap everything. resnapped the ones that AIMod was complaining about, if any more are unsnapped please let me know!
[Muzukashii][Oni]
- OD 4? nah, I prefer having OD 5 for my Muzus.
- 00:23:490 - Add a d or remove 00:23:822 (74) - (look at the Oni's mod for a better explanation. okay, sure!
- If 00:30:619 (97) - has a d, you should add a d at 00:26:640 - too. The quiet part isn't supposed to have more notes than the other one. oh, yeah, done that!
- Maybe HP 7 since the map is so short. again I prefer HP 6 but yeah the map is extremely short, may consider HP 6.5 in the future?
- It has almost the same number of notes than the Divine diff, so maybe you should consider adding some (without overmapping of course). There are standard maps with more notes than the taiko diffs, so I don't see the problem here?
- 00:01:938 (9) - d ? For pattern consistency with 00:00:944 (4) - . Also it fits better to the melody. sure
- 00:03:099 (16) - d ? Kinda sounds like (15) and it makes the drum sound at 00:03:265 (17) - stands out better. this note sounds quite different from 15, hence kat. I can understand the want of emphasis on 17 but I just feel that this way works; it's not a particularly hard note to me
- 00:05:917 (32) - d ? For the same reason as (9) okay
- 00:07:575 (40,41,42,43,44) - dkdkD or dkkkD ? Sounds better imo. And it's easier do the D with a k before. did dkkkD
- 00:09:067 - Add a d ? We can clearly hear a drum sounds here, so it feels empty. alright, added!
- 00:14:372 - Add a d ? added this too.
- 00:14:538 (72,73,74,75,76,77,78,79,80) - dkddkkdkd sounds better imo. changed but it's not the way you suggested; it's dkddkkkkd.
- 00:22:164 (111) - A d fits better to the music, makes it easier to play the K and has better consistency. but there seems to be enough here to warrant a kat, also it goes ddk K which has d then k then K, a nice buildup.
- 00:22:661 (113,114) - I suggest d K or ddk. Both of those choices fit better to the music and the previous pattern. I think the 1/4 triplet fits best where I put it; adding another one doesn't seem to work as well seeing as how the first one has the neat buildup of emphasis that I mentioned.
- 00:23:822 (117) - Follows the guitar/bass/whatever sound. This sound happens twice, at 00:23:490 - and 00:23:822 - . You should add a d at 00:23:490 - or remove this one, but I strongly suggest the first choice. since I added a d on Muzu I added one here too.
- 00:24:153 - and 00:28:132 - : Those two parts are different, the second one is totally quite, while the first one has some low sounds, that's why I'd suggest to add more notes on the first one. Like a d at 00:25:479 - and another d at 00:26:474 - or 00:26:308 - I think that would just be blatant overmapping for the sake of overmapping, so no, there is pretty much nothing to indicate any sort of note at these points...
- 00:28:795 (140,141) - dd ? No particular reason, just that I think the pattern is better this way. but I was mapping the tings here so no change ;w;
- 00:38:079 (191,192,193,194,195,196,197,198,199,200,201) - There's others patterns that sound better and are easier to play like kkkkddddkkd or kkkkddkkdkd imo. changed 00:39:405 (202) - to don
osu file format v13
[General]
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Creator:Tess
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Title:Granat
TitleUnicode:Granat
Artist:Drop
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Creator:Tess
Version:Dain's Oni
Source:
Tags:dainesl seifuu meigetsu ryuu to honou no monogatari dragon and flame 竜と炎の物語 清風明月
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Well I think you fixed all the main issues, so I don't mind the rejections.Dainesl wrote:
Thanks for the mod and sorry for a lot of rejections but I don't wanna change this map too much as I like it as is.
Sounds fair enough to me!Tess wrote:
I'm only saying all this stuff to explain to you that the Divine isn't just there to be there, it's there for a reason, and the mapping in the entire diff has some form of reasoning behind it. It may not all be good reasoning, but I most certainly don't think that there's any valid reason to delete it. I hope you understand.