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Kobaryo - Kumo No Kireme [feat. kourin.] [OsuMania]

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riunosk
hellu
1|2|3|4
SC
00:16:508 - to 00:17:446 - maybe an LN here?
00:17:446 (17446|3,17446|0,17446|1) - i suggest deleting a note to keep consistent with your kicks as doubles
00:34:086 (34086|3,34203|3,34321|3,34438|3,34555|3,34672|3) - anchor at 4
00:58:227 (58227|3,58344|3,58461|3,58578|3,58696|3,58813|3,58930|3) - ^
02:15:336 (135336|3,135395|2,135453|0,135512|1,135571|3,135629|2) - why suddenly alternating stairs here when the rest are jumptrills?
02:27:934 (147934|3,148549|3,148666|3,148754|3,148871|3,149047|3,149164|3,149281|3,149399|3) - mega anchor at 4
02:59:985 - missing note?
02:43:696 - to 02:50:141 - similar idea to SHD
SHD
00:41:235 (41235|3,41352|3,41469|3,41586|3,41703|3,41821|3) - anchor at 4
00:42:055 (42055|3,42055|0,42172|1,42172|2,42289|3,42289|0) - maybe switch these around a little?
00:50:727 (50727|3,50844|3,50961|3,51078|3,51196|3,51313|3,51430|3) - another anchor at 4
02:14:985 (134985|0,135102|0,135219|0,135336|0,135453|0,135571|0,135688|0) - ^ at 1
02:47:211 (167211|0,167270|1,167328|2,167387|3) - maybe jumptrills?
02:44:164 (164164|1,164164|2,166977|2,166977|3,166977|0,167914|1,167914|2,171664|0,171664|2,171664|3,172602|2,172602|1,172602|3,173539|1,173539|3,173539|2,174477|1,174477|0,174477|3) - why not make these quads? they sound like snares to me and it keeps the section from getting too repetitive // the others would be better if they were triples to represent the non-snares
03:05:141 (185141|2,185258|2,185375|2,185492|2,185610|2,185727|2,185844|2,185961|2,186078|2,186196|2) - this mega anchor at 3
03:06:196 - to the end - same as above
03:08:188 (188188|2,188246|1) - mini jumptrill would be nice as it has the same sound as 03:10:063 (190063|0,190063|3,190121|1,190121|2,190180|3,190180|0) -
03:12:875 (192875|1,192934|2) - ^
side note: i noticed SHD and SC are quite similar
didnt read desc x.x
really fun map, enjoyed playing and modding #rankhardermaps
have a star :D
make that 2
Topic Starter
Quick Draw
Hi Cikra, thanks for the mod!

I am busy with University at the moment but I'll apply your mod changes when I next get a chance!
Topic Starter
Quick Draw
Thanks for the mod Cikra!

SC Changes
SPOILER
Change #1 - Added!
Change #2 - The extra note was consistent with the double kicks, since there was a crash cymbal sound which the extra note was following. I've removed the note now anyway to make room for Change #1.
Change #3 - Added!
Change #4 - Not added - this hammer is intentional to follow the high pitched synth sound that plays there.
Change #5 - Added!
Change #6 - Added!
CHange #7 - Added!

SHD Changes
SPOILER
Change #1 - Added!
Change #2 - Added!
Change #3 - This hammer is intentional for the same reason as it was in SC.
Change #4 - Added!
Change #5 - I experimented with this but it just created uncomfortable anchors and minijacks so I'll leave it as stairs.
Change #6 - Those are not quads because there is no kick sound behind them, they are the snare only.
Change #7 - I experimented with moving this around, but this pattern is comfortable anyway. Anchors aren't always a bad thing.
Change #8 - I didn't understand what you meant here so no change added.
Change #9 - Change added!

Thank you very much for your mod! You made some excellent observations!
Another Lie
A random mod (contains consistency & minor things)
I see a potential to get this map ranked
SC
why not like this? https://osu.ppy.sh/ss/6035751 so you can keep consistency at 02:32:446
02:32:446 - add 1 more note
same https://osu.ppy.sh/ss/6035754 so you can keep consistency at 02:36:196 -
02:36:196 - add 1 more note
03:05:727 (185727|1,185727|2,185727|0) - remove 1 note because that pitch is similiar with this 03:05:844 (185844|1,185844|0,185903|3,185903|2,185961|1,185961|0) -
02:54:946 - add 1 more note, maybe like this https://osu.ppy.sh/ss/6035763
02:55:414 - add 1 more note, and continously add 1 more note at white line until this part 02:57:992 -
MX
00:16:508 (16508|3) - why not move it at 3? it feel better if stay connected with 00:16:625 (16625|1,16742|2,16860|3) -
00:58:461 (58461|1,58461|0,58461|2,58461|3) - what is this? if SC & SHD are not having 4 notes in this part, why MX have 4 notes?
01:02:446 - add 1 more note
02:26:586 (146586|2,146586|0) - why not make one of them a LN? since it is sounded like "long pitch" to me (or am i misheard thing)
Maybe only that i can give some suggestion for you :)
Goodluck to rank it :D :D
Topic Starter
Quick Draw
Hi Another Lie, thanks for the mod!

SC Changes
SPOILER
Change #1 - I am sorry I don't understand what you mean here.
Change #2 - I experimented with adding an extra note and it became uncomfortable to play (minijack there was anti-fun).
Change #3 - Sorry, again I don't understand what you mean.
Change #4 - For the same reasons as #2 I didn't add an extra note here.
Change #5 - Change added!
Change #6 - Change added!
Change #7 - This was a really creative idea! I liked the concept but in practice due to the difficult timing of this section it made it quite uncomfortable so I didn't add this change.

MX Changes
SPOILER
Change #1 - It's currently following the tone of the music, if I moved it the pattern wouldn't match the music as well.
Change #2 - Added! (There were a consistent 3 notes for the kicks and a single note added there for the high pitched synth hammer (on column 4). I've changed the chord to a 3 chord instead since it seems like it might confuse some players.)
Change #3 - Added!
Change #4 - This was a good observation, but when I implemented it, it became unclear why there was an LN here since it didn't seem to follow the music well and since LN had been used for the roll sounds previously it seemed misplaced.

Thank you very much for your mod!
Tornspirit
Topic Starter
Quick Draw
Thank you Tornspirit! Updated the map!
Amethyst507
Someone call a nominator already, getting exhausted to wait for this ranked
riunosk
*sniff sniff*
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blastix?
Topic Starter
Quick Draw
I've tried talking to multiple BATs about this map, but no one seems very interested in it. Fresh Chicken has said on a previous page that he'd bubble if another BAT approves, so if any BATs are reading this thread and can be bothered, it'd be very much appreciated! I get a lot of requests for this to be ranked (and have done for the last 2 years), so there will definitely be players who would enjoy it as a ranked map (130+ people favorited it so far without it being ranked). People struggle to construct useful mods for it at this point since it's already been modded plenty and has had 2 years worth of pending time updates. Thanks for being interested in this map enough to read the beatmap thread this far!

EDIT (01/02/2017)

An average day in the life of Quick Draw: https://puu.sh/t6zuv/a8a77d2d9f.png.
Protastic101
Oh damn, I'd nearly forgotten about this map. If you still need a BN for bubble, sign me up. I'll try and check it within the next month (school is currently kicking my ass so I'm being slow af).

weeeee
and editing this post cause new posts r 4 luzorz

*boop*
[General]
  1. I would increase OD/HP of HD to 7.5/7.5 since there's a pretty high ratio of short notes to LNs, and HP 7 is too forgiving imo.
  2. Similarly, the ratio of short notes to LNs in MX is about 50 short notes per LN, so OD 8 is probably a good idea
  3. Ratio's even higher in SC, so I would use OD/HP 8.5/8.5
  4. As for SHD, I might just raise OD to 8.8 or so. You could use 9 if you wanted since it's mostly short notes, but I feel like that'd be stretching it too far as the player would have trouble hitting good enough acc to recover hp imo
  5. The hitsounds, while sounding amazing, are god awful in how they're applied. No offense to torn spirit or anything, but double hitsounds make the total sample volume inconsistent with the rest of the notes which only use singular hitsounds.
  6. Last thing about the hitsounds is probably the samples. I love the keysounding, but the default soft-hitclap could probably be replaced with an actual snare which would sound better imo. I'd also do the same for the soft-hitwhistle and actually just turn that into your soft-hitnormal since it's used so often.
    Here's two samples I think sound close enough to the music: hitclap (snare) and hitwhistle (tambourine)
  7. Concerning the drum-hitnormal, meh, I'm not really a fan of using kicks as the hitnormal since they're just so loud and the sample volumes end up being inconsistent with the volume of the claps and stuff, so I'd consider just using something soft and renaming the drum-hitnormal into a drum-hitwhistle. If you do that, you'd have a bit of rehitsounding to do tho, but anyways, here's the hitnormal I would suggest https://puu.sh/vl3JX.wav
  8. Final thing I'd add is a drum-hitfinish for phrase starts and ends like at 00:32:446 - or 00:39:946 - for example. https://puu.sh/vl3Ud.wav
[NM]
00:02:446 - For a normal diff in 4K, I highly recommend against using triples/hands since they cover so much of the board already. In this case, I'd recommend just doing away with the LNs altogether in this section, but if not, in order to keep the hitsound intact, delete the LN and shift + click one of the short notes to extend them as an LN.
00:23:539 (23539|3) - Consider moving this to 3 for hand balance since col 3 feels kind of empty
00:24:946 (24946|0) - Similar reasoning to above, I would move this to 2 since you haven't used that column since 00:23:071 -
00:30:571 - I might suggest adding a note at the end here to cap off the LN, but that's not really a necessity, so it's up to you.
00:33:852 (33852|1,33969|2,34086|1,34203|0,34321|1) - Would definitely try and avoid snake like patterns such as this because of the annoying stacks they can create which hinder gameplay due to straining one hand much more than the others. I would try something like this instead https://osu.ppy.sh/ss/7833142
00:43:696 (43696|2) - Move to 2 for hand balance since all the other columns are pretty active and col 2 is just there, like an unnoticed potato.
00:46:684 (46684|2) - Might be nice to extend this LN to 00:47:446 - and overlap it with 00:47:211 (47211|0) - since the sounds kind of blend in
00:47:446 - As for here, I would switch the emphasis of the jumps onto the 2nd and 4th downbeat with the vocal, like this https://osu.ppy.sh/ss/7833170
01:02:446 - Same stuff I mentioned about using triples in the beginning. The crash is pretty baseless compared to other sections, so just using a jump is fine
01:04:086 (64086|0) - I'd move this onto the other hand as the previous LN though so that the transition is a bit easier.
01:05:727 (65727|1,65844|2,65961|1,66078|0,66196|1,66196|2) - snake patterns reeee https://osu.ppy.sh/ss/7833208
01:07:836 (67836|2) - Similarly, I'd separate this LN from the other hand and probably put it in 1 or something to represent the sounds being kind of opposite to each other.
01:13:227 (73227|1,73344|2,73461|1,73578|0,73696|1,73696|3,73696|2) - :thinking: https://osu.ppy.sh/ss/7833668
01:43:696 (103696|2,104164|2,104633|2,105102|2,105571|2) - Kind of a really long and unnecessary stack. Might try to give this 1/1 stream a bit more of direction like so https://osu.ppy.sh/ss/7833698
01:47:211 (107211|2,107446|2) - Not entirely understanding the point of this stack here cause it's not like there's two repeating sounds, so I'd consider moving it to a different column like so https://osu.ppy.sh/ss/7833711
01:50:141 - 01:50:375 - Imo, might be nice to add notes here for the guitar, kind of like this https://osu.ppy.sh/ss/7833724
01:57:641 - 01:57:875 - same thing as above, might try this to make the pattern flow a bit more linearly https://osu.ppy.sh/ss/7833729
02:00:571 - to 02:03:383 - rip column 2. Why all the hate for it, you always seem to ignore it lol. Anyways, I'd consider moving 02:02:914 (122914|0) - to 2 and then 02:03:383 (123383|1) - to 1.
02:20:375 (140375|0) - I would end this at 02:20:610 - and cap it with a short note to create a jumpy movement for the player's hands which I think does well to accent the 1/4 triplet there https://osu.ppy.sh/ss/7833761
02:37:836 (157836|1,157953|0,158071|1) - Meh, would really recommend against using 1/2 one handed minitrills at this BPM and difficulty cause it's a bit flow breaking due to the fact that the player's momentum is stopped by the stack with 02:37:836 (157836|1,158071|1) - . Instead, I'd suggest just making it more like 1-2-3
02:41:469 - 02:41:703 - might work nicely to add some notes here for the 1/4 triplets I guess. Something like this might work https://osu.ppy.sh/ss/7833804
02:45:688 - Would try to vary these a bit, so like making these [12][34] or [13][24] instead of all just [14][23]
02:54:711 (174711|1) - Consider making this a 1/1 long LN to represent the short 1/4 burst

[HD]
00:11:703 (11703|1,11821|0,11938|1) - Imo, stuff like this is kind of hard to hit on higher BPMs such as this, so I'd rather make the flow a bit more linear so as to not break momentum https://osu.ppy.sh/ss/7846748
00:33:031 (33031|3,33090|0,33149|1) - I would try to keep these 1/4 notes connected to make reading a bit easier since the BPM is pretty fast. Something like this would work https://osu.ppy.sh/ss/7846787
00:34:555 (34555|3,34672|0) - As for this, you could pretty easily mistake the first note as being part of the 1/4 roll at 00:34:086 - so I would control H here so that the 1/4 is isolated from the 1/2 which makes it easier to visually identify their spacings
00:54:125 (54125|2,54184|1,54242|0,54360|1,54477|0,54594|1) - This feels really left hand heavy imo, so I would try to rearrange the notes to be a bit more even in weight on the right hand too, like so https://osu.ppy.sh/ss/7846813
01:07:602 (67602|3) - Might consider overlapping this LN with 01:07:836 (67836|1) - since the sound of the second LN seems like it builds off from the buzz at 01:07:602 - , like this https://osu.ppy.sh/ss/7846828
01:09:360 (69360|2) - I'd move this to 1 to avoid a 3/4 rhythm with 01:09:184 (69184|2,69360|2,69535|2) - which leans a little too heavy on the right hand imo
01:32:446 (92446|3) - I kind of just dislike this diamond pattern overall since it restricts the hand movement to a back and forth motion which is kind of uncomfortable imo, so I'd move this to 1.
01:50:141 - 01:50:375 - similar to what I suggested in the NM, I would add notes here for the bass guitar.
01:53:539 (113539|0,113774|0) - Kind of a random stack. I don't hear anything in the music to suggest that pitches or sounds are the same, so I would move this into a different column, such as 3
02:02:797 (122797|1,122914|0,122914|2,123031|1) - Same stuff I mentioned a few lines ago about diamond patterns, but yeah, I would probably arrange this to be a bit more linear like so https://osu.ppy.sh/ss/7846849
02:20:785 (140785|0) - I'd start this at 02:20:844 - where the sound picks up more strongly and also because it's on 1/2 beat which is a bit easier to predict rhythmically than a 1/4 start
02:21:020 (141020|2) - Shouldn't this start at 02:20:961 - and end at 02:21:196 - where the buzz ends? It'd also be easier to time the hit and release since the ending would be capped and the start is on a strong downbeat
02:22:895 (142895|2,142953|3,143012|2) - Yeah, at 240 bpm this is kind of an ass to hit due to the minitrill on the right hand breaking momentum, so I'd arrange it a bit more like so https://osu.ppy.sh/ss/7846873
02:32:446 (152446|1,152504|0,152563|1,152621|2,152680|3,152738|2,152797|1,152856|0) - Pretty much same reasoning I mentioned above about direction https://osu.ppy.sh/ss/7846883
02:53:188 (173188|2,173188|0,173188|3) - I don't understand the reason why this is a triple. The entire difficulty so far has only been singles and jumps and there's no special emphasis here to justify a hand, so I'd remove the note in 1.
02:58:285 (178285|2,178344|3,178403|2,178461|1,178520|0,178578|1,178637|2) - *sobs* https://osu.ppy.sh/ss/7846927
03:05:258 (185258|3,185317|2,185375|1,185434|0,185492|1,185551|2,185610|3,185668|2) - https://osu.ppy.sh/ss/7846930 This breaks the flow in about the same number of places but does so in a way that the player's hands are super strained at certain points in time

[MX]
00:20:258 (20258|2,20492|2,20727|2) - I'd try to avoid some 3 note stacks like this since they tend to be a bit more stressful on certain fingers than others.
This might work better instead since it mostly follows one direction in flow https://osu.ppy.sh/ss/7846961
00:24:008 (24008|2,24008|3,24125|1,24242|2,24360|3,24477|2,24477|0,24594|1) - Similarly, but you could just move 00:24:242 (24242|2) - to 1 to fix it instead
00:26:235 (26235|1,26352|2,26469|3,26586|2,26703|1) - Eh, not really a fan of stuff like this since it leans a bit too heavily on one hand or the other, so I'd do something more like this instead https://osu.ppy.sh/ss/7847006
00:34:086 (34086|1,34145|3) - I'd try connecting these notes like so https://osu.ppy.sh/ss/7879283
00:39:184 (39184|3,39184|0,39360|3,39360|0,39535|3,39535|0,39711|0,39711|3) - Since these aren't the same pitch, I'd recommend against stacking them, and instead make it different chords every time like this https://osu.ppy.sh/ss/7879287
00:41:117 (41117|3,41117|2,41352|3,41352|2,41586|2,41586|3) - Feels a bit spammy on the right hand imo, might do this to make the strain more even https://osu.ppy.sh/ss/7879298
00:43:578 (43578|2,43637|3,43696|2) - Kind of a difficult turn to do since it's at 240 bpm, so I might try this instead https://osu.ppy.sh/ss/7879289
00:46:684 (46684|0,46684|3,46860|3,46860|0,47035|3,47035|0) - Similar to what I said about using different chords here
00:47:211 - Shouldn't this be a jump since the sound is pretty much the same as 00:39:711 (39711|3,39711|0) - ?
00:50:727 (50727|3,50844|3,50961|3,51078|3) - Pls, have mercy on my hands and make the strain more equal https://osu.ppy.sh/ss/7879307
00:58:110 (58110|2,58227|3,58227|2,58344|3,58461|3,58578|3,58696|3) - Similarly. Jesus, the reason why this sucks is because the left hand is pretty much doing nothing while the right hand is just getting hell thrown at it with the 4 - 5 note stacks https://osu.ppy.sh/ss/7879316
01:09:360 (69360|2,69477|1,69477|0,69535|2,69594|3) - I would control H this so that the 1/2 note at 01:09:360 (69360|2) - begins on the less weighted hand, so like this https://osu.ppy.sh/ss/7879320
01:11:879 (71879|2,71938|3,71996|2,72055|3) - Despite this being a MX diff, I feel that the bpm makes this too hard to try and pull off properly at this difficulty level, so I might do something like this https://osu.ppy.sh/ss/7879335
01:32:328 (92328|2,92446|1,92446|3,92563|2) - knot patterns aaa https://osu.ppy.sh/ss/7879341
sakingdo
ranked pls ;-;
Topic Starter
Quick Draw
Woo! All changes added! That was exhausting just to add, I can't imagine how much effort went into creating such a detailed mod so thank you very much! I totally agreed with 100% of your criticisms, the only change which made me sad to add was removing the right hand jack that follows the high synth in the MX diff but that's in the harder diffs anyway.

I did change the OD / HP's to what you suggested but only lifted the max OD to 8.5 instead of 8.8 because I feel like that's getting into the anti-fun kind of OD range. Thank you very much for your mod I really appreciate your effort! Sorry it took me so long to add, I've been away from osu! for a few months dealing with stressful IRL issues but I am ready to start working towards getting this ranked ASAP again.

The hitsound changes will also be added soon! (I'll edit this post when I upload the new version with hitsounds).

Thanks again for your mod Protastic!
Dez_old_1
Seeing this in pending again makes me so happy :)

Best of luck ranking this!
Topic Starter
Quick Draw
Thanks Dez!
Protastic101
Motivationnnnn
[MX]
02:00:336 - I would try not to make a stair pattern like this due to the uneven strain it creates on col 2 and 3. Instead, I'd try something like this https://osu.ppy.sh/ss/8502555

02:02:446 (122446|2,122680|2,122914|2,123149|2) - Unnecessary stack. You can try to reduce it down to 3 notes at the max like this or something similar https://osu.ppy.sh/ss/8502560
02:04:086 (124086|1,124321|1,124555|1,124789|1,125024|1) - Same thing here. You just gotta stop using the same kind of hand movement consecutively or you'll get long stacks like this which, on 1/2, isn't too bad, but it starts straining the player's hands before they even get to the hard parts

02:09:946 - I'm pretty sure you could vary the jumptrill here a bit so that it's not just the same thing. After all, it's a MX diff so it's not like 1/2 jumps for a measure is going to kill the player https://osu.ppy.sh/ss/8502583

02:10:883 - Same thing I mentioned above. It's just a 1/4 simple burst, so you can change the direction every once in a while like this https://osu.ppy.sh/ss/8502586

02:14:281 (134281|1,134516|1,134750|1,134985|1) - This stack just makes the patterns really left hand heavy because that's where all the movement is :/
02:19:321 (139321|2,139555|2,139789|2,140024|2) - stackssss
02:17:680 (137680|3,137914|3,138149|3,138383|3,138617|3,138852|3,139086|3,139321|3) - ^

02:21:020 (141020|2) - This should be extended to 02:21:196 - for the 1/8 burst.

02:28:461 - This burst is a bit difficult to execute due to the sudden direction turns. I would arrange it like so instead then https://osu.ppy.sh/ss/8502670 . The LN is used for the 1/8 burst since that's how you've mapped it previously.

02:32:446 (152446|1,152563|1,152621|2,152738|2,152797|1,152914|1) - ministacks! https://osu.ppy.sh/ss/8502678

02:35:375 (155375|1,155492|1,155551|2,155668|2,155727|1,155844|1) - that uneven strain doh. https://osu.ppy.sh/ss/8513375 might be a bit easier to hit tho you could just make it a monodirectional burst

02:47:211 (167211|3,167270|2,167328|1,167387|0) - Might be cool to trill this instead of using a straight up roll which is used quite often in the map. Something like this maybe? https://osu.ppy.sh/ss/8513381

02:50:492 (170492|2,170492|1,170610|2,170610|1) - I'd try to avoid going from a hand to a jump while stacking them. So instead, I'd move 02:50:610 (170610|1) - to 1, and then 02:50:610 (170610|2) - to 4 or something similar, then arrange the burst following that like so https://osu.ppy.sh/ss/8513384

02:52:953 (172953|1,173071|1,173188|1,173305|1) - four note stack, though you could break it up at 02:53:071 (173071|1) - by avoiding the direction turn like this https://osu.ppy.sh/ss/8513391

02:58:285 (178285|2,178403|2,178461|1,178578|1) - strain!

02:59:281 (179281|0,179399|1,179399|2,179516|3,179633|2,179633|1,179750|0) - For some reason, I really dislike patterns like this (they look kind of like spaceships tbh) cause it's two of the same jumps repeated which doesn't really feel necessary since there's no special emphasis here in the music for that.

03:01:625 (181625|1,181860|1,182094|1) - stacks again weee
03:03:500 (183500|1,183735|1,183969|1,184203|1) - ^

03:05:317 (185317|2,185375|1,185492|1,185551|2,185668|2) - oh dear, again, fam, you've gotta calm down with the stairs here.


[SC]
00:22:602 (22602|0,22602|1,22719|2,22836|3,22953|2,23071|0,23071|1) - kind of repetitive patterning due to the same hand movement on the right hand
00:23:422 (23422|1,23539|3,23539|2,23656|1,23774|0,23891|1,24008|3,24008|2) - ^
Basically, try not to repeat two of the same jumps one after the other like you see at 00:25:180 (25180|2,25180|3,25414|3,25414|2) - or 00:27:289 (27289|3,27289|0,27524|0,27524|3) -

00:27:172 (27172|2,27289|3,27406|2,27524|3) - 00:26:703 (26703|3,26821|2,26938|3) - 00:26:117 (26117|2,26235|3,26352|2,26469|3) - that right hand bias be like :thinking:

00:40:883 (40883|1,41000|0) - Think it might be better to control J this so that the note at 00:40:883 - is in col 1 which is a little less weighted than col 2 with its heavy usage in the previous measure with 00:40:297 (40297|1,40414|1,40590|1,40766|1,40883|1) -

00:58:227 (58227|3,58344|3,58461|3,58578|3) - I get that this is for the alarm type sound, but I would actually stack this in col 2 instead to avoid a longer than necessary stack in col 4, like this https://osu.ppy.sh/ss/8513439 (ended up making the stack in col 1 cause easier lol)

01:09:946 - might be cool to make this a jumpstream instead of just a roll as there's no difficulty bridge from this to the SHD imo. Something like this might work https://osu.ppy.sh/ss/8513450
02:10:883 - Suggest a similar thing here too with the jumpstream, like this maybe https://osu.ppy.sh/ss/8513462

02:45:102 (165102|1,165102|0,165102|3,165102|2) - Quite sure this is the only quad present throughout the map, so I would just reduce it to a triple

02:51:196 - This part in the SC is actually easier than in the max because it's jump - jump instead of MX's hand - jump https://puu.sh/wBUOy.jpg


[SHD]
Gonna say the same thing as I've said in the past few diffs in the beginning, but I'd try to avoid using two of the same chords consecutively like 00:26:117 (26117|1,26117|3,26352|1,26352|3) - , and also to try and keep your stacks from getting too long like 00:18:383 (18383|0,18617|0,18852|0,19086|0) - or 00:21:664 (21664|2,21899|2,22133|2,22367|2,22602|2) -

00:39:184 (39184|1,39184|0) - I'd flip columns with the LN here so that there are no notes in 1 while the player has to hold on the same hand. So basically,
move the LN to 1, and the short notes to 2.

00:50:492 (50492|1,50610|2,50727|1) - Control H to keep the weight off the right hand right before the 4 note stack

00:51:196 (51196|3,51196|2,51254|1,51254|0,51313|3,51313|2,51371|1,51371|0,51430|2,51430|3) - I'd probably also flip this to avoid making the stack in col 4 any longer than it needs to be

01:11:586 (71586|2,71703|3) - I'd consider overlapping these LNs to represent the switch into a higher snapped buzz than the 1/8 seen in the previous measure. So something like this I guess http://osu.ppy.sh/ss/8513526

02:06:430 (126430|1,126430|3,126664|3,126664|1) - Consecutive jumps!

02:27:172 (147172|1,147289|1,147406|1,147524|1) - Unnecessary four note stack. You can just move 02:27:289 (147289|1) - to col 3 instead to break it up

02:35:317 (155317|2,155375|3,155492|2,155551|3,155668|2,155727|3,155844|2,155903|3) - Also think it'd be cool to overlap these LNs with each other like so https://osu.ppy.sh/ss/8513547

02:39:887 (159887|1,159916|0,159946|1) - Whew, let's not do any crazy 1/8 one handed minitrills now lmao. Normally, I'd say to control H the OH trill but at this BPM, I'd say to just remove the note at 02:39:946 (159946|1) - instead and end it off with a jump for playability
02:43:637 (163637|1,163666|0,163696|1) - ^

02:47:211 (167211|0) - would move this to col 3 to avoid the stack at 02:46:977 (166977|0,167094|0,167211|0) - . Could be like this https://osu.ppy.sh/ss/8513574

03:07:485 (187485|2) - I'd try to make this consistent with earlier hand - single - hand combinations, like this https://osu.ppy.sh/ss/8513577
03:09:360 (189360|2,189477|2) - ^

alright, i asked some friends to take a look at the top diff since Im very :thinking: on it lol. But ye, i still need to recheck the entire chart, plus hitsounds gotta get sorted out eventually.
Spartan-
Heya QD! Here to offer a few small changes to SHD, because I don't know how to mod multiple difficulties. I also don't know how to mod very well, so sorry if my advice is garbage.
mods for this map
[00:39:740 / 00:47:240 | These mini streams could be patterned so that either all 4 were straight stairs, ( 2 [1,2,3,4], 2 [4,3,2,1,] ) OR all 4 are different streams types. ( [1,2,3,4] [1,2,4,3] [4,3,2,1] [4,3,1,2] ) Don't know how much work that would take though.
02:11:821 | This is a ghost sound, though 00:30:571 isn't while it has the same sound. Is this intentional?
sorry its so short
Topic Starter
Quick Draw
Woo! Finally got time to apply your mod! Thank you soso much Protastic101, your attention to detail was great and I think it's really cleaned up the rough edges of the map!

Post Mod Change Log:
SPOILER
MX
Change #1: Added!
Change #2: Added!
Change #3: Added!
Change #4: Added! (But with a slightly easier pattern than your suggested one)
Change #5: Added! (But with a slightly easier pattern than your suggested one)
Change #6: Added!
Change #7: Added!
Change #8: Added!
Change #9: Good catch! Must've accidentally done that when applying a previous mod. Added!
Change #10: Added!
Change #11: Added!
Change #12: Added!
Change #13: I tried a trill but it was a little jarring for MX level players and ultimately would cause players too many headaches.
Change #14: I tried adding this change and had the same problem as above (it created a trill that was too jarring for this level of play)
Change #15: Added! (But with a slightly easier pattern)
Change #16: Added!
Change #17: Added!
Change #18: Added!

SC
Change #1: Added!
Change #2: Added!
Change #3: Added!
Change #4: Added!
Change #5: Added!
Change #6: Added!
Change #7: Initially added but then reverted after testing reports of discomfort / less fun.
Change #8: Same as above. It sounded fun to me too but in practice added discomfort.
Change #9: Didn't add this one since it's just a snare roll a jumpstream wouldn't match the music too well without a kick sound every 1/4 or something.
Change #10: Wow that's a really good catch! I swapped the two around (Added!).

SHD:
Change #1: Added! (The reason for the consecutive chords btw was becuase this pattern was mapped as single notes to the melody and then the 2 note chords added after. There were repeating patterns becuase initially I was prioritising matching the melody over avoiding consecutive chords. Same thing with the "Stacks".)
Change #2: Added!
Change #3: Added!
Change #4: Initially added but after having it tested discovered that it creates too much strain on the left hand by adding a minijack that is jarring to the beat.
Change #5: Added!
Change #6: Added!
Change #7: Added!
Change #8: Initially added but after testing it was discovered that at this point in the song the player is focusing hard on staying in time with the dense kicks and are thrown off by the LN spam if they're overlapping.
Change #9: 100% agree, surprised I'd left that in at all! Added!
Change #10: ^
Change #11: Added!
Change #12: Added!

Thanks again, I appreciate the time you put into this!
Topic Starter
Quick Draw
Hi Spartan-,

Thanks for taking a look at my map! However I wasn't sure what difficulty you were referring to!
-Keitaro
Heya!
just going to check out metadata.

Artist: Kobaryo
Title: Kumo No Kireme [feat. 紅燐。]
Romanised Title: Kumo No Kireme [feat. kourin.]

Sources:
1
2
Spartan-

Quick Draw wrote:

Hi Spartan-,

Thanks for taking a look at my map! However I wasn't sure what difficulty you were referring to!
please read above the mods

Spartan- wrote:

Hi QD! Here to offer a few small changes to SHD, because I don't know how to mod multiple difficulties. I also don't know how to mod very well, so sorry if my advice is garbage.
thanks to you I have had to call my advice garbage twice now.

Seriously though, the mods are for SHD. Hope this helps. And here they are again just in case.
mods for SHD just to clarify
[00:39:740 / 00:47:240 | These mini streams could be patterned so that either all 4 were straight stairs, ( 2 [1,2,3,4], 2 [4,3,2,1,] ) OR all 4 are different streams types. ( [1,2,3,4] [1,2,4,3] [4,3,2,1] [4,3,1,2] ) Don't know how much work that would take though.
02:11:821 | This is a ghost sound, though 00:30:571 isn't while it has the same sound. Is this intentional?
sorry its so short
Topic Starter
Quick Draw
Hi Error- thanks for looking into that, I updated the romanized title to match that metadata, thanks!

--

Hi Spartan, thanks for clarifying! I removed the ghost sound which had originally been placed simply to make that roll more comfortable and emphasize the beginning of a new section but since it sticks out to players I guess it wasn't worth it. Changing the rolls you mentioned wasn't worth it since at the moment the other patterns are balanced around the directions of those rolls and changing them would be unnecessary.

Thank you for your mod!
Shima Rin
Really Neat and Nice map. Good luck for rank (pp hype \o/)

Though I dont care about PP xd. This map for me is really well-done ;)
Topic Starter
Quick Draw
Thank you very much Tofu1222!
DustMoon
Nice mapset,maybe you can go loved :)
riunosk
why loved when we can rank this :^)
Raytoly
ah you went this map have ranked or loved?
[Ping]
ranked this pls, lemme mod this one diff (maybe mod others later but now can only do one diff) I guess

1|2|3|4


NM
00:27:524 - 00:28:696 https://osu.ppy.sh/ss/9033941 for flow and balance

02:47:094 add a note on 3
02:50:492 - 02:51:196 he sound use here is confusing, pls change so that it is a bit similar to 02:47:094
Hanss
Please rank daddy
Topic Starter
Quick Draw
I would love to get this ranked! There is an extremely high demand for this beatmap to be ranked and there has been for a long time but unfortunately after many attempts over a span of years, it has proven too difficult for me to organize. I wish demand from players to get a map ranked was enough to get it ranked, but that isn't how the ranking system works! Hopefully one day it can become ranked but I don't play this game much anymore so it becoming ranked is even more unlikely these days. Thanks to everyone for your support of the map over the years and I am glad everyone is enjoying the map still to this day!
Shima Rin
I would like to see this in ranked section too. If you do have any interest you can try to call me.
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