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Koji Kondo - Bolero of Fire [CatchTheBeat]

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Total Posts
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Topic Starter
DragonSlayer96
This beatmap was submitted using in-game submission on Friday, October 6, 2017 at 11:28:04 PM

Artist: Koji Kondo
Title: Bolero of Fire
Source: Zelda Reorchestrated
Tags: The Legend Ocarina Time Sheik Link Darunia Volgaria warp song temple goron mtn tloz oot DS96 Sharp Rain
BPM: 120
Filesize: 1716kb
Play Time: 00:30
Difficulties Available:
  1. Cup (0.99 stars, 35 notes)
  2. Platter (2.52 stars, 89 notes)
  3. Razor's Death Mountain (3.97 stars, 90 notes)
  4. Salad (1.8 stars, 79 notes)


Download: Koji Kondo - Bolero of Fire
Information: Scores/Beatmap Listing
---------------
2/7/15 Submitted Cup, Salad and Platter
2/7/15 Submitted - Magic Bomb - Rain and moved to pending
2/7/15 BoberOfDarkness Mod applied
2/11/15 Changed Timing to follow 1/3 instead of 1/4 due to timing issues
2/11/15 Snowball mod applied to my difficulties. waiting on mb now
2/13/15 MB Rain updated
3/8/15 _ Hatsune Miku's Mod applied
3/15/15 GAMI's Mod applied
3/19/15 MB's GD removed due to his own personal preference. The reason why I did listen to his request is because more than one person has said that this mapset does not seem well suited for a rain after they started to mod it. I am truly sorry for the wasted time on the modders end and the wasted time on MB's end
3/20/15 The British mod has been applied
3/29/15 Negri's mod applied
3/29/15 correct metronome set (6/4 at 120 BPM)
3/30/15 Kurokami's mod applied
4/10/15 corrected offset (was at 71 ms, now at 51 ms)
4/12/15 realized i screwed up after i corrected offset. correct now
4/13/15 QHideaki13 IRC mod
5/10/15 Noticed a NC issue on Cup and fixed it
5/12/15 JBH's mod applied
5/13/15 Gommy's mod applied
5/22/15 Negri's mod applied
5/27/15 MB's mod applied
7/7/15 alienflybot's mod applied
7/18/15 Kaitlin's mod applied
9/14/15 koliron's mod applied
1/24/17 hitsound update
1/27/17 Benny- mod applied
7/6/17 Razor's GD uploaded
8/5/17 tags updated
10/6/17 Hareimu's IRC mod
BoberOfDarkness
Hi

PRO cup but you should use higer AR like 5,5 or even 6

Sliders so fast o/
00:15:071 (1,2) - make jump here 00:15:071 (1) - move to x:480 and 00:16:071 (2) - move to x:144
00:20:071 (3) - move to x:384 and 00:20:071 (3) - to x:48
00:21:071 (1,2,3,4) - move to x:224
00:08:071 (4,1) - make jump here and 00:10:071 (4,1) -
AR8 is fine here but you could use a bit lower

00:01:727 (5) - move to x:256
00:01:883 (6) - move to x:432
00:06:727 (2) - move to x:320 and move 00:06:883 (3) - to x:496
00:07:071 (4) - make start of the slider at x:160 and end at x:336 like that http://osu.ppy.sh/ss/2712717
00:20:071 (7) - move to x:112
You should use 1/8 ;w;
00:05:883 (5) - move to 00:05:883 -
00:06:071 (6) - delete reverse arrow
00:06:758 (2) - move to 00:06:727 -
00:06:946 (3) - move to 00:06:914 -
00:07:946 (3) - move to 00:07:915 -
00:10:758 (2) - move to 00:10:727 -
00:11:758 (4) - move to 00:11:727 -
00:11:946 (5) - move to 00:11:883 -
Add note at 00:11:914 -
Add note at 00:15:914 -
00:16:946 (3) - move to 00:16:914 -
00:17:446 (2) - move to 00:17:414 -
00:17:946 (4) - move to 00:17:914 -
00:19:946 (3) - move to 00:19:914 -

Hmmmmm, I like that mapset :3

Good luck with that!
MBomb

BoberOfDarkness wrote:

Hi

You should use 1/8 ;w; -Yeah, I wanted to avoid it but I can hear it's better, thinking about it.
00:05:883 (5) - move to 00:05:883 - - Done (Although this confused me for a sec because you moved the note before pasting ;;)
00:06:071 (6) - delete reverse arrow - Done.
00:06:758 (2) - move to 00:06:727 - - Done.
00:06:946 (3) - move to 00:06:914 - -Done.
00:07:946 (3) - move to 00:07:915 - Done.
00:10:758 (2) - move to 00:10:727 - - Done.
00:11:758 (4) - move to 00:11:727 - - Done.
00:11:946 (5) - move to 00:11:883 - - Done.
Add note at 00:11:914 - - I don't hear a note here... (End of done spam *shot)
Add note at 00:15:914 - - Done.
00:16:946 (3) - move to 00:16:914 - - Done.
00:17:446 (2) - move to 00:17:414 - - Done.
00:17:946 (4) - move to 00:17:914 - - Done.
00:19:946 (3) - move to 00:19:914 - - Done.

Hmmmmm, I like that mapset :3

Good luck with that!
Lol that done spam... Thanks for the mod!
BoberOfDarkness

- Magic Bomb - wrote:

BoberOfDarkness wrote:

Add note at 00:11:914 - - I don't hear a note here... (End of done spam *shot) But I hear it lol
Lol that done spam... Thanks for the mod!
No problem :3
Topic Starter
DragonSlayer96
Applied your mod Bober. Cup is at 6 for ar/od but I did not change platter's ar/od

thanks for the mod though
BoberOfDarkness
No problem, catch my star!
Topic Starter
DragonSlayer96

BoberOfDarkness wrote:

No problem, catch my star!
Thanks. Also, the beatmap has been updated with a new timeline that fits better
snowball112
heya o/ , here's my side of the m4m.

Not really much to say here. The only thing that bothers me is the beginning of the kiai at 00:21:071 (1,2,3,4,1,2,3). Even though you can clear this simply by walking, I feel like newer players will miss here easily as you have higher note density and movement than at any other point in the map. Maybe move:

- 00:21:821 (2) to x:352
- 00:22:071 (3) to x:208
- 00:22:821 (4) to x:64
- 00:23:071 (1) to x208
- I feel like a very small jump from 00:05:904 (9) to 00:06:071 (10) could feel nice as you have a slightly stronger beat on 00:06:071 (10). Maybe move to x:208?

- I'm not sure about the jump from 00:03:571 (1,2). In my opinion it would work better if it were similar to 00:00:571 (2,3,4,5), where you have a jump on the last note. This feels better to play imo.

- Also, I feel like you could add a little bit of movement to the stream of 00:04:571 (1,2,3,4,5,6,7,9). Maybe something along the lines of moving:
- 00:05:071 (4) to x:128
- 00:05:237 (5) to x:80
- 00:05:404 (6) to x:32
- 00:05:571 (7) to x:96
- 00:05:737 (8) to x:64

- Similar with to the other patterns, you could use a jump only on the last note of 00:06:571 (1,2,3,4).

- Instead of a stream at 00:10:571 (1,2,3,4,5,6,7,8,9), I think it might sound better using 1/1 spacing here to emphasize the instruments other than the drums as the stream doesn't really do much for the map in my opinion. I think it would work well if you:
- remove 00:11:237 (5,6)
- 00:11:737 (8,9) - ^
- move 00:11:571 (7) to for example x:192 for a bit of spacing and emphasis.

- I feel like it would feel better to play if you had slightly bigger spacing between 00:24:821 (4,1) as well as between 00:25:821 (4,1) but use a slightly larger spacing on the latter as the music can justify using steadily increasing spacing here. I think it would be even better if you used a steadily increasing spacing from one sequence of 4 1/1 notes to the next throughout the entire kiai. For example start with a distance of 112 between 00:21:821 (4,1) and steadily increase by 16 (1 block). This could work well in my opinion.
- I don't think the music justifies the use of a hyper at 00:05:571 (6). Instead, you could well have a jump between 00:05:904 (8,1). Maybe move the whole thing around a bit to something like this.

- I feel like a jump at between 00:07:904 (6,7) would be nice. Maybe move 00:07:904 (6) to x:464?

- I think that it would be better to use single notes or 1/1 slider + 1 single note instead of sliders like 00:14:071 (7). You have a strong beat at the end and it may be better for emphasis to have that beat mapped out as a single note. Similar with 00:08:071 (7).

Even though you probably intended to have 00:12:071 (1) to 00:20:071 (7) mapped to the drums and 00:21:071 (1) until the end to the other instruments, I feel like this map could show a bit more variation by switching between the two a bit depending on what feels stronger and give the map a better structure overall. For example, I think it would be good to
- replace 00:12:071 (1) with three 1/1 single notes. Similar with 00:18:071 (1).
- Add a note at 00:15:321.
- Remove 00:17:237 (4,5) as well as 00:17:727 (7,8) to put more emphasis on 00:17:071 (3) and 00:17:571 (6) and 00:18:071 (1).
- Use 1/3 notes between 00:25:571 and 00:26:071 (2) and remove 00:26:321 (2) to put emphasis on the drums here.
- Map to the drums a bit between 00:21:071 (1) and 00:22:821 (4).

I know that it may be intended to have this kind of half-and-half map for structure in terms of mapping to the instruments, but I think you can still have good structure and make it more interesting if you mix things a bit.
- Your diff overall feels pretty unbalanced in terms of such a low number of circles vs. so many sliders, especially in the kiai. In my opinion you should include more circles for better emphasis on specific beats and structure.

- I like what you did around 00:09:071 (6,1,2) especially because of mixing in that 1/3. I think you should do this more as this feels more fun and interesting to play. For example you could:
- Remove 00:12:571 (2), put a repeat on 00:12:071 (1) and use 1/3 between 00:12:571 and 00:13:071 (1) for a bit of variety.
- Map in a bit of 1/3 between 00:21:071 (1) and 00:23:071 (1), the drum beats are quite strong here.

- I think the sounds at 00:00:571 (2,3) and 00:01:571 (1,2) would be better represented using either 4 singles instead of 2 sliders OR 1/3 repeat slider + 1 circle with a little jump at the end of either. This would fit better in my opinion. Similar with 00:03:571 (1,2).

- I think single circles would also be better instead of sliders at 00:02:571 (3,4) for better emphasis on the drums.

That's all from me. Good luck ^^
Topic Starter
DragonSlayer96

snowball112 wrote:

heya o/ , here's my side of the m4m.

Not really much to say here. The only thing that bothers me is the beginning of the kiai at 00:21:071 (1,2,3,4,1,2,3). Even though you can clear this simply by walking, I feel like newer players will miss here easily as you have higher note density and movement than at any other point in the map. Maybe move:

- 00:21:821 (2) to x:352 ok
- 00:22:071 (3) to x:208 ok
- 00:22:821 (4) to x:64 ok
- 00:23:071 (1) to x208 ok
- I feel like a very small jump from 00:05:904 (9) to 00:06:071 (10) could feel nice as you have a slightly stronger beat on 00:06:071 (10). Maybe move to x:208? ok

- I'm not sure about the jump from 00:03:571 (1,2). In my opinion it would work better if it were similar to 00:00:571 (2,3,4,5), where you have a jump on the last note. This feels better to play imo. ok moved it around a bit

- Also, I feel like you could add a little bit of movement to the stream of 00:04:571 (1,2,3,4,5,6,7,9). Maybe something along the lines of moving:
- 00:05:071 (4) to x:128 ok
- 00:05:237 (5) to x:80 ok
- 00:05:404 (6) to x:32 ok
- 00:05:571 (7) to x:96 ok
- 00:05:737 (8) to x:64 ok

- Similar with to the other patterns, you could use a jump only on the last note of 00:06:571 (1,2,3,4). ok

- Instead of a stream at 00:10:571 (1,2,3,4,5,6,7,8,9), I think it might sound better using 1/1 spacing here to emphasize the instruments other than the drums as the stream doesn't really do much for the map in my opinion. I think it would work well if you:
- remove 00:11:237 (5,6) ok
- 00:11:737 (8,9) - ^ ok
- move 00:11:571 (7) to for example x:192 for a bit of spacing and emphasis. ok

- I feel like it would feel better to play if you had slightly bigger spacing between 00:24:821 (4,1) as well as between 00:25:821 (4,1) but use a slightly larger spacing on the latter as the music can justify using steadily increasing spacing here. I think it would be even better if you used a steadily increasing spacing from one sequence of 4 1/1 notes to the next throughout the entire kiai. For example start with a distance of 112 between 00:21:821 (4,1) and steadily increase by 16 (1 block). This could work well in my opinion. okalso moved around quite a few notes
- I don't think the music justifies the use of a hyper at 00:05:571 (6). Instead, you could well have a jump between 00:05:904 (8,1). Maybe move the whole thing around a bit to something like this. ok
- I feel like a jump at between 00:07:904 (6,7) would be nice. Maybe move 00:07:904 (6) to x:464? ok

- I think that it would be better to use single notes or 1/1 slider + 1 single note instead of sliders like 00:14:071 (7). You have a strong beat at the end and it may be better for emphasis to have that beat mapped out as a single note. Similar with 00:08:071 (7). ok

Even though you probably intended to have 00:12:071 (1) to 00:20:071 (7) mapped to the drums and 00:21:071 (1) until the end to the other instruments, I feel like this map could show a bit more variation by switching between the two a bit depending on what feels stronger and give the map a better structure overall. For example, I think it would be good to
- replace 00:12:071 (1) with three 1/1 single notes. Similar with 00:18:071 (1).
- Add a note at 00:15:321.
- Remove 00:17:237 (4,5) as well as 00:17:727 (7,8) to put more emphasis on 00:17:071 (3) and 00:17:571 (6) and 00:18:071 (1).
- Use 1/3 notes between 00:25:571 and 00:26:071 (2) and remove 00:26:321 (2) to put emphasis on the drums here.
- Map to the drums a bit between 00:21:071 (1) and 00:22:821 (4). no only because it is confusing to know what you are trying to follow if you do do a mix of the instruments like that. quite a few notes do not feel right to me

I know that it may be intended to have this kind of half-and-half map for structure in terms of mapping to the instruments, but I think you can still have good structure and make it more interesting if you mix things a bit. ok i just don't want to make it a hell to play a short map because i keep on changing what i am mapping to

That's all from me. Good luck ^^
MBomb

snowball112 wrote:

heya o/ , here's my side of the m4m.

- Your diff overall feels pretty unbalanced in terms of such a low number of circles vs. so many sliders, especially in the kiai. In my opinion you should include more circles for better emphasis on specific beats and structure. - I feel this song fits sliders a lot better than circles in a lot of places, the kiai being one of the biggest examples of this.

- I like what you did around 00:09:071 (6,1,2) especially because of mixing in that 1/3. I think you should do this more as this feels more fun and interesting to play. For example you could:
- Remove 00:12:571 (2), put a repeat on 00:12:071 (1) and use 1/3 between 00:12:571 and 00:13:071 (1) for a bit of variety. - I like this pattern, although the way I've made it may be a bit too difficult ;; We shall see with future mods.
- Map in a bit of 1/3 between 00:21:071 (1) and 00:23:071 (1), the drum beats are quite strong here. - I like this, fits the drum beat and makes the jump make a lot more sense music wise as the loud drum beat is on 00:22:071 (1) - .

- I think the sounds at 00:00:571 (2,3) and 00:01:571 (1,2) would be better represented using either 4 singles instead of 2 sliders OR 1/3 repeat slider + 1 circle with a little jump at the end of either. This would fit better in my opinion. Similar with 00:03:571 (1,2). - I did consider 4 circles at one point, but I think this works better.

- I think single circles would also be better instead of sliders at 00:02:571 (3,4) for better emphasis on the drums. - I do agree with you here, not sure why I made them sliders...

That's all from me. Good luck ^^
Thanks for the mod!
Difficulty went up a bit, that's good. ;)
osu file format v14

[General]
AudioFilename: 60. Bolero of Fire.mp3
AudioLeadIn: 0
PreviewTime: 12071
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 3
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Bolero of Fire
TitleUnicode:Bolero of Fire
Artist:Koji Kondo
ArtistUnicode:Koji Kondo
Creator:DragonSlayer96
Version:MBomb's Rain
Source:Zelda Reorchestrated
Tags:The Legend Orcarina Time Sheik Link Darunia Volgaria warp song temple goron death mountain mtn tloz oot - Magic Bomb -
BeatmapID:633829
BeatmapSetID:279937

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bolero of fire.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
71,250,4,3,0,5,1,0
21071,-100,4,3,0,5,0,1
27071,-100,4,3,0,5,0,0


[Colours]
Combo1 : 255,255,0
Combo2 : 255,0,0
Combo3 : 255,128,0

[HitObjects]
256,192,71,5,0,0:0:0:0:
144,192,571,2,0,L|64:96,1,106.666666666667
192,192,904,2,0,L|256:96,1,106.666666666667
352,192,1571,6,0,L|432:96,1,106.666666666667
336,192,1904,2,0,L|256:96,1,106.666666666667
64,192,2571,1,0,0:0:0:0:
448,192,3071,1,0,0:0:0:0:
320,192,3571,6,0,L|272:96,1,106.666666666667
192,192,3904,2,0,L|256:80,1,106.666666666667
384,192,4571,6,0,L|288:128,2,106.666666666667
128,192,5071,2,0,L|224:112,2,106.666666666667
256,192,5571,1,0,0:0:0:0:
320,192,5737,1,0,0:0:0:0:
384,192,5904,1,0,0:0:0:0:
448,192,6071,2,0,L|336:112|336:112,1,106.666666666667
320,192,6571,5,0,0:0:0:0:
224,192,6737,1,0,0:0:0:0:
128,192,6904,1,0,0:0:0:0:
32,192,7071,2,0,L|112:112|112:112,2,106.666666666667
256,192,7571,5,0,0:0:0:0:
320,192,7737,1,0,0:0:0:0:
384,192,7904,1,0,0:0:0:0:
320,192,8071,1,0,0:0:0:0:
128,192,8571,1,0,0:0:0:0:
448,192,9071,2,0,L|376:32,1,160
64,192,9571,6,0,L|128:96,2,106.666666666667
144,192,10071,2,0,L|272:96,1,160
384,192,10571,5,0,0:0:0:0:
320,192,10737,1,0,0:0:0:0:
160,192,10904,1,0,0:0:0:0:
256,192,11071,6,0,L|160:144,1,106.666666666667
64,192,11404,1,0,0:0:0:0:
128,192,11571,1,0,0:0:0:0:
192,192,11737,1,0,0:0:0:0:
256,192,11904,1,0,0:0:0:0:
160,192,12071,6,0,L|96:40,2,160
224,192,12737,1,0,0:0:0:0:
288,192,12904,1,0,0:0:0:0:
352,192,13071,6,0,L|416:40,1,160
448,192,13571,2,0,L|512:40,1,160
384,192,14071,1,0,0:0:0:0:
64,192,14571,1,0,0:0:0:0:
512,192,15071,6,0,L|416:64,3,160
304,192,15987,1,0,0:0:0:0:
0,192,16071,2,0,L|96:64,3,160
320,192,16904,1,0,0:0:0:0:
256,192,17071,6,0,L|160:112,1,106.666666666667
256,192,17404,1,0,0:0:0:0:
352,192,17571,2,0,L|448:112,1,106.666666666667
512,192,17904,1,0,0:0:0:0:
296,192,18071,6,0,L|160:104,1,160
24,192,18571,2,0,L|160:104,1,160
488,192,19071,6,0,L|352:104,1,160
216,192,19571,2,0,L|352:104,1,160
416,192,19904,1,0,0:0:0:0:
320,192,20071,2,0,L|256:40,1,160
512,192,20571,2,0,L|448:88,1,120
32,192,21071,6,0,L|96:40,1,160
0,192,21571,2,0,L|64:40,1,160
128,192,21904,1,0,0:0:0:0:
480,192,22071,6,0,L|416:40,1,160
512,192,22571,2,0,L|448:40,1,160
256,192,22904,1,0,0:0:0:0:
128,192,23071,6,0,L|192:40,1,160
64,192,23571,2,0,L|128:40,1,160
384,192,24071,6,0,L|320:40,1,160
448,192,24571,2,0,L|384:40,1,160
0,192,25071,6,0,L|128:96,1,160
512,192,25571,2,0,L|384:96,1,160
0,192,26071,6,0,L|64:40,1,160
512,192,26571,2,0,L|448:40,1,160
0,192,27071,1,0,0:0:0:0:
256,192,27196,12,0,30071,0:0:0:0:
Topic Starter
DragonSlayer96
Thanks mb. It has been updated. Time for another mod.
__Hatsune_Miku

Platter

  1. 00:01:904 (6) - This note pile up note (7)
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D)
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here

sorry
i cant fined more ...;;
MBomb

_ Hatsune Miku wrote:

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D) - I prefer it as CS5, sorry.
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here
- Not quite sure what you're saying here, but I like this section how it is.
Thanks for the mod.
Topic Starter
DragonSlayer96

_ Hatsune Miku wrote:

Platter

  1. 00:01:904 (6) - This note pile up note (7)
Meh worth a shot to stack. Lets see what others say about it.
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)
Ok

sorry
i cant fined more ...;;
It's ok you found out what you thought could be changed. Thanks for your help
Negri_sk
[Rain]
00:00:571 (2) - NC
00:00:904 (3) - x256
00:01:904 (2) - ^
00:03:571 (1) - x360
00:03:904 (2) - x152
00:05:571 (3,4,5) - https://osu.ppy.sh/ss/2884181
00:06:071 (6) - x480 ^ This is an follow up to the one above don't do this one if you don't do the triple.
00:07:571 (1,2,3,4) - https://osu.ppy.sh/ss/2884228 Change to grid 1 for a lil time to get this one.
00:11:404 (2,4) - x96
00:11:571 (3,5) - x216
00:13:571 (2) - CTRL+G
00:23:071 (1) - https://osu.ppy.sh/ss/2884310
Will mod more later...
GAMI
M4M

00:21:071 (1) - x : 480
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96
00:24:821 (4) - same suggest as above , move to x:48
00:01:071 (5) - x:128 since it's salad
00:04:071 (4) - x:304
00:07:071 (4) - x:208
00:10:071 (4) - x:144
00:13:071 (2) - try to balance the slider like this
00:19:071 (2) - same suggest as above , just try to balance it
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it
00:06:071 (1) - x: 48
00:06:737 (2) - x:400
00:06:904 (3) - x:496
00:21:821 (4) - x:176
00:22:821 (4) - better make HDdash , move to x:512
00:23:071 (1,2,3,4) - make it balance like this
00:24:071 (1,2,3,4) - just make it balance like in above suggest
00:26:071 (1,2,3,4) - make like this since you put randomly
00:06:071 (6) - I dont hear anything good for note on purple line , remove that
00:15:987 (2) - are you sure you put this note on purple line?
00:16:904 (4) - same as above so try to consider that
00:19:904 (3,3,3) - ^
00:13:571 (2) - not good , try ctrl+g
00:14:071 (3) - move to x: 256

that's all , sorry for didn't help

here my M4M map : Iida Riho & Pile - Beat in Angel

good luck
Topic Starter
DragonSlayer96

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
GAMI

DragonSlayer96 wrote:

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
Topic Starter
DragonSlayer96

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
GAMI

DragonSlayer96 wrote:

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
Oh dont mod it then. Forget it lol. Now I will BL you, sry
MBomb
Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
I will probably just leave it a trifecta mapset and not reach out for another GD for the mapset. Like I did tell you in PM, if you want to retry the Rain, I don't mind re adding it. I will probably just honestly try to only do Cup - Platter mapsets for a while until i can adequately do Rains and not ask for GD's for them from now on. I just feel bad for wasting people's time because of this, but - unless someone truly believes a mapset I am making needs a Rain - I will no longer be asking for GD's for Rains.
MBomb
On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup.

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat.
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch.
00:05:571 (7) - NC here.
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192.
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - .
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256.
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now.
00:00:737 (2,3) - Switch these two notes around.
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat.
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound.
00:11:571 (6,7) - ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash.
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump.
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound.
00:25:071 (1) - 4 should hyper to 1 here.
00:26:071 (1) - ^

Done ;)
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup. meh changed it to SV of 1.0 can always go lower if it still feels to fast

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat. ok
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch. ok
00:05:571 (7) - NC here. ok
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192. ok
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - . ok
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256. ok
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now. ok
00:00:737 (2,3) - Switch these two notes around. ok
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat. No I have the hypers set up for the different sounding beat so it stands out. For the drums, it is the same throughout this mini stream
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound. ^
00:11:571 (6,7) - ^ ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash. ok
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump. ok
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound. ok
00:25:071 (1) - 4 should hyper to 1 here. ok
00:26:071 (1) - ^

Done ;)
Negri_sk
[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter.

[Salad]
-0.5 CS

[Platter]
00:07:071 (4) - 1 snap to the right
00:05:237 (4,5,6) - 2 snaps to the right
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
Topic Starter
DragonSlayer96

Negri_sk wrote:

[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter. Ok

[Salad]
-0.5 CS Ok Worth a shot for a more consistent increase for CS

[Platter]
00:07:071 (4) - 1 snap to the right Ok
00:05:237 (4,5,6) - 2 snaps to the right Ok
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894 Ok Pattern was sorta sloppy here
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896 Ok ^

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
I thought there wasn't enough mods for a bubble poke, but i will see what a BN says.
Kurokami
o/

[Cup]

00:14:071 (2) - Try this: http://puu.sh/gUZBE/2531ba83e9.png
00:19:071 (2,3) - http://puu.sh/gUZDB/0170d9e22d.png
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This part is very confusing on Cup. The drums are really loud yet you followed the melody. It would be nice to follow both at the same time. Try this instead: http://puu.sh/gUZqG/8a8a8b5004.png, http://puu.sh/gUZsK/0031855374.png.
00:27:071 (1) - This spinner starts at a strong drumhit. It would be nice to make is start at 1/1 or 1/2 later and add a note here.

[Salad]

00:21:071 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - This is totally messy. You need to follow the drums as well since you can add jumps at those part which starts to be more important as the difficulty increasing. Try something like what I suggested on Cup.
00:27:071 (1) - Same as on Cup.

[Platter]

00:04:737 (1,2,3,4,5,6,7,8) - The jumps should be at white ticks since the drums are slightly stronger there (including the slidertail).
00:05:904 (8,1) - Man, this is crying for a jump.
00:06:904 (3,4) - ^
00:07:904 (6,7) - ^
00:11:071 (3,6,1) - Jumps here and nowhere else. And at (8,1) it should be the highest.
00:26:321 (2,3) - Here needs a jump.
00:27:071 (1) - Same as I told on Cup (well, just if you applied there).
[]

Thats all. Though I personally think the rhythm should be clearer my suggestions can make them easier to follow. Good luck. o/
Topic Starter
DragonSlayer96

Kurokami wrote:

o/

[Cup]

00:14:071 (2) - Try this: http://puu.sh/gUZBE/2531ba83e9.png Ok
00:19:071 (2,3) - http://puu.sh/gUZDB/0170d9e22d.png Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This part is very confusing on Cup. The drums are really loud yet you followed the melody. It would be nice to follow both at the same time. Try this instead: http://puu.sh/gUZqG/8a8a8b5004.png, http://puu.sh/gUZsK/0031855374.png. Ok i will try it
00:27:071 (1) - This spinner starts at a strong drumhit. It would be nice to make is start at 1/1 or 1/2 later and add a note here. No how i have the spinner now, i have it covering the long held note at the end. That is where the note starts and just sounds funny to me if it doesn't start there.

[Salad]

00:21:071 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - This is totally messy. You need to follow the drums as well since you can add jumps at those part which starts to be more important as the difficulty increasing. Try something like what I suggested on Cup. Ok
00:27:071 (1) - Same as on Cup.

[Platter]

00:04:737 (1,2,3,4,5,6,7,8) - The jumps should be at white ticks since the drums are slightly stronger there (including the slidertail). ??? already jumps here. just shot out 00:05:237 (4,5,6) - more for a bigger jump
00:05:904 (8,1) - Man, this is crying for a jump. Ok
00:06:904 (3,4) - ^
00:07:904 (6,7) - ^ Ok
00:11:071 (3,6,1) - Jumps here and nowhere else. And at (8,1) it should be the highest. Ok
00:26:321 (2,3) - Here needs a jump. Ok
00:27:071 (1) - Same as I told on Cup (well, just if you applied there).
[]

Thats all. Though I personally think the rhythm should be clearer my suggestions can make them easier to follow. Good luck. o/
QHideaki13
Modding via IRC. Good luck!

21:46 QHideaki13: Umm... Would you mind for an IRC mod? I found a little bit of critical points, just want to see your opinions about it.
21:47 DragonSlayer96: yea. i dont mind an irc mod
21:47 QHideaki13: Alright, gimme a sec
21:49 QHideaki13: Cup:
21:50 DragonSlayer96: okie. on cup
21:52 QHideaki13: Seems fine, but I would suggest on moving 00:23:050 (6) - 4 grids to the right, since the distance between the previous note is slightly far imo
21:52 DragonSlayer96: i saw the kaia time ;-; sorry. changed the offset and forgot to check if they were snapped to the 1/4 timeline, not he 1/3
21:53 QHideaki13: Oh, that makes me wonder on the usage of 1/3
21:54 DragonSlayer96: how i have it mapped, 1/3 is from the beginning to kaia time because i am following the drums. in kaia time i go to 1/4 and follow the other melody
21:54 QHideaki13: Just fix the part which you would like to change first, that one can be fixed later
21:55 QHideaki13: In exchange, try moving 00:25:883 (4) - 2 grids to the left, to make it balance
21:56 QHideaki13: Any thoughts?
21:56 DragonSlayer96: one sec, just updated with the fix during kaia
21:57 QHideaki13: mkay
21:57 DragonSlayer96: seems to play just fine to me. will do it
21:58 QHideaki13: I think that's all for Cup
21:58 QHideaki13: Salad:
21:59 QHideaki13: Eh, the hyperdash is gone
21:59 QHideaki13: Wait, I'mma recheck it
22:00 DragonSlayer96: did you update it? if so it might be from that
22:00 QHideaki13: Just updated it haha
22:02 DragonSlayer96: yea, that fixes a lot of issues with it snapped to the beat i want :P
22:03 QHideaki13: The only thing I found during kiai is this part 00:21:801 (3,1,2,3,1) -
22:03 QHideaki13: Technically, it is already above the Salad level
22:04 QHideaki13: Ofc, just my pov
22:04 DragonSlayer96: how is it above salad?
22:04 QHideaki13: The distance
22:04 QHideaki13: Playable, yet very difficult
22:04 DragonSlayer96: but no hypers though
22:05 QHideaki13: Indeed, probably by reducing the distance might helps
22:05 DragonSlayer96: without a Rain, i did make the salad and platter a tad bit harder
22:05 QHideaki13: I mean, it doesn't have to be a hyperdash to make it above the Salad level
22:06 QHideaki13: The distance plays an important role in this case
22:06 QHideaki13: So you might want to consider the suggestion, but I won't force you to do it
22:06 DragonSlayer96: 00:22:051 (1,2,3) - moved two ticks closer to 00:21:801 (3) -
22:07 DragonSlayer96: moved the circles one tick closer to the slider too
22:08 QHideaki13: That works too
22:08 QHideaki13: Moving on to Platter
22:08 QHideaki13: Platter:
22:10 QHideaki13: There was a part where non-kiai itself is even harder than the kiai
22:14 QHideaki13: I wouldn't touch much, the only suggestion that I can provide is a zig-zag pattern on the kiai and a simple triangle pattern on 00:04:717 (1,2,3,4,5,6) -
22:15 DragonSlayer96: the reason why there is no triangle there is because it isnt the same as the other pto
22:15 DragonSlayer96: spoy
22:15 DragonSlayer96: spot, gah, type
22:16 QHideaki13: http://osu.ppy.sh/ss/3005241
22:16 QHideaki13: Oh
22:17 QHideaki13: Which spot?
22:18 DragonSlayer96: 00:10:717 (1,2,3,4,5,6,7,8) -
22:18 DragonSlayer96: updating it because i have to go to work, sorry
22:18 QHideaki13: Alright then
22:19 QHideaki13: I think that's all from me
22:19 QHideaki13: Brb, posting to forum
22:19 QHideaki13: Thanks for your time!
22:19 DragonSlayer96: okie. will give kds
22:19 DragonSlayer96: thanks for your time too
Topic Starter
DragonSlayer96
sorry for the late kudos given QHideaki13. hope that the bugs have been worked out finally
rhalp10

Sorry My Queue For CTB Has Been Closed I Can't Handle That Mode Anymore .. :(
Topic Starter
DragonSlayer96
I send a request to your queue???? I honestly cant remember doing so. I feel bad to hear that it closed though.
JBHyperion
Yo, M4M request via PM:

General Comments:
  1. Song Folder: No issues
  2. Song Setup: You can disable the Countdown (it's hardly ever used anymore, and there isn't enough time for it to play out anyway) and Letterbox during breaks (there are no breaks xD) for all diffs
  3. Metadata: No issues
  4. Timing: No issues, though I laughed at the draining time of exactly 30 seconds :D
  5. Hitsounds: Shouldn't the hitsound volume increase along with the song? Using only 5% volume throughout makes the hitsounds practically inaudible past about 00:15:051 for me
  6. AImod: No issues


Difficulty-Specific Comments:
00:23:551 (2,1) - I can't quite put my finger on it, but this jump just seems a little awkward to me - 00:24:050 (1) is an especially strong beat so it justifies a slightly increased spacing, but... Idk >.< Maybe it's the direction change? If I had to suggest something, it would be to move the slider tail point to [x-208,y-92] so it's the same angle as 00:23:050 (1) but flipped
00:25:051 (1,2,1,2) - I'd increase the spacing a little here, since the drums are very prominent, and it would make a fitting climax to the end of the song. Try 00:25:051 (1,1) at x-352 and 00:26:551 (2) at x-512 (though you might not want to go right to the edge of the grid
00:10:051 (4) - This is more prominent than the previous notes, so I'd increase the spacing to (3) - maybe x-112 or x-120? The increased gap between 00:10:051 (4,1) - is still fine since it's a 1/1 timeline spacing
00:26:051 (1,2) - (2) is a strong note, so I'd increase the spacing between these two. 00:26:801 (3) is pretty weak, so keep the same spacing between these two but move to around x-64
00:21:050 (1,2,3,4,1,2,3,4) - I feel it would be better to map the drums for these beats - they're more prominent than anything else here and it would add a little variety and challenge, since currently, I feel the kiai is the easiest part of this map - weird considering how the music is building up... You could create some zig-zags or (3,4) dashes here, and then continue with the woodwind from 00:23:050 (1) onwards where it's more prominent

Short map with a fair few mods already, so not really much to talk about, but hopefully this was helpful in some way. Let me know if you need anything else from me and good luck! (:
Topic Starter
DragonSlayer96

JBHyperion wrote:

Yo, M4M request via PM:

General Comments:
  1. Song Folder: No issues
  2. Song Setup: You can disable the Countdown (it's hardly ever used anymore, and there isn't enough time for it to play out anyway) and Letterbox during breaks (there are no breaks xD) for all diffs QwQ i normally disable these. thanks for catching that
  3. Metadata: No issues
  4. Timing: No issues, though I laughed at the draining time of exactly 30 seconds :Dthat's the point. just long enough for rank
  5. Hitsounds: Shouldn't the hitsound volume increase along with the song? Using only 5% volume throughout makes the hitsounds practically inaudible past about 00:15:051 for me Ok slowly increased hitsounds through the map. It eventually hits 40%
  6. AImod: No issues


Difficulty-Specific Comments:
00:23:551 (2,1) - I can't quite put my finger on it, but this jump just seems a little awkward to me - 00:24:050 (1) is an especially strong beat so it justifies a slightly increased spacing, but... Idk >.< Maybe it's the direction change? If I had to suggest something, it would be to move the slider tail point to [x-208,y-92] so it's the same angle as 00:23:050 (1) but flipped ??? i think you have the wrong difficulty or wrong spot for this mod. the two sliders are the same angle and if i move it to the angle you say, it basically makes it up/down. There is no jump here either.
00:25:051 (1,2,1,2) - I'd increase the spacing a little here, since the drums are very prominent, and it would make a fitting climax to the end of the song. Try 00:25:051 (1,1) at x-352 and 00:26:551 (2) at x-512 (though you might not want to go right to the edge of the grid ok
00:10:051 (4) - This is more prominent than the previous notes, so I'd increase the spacing to (3) - maybe x-112 or x-120? The increased gap between 00:10:051 (4,1) - is still fine since it's a 1/1 timeline spacing Works fine to me
00:26:051 (1,2) - (2) is a strong note, so I'd increase the spacing between these two. 00:26:801 (3) is pretty weak, so keep the same spacing between these two but move to around x-64 Works fine to me
00:21:050 (1,2,3,4,1,2,3,4) - I feel it would be better to map the drums for these beats - they're more prominent than anything else here and it would add a little variety and challenge, since currently, I feel the kiai is the easiest part of this map - weird considering how the music is building up... You could create some zig-zags or (3,4) dashes here, and then continue with the woodwind from 00:23:050 (1) onwards where it's more prominent Sorry I want to keep it consistent to what i am mapping during kaia across the difficulties

Short map with a fair few mods already, so not really much to talk about, but hopefully this was helpful in some way. Let me know if you need anything else from me and good luck! (: With glistening eyes, I take your hand and ask if you will be my neko
Gommy
heya :3/ just random ppl passing by and trying to mod others map

Mapset: should add rain and overdose to make up with the really short drain time. and i suggest to make all the mapset ridiculously hard to make the star difficulty equal with other map. for example https://osu.ppy.sh/s/192208
00:04:885 (3) - move to x: 48
00:05:051 (4,5,6) - move to x: 168
00:05:551 (1,2,3) - move to x: 192
00:06:051 (4) - move to x: 256
00:06:551 (1) - move to x: 512
00:10:885 (3) - move to x: 464
00:11:051 (4,5,6) - move to x: 344
00:11:551 (1,2,3) - move to x: 320
not like the other diff, at this diff the kiai section is more easy than the normal section. consider making this harder

sorry for such a short and nub mod ;w;
Kurokami

Gommy wrote:

heya :3/ just random ppl passing by and trying to mod others map

Mapset: should add rain and overdose to make up with the really short drain time. and i suggest to make all the mapset ridiculously hard to make the star difficulty equal with other map. for example https://osu.ppy.sh/s/192208
I'm trying to not be rude and just give some advice for your future mods.

Do not compare one song with another ever. You can't say to raise star rating to match with other map when the song is just not support that kind of mapping. That song (pupa) was supported 5 different difficulty due to how hard the rhythm was, but here the song is pretty simple so Overdose and Rain will be just an overmapped version of Platter. You shouldn't suggest to add HDashes at places where they doesn't belong just to follow a very weak sound in the music. The short drain time is not a valid reason to overmap something twice.

tr;dr The spread of the difficulty is always the uploader's choice. You should only suggest to add one if the spread is unrankable.

Good luck. o/
Gommy

Kurokami wrote:

Gommy wrote:

heya :3/ just random ppl passing by and trying to mod others map

Mapset: should add rain and overdose to make up with the really short drain time. and i suggest to make all the mapset ridiculously hard to make the star difficulty equal with other map. for example https://osu.ppy.sh/s/192208
I'm trying to not be rude and just give some advice for your future mods.

Do not compare one song with another ever. You can't say to raise star rating to match with other map when the song is just not support that kind of mapping. That song (pupa) was supported 5 different difficulty due to how hard the rhythm was, but here the song is pretty simple so Overdose and Rain will be just an overmapped version of Platter. You shouldn't suggest to add HDashes at places where they doesn't belong just to follow a very weak sound in the music. The short drain time is not a valid reason to overmap something twice.

tr;dr The spread of the difficulty is always the uploader's choice. You should only suggest to add one if the spread is unrankable.

Good luck. o/
oh, okay i'm sorry. i just start about modding this very day. thank you so much for the advice!
Topic Starter
DragonSlayer96

Gommy wrote:

heya :3/ just random ppl passing by and trying to mod others map

Mapset: should add rain and overdose to make up with the really short drain time. and i suggest to make all the mapset ridiculously hard to make the star difficulty equal with other map. for example https://osu.ppy.sh/s/192208 No Please read what Kurokami said. He did explain it quite nicely. Also I did have a GD rain on this map that was taken out because - modders and the GD person themselves - felt that this mapset does not suit a Rain, let alone an overdose. Making a mapset "ridiculously hard" would be fine.............if I was not trying to go and have this song ranked one day. Drain time has nothing to do with star difficulty or how hard a mapset should be. I could make a Cup - Platter set on a 6 minute song with the same star difficulty as this song and it can still be ranked as long as there is no errors in the map itself. For a spread to be rankable, all it needs is three difficulties (i.e. Cup - Platter or Salad - Rain) if it is CtB specific unless it is something such as a marathon map.
00:04:885 (3) - move to x: 48 Ok
00:05:051 (4,5,6) - move to x: 168 No I don't want this string of notes walking towards the center.
00:05:551 (1,2,3) - move to x: 192 ^
00:06:051 (4) - move to x: 256 Meh Not as far. Moved to 200 because I feel that the jump would be too far at 256
00:06:551 (1) - move to x: 512 No I would rather have a curve here instead of a straight line.
00:10:885 (3) - move to x: 464 Ok
00:11:051 (4,5,6) - move to x: 344 No I don't want this string of notes walking towards the center.
00:11:551 (1,2,3) - move to x: 320 ^
not like the other diff, at this diff the kiai section is more easy than the normal section. consider making this harder No How I have Platter mapped, hypers are only on very strong notes that you can hear that "boom" of the drum on them, but did spread out 00:24:050 (1,2,3,4) - more.

sorry for such a short and nub mod ;w;
Kurokami

DragonSlayer96 wrote:

For a spread to be rankable, all it needs is three difficulties (i.e. Cup - Platter or Salad - Rain) if it is CtB specific unless it is something such as a marathon map.
I would like to correct this sentence. This is true in all mode. Only spreads with E-N-H or N-H-I can be ranked (E= Easy, N= Normal, H= Hard, I= Insane), this means spreads like E-H-I are unrankable. And even a 5+ minutes map can have more difficulties, just no one cares to map more. :D

Gommy wrote:

oh, okay i'm sorry. i just start about modding this very day. thank you so much for the advice!
You don't need to apologize as you did nothing wrong. All I gave is advice to your future mods. :3
Topic Starter
DragonSlayer96

Kurokami wrote:

DragonSlayer96 wrote:

For a spread to be rankable, all it needs is three difficulties (i.e. Cup - Platter or Salad - Rain) if it is CtB specific unless it is something such as a marathon map.
I would like to correct this sentence. This is true in all mode. Only spreads with E-N-H or N-H-I can be ranked (E= Easy, N= Normal, H= Hard, I= Insane), this means spreads like E-H-I are unrankable. And even a 5+ minutes map can have more difficulties, just no one cares to map more. :D
Sorry, I should have said every game mode. That was my bad, just used to using the spread that said mapset is about, not all game modes. The reason behind this is because there is too big of a jump in difficulty if you do something like E - H - I. Now - if you want to - you can have a mapset have a E - N - H - I - I and just be fine with rank, just as long as the song itself supports all of the difficulties that you are trying to map without overmapping or putting jumps in places where jumps shouldn't be. Yea, people do like challenging maps, but if the map does not make sense for the song, odds are it needs to be changed. For mapping, difficulty =/= rank (as in just making a bunch of hard maps that don't follow even the beat of the song) but it is more of a "does this feel right for this song?" If it does not feel right, that is where modders come in and offer suggestions on how to make it feel like the map is flowing with the song, making the play experience a good one instead of a frustrating one. I'm not upset at you either Gommy, just offering you more advise so you can become a good modder down the road.
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