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Hanatan - Kokoronashi

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Topic Starter
SnowflakeStreet
This beatmap was submitted using in-game submission on April-12-15 at 10:09:58 PM

Artist: Hanatan
Title: Kokoronashi
Tags: Hanatan Kokoronashi Ruish SnowflakeStreet jump
BPM: 168.18
Filesize: 4783kb
Play Time: 03:41
Difficulties Available:
  1. Hard (3.67 stars, 483 notes)
  2. Insane (5 stars, 663 notes)
  3. Ruish's Normal (1.99 stars, 285 notes)
Download: Hanatan - Kokoronashi
Information: Scores/Beatmap Listing
---------------
jumperino
_handholding
Hi from my M4M queue

General

You have preview time conflicts as well as tag conflicts with your other difficulty. Also I don't think a countdown is necessary for this map

Hard
00:25:117 (3) - Move slightly down so it doesnt overlap with (6)
00:25:474 (4) - Move slightly down so it doesnt overlap with (2)
00:44:739 (2) - Maybe a more zigzagy shape? 01:11:853 (5,6,7,8,9,10) - I think its fine though I can see other people wanting these in a better pattern. Up to you in the end though
01:12:923 (8) - NC
02:29:983 (1,2) - (1) needs altering a bit to make it completely parallel
02:54:956 (3,4,5,6,7) - Feels awkward if half are stacked. Maybe have them all unstacked?
03:31:703 (11) - NC?

Normal
00:34:750 (2,3) - This is sort of hard to read in lower difficulties, I would try to avoid doing it
00:52:944 - This is begging for a hitcircle to be placed here.
01:11:139 (4) - How about shaping it like this?
01:22:199 (5) - Maybe have this as a reverse slider?
02:21:421 (1,2,3,4) - The stacking here would really confuse a beginner, would be best to rework this part

I'm gonna have to warm up to mod your Insane diff but I will get it done tonight.
The flow is really nice in both diffs I have played. Hope this mod was helpful :)
Topic Starter
SnowflakeStreet

Hi Im Nathan wrote:

Hi from my M4M queue

General

You have preview time conflicts as well as tag conflicts with your other difficulty. Also I don't think a countdown is necessary for this map

Hard
00:25:117 (3) - Move slightly down so it doesnt overlap with (6) done
00:25:474 (4) - Move slightly down so it doesnt overlap with (2) done
00:44:739 (2) - Maybe a more zigzagy shape?done
01:11:853 (5,6,7,8,9,10) - I think its fine though I can see other people wanting these in a better pattern. Up to you in the end though
01:12:923 (8) - NC done
02:29:983 (1,2) - (1) needs altering a bit to make it completely parallel done
02:54:956 (3,4,5,6,7) - Feels awkward if half are stacked. Maybe have them all unstacked? the idea is that the toms are stacked and the rest are seperate circles
03:31:703 (11) - NC? done

Normal
00:34:750 (2,3) - This is sort of hard to read in lower difficulties, I would try to avoid doing it
00:52:944 - This is begging for a hitcircle to be placed here.
01:11:139 (4) - How about shaping it like this?
01:22:199 (5) - Maybe have this as a reverse slider?
02:21:421 (1,2,3,4) - The stacking here would really confuse a beginner, would be best to rework this part

I'm gonna have to warm up to mod your Insane diff but I will get it done tonight.
The flow is really nice in both diffs I have played. Hope this mod was helpful :)
Thanks for the mod, I liked your readability suggestions. Have a kudosu. :D
Ruish

Hi Im Nathan wrote:

Hi from my M4M queue

Normal
00:34:750 (2,3) - This is sort of hard to read in lower difficulties, I would try to avoid doing it
00:52:944 - This is begging for a hitcircle to be placed here. added
01:11:139 (4) - How about shaping it like this?
changed
01:22:199 (5) - Maybe have this as a reverse slider? changed in a different way
02:21:421 (1,2,3,4) - The stacking here would really confuse a beginner, would be best to rework this part
i'm gonna keep the stacking stuff unless there's a lot of complaints.

thanks
Modem
Hi~! M4M from your queue~! ^^

General
Unrankable issue : Your background dimension for all diffs is not meeting the criteria's recommendations. Background images must be at a maximum of 1024x768 pixels for 4:3, 1366x768 pixels for 16:9. Although 1366x768 (16:9) is recommended, most background ratios that are 4:3 or 16:9 should also work reasonably well (for example, 800x600 or 852x480). Using an image with a different ratio is fine, but will result in letterboxing (black bars at the top/bottom of the screen) or upscaling (resized image to fill the whole screen). Because your background has 639x359 dimension, so you need to change it to make it safe based on ranking criteria.
Other issues :
*There's an inconsistent kiai time between Ruish's Normal with Hard or Insane diff. Ruish's Normal has 3 kiai times while the other diffs in this mapset just have 2 kiai times. This might be an unrankable issue, so please fix this
*You didn't make any storyboards for this mapset, so you should turn off Widescreen Support. Just click 'Song Setup' options located above the timeline, then pick 'Design', then disable 'Widescreen Support' -> Apply this to all diff. in this mapset
*Use that ^ option to disable 'Letterbox during breaks' as well. Also apply this to all diff. in this mapset. Because it would be nice for players to see a full image background during break time ^^
Other is fine~!

Ruish's Normal
*This diff. doesn't contain tags like other diffs in this mapset. The tags conflict with Hard diff. (check AiMod). Please keep the tags consistent for all diff. in this mapset. Just copy and paste the tags at Hard diff. to this diff and everything would turn out nice :3
*There's some DS problem at 01:21:663 , 02:29:805 , and 02:50:854 (Check AiMod). I'm afraid it won't be rankable to have DS problem in Normal diff even if it's just three. So, let's fix it :3
1. DS problem at 01:21:663. The reason of this DS problem is : The spacing between tail of this slider -> 01:21:485 (3) and this note -> 01:21:842 (4) is a bit too far each other. While you're using 1.0x 'Distance Spacing', this note -> 01:21:842 (4) should be placed at x:316 y:208. This'll make the DS problem at this part gone and make them into a neat blanket :3 . After that, to prevent another DS problem for the next note, just move this note -> 01:22:199 (5) to x:232 y:152. This placement will also form a neat triangle-shaped flow.
2. DS problem at 02:29:805. The reason of this DS problem is : You put this slider -> 02:29:983 (5) way too far from the previous slider -> 02:29:626 (4) while they just have a 1/1 rhytm gap. This spacing make turn this part into a big jump that doesn't allowed in this normal diff. This is the easisest diff. in this mapset, and of course if some beginner players download this mapset and played it, they'll definitely play this Normal diff. firstly before trying another diffs. And they might get surprised with this sudden jump (the change of spacing). So you need to change it ;). Based on 1.0x 'Distance Spacing', you should move this slider -> 02:29:983 (5) to x:156 y:124, then move this note -> 02:31:410 (6) to x:340 y:244, and the last step, move the next note -> 02:32:124 (7) to x:168 y:348. This could make the DS problem at this part gone, and form these three notes into a triangle-shaped flow ^^.
3. DS problem at 02:50:854. The reason of this DS problem is : A sudden jump between the tail of this slider -> 02:50:675 (4) with the head of this slider -> 02:51:032 (5). As I mentioned to you before that some beginner players might get surprised with these kind of jump. You should put this slider -> 02:51:032 (5) to x:184 y:156, then put the next note -> 02:52:102 (6) to x:168 y:252. Sorry that I couldn't take some screenshot for examples. F12 at my laptop doesn't work properly somehow :(
Okay then, that's all about the DS problem~! The next is the general flow and hitsounds in this diff. ( = w =)/
*00:26:187 (2,3,1) My suggestion to improve this flow :
1. Put this slider -> 00:26:544 (3) to x:96 y:216 to form a nice twin sliders
2. Move this note -> 00:27:258 (1) to x:200 y:340 to prevent the DS problem and to improve the flow ^^
*00:30:112 (1) In could clearly hear a bass sound from the music, so it would be nice if you add finish at this note to emphasize the sound from the main music
*00:35:820 (4) Actually, the strong beat starts here, not at 00:37:247 (1), so you should add New Combo Colour at 00:35:820 (4) then remove New Combo Colour at 00:37:247 (1)
*00:41:528 (1) Here too. Please add finish at this note. The main music strongly suggests it :3
*00:42:955 (4,5,6) Actually, the better placement for this silder -> 00:42:955 (4) is at x:208 y:280 to make this twin slider has a nice flow :oops: . After that, move this note 00:43:669 (5) to x:184 y:108 and put the next note -> 00:44:025 (6) to x:284 y:96 to prevent the DS problem and to improve the flow
*00:52:944 (1) Please add finish at this note
*01:10:069 (2) New Combo Colour should start from this note since the strong beats is also starts here. So, you need to add New Combo Colour here, then remove New Combo colour at the previous slider -> 01:08:999 (1)
*01:15:777 (3) Here too. Please add finish here at the tail of this slider to keep it consistent with 01:10:069 and because the music told you so ^^. This means, after you add finish at this slider, you need to put New Combo Colour at 01:16:134 (4) then remove New Combo Colour at 01:17:561 (1)
*01:20:415 (1) Please remove the New Combo Colour here and add New Combo Colour at the next note -> 01:20:772 (2) instead
*01:21:485 (3) You really need to add finish here at the tail of this slider to follow the music properly. After that, remove finish at this note -> 01:22:199 (5) since I didn't hear any bass sound from the main music over there
*01:25:053 (3) It feels a bit weird if you let this slider ended at 01:25:588 (red tick). Even if you intends to follow the singer's voice, but if you make this slider ended at the red tick, it feels like some rhytm from the music is missing something. My suggestions is, to make this slider longer from 01:25:053 to 01:25:766 (the next big white tick). After that, move the next note -> 01:26:123 (1) to x:192 y:44. Then put the next slider -> 01:26:480 (2) to x:284 y:84, then move the next note -> 01:27:550 (1) to x:284 y:284. This form could give this part a better flow ;)
*01:43:248 Why did you lower down the volume until 25%? I thought it would sounds much better if you raise up the volume into 55% so the finish hitsound at this note -> 01:43:604 (2) could be heard clearly and nicely instead of 25% volume. If you use 25% volume during this part, then both the players and another modders will rarely notice that there is a finish hitsound that you applied at this note -> 01:43:604 (2) and it'll feels e bit empty because nothing strong supports bass sound from the main music. So, it would be nice to raise the volume to 55% ;)
*02:07:151 It would be nice if you also map this strong part by adding a note or reversing this slider -> 02:06:794 (5) once, then add finish hitsound at those note/the end of the slider if you're applying it ^^. Because it feels a bit empty if you didn't map this strong beat :3
*02:18:567 (1) Add finish at this note please~! To support the bass sound from the music of course ^^
*02:19:994 (1) Please add whistle at this note to keep the hitsound consistent with this note -> 02:19:280 (3) and to follow the piano melody from the main music properly
*02:21:421 (1) Ummm..... Maybe you forgot to add finish at the head of this slider?
*02:22:135 ~ 02:24:275 (1,3,1) It would be nice to see if these three sliders were perfectly stacked each other. All you need to do is to move 02:22:848 (3) to x:428 y:132, then, move this lider -> 02:24:275 (1) to x:428 y:132
*02:27:129 (1) Here too. You forgot to add finish at the head of this slider
*02:38:545 (1) Here as well. Please add finish at the head of this slider. It's better than leave it as a silent part :3
*02:44:254 (3) Add finish at the tail of this slider to support the bass sound from the main music
*03:18:503 (2) Add finish at the tail of this slider as well and remove the finish hitsound at the head of this slider -> 03:19:216 (4) because I didn't hear any bass sound from the main music. So, it'll sounds weird if you add finish over there
*03:35:627 (2) Add finish at this slider's tail because the music strongly suggests it. Anyway, after that, you need to add New Combo Colour at the next note -> 03:35:984 (3)
*03:40:622 (2) Here too. You really need to add finish at this note
*03:41:335 (1) And you need to add finish again at this note. After that, remove finish hitsound at 03:41:692 (2) because it sounds weird to add finish over there since the main music doesn't support it
*03:47:044 (1) Add finish at the head of this slider please~~~!
*03:52:752 (1) Please add finish at this note as well~~!
*04:04:168 There is still mapable part here. Add a note at x:404 y:284 to form a blanket with the previous slider -> 04:03:455 (5). After that, add finish at that note

Hard
Nothing much to point out in this neat diff ^^. But, in my opinion, you use notes a bit too much than sliders. Well.... Maybe that's just my opinion though :3
*01:04:361 (6) There's a strong beat at this part, and you also add finish at this note, so you should add New Combo Colour here
*01:15:777 ~ 01:17:204 (1,3,5) Ummm... Perharps add a whistle at these notes -> 01:15:777 (1) , 01:16:491 (3) and the head of this slider -> 01:17:204 (5)? I thought it would be nice if you also map the piano from the main music since the piano melody is strong during this part :3. Anyway, it's better to add whistle over there than leave it as a silent part ;)
*01:21:485 (5) Add New Combo Colour at this note please~!
*01:27:193 (6) Here too. You should add New Combo Colour here since the music strongly suggests it
*01:32:902 (6) Here as well. You need to add New Combo Colour at this note since there is a strong beat from the main music at this part :3
*01:38:610 (5) Add New Combo Colour at this note please~!
*01:44:318 (12) You really need to add whistle (S:C1) at the end of this slider to follow the piano sound from the main music properly
*01:55:734 (1) Add finish at the head of this slider please~!
*02:06:705 (11) Umm.... Perharps stack this note with the previous note -> 02:06:437 (10)? It would form a better flow in my opinion :D
*02:07:151 (13) Add finish at this note, then add New Combo Colour at this note as well since the strong beat from the music starts here. After that, you need to remove New Combo Colour at the next slider -> 02:07:507 (1)
*02:12:859 (1) Please add finish (S:C1) at this note to support the bass sound from the main music
*02:18:567 (9) Same goes for this note ^
*02:20:707 (1) Here too ^
*02:21:421 (1) Here as well~! ^
*02:32:837 (1) Same here~! ^
*02:52:459 (1) Whoa. Believe me, this spinner is just way too short! Even some pro players might miss this spinner due to the length of this spinner. Moreover, there's a sudden slider at 02:53:529 (1) right after that short spinner ended. The players might fail at this part. My suggestion is, to make this spinner longer -> 02:52:459 ~ 02:53:886 and then, delete this slider -> 02:53:529 (1)
*02:55:670 (7) It would be nice if you add New Combo Colour here at this note ^^
*03:18:503 (5) Ummm..... Perharps you forgot to add finish at this note? Anyway, you need to add New Combo Colour at this note afterwards since the strong beat from the music told you so :oops:
*03:22:070 (8) Please move this note to x:148 y:216 to improve this star-shaped pattern and to keep it parallel with this note -> 03:21:535 (5)
*03:29:919 (5) Please add New Combo Colour at this note ^^
*03:35:627 (6) You really need to add finish at the tail of this slider since I could clearly hear bass sound from the main music. And, that means you should put New Combo Colour at the next note -> 03:35:984 (7)
*03:41:335 (14) Finally, add New Combo Colour at this note :3

Insane
In my opinion, your Insane is neat enough. So, I think, it's fine not to mod it :oops: . Anyway, your tags in this diff. conflict with Hard diff. because you didn't add anything at the tags of this diff. so just copy & paste tags at your Hard diff. to this diff. to fix this problem ;)
That's all~!
Hope this mod helps :)
Good Luck on rank~! \(> w <)/
Topic Starter
SnowflakeStreet

Modem wrote:

Nothing much to point out in this neat diff ^^. But, in my opinion, you use notes a bit too much than sliders. Well.... Maybe that's just my opinion though :3
*01:04:361 (6) There's a strong beat at this part, and you also add finish at this note, so you should add New Combo Colour here done
*01:15:777 ~ 01:17:204 (1,3,5) Ummm... Perharps add a whistle at these notes -> 01:15:777 (1) , 01:16:491 (3) and the head of this slider -> 01:17:204 (5)? I thought it would be nice if you also map the piano from the main music since the piano melody is strong during this part :3. Anyway, it's better to add whistle over there than leave it as a silent part ;) done
*01:21:485 (5) Add New Combo Colour at this note please~! added
*01:27:193 (6) Here too. You should add New Combo Colour here since the music strongly suggests it added
*01:32:902 (6) Here as well. You need to add New Combo Colour at this note since there is a strong beat from the main music at this part :3 added
*01:38:610 (5) Add New Combo Colour at this note please~! added
*01:44:318 (12) You really need to add whistle (S:C1) at the end of this slider to follow the piano sound from the main music properly added
*01:55:734 (1) Add finish at the head of this slider please~! added
*02:06:705 (11) Umm.... Perharps stack this note with the previous note -> 02:06:437 (10)? It would form a better flow in my opinion :D nah, I actually like the triangle shape for the strong 3 notes
*02:07:151 (13) Add finish at this note, then add New Combo Colour at this note as well since the strong beat from the music starts here. After that, you need to remove New Combo Colour at the next slider -> 02:07:507 (1) added
*02:12:859 (1) Please add finish (S:C1) at this note to support the bass sound from the main music added
*02:18:567 (9) Same goes for this note ^ added
*02:20:707 (1) Here too ^ ^
*02:21:421 (1) Here as well~! ^ ^
*02:32:837 (1) Same here~! ^ ^
*02:52:459 (1) Whoa. Believe me, this spinner is just way too short! Even some pro players might miss this spinner due to the length of this spinner. Moreover, there's a sudden slider at 02:53:529 (1) right after that short spinner ended. The players might fail at this part. My suggestion is, to make this spinner longer -> 02:52:459 ~ 02:53:886 and then, delete this slider -> 02:53:529 (1) yeah, good point, changed
*02:55:670 (7) It would be nice if you add New Combo Colour here at this note ^^ I don't see the point of adding a NC here, right before the break
*03:18:503 (5) Ummm..... Perharps you forgot to add finish at this note? Anyway, you need to add New Combo Colour at this note afterwards since the strong beat from the music told you so :oops: added
*03:22:070 (8) Please move this note to x:148 y:216 to improve this star-shaped pattern and to keep it parallel with this note -> 03:21:535 (5) changed
*03:29:919 (5) Please add New Combo Colour at this note ^^ added
*03:35:627 (6) You really need to add finish at the tail of this slider since I could clearly hear bass sound from the main music. And, that means you should put New Combo Colour at the next note -> 03:35:984 (7) added
*03:41:335 (14) Finally, add New Combo Colour at this note :3 added

Thanks for the mod, I'll look into modding your map later tonight :)
Ruish

Modem wrote:

Ruish's Normal
*This diff. doesn't contain tags like other diffs in this mapset. The tags conflict with Hard diff. (check AiMod). Please keep the tags consistent for all diff. in this mapset. Just copy and paste the tags at Hard diff. to this diff and everything would turn out nice :3
*There's some DS problem at 01:21:663 , 02:29:805 , and 02:50:854 (Check AiMod). I'm afraid it won't be rankable to have DS problem in Normal diff even if it's just three. So, let's fix it :3
1. DS problem at 01:21:663. The reason of this DS problem is : The spacing between tail of this slider -> 01:21:485 (3) and this note -> 01:21:842 (4) is a bit too far each other. While you're using 1.0x 'Distance Spacing', this note -> 01:21:842 (4) should be placed at x:316 y:208. This'll make the DS problem at this part gone and make them into a neat blanket :3 . After that, to prevent another DS problem for the next note, just move this note -> 01:22:199 (5) to x:232 y:152. This placement will also form a neat triangle-shaped flow.
2. DS problem at 02:29:805. The reason of this DS problem is : You put this slider -> 02:29:983 (5) way too far from the previous slider -> 02:29:626 (4) while they just have a 1/1 rhytm gap. This spacing make turn this part into a big jump that doesn't allowed in this normal diff. This is the easisest diff. in this mapset, and of course if some beginner players download this mapset and played it, they'll definitely play this Normal diff. firstly before trying another diffs. And they might get surprised with this sudden jump (the change of spacing). So you need to change it ;). Based on 1.0x 'Distance Spacing', you should move this slider -> 02:29:983 (5) to x:156 y:124, then move this note -> 02:31:410 (6) to x:340 y:244, and the last step, move the next note -> 02:32:124 (7) to x:168 y:348. This could make the DS problem at this part gone, and form these three notes into a triangle-shaped flow ^^.
3. DS problem at 02:50:854. The reason of this DS problem is : A sudden jump between the tail of this slider -> 02:50:675 (4) with the head of this slider -> 02:51:032 (5). As I mentioned to you before that some beginner players might get surprised with these kind of jump. You should put this slider -> 02:51:032 (5) to x:184 y:156, then put the next note -> 02:52:102 (6) to x:168 y:252. Sorry that I couldn't take some screenshot for examples. F12 at my laptop doesn't work properly somehow :(
Okay then, that's all about the DS problem~! The next is the general flow and hitsounds in this diff. ( = w =)/
*00:26:187 (2,3,1) My suggestion to improve this flow :
1. Put this slider -> 00:26:544 (3) to x:96 y:216 to form a nice twin sliders
2. Move this note -> 00:27:258 (1) to x:200 y:340 to prevent the DS problem and to improve the flow ^^
*00:30:112 (1) In could clearly hear a bass sound from the music, so it would be nice if you add finish at this note to emphasize the sound from the main music
*00:35:820 (4) Actually, the strong beat starts here, not at 00:37:247 (1), so you should add New Combo Colour at 00:35:820 (4) then remove New Combo Colour at 00:37:247 (1)
*00:41:528 (1) Here too. Please add finish at this note. The main music strongly suggests it :3
*00:42:955 (4,5,6) Actually, the better placement for this silder -> 00:42:955 (4) is at x:208 y:280 to make this twin slider has a nice flow :oops: . After that, move this note 00:43:669 (5) to x:184 y:108 and put the next note -> 00:44:025 (6) to x:284 y:96 to prevent the DS problem and to improve the flow
*00:52:944 (1) Please add finish at this note
*01:10:069 (2) New Combo Colour should start from this note since the strong beats is also starts here. So, you need to add New Combo Colour here, then remove New Combo colour at the previous slider -> 01:08:999 (1)
*01:15:777 (3) Here too. Please add finish here at the tail of this slider to keep it consistent with 01:10:069 and because the music told you so ^^. This means, after you add finish at this slider, you need to put New Combo Colour at 01:16:134 (4) then remove New Combo Colour at 01:17:561 (1)
*01:20:415 (1) Please remove the New Combo Colour here and add New Combo Colour at the next note -> 01:20:772 (2) instead
*01:21:485 (3) You really need to add finish here at the tail of this slider to follow the music properly. After that, remove finish at this note -> 01:22:199 (5) since I didn't hear any bass sound from the main music over there
*01:25:053 (3) It feels a bit weird if you let this slider ended at 01:25:588 (red tick). Even if you intends to follow the singer's voice, but if you make this slider ended at the red tick, it feels like some rhytm from the music is missing something. My suggestions is, to make this slider longer from 01:25:053 to 01:25:766 (the next big white tick). After that, move the next note -> 01:26:123 (1) to x:192 y:44. Then put the next slider -> 01:26:480 (2) to x:284 y:84, then move the next note -> 01:27:550 (1) to x:284 y:284. This form could give this part a better flow ;)
*01:43:248 Why did you lower down the volume until 25%? I thought it would sounds much better if you raise up the volume into 55% so the finish hitsound at this note -> 01:43:604 (2) could be heard clearly and nicely instead of 25% volume. If you use 25% volume during this part, then both the players and another modders will rarely notice that there is a finish hitsound that you applied at this note -> 01:43:604 (2) and it'll feels e bit empty because nothing strong supports bass sound from the main music. So, it would be nice to raise the volume to 55% ;)
*02:07:151 It would be nice if you also map this strong part by adding a note or reversing this slider -> 02:06:794 (5) once, then add finish hitsound at those note/the end of the slider if you're applying it ^^. Because it feels a bit empty if you didn't map this strong beat :3
*02:18:567 (1) Add finish at this note please~! To support the bass sound from the music of course ^^
*02:19:994 (1) Please add whistle at this note to keep the hitsound consistent with this note -> 02:19:280 (3) and to follow the piano melody from the main music properly
*02:21:421 (1) Ummm..... Maybe you forgot to add finish at the head of this slider?
*02:22:135 ~ 02:24:275 (1,3,1) It would be nice to see if these three sliders were perfectly stacked each other. All you need to do is to move 02:22:848 (3) to x:428 y:132, then, move this lider -> 02:24:275 (1) to x:428 y:132
*02:27:129 (1) Here too. You forgot to add finish at the head of this slider
*02:38:545 (1) Here as well. Please add finish at the head of this slider. It's better than leave it as a silent part :3
*02:44:254 (3) Add finish at the tail of this slider to support the bass sound from the main music
*03:18:503 (2) Add finish at the tail of this slider as well and remove the finish hitsound at the head of this slider -> 03:19:216 (4) because I didn't hear any bass sound from the main music. So, it'll sounds weird if you add finish over there
*03:35:627 (2) Add finish at this slider's tail because the music strongly suggests it. Anyway, after that, you need to add New Combo Colour at the next note -> 03:35:984 (3)
*03:40:622 (2) Here too. You really need to add finish at this note
*03:41:335 (1) And you need to add finish again at this note. After that, remove finish hitsound at 03:41:692 (2) because it sounds weird to add finish over there since the main music doesn't support it
*03:47:044 (1) Add finish at the head of this slider please~~~!
*03:52:752 (1) Please add finish at this note as well~~!
*04:04:168 There is still mapable part here. Add a note at x:404 y:284 to form a blanket with the previous slider -> 04:03:455 (5). After that, add finish at that note
Good Luck on rank~! \(> w <)/
fixed everything except for 1 NC thing
pkk
From my queue, sorry to keep you waiting :o
beautiful song ayy

General
  1. Your offset is a bit early, the correct offset should be around 24,430. You can change it and move all your inherited timing points too by going into timing setup, selecting all your timing points then typing in a number to move them by (in this case 26), then click move. Before you do so, make sure you check the boxes at the bottom:
    SPOILER
    http://i.gyazo.com/1c2cbe88453c4dcb23466914d54b5ea0.png
  2. The BPM might be 0.01 to 0.02 too fast, but I'm not sure on this so you should ask someone good with timing to take a look for you
  3. I think starting the first kiai at 01:21:485 - is better since the downbeat is very powerful and the other instruments start playing after that.
    For similar reasons, try starting the second kiai at 02:21:421 - and ending at 02:44:254 - (only for normal diff since hard and insane only has two kiais) , and starting the third kiai at 03:18:503 - .

Ruish's Normal
  1. 00:34:750 (5,6) - I strongly advise against using this type of pattern. Stacking on the tail is different from stacking on the head. Stacking on the tail makes the slider look like it has two heads, and newer players will most likely be confused as to which one is the circle and which one is the slider. I suggest you unstack the circle from the slider tail to avoid confusion, here is an example of how you can arrange the circle/slider:
    Make sure you fix 00:56:155 (2,3) - as well :)
  2. 00:35:820 (1) - I noticed that you used a few repeat sliders with multiple repeats. However, having something to click on the strong beats creates emphasis and overall feels better to play than, say, having a strong beat mapped by a repeat. For example, 00:36:533 - is a strong beat and you can hear the piano emphasized here. What you can do instead of the repeat slider is remove the repeats, then add a 1/1 slider at 00:36:533 - or even add two circles.
    Anyways, just something to keep in mind when having more than one repeat. If two parts sound the same, it's a good idea to use the same type of rhythm. If you end up using a repeat slider for one part that sounds the exact same as another, then use a repeat slider as well for the other part.
  3. 00:47:236 (1,2) - ideally you should have the same spacing throughout the difficulty on easy/normal diffs. Since you used 1.0x spacing for almost the whole song, I suggest you stick to that here as well
  4. 01:02:577 (6) - try extending this to 01:02:934 - so you can map the strong downbeat in the music, as well as mapping the vocal that ends on that beat.
    In most cases, you should try to map the downbeat, ideally with the start of a slider or a circle to create emphasis. At 01:04:361 - you can map this with either a circle or add a repeat onto your existing slider 01:03:647 (2) - . I suppose you could say that having the strong beat ignored seems like a waste or something like that lol
  5. 01:05:074 (2) - cool slider, but the curve can be prettier imo. If you add more than one point on a slider between the head and tail, it uses the old slider curve algorithm which makes ugly sliders, so here you can redo the slider and get a nicer curve:
  6. 01:36:112 (1,1,1) - I know you want to map the vocals here, and it is pretty cool, but try to map the important beats here without using so many repeats. Not sure why it's not allowed (I'd guess it'd be confusing somehow) but you have too many repeats on those sliders. You can try replacing each repeat slider with just one slider and add circles between each slider to keep up the rhythm/beat. Or, you can do something similar to what you did at 03:34:557 (1,2,1,2,3) - .
    Same at 02:41:400 (6) - , you might want to remap this somehow, maybe with a combination of sliders/circles.
  7. 02:07:507 (2,3) - If you move 02:08:578 (3) - to x 309 y 188 it forms a neater blanket with the slider, and everyone will be happy. You can tell if the blanket is accurate or not by using the approach circle and trying to line it up with the inside curve of the slider that surrounds it.
  8. 02:21:421 (1,2,3) - This can be really confusing for newer players, I suggest you unstack them all. Same with 02:33:551 (3,4,5) -
  9. 02:29:983 (5) - clap here sounds a bit out of place. Most of the time people put claps on the second and fourth beats, consistently. Anyways I think it might sound better without the clap here (also don't forget to NC since this is a new bar)
  10. 02:55:670 - drag the break line thing here(on the timeline, the line separating the break and the spinner) since it sounds weird for the break to start while there's still some drums playing at 02:54:600 -
  11. 03:22:070 (3) - might sound better if you remove one repeat and add a circle at 03:22:784 - to map the downbeat. Or you can use a slider like at 03:33:130 (3) -
  12. 03:54:536 (4,1) - might look nicer if you use the same shape, you can copy one and flip it
  13. 03:57:033 (3,1) - here you can avoid the overlap to make it look nicer by moving 03:58:460 (1) - to the right a bit
  14. 04:04:168 (6) - you can NC this for emphasis since it's the last note and ends on a downbeat

    Nice normal! I think the hitsounds can be improved a bit with more modding

Hard
  1. This is a bit hard for a hard diff since you have a high object density due to multiple circles in a row (00:25:474 (4,5,6,7,8) - , 01:24:339 (5,6,7,8,9,10,11) - , etc). You can simplify them by replacing some circles with sliders. I'd say try to have no more than four circles in a row that are 1/2 a bar apart otherwise you might have difficulty spread issues.
    Spacing is also a bit large but shouldn't be a problem if you replace some circles with sliders.
  2. 00:50:625 (4,5,6) - I think the rhythm can be improved here. You left out most of the strong beats that land on the white ticks
    Try to capture the strong beats, here is an example of a rhythm you can use:
    Even though you can sort of hear the vocal at 00:49:912 (2) - , it's much more emphasized at 00:51:517 - . Anyways, you can do something similar with 00:56:334 (3,4,5) - and capture the strong beats.
  3. 01:02:220 - same here, you can map the strong beat by placing a 1/2 slider at 01:02:220 - and removing 01:02:399 (9) - . This way the strong beats land on clickable objects
  4. 01:39:680 (6,1) - since these sliders face each other, it might look nicer if they're the same shape. Copy one slider, paste and ctrl+h ctrl+j so they mirror each other. Same at 02:32:837 (1,2) - , etc. At 02:40:686 (7) - you can try copy paste 02:39:973 (6) -, then ctrl+j and ctrl+g so they're the same shape but don't exactly mirror each other, like this:
    You can mess around with these patterns until you find something that you think looks cool
  5. 02:04:296 (2,3) - , 03:32:773 (3,5) - you can make your map look nicer by avoiding small overlaps like this

    Cool hard diff, the circles were fun to click but there may be too many lol

Insane
  1. 00:55:798 (3,4,5,6) - very nice pattern
  2. 00:59:010 (2,3,4,5,6,7,8) - imo there are too many whistles here. Try only adding whistles on the slider heads, maybe only at 00:59:366 - , 01:00:080 - and 01:00:793 - . Try to emphasize the important/strong beats. The same goes for 02:32:838 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) -
  3. 01:25:410 (7,8) - you can try turning this into one slider to emphasize the vocal like you did for 01:26:837 (4) - and similar parts. Same with 01:29:690 (4,5) - , etc
  4. 01:57:161 - to 02:18:567 - the section here uses too many circles for such a calm part, I recommend you replace some circles with 1/2 or 1/1 sliders. For example, 01:57:875 (4,5,6) - can be replaced with a 1/1 slider to emphasize the piano. Same with 02:03:582 (4,5,6) - . Anyways, just keep in mind that this part is relatively calm when compared to your kiai or even this section 02:21:421 - , so try not to use so many circles and stick to sliders.

Hard and Insane needs work, but you're getting there. If you need any help/clarification, feel free to shoot me a pm or message me in-game. Have fun mapping and don't give up! ヽ(。ゝω・。)ノ
Nines
Yahello~

[General]
I just wanna say that, this mapset does need work. There are a couple things you need to take care of first.
  1. The tags of the Normal GD (Guest Difficulty) conflict with your difficulties. Make them the same, keep it consistent.
  2. I thought something felt a tiny bit off, as if the timing was changing throughout the song. This is what I found. It is vital that you take care of these things before thinking about getting your map ranked. I'm sure something just got messed up along the way, and this was the result of it.
  3. It sounds like there's some sound clipping (whenever she sings, the instrumental part gets quieter) going on in this mp3. I would suggest finding a higher quality one. (If, and when, you do find a better quality mp3, make sure that you convert it so that is... (see osu!wiki's Ranking Criteria)

    osu!wiki wrote:

    The bitrate of a beatmap's audio file must be no lower than 128kbps and no higher than 192kbps.
    Explanation of audio clipping
    Think of it this way. Sound files have a maximum 100% amount of sound it can output at a time. Say Hanatan's voice is a value 60% and the instrumental is a value of 50%. Putting the two together, you have 110% which is more than the maximum. To compensate, the audio file clips the audio so that it fits within the 100% limit.
  4. You're combo colors are booooring. Those are the defaults!! Change them so that they match your background picture~!
[Insane]
  1. As I stated in the General section above, this map has a LOT of incorrectly snapped sliders. Check AI Mod for all of them. (Ctrl+Shift+A)
  2. I think custom hitsounds would do wonders for this map. (check out LKs's hitsound pack. it's magnificent. The download site is in Chinese, but if you use google chrome, you should be able to translate the page, or if you have a website translation extension on your browser, or if you can read chinese :P) Now, the reason I bring this is up, is because there are a lot of clapping sounds that don't sound that great.

    FOR EXAMPLE
    I think you'd be pushing it by using clapping sounds for this anyways.. but it sounds a lot better to me this way.
    In the beginning of the map, try doing these things, and tell me how it sounds.
    1. 00:25:117 - Clap
    2. 00:26:009 - Clap
    3. 00:26:901 - Remove Clap
    4. 00:27:971 - Clap
    5. 00:28:863 - Clap
    6. 00:29:041 - Remove Clap
    7. 00:29:755 - Remove Clap
    8. 00:30:825 - Clap
    9. 00:31:450(6) - Clap
    10. 00:33:679 - Clap
    11. 00:34:214(7,8) - Clap
    12. 00:34:571 - Clap
    13. 00:35:463 - Remove Clap
    This sounds MUCH better, right? Basically, what I've done is put Claps on beats with the snare drum on it. Re-hitsound your map, keeping this in mind. If you use LKs's hitsounds, I've already found hitsounds that match, just copy a file over and change it's name to normal-hitclap, or whichever sample set you decide to use after re-hitsounding.
  3. You don't seem to stay consistent with mapping to the strictly the vocals or strictly the drums. It's fine to change to between them in different phrases of the song, but it feels very weird when you do it between combos.
    00:47:236(1,2,3,4,5,6,7,8,9) is mapped mostly to the drums. I feel as if the sliders are fitting to the vocals, but this feels fine.
    00:49:734(1,2,3,4,5,6,7,8,9,10) is where you deviated. 3,4,5 and 6 feel very odd to me, being sudden beatmap-rhythm changes. Look out for these changes throughout your map. There are beats that should be mapped to the drum beats instead of the vocals because of this. Like 02:09:559. I here a nice bassy drum beat here. It's dying to be mapped dude. At 02:12:324, you only mapped 4 beats, but I hear 6. etcetc.
[Hard]
Awhhh come on... why haven't you mapped the rest of the song to the 4:04 mark like the other two difficulties? Even the Normal is mapped all the way. I feel like this was a lazy move.
  1. Watch the hitsounding again.
  2. Again, here 00:47:236 you start mapping with the drums... but then next combo 00:49:734 breaks the flow of rhythm you have going by being mapped to the vocals only. AND, these are the same exact combos that feel weird in the Insane.
  3. 00:59:901 - I'd place a hitcircle on this beat at the beginning of the next slider.
  4. 01:27:550(2) - Move to x:276 y:112
  5. 01:27:729(3) - Move to x:276 y:112
  6. 01:36:826(8,2) - Try to avoid ugly overlaps like these.
  7. 02:04:296(2,3) - Ugly overlap.
  8. 02:11:253 - Here, you're changing from the mapping the drums to ONLY the vocals again. This beat should definitely be mapped.
  9. 02:15:534 - ^
  10. 02:27:753 - I understand if you were sticking to distance snap, but even if you 're trying to stay consistent with distance snap, this looks really ugly.
    You did a good job with it at 02:29:983(1,2,3)
[Ruish's Normal]
Now, I apologize, but I'm not that great at modding this particular style of Normal or Easy maps. So... yeah.
Ruish

pkk wrote:

Ruish's Normal
  1. 00:34:750 (5,6) - I strongly advise against using this type of pattern. Stacking on the tail is different from stacking on the head. Stacking on the tail makes the slider look like it has two heads, and newer players will most likely be confused as to which one is the circle and which one is the slider. I suggest you unstack the circle from the slider tail to avoid confusion, here is an example of how you can arrange the circle/slider:
    Make sure you fix 00:56:155 (2,3) - as well :)
  2. 00:35:820 (1) - I noticed that you used a few repeat sliders with multiple repeats. However, having something to click on the strong beats creates emphasis and overall feels better to play than, say, having a strong beat mapped by a repeat. For example, 00:36:533 - is a strong beat and you can hear the piano emphasized here. What you can do instead of the repeat slider is remove the repeats, then add a 1/1 slider at 00:36:533 - or even add two circles.
    Anyways, just something to keep in mind when having more than one repeat. If two parts sound the same, it's a good idea to use the same type of rhythm. If you end up using a repeat slider for one part that sounds the exact same as another, then use a repeat slider as well for the other part. fixed these
  3. 00:47:236 (1,2) - ideally you should have the same spacing throughout the difficulty on easy/normal diffs. Since you used 1.0x spacing for almost the whole song, I suggest you stick to that here as well fixed
  4. 01:02:577 (6) - try extending this to 01:02:934 - so you can map the strong downbeat in the music, as well as mapping the vocal that ends on that beat.
    In most cases, you should try to map the downbeat, ideally with the start of a slider or a circle to create emphasis. At 01:04:361 - you can map this with either a circle or add a repeat onto your existing slider 01:03:647 (2) - . I suppose you could say that having the strong beat ignored seems like a waste or something like that lol added
  5. 01:05:074 (2) - cool slider, but the curve can be prettier imo. If you add more than one point on a slider between the head and tail, it uses the old slider curve algorithm which makes ugly sliders, so here you can redo the slider and get a nicer curve:
    fixed
  6. 01:36:112 (1,1,1) - I know you want to map the vocals here, and it is pretty cool, but try to map the important beats here without using so many repeats. Not sure why it's not allowed (I'd guess it'd be confusing somehow) but you have too many repeats on those sliders. You can try replacing each repeat slider with just one slider and add circles between each slider to keep up the rhythm/beat. Or, you can do something similar to what you did at 03:34:557 (1,2,1,2,3) - .
    Same at 02:41:400 (6) - , you might want to remap this somehow, maybe with a combination of sliders/circles. I tried to give a lot of time after the sliders so it shouldn't be confusing. If they're really not allowed, I'll change them later.
  7. 02:07:507 (2,3) - If you move 02:08:578 (3) - to x 309 y 188 it forms a neater blanket with the slider, and everyone will be happy. You can tell if the blanket is accurate or not by using the approach circle and trying to line it up with the inside curve of the slider that surrounds it. changed
  8. 02:21:421 (1,2,3) - This can be really confusing for newer players, I suggest you unstack them all. Same with 02:33:551 (3,4,5) -
  9. 02:29:983 (5) - clap here sounds a bit out of place. Most of the time people put claps on the second and fourth beats, consistently. Anyways I think it might sound better without the clap here (also don't forget to NC since this is a new bar) fixed
  10. 02:55:670 - drag the break line thing here(on the timeline, the line separating the break and the spinner) since it sounds weird for the break to start while there's still some drums playing at 02:54:600 - fixed
  11. 03:22:070 (3) - might sound better if you remove one repeat and add a circle at 03:22:784 - to map the downbeat. Or you can use a slider like at 03:33:130 (3) - added circle
  12. 03:54:536 (4,1) - might look nicer if you use the same shape, you can copy one and flip itfixed
  13. 03:57:033 (3,1) - here you can avoid the overlap to make it look nicer by moving 03:58:460 (1) - to the right a bit fixed
  14. 04:04:168 (6) - you can NC this for emphasis since it's the last note and ends on a downbeat fixed

    Nice normal! I think the hitsounds can be improved a bit with more modding
I want to avoid changing the overlaps unless it's absolutely necessary. Thanks for the mod!
Topic Starter
SnowflakeStreet

pkk wrote:

General
  1. Your offset is a bit early, the correct offset should be around 24,430. You can change it and move all your inherited timing points too by going into timing setup, selecting all your timing points then typing in a number to move them by (in this case 26), then click move. Before you do so, make sure you check the boxes at the bottom: Fixed
    SPOILER
    http://i.gyazo.com/1c2cbe88453c4dcb23466914d54b5ea0.png
  2. The BPM might be 0.01 to 0.02 too fast, but I'm not sure on this so you should ask someone good with timing to take a look for you I'll get someone to check it
  3. I think starting the first kiai at 01:21:485 - is better since the downbeat is very powerful and the other instruments start playing after that.
    For similar reasons, try starting the second kiai at 02:21:421 - and ending at 02:44:254 - (only for normal diff since hard and insane only has two kiais) , and starting the third kiai at 03:18:503 - .

Hard
  1. This is a bit hard for a hard diff since you have a high object density due to multiple circles in a row (00:25:474 (4,5,6,7,8) - , 01:24:339 (5,6,7,8,9,10,11) - , etc). You can simplify them by replacing some circles with sliders. I'd say try to have no more than four circles in a row that are 1/2 a bar apart otherwise you might have difficulty spread issues.
    Spacing is also a bit large but shouldn't be a problem if you replace some circles with sliders. I like 00:25:474 (4,5,6,7,8) but I'll look into changing 01:24:339 (5,6,7,8,9,10,11)
  2. 00:50:625 (4,5,6) - I think the rhythm can be improved here. You left out most of the strong beats that land on the white ticks
    Try to capture the strong beats, here is an example of a rhythm you can use:
    Even though you can sort of hear the vocal at 00:49:912 (2) - , it's much more emphasized at 00:51:517 - . Anyways, you can do something similar with 00:56:334 (3,4,5) - and capture the strong beats. sorry, I only want to map to the vocals here.
  3. 01:02:220 - same here, you can map the strong beat by placing a 1/2 slider at 01:02:220 - and removing 01:02:399 (9) - . This way the strong beats land on clickable objects Changed
  4. 01:39:680 (6,1) - since these sliders face each other, it might look nicer if they're the same shape. Copy one slider, paste and ctrl+h ctrl+j so they mirror each other. Same at 02:32:837 (1,2) - , etc. At 02:40:686 (7) - you can try copy paste 02:39:973 (6) -, then ctrl+j and ctrl+g so they're the same shape but don't exactly mirror each other, like this: changed
    You can mess around with these patterns until you find something that you think looks cool
  5. 02:04:296 (2,3) - , 03:32:773 (3,5) - you can make your map look nicer by avoiding small overlaps like this Fixed

    Cool hard diff, the circles were fun to click but there may be too many lol

Insane
  1. 00:55:798 (3,4,5,6) - very nice pattern
  2. 00:59:010 (2,3,4,5,6,7,8) - imo there are too many whistles here. Try only adding whistles on the slider heads, maybe only at 00:59:366 - , 01:00:080 - and 01:00:793 - . Try to emphasize the important/strong beats. The same goes for 02:32:838 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - changed
  3. 01:25:410 (7,8) - you can try turning this into one slider to emphasize the vocal like you did for 01:26:837 (4) - and similar parts. Same with 01:29:690 (4,5) - , etc For 01:25:410 (7,8) yes, but it doesn't feel too good at 01:29:690 (4,5)
  4. 01:57:161 - to 02:18:567 - the section here uses too many circles for such a calm part, I recommend you replace some circles with 1/2 or 1/1 sliders. For example, 01:57:875 (4,5,6) - can be replaced with a 1/1 slider to emphasize the piano. Same with 02:03:582 (4,5,6) - . Anyways, just keep in mind that this part is relatively calm when compared to your kiai or even this section 02:21:421 - , so try not to use so many circles and stick to sliders. changed
Thanks for the mod~ :)
Nekomata
[General]
  1. 01:21:511 - highly recommend to move kiai start here, better with the music imo. build up to the actual kiai flash
  2. 02:21:447 - ^
  3. 03:18:529 - ^
[Hard]
  1. 01:41:490 (10) - i think you forgot nc :P
  2. map the end?
  3. this diff is actually a light insane (or Hard+) with all those circles, so i suggest having another Hard diff at around 2.8 stars. will fix the diff spread.
here's an alternative pattern you can try for the kiai: http://puu.sh/hcXEL.png

the current Insane is more like an Extra to me (those jumps!)

nice song :)
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