forum

Hotaka Miyabi (CV:Imamura Ayaka) xTachibana Tomoe (CV:Suwa A

posted
Total Posts
38
Topic Starter
Owntrolf
This beatmap was submitted using in-game submission on Friday, May 08, 2015 at 5:53:20 PM

Artist: Hotaka Miyabi (CV:Imamura Ayaka) xTachibana Tomoe (CV:Suwa Ayaka)
Title: 2/2
Source: アブソリュート・デュオ
Tags: absolute duo ed ending 3rd tv size
BPM: 186
Filesize: 3832kb
Play Time: 01:27
Difficulties Available:
  1. 2/2 (5.04 stars, 352 notes)
  2. Easy (1.35 stars, 90 notes)
  3. Hard (3.06 stars, 221 notes)
  4. Insane (4.03 stars, 280 notes)
  5. Normal (2.05 stars, 151 notes)
Download: Hotaka Miyabi (CV:Imamura Ayaka) xTachibana Tomoe (CV:Suwa Ayaka) - 2/2
Information: Scores/Beatmap Listing
---------------
Ok Lets go time to wreck :< bad bg is bad

Thanks to
SPOILER
sukiNathan
Gaia
koreapenguin
zkf
Okoratu
-Nanaka-
Naitoshi
Kocari
Habiholic
pishifat
Leorda
tutuhaha
Xinely
alacat
neonat
Hinsvar
[color=#FF0000]CelsiusLK
pkk
just a quick mod
I lied no kds
Nathan
lol quick mod :<

[General]
  1. Add an audio lead-in?
[1/2]
  1. 00:05:380 (6) - NC
  2. 00:45:219 (5) - Add a finish on the head
  3. 00:47:315 (7) - NC
  4. 01:18:928 (1) - Curving this might play out better, since the player has to jump from 01:18:767 (6) they will probably carry a bit of downward flow. With a straight slider they'll have to take more of a sharp turn.
[2/2]
  1. 00:02:638 - Add a note here? There's a drum sound
  2. 00:07:961 (1) - Move the NC to 00:08:122 (2)?
  3. 00:28:445 (3) - Place this around 88|56 to emphasize 00:28:606 (1) more with a bit of a jump
  4. 00:31:187 (1) - Also place around 300|60 for emphasis, should be able to keep blanket
Topic Starter
Owntrolf

sukiNathan wrote:

lol quick mod :<

[General]
  1. Add an audio lead-in?
[1/2]
  1. 00:05:380 (6) - NC Fixed
  2. 00:45:219 (5) - Add a finish on the head Fixed
  3. 00:47:315 (7) - NC Fixed
  4. 01:18:928 (1) - Curving this might play out better, since the player has to jump from 01:18:767 (6) they will probably carry a bit of downward flow. With a straight slider they'll have to take more of a sharp turn. Fixed
[2/2]
  1. 00:02:638 - Add a note here? There's a drum sound I think its quiet enough that I can ignore it
  2. 00:07:961 (1) - Move the NC to 00:08:122 (2)? Done
  3. 00:28:445 (3) - Place this around 88|56 to emphasize 00:28:606 (1) more with a bit of a jump But muh ds
  4. 00:31:187 (1) - Also place around 300|60 for emphasis, should be able to keep blanket
Gaia
heyo from m4m

[General]
that low quality bg ;w;

the bpm is halved at the kiai part, lol...

spread from easy to normal is pretty big imo, easy uses a lot of simplified rhythms that is more suitable for a beginner diff (mainly cuz of really long sliders) and then there are a lot of 1/2 sliders in normal such as 00:24:735 (3,4,5,6) -

[1/8]
00:35:058 (2) - try maybe this? it emphasizes the 1/2 nicely and flows well into the next slider http://puu.sh/gpPf2/bfb790e533.jpg
00:45:219 - you should really map this out, try maybe this rhythm (you can also make the circle at the end into a 1/2 slider to follow the song more)
00:55:703 (1) - this simplifies the rhythms way too much imo
01:06:025 (1) - doesnt really follow anything consistently throughout
01:17:477 - notes like these are really strong too!!!
01:26:670 (1) - why does this end on a blue tick

[1/4]
00:10:541 (1,2,3,4,5) - i know you want to follow the bassline but its not that prominent imo, u should switch to following percussion
00:13:122 (1,2) - when doing symmetry you should really make use of the x/y axis, it makes your pattern looks organized and nice http://puu.sh/gpPFB/adf8a67843.jpg
00:22:154 (3) - these are pretty hard to read for beginners, use 2 1/2 sliders instead. infact i think the entire section should be like this

00:26:025 (1) - you forgot hitsounds from this point on .-.
00:52:477 (5) - maybe a 1/2 slider to map out the crash symbol on the red tick o3o
00:53:767 - this is pretty big too
01:16:348 (1,2,3,4,5) - hitsounds...?

[1/2]
00:32:477 (1,2,3) - bad use of symmetry imo
00:35:058 (1,2,3,4,1) - ^
00:52:638 - the one time you hear the crash and you dont map it '^'
00:53:122 (1,2,3,4,5) - a little lesson on rhythms..
SPOILER
00:53:283 - there's no sound here, extend the previous slider to a 1/1 slider, it also gives more emphasis
00:53:606 - this is the next 1/2 note, also where the vocal starts. you might want to start a slider here to stress the vocals (if that's what you want to emphasize)
00:53:928 - so probably a 1/2 slider here too.
00:54:251 - here is the tricky part. if you like to follow vocals and vocals only, you might decide to start the long slider here. personally i dont like to do that, so i would place a circle here and put the 1/1 slider on the big downbeat on 00:54:412 - to stress it more. i would probably also put a jump on it too so its really emphasized
anyhow if you followed what i said it'd end up looking like this
00:54:412 (1,2,3) - rhythms way too simplified compared to the previous combo.... (you can even hear the drums in the background clearly)
00:56:832 (4) - finish on head?

hitsounding could use some more work imo

good luck and have fun...!
Topic Starter
Owntrolf

Gaia wrote:

heyo from m4m

[General]
that low quality bg ;w;

the bpm is halved at the kiai part, lol...

spread from easy to normal is pretty big imo, easy uses a lot of simplified rhythms that is more suitable for a beginner diff (mainly cuz of really long sliders) and then there are a lot of 1/2 sliders in normal such as 00:24:735 (3,4,5,6) -

[1/8]
00:35:058 (2) - try maybe this? it emphasizes the 1/2 nicely and flows well into the next slider Fixed http://puu.sh/gpPf2/bfb790e533.jpg
00:45:219 - you should really map this out, try maybe this rhythm Fixed (you can also make the circle at the end into a 1/2 slider to follow the song more)
00:55:703 (1) - this simplifies the rhythms way too much imo Fixed
01:06:025 (1) - doesnt really follow anything consistently throughout Fixed
01:17:477 - notes like these are really strong too!!! Fixed
01:26:670 (1) - why does this end on a blue tick If you listen closely it ends on the blue

[1/4]
00:10:541 (1,2,3,4,5) - i know you want to follow the bassline but its not that prominent imo, u should switch to following percussion
00:13:122 (1,2) - when doing symmetry you should really make use of the x/y axis, it makes your pattern looks organized and nice Fixed http://puu.sh/gpPFB/adf8a67843.jpg
00:22:154 (3) - these are pretty hard to read for beginners, use 2 1/2 sliders instead. infact i think the entire section should be like this Fixed

00:26:025 (1) - you forgot hitsounds from this point on .-. Shhh nobody will notice
00:52:477 (5) - maybe a 1/2 slider to map out the crash symbol on the red tick o3o Fixed
00:53:767 - this is pretty big tooWat
01:16:348 (1,2,3,4,5) - hitsounds...? SHHH later :<

[1/2]
00:32:477 (1,2,3) - bad use of symmetry imo Probablyfixed
00:35:058 (1,2,3,4,1) - ^ Probablyfixed
00:52:638 - the one time you hear the crash and you dont map it '^' But it doesnt feel good to me :d
00:53:122 (1,2,3,4,5) - a little lesson on rhythms.. But following vocals :d
SPOILER
00:53:283 - there's no sound here, extend the previous slider to a 1/1 slider, it also gives more emphasis
00:53:606 - this is the next 1/2 note, also where the vocal starts. you might want to start a slider here to stress the vocals (if that's what you want to emphasize)
00:53:928 - so probably a 1/2 slider here too.
00:54:251 - here is the tricky part. if you like to follow vocals and vocals only, you might decide to start the long slider here. personally i dont like to do that, so i would place a circle here and put the 1/1 slider on the big downbeat on 00:54:412 - to stress it more. i would probably also put a jump on it too so its really emphasized
anyhow if you followed what i said it'd end up looking like this
00:54:412 (1,2,3) - rhythms way too simplified compared to the previous combo.... (you can even hear the drums in the background clearly) Probably fixed
00:56:832 (4) - finish on head? Done

hitsounding could use some more work imo

good luck and have fun...!
koreapenguin
Heeeeeeeeeeeey

General
  1. soft-hitclap+ eh... what is it, it actual used? if isn't then del it
  2. audio lead-in is so long add, just 1550
  3. what happened to your 3/2 diff at 00:47:960 - here, 3/2 diff's kiai 00:47:960 - is different from other diffs wtf
1/4
  1. 01:06:025 (1,1) - do not have enough recovery time, there should be at least a measure due to the high BPM. also next object is too far from spinner's center
  2. 01:20:058 (2) - change to just circle for here 01:20:219 - , it works better than 1/2 slider
1/2
  1. 01:26:751 - 01:27:961 - why didn't use spinner different with other diffs?
  2. http://puu.sh/gu9b2/2a637650d6.png they isn't duplicate green line (just 1ms) but, seem you should del unnecessary green lines. same here http://puu.sh/gu9kF/10676bdd64.png , http://puu.sh/gu9ly/49ad89f208.png
  3. 00:12:477 (2) - del newcombo here, there is haven't any special reason enough to newcombo. 00:26:670 (1) - same here 00:55:058 (1) -
2/2
  1. 00:35:058 (1) - add newcombo?
3/2
  1. decrease HP - 0.5 for balance
that's all good luck :3
Topic Starter
Owntrolf

koreapenguin wrote:

Heeeeeeeeeeeey

General
  1. soft-hitclap+ eh... what is it, it actual used? if isn't then del it oops I forgot about it
  2. audio lead-in is so long add, just 1550 Done
  3. what happened to your 3/2 diff at 00:47:960 - here, 3/2 diff's kiai 00:47:960 - is different from other diffs wtf Not sure whats wrong with it but im quite sure its ok since theres no complains made by aimod
1/4
  1. 01:06:025 (1,1) - do not have enough recovery time, there should be at least a measure due to the high BPM. also next object is too far from spinner's center Removed notes so theres more space from the spinner to the next note
  2. 01:20:058 (2) - change to just circle for here 01:20:219 - , it works better than 1/2 slider Done
1/2
  1. 01:26:751 - 01:27:961 - why didn't use spinner different with other diffs? Done
  2. http://puu.sh/gu9b2/2a637650d6.png they isn't duplicate green line (just 1ms) but, seem you should del unnecessary green lines. same here http://puu.sh/gu9kF/10676bdd64.png , http://puu.sh/gu9ly/49ad89f208.png Fixed I have no idea how they're even there
  3. 00:12:477 (2) - del newcombo here, there is haven't any special reason enough to newcombo. 00:26:670 (1) - same here 00:55:058 (1) - Fixed
2/2
  1. 00:35:058 (1) - add newcombo? Done
3/2
  1. decrease HP - 0.5 for balance Done
that's all good luck :3
Thanks for the driveby mod :> I dont remember posting in any of your ques ,-,
Aerous
General
remap
1/4
remap
1/2
remap
2/2
remap
3/2
remap
that's all good luck :3

kd plz
zkf_old
Yay I'm back at square one of mapping/modding, maybe this time I'll get the hang of it >o<

also lol @ Aerous

Schroedinger's mod
I present: Schroedinger's mod. Shit and not shit at the same time until you read it.

Quantum physics have however already pre-determined my mods to be shit, so uhh.../me hides

General

I've noticed a tendency of scoreboard-overlapping notes on the left side of the screen, especially in 1/2 and 2/2.
From what I heard in #modhelp, that's not unrankable, but it drives the cosmetic value down a little bit.


1/8

00:22:154 (2) - For some reason, I feel like this breaks flow...not sure though.
Maybe trying to modify the bottom curve of 00:23:445 (1) - into something that's blankable, and then blanket it with 00:22:154 (2) - ,again not sure.

00:31:832 (2,1,2,3) - This might be extremely confusing for beginners.
The start of the song feels mapped to vocals, the shift to the instrument here feels a bit off.
Maybe http://i.imgur.com/UVLoWse.jpg might work, but I didn't really have any ideas for how to design the new return slider.
Red 2 & 3 would probaly have to be put before before the yellow 1.

00:45:219 (6,1) - Overlap intended? Definitely possible to put an overlap there, just feels a bit rough in the current form IMO.

00:59:574 (3) - Is it intended that it overlaps the middle of the previous red 5 and yellow 1?


1/4

00:01:993 (5,3) - I feel like the start of green 5 and blue 3 should be matched, might flow a bit better (and give people on HD nightmares Kappa)

00:11:025 (2) - I don't hear any sound on that note, and the part feels a bit "empty". http://i.imgur.com/GNT2yuU.jpg seems to fit pretty well
(needs to be polished though, just a rough example)

00:53:606 (2,3,4,5) - Feels a bit weird to play, probably just me though


1/2

00:07:719 (8) - No sound on that note - listen on 25%. The actual sound this is probaly mapped to is 1/8 away from the slider end,
but I somehow doubt a 1/8 sliderend note should be in a Hard difficulty o/

00:12:962 (2) - This feels off-place considering there were 2 blankets right before it.
Really simple fix though: http://i.imgur.com/aBD6LuD.jpg

00:27:316 (1,1) - Overlap, probably not intended. Also, a lot of opportunities to reuse points in that section if you want to piss off HD players Kappa

00:33:606 (4) - I'd say cosmetic > DS and move this under yellow 4 sliderend.

00:35:541 (2,1) - Not sure if this overlap is intended, but it might actually fit - just a bit rough right now.
Maybe try to make red 2 sliderstart exactly in the middle of yellow 1?

00:55:703 (1,2,3,4) - 1 breaks the cosmetic of the 2-4 triangle, not sure how to fix

01:00:541 (3,1) - Blanket opportunity.

01:18:767 (6) - That's a pretty hefty jump for a Hard diff. Intended?

01:21:993 (2,1) - IMO I'm not a fan of slider-overlaps that span over more than 1/3 of the slider, but that's just my own opinion.

01:24:735 (3) - Slight curve might look good: http://i.imgur.com/6Kbp3rL.jpg

01:26:670 (1) - New combo isn't really needed here I think


2/2

00:07:719 (5) - As pointed out in difficulty 1/2, there is no sound on this note.

00:16:025 (2,5) - Might look better to hide this perfectly under the start (/end) of yellow 3, a lot has to be moved though.

00:45:219 (5,6,7,8,9,10,11) - A stack that spaces out into a stream at 00:46:509 - might fit better here, I don't hear to what sounds the reverse sliders are mapped to.

01:00:864 (1) - Possible blanket?

01:08:928 (2,4,5,6) - Not sure how I feel about blue 2...it doesn't really fit within the line of 4-5-6.
Possible relocations: Under blue 6 (a bit awkward to play though), under blue 1 slider end (makes for a kinda hefty jump though)
or over blue 2 slider start (for a note-slider double). If you're lazy, I'd pick the last.

01:12:154 (5,1) - Overlap intended?


3/2

I find myself unable to play this with confidence (passed it after 4 attempts, with a whopping 89% accuracy), and I shouldn't mod what I can't play properly.
Sorry, I'm a 22k scrub :c
Topic Starter
Owntrolf

zkf wrote:

Yay I'm back at square one of mapping/modding, maybe this time I'll get the hang of it >o<

also lol @ Aerous

Schroedinger's mod
I present: Schroedinger's mod. Shit and not shit at the same time until you read it.

Quantum physics have however already pre-determined my mods to be shit, so uhh.../me hides

General

I've noticed a tendency of scoreboard-overlapping notes on the left side of the screen, especially in 1/2 and 2/2.
From what I heard in #modhelp, that's not unrankable, but it drives the cosmetic value down a little bit.


1/8

00:22:154 (2) - For some reason, I feel like this breaks flow...not sure though.
Maybe trying to modify the bottom curve of 00:23:445 (1) - into something that's blankable, and then blanket it with 00:22:154 (2) - ,again not sure.

00:31:832 (2,1,2,3) - This might be extremely confusing for beginners. I dont think 3 in a row is that hard for easy though :d
The start of the song feels mapped to vocals, the shift to the instrument here feels a bit off.
Maybe http://i.imgur.com/UVLoWse.jpg might work, but I didn't really have any ideas for how to design the new return slider.
Red 2 & 3 would probaly have to be put before before the yellow 1.

00:45:219 (6,1) - Overlap intended? Definitely possible to put an overlap there, just feels a bit rough in the current form IMO.

00:59:574 (3) - Is it intended that it overlaps the middle of the previous red 5 and yellow 1? Well there is enough time inbetween


1/4

00:01:993 (5,3) - I feel like the start of green 5 and blue 3 should be matched, might flow a bit better (and give people on HD nightmares Kappa)

00:11:025 (2) - I don't hear any sound on that note, and the part feels a bit "empty". http://i.imgur.com/GNT2yuU.jpg seems to fit pretty well
(needs to be polished though, just a rough example)

00:53:606 (2,3,4,5) - Feels a bit weird to play, probably just me though Fixed


1/2

00:07:719 (8) - No sound on that note - listen on 25%. The actual sound this is probaly mapped to is 1/8 away from the slider end, Fillers
but I somehow doubt a 1/8 sliderend note should be in a Hard difficulty o/

00:12:962 (2) - This feels off-place considering there were 2 blankets right before it.
Really simple fix though: http://i.imgur.com/aBD6LuD.jpg RIP symmetry :d

00:27:316 (1,1) - Overlap, probably not intended. Also, a lot of opportunities to reuse points in that section if you want to piss off HD players Kappa I dont the overlap is a problem right now, Ill see if others say anything about it

00:33:606 (4) - I'd say cosmetic > DS and move this under yellow 4 sliderend. Done

00:35:541 (2,1) - Not sure if this overlap is intended, but it might actually fit - just a bit rough right now. Again Ill wait for other opinions
Maybe try to make red 2 sliderstart exactly in the middle of yellow 1?

00:55:703 (1,2,3,4) - 1 breaks the cosmetic of the 2-4 triangle, not sure how to fix Moar waiting

01:00:541 (3,1) - Blanket opportunity. I like my leading :< blankets can go sleep

01:18:767 (6) - That's a pretty hefty jump for a Hard diff. Intended? Yus intended

01:21:993 (2,1) - IMO I'm not a fan of slider-overlaps that span over more than 1/3 of the slider, but that's just my own opinion. When half life 3 comes out moar wait

01:24:735 (3) - Slight curve might look good: http://i.imgur.com/6Kbp3rL.jpg Done

01:26:670 (1) - New combo isn't really needed here I think I'm just following my NC every big white tick


2/2

00:07:719 (5) - As pointed out in difficulty 1/2, there is no sound on this note. Muh fillers

00:16:025 (2,5) - Might look better to hide this perfectly under the start (/end) of yellow 3, a lot has to be moved though. Changed

00:45:219 (5,6,7,8,9,10,11) - A stack that spaces out into a stream at 00:46:509 - might fit better here, I don't hear to what sounds the reverse sliders are mapped to. Im confused

01:00:864 (1) - Possible blanket? I dont think a blanket would be good because it doesnt feel like it will lead together

01:08:928 (2,4,5,6) - Not sure how I feel about blue 2...it doesn't really fit within the line of 4-5-6.
Possible relocations: Under blue 6 (a bit awkward to play though), under blue 1 slider end (makes for a kinda hefty jump though)
or over blue 2 slider start (for a note-slider double). If you're lazy, I'd pick the last. Wat

01:12:154 (5,1) - Overlap intended? Changed a little bit
Lol you forgot to enable colors so you're stuck with default colors so im sort of confused :<
Okoratu
moddingback lol
you really like absolute duo (stop the salt about your op not getting ranked) HABI BUBBLES ARE FUCKING SPOOKY

[General]
  1. I think it would more sense to have the diffnames End in 2/2 being the hardest considering song name you're suggesting that 3/2 is 150% overdone (if you want to suggest that o k )
  2. I'm afraid you won't get away with longer streams like 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - in the hardest diff when you do repeats only (and 3 circles but really) in the second hardest, places like that will end up being spread issues so places like that should reasonably decrease in difficulty throughout the set
  3. any reason to tag Tomoe Tachibana and Miyabi Hotoka when they are in the artist
  4. shouldn't there be uhhh a vid for that
  5. Gaia wrote:

    that low quality bg ;w;
  6. why is offset negative, i don't see any reason for not having it at 219? not doing that puts the finishes the nightcore mod adds automatically out of sync with the thing.
  7. audioleadin of 2 seconds is recommended if your mp3 starts at 58 ms ok
  8. btw since you're mapping the first two kiais half bpm style you could half ncs in these parts
  9. about diffstats (a summary)
    atm
    1. 3/2: CS 5 AR 9 OD 7.5 HP 7
    2. 2/2: CS 4 AR 8 OD 6 HP 6
    3. 1/2: CS 4 AR 7 OD 4.5 HP 4.5
    4. 1/4: CS 3 AR 5 OD 3 HP 3
    5. 1/8: CS 3 AR 3 OD 2 HP 2
    What i would suggest about that:
    1. 3/2: CS 5 AR 9.2 OD 8 HP 7
    2. 2/2: CS 4 AR 8.5 OD 6.5 HP 6
    3. 1/2: CS 4 AR 7~7.3ish OD 5 HP 4.5
    4. 1/4: CS 3 AR 5 OD 3 HP 3
    5. 1/8: CS 3 AR 3 OD 2 HP 2
    reasoning for increasing od on 3 higher diffs is that the amount of 1/4 and stuffin Hard and Insane is quite low so that low OD is more forgiving for about everything where it doesn't need to be
  10. noticed that you have some unsnapes by 1ms in all your diffs example would be 00:47:315 (1) - in hard etc, just resnap all objects ok
[3/2]
  1. I like ARs higher than 9 on things with smaller circles and high svs, 9.2 could be better idk
  2. 00:00:058 (1,2,3,4) - first thing is already rhythm complaint because 00:00:218 (3) - is a held sound and you got a slider in 00:00:380 (4) - , resulting in 00:00:541 - is more stressed than the sliderhead, but sliderend is weaker so whole thing might end up feeling weird
  3. 00:00:864 (6,7,8,9) - something like the first explanation but that you should use one 1/2 slider for these because otherwise intro might feel overpowering compared to the other combos which use more sliders etc o.o
  4. 00:03:041 (2,3,4,5,6,7,8,9) - while i'm not sure if that shoudl be a stream to begin with i think manually drawing these causing random spacing in places like 00:03:202 (4) - 00:03:525 (8) - etc. looks weird to me, are you not a fan of evenly spaced streams by using Compose -> convert slider to stream?
  5. 00:03:606 (9,10) - doing so low spacing here might be weird because 00:03:767 (10,11,1) - are evenly stressed and spaced but 9,10 are so close in comparison to that lol
  6. 00:04:089 (1,2,3,4,5,6,7,8,9,10) - btw i have a problem with this whole pattern as well because 00:06:670 (1,2,3,4) - are sliders while the buildup drumhits would be better represented by using some circles and the first place is mapping all circles, inverting that logic might be more fitting (first thing more sliders, 2nd thing less sliders)
  7. 00:08:202 (3,4) - i don't think these are necessary, it could make a better effect to delete these and adding a circle for the drum in 00:08:444 - , because that thing is more obvious in comparison ..?
  8. 00:11:186 (5,6,1) - having the stop of movement on the sliderhead would represent vocal better
  9. 00:18:122 (1,2,3,1,2,3,1,2,3) - idea is cool. stuff like 00:18:283 (3,1,2) - stacks ingame though so the circles and the slider barely touch which looks ugh, also this kind of stacking can be difficult to read had to AR 4 for this example might also work just as good btw 00:19:573 (3) - mapping over strong red tick sound might be not my kind of thing :c
  10. 00:20:702 - i don't like how you ignore the vocal while 00:20:218 (4,5) - are mapping it uhh
  11. 00:21:670 - 00:22:960 - no idea why you ignore the kick
  12. 00:29:251 (3,4) - 00:47:476 (2,2) - etc. doing stuff like that generally looks a bit sloppy / unclean whateverrr
  13. 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - not a fan of this streamshape because of random space differences as well as it not even being able to blanket the circle :c
  14. 00:46:671 (9,10) - more space to put more pressure on 10 because the sound would allow it ?
  15. 00:56:831 (6,7,1,2,3,4,5,6,7) - i just don't like your streamshapes i think.
  16. 00:57:476 (7,8,9,10,11,1) - the star could really be smaller because everything before and after is smaller so doing a big star jump like that can really throw people off
  17. 01:05:864 - and 01:06:025 - you could add circles for vocals here and letting spinner start on blue tick
  18. 01:06:025 (1) - ending it on the red tick is actually acceptable because it makes sense musically nvm that feels weird af
  19. 01:16:347 (1) - does not fit the sounds it's mapping that much because triangle or square or whatever would be better for representing soundss
  20. I think spacing in last 2 kiai sections is a bit overdone in places like 01:20:864 (4,5,6,7) - 01:22:799 (1,2,3,4,5,6) - 01:08:606 (1,2,3,4) -
[2/2]
  1. AR 8.5 for the sake of god, an AR 8 186 bpm insane feels weird :c
  2. parts of the rhythm stuff from last diff apply also i think this should be less relying on distancesnap because the next diff is quite jumpy, so you should consider using more small jump patterns as well as a bit more 1/4 for reason mentioned in general
  3. 00:12:477 (1) - why nc
  4. 00:18:122 (4,1,2,1,2,1) - why comboing differently than 3/2 diff
  5. 00:43:928 (4,1) - antijump feels really really weird
  6. 00:55:703 (1,2) - would fit vocal and intensity better if you removed the repeat and added a circle
  7. 01:20:864 (3,4,5,6,1) - this is pretty ewww because it's just a big circular motion and then the circle you draw there looks like uhh an egg or something idk .-.
  8. you could polish this diff further by rechecking blankets in low sv kiais because these are noticably off most times.
[1/2]
  1. slightly higher AR would make 1/4 things look less weird - overlapping approachcircles uh,
  2. 00:04:735 (3,4,5,1) - watch this pattern ingame and you will see why moving 00:05:218 (4,5,1) - would make sense
  3. ncs:
    00:06:670 (5) - forgot
    00:12:477 (1) - i don't understand
  4. 00:29:090 (2,3) - can be confusing polarity wise because of the way it flows and because the constant 1/1 whitetick bass doesn't stop, would do 1/2 slider and 2 circles or 2 1/2 sliders instead
  5. 00:45:219 (5) - woah. cool
  6. 00:46:832 (6,1) - space should be 1.45~1.5x judging by 00:46:832 (6) - currently it's 1.3x effectively because of SV change, so adding more space is acceptable
  7. 00:59:412 (4) - space not consistent with rest
  8. 01:14:251 (2,1) - don't touch please
  9. 01:18:767 (6,1) - 01:25:219 (4,1) - jump is unpredictable and should be avoided because this is so very easy to misread
  10. 01:19:896 (4) - this is minor but should also be avoided
    damn this diff is nice.
[1/4]
  1. 00:00:864 (3,4) - doing same rythm as 00:51:832 (4,5) - could actually fit better here
  2. 00:12:799 (5) - pls don't break ds to force fancy looks in editor while noone will care about that when playing.
  3. 00:20:864 (1,2) - the break after this feels rather weird, doing that 00:35:058 (3,4,5) - that rythm would actually land on sounds so has potential to feel less weird, same applies to the other 5/2 break with soudns in it
  4. 00:47:316 - a 2/1 break should be OK in this kind of diff, if you ask me a 1/1 slider could be here
  5. 00:51:832 (4,5) - i used this rhythm as an example but actually something like this or this could be less weird because it then maps both sliders the same way (1) or just fits the music better overall (2)
  6. 01:06:025 (1) - same thing about me thinking 2/1 is enough for a break in a normal
  7. 01:21:509 (1,3) - the blankets look weird compared to everywhere else
  8. 01:26:348 (1) - i don't think ncing is worth
[1/8]
  1. this diff is very very very very simple compared to the next higher one, it using more 1/1 rhythms would not hurt the spread in the slightest because the normal uses many 1/2 rhythms so at least having more 1/1 rhythms and less 4/1 or 2/1 rhythms would be better for the spread
  2. 00:25:058 (2,3,4,1) - having 4 objects in a row like this is arguably a difficulty spike, you should do that more often or not at all
  3. ok nah i give up this is far easier than the normal and should be more complex. star rating in this area is kind of broken so your easy might end up at 1.6ish would be totally fine if you decide to redo stuff in it
sorry for cutting short on the easy, the 2 hardest diffs and the lowest one need most of the work which is necessary to rank this lol ok
Topic Starter
Owntrolf

Okoratu wrote:

moddingback lol
you really like absolute duo (stop the salt about your op not getting ranked) HABI BUBBLES ARE FUCKING SPOOKY

[General]
  1. I think it would more sense to have the diffnames End in 2/2 being the hardest considering song name you're suggesting that 3/2 is 150% overdone (if you want to suggest that o k ) Renamed 2/2 to 3/4 and 3/2 to 2/2
  2. I'm afraid you won't get away with longer streams like 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - in the hardest diff when you do repeats only (and 3 circles but really) in the second hardest, places like that will end up being spread issues so places like that should reasonably decrease in difficulty throughout the set
  3. any reason to tag Tomoe Tachibana and Miyabi Hotoka when they are in the artist
  4. shouldn't there be uhhh a vid for that Uh I think its too NSFW
  5. Gaia wrote:

    that low quality bg ;w; Nothing good on pixiv yet
  6. why is offset negative, i don't see any reason for not having it at 219? not doing that puts the finishes the nightcore mod adds automatically out of sync with the thing.Fixed
  7. audioleadin of 2 seconds is recommended if your mp3 starts at 58 ms ok
  8. btw since you're mapping the first two kiais half bpm style you could half ncs in these parts
  9. about diffstats (a summary)
    atm
    1. 3/2: CS 5 AR 9 OD 7.5 HP 7
    2. 2/2: CS 4 AR 8 OD 6 HP 6
    3. 1/2: CS 4 AR 7 OD 4.5 HP 4.5
    4. 1/4: CS 3 AR 5 OD 3 HP 3
    5. 1/8: CS 3 AR 3 OD 2 HP 2
    What i would suggest about that:
    1. 3/2: CS 5 AR 9.2 OD 8 HP 7 Applied OD and AR changes
    2. 2/2: CS 4 AR 8.5 OD 6.5 HP 6 Changed to od6.5 Keeping ar 8 for the dt fr33 pp
    3. 1/2: CS 4 AR 7~7.3ish OD 5 HP 4.5
    4. 1/4: CS 3 AR 5 OD 3 HP 3
    5. 1/8: CS 3 AR 3 OD 2 HP 2
    reasoning for increasing od on 3 higher diffs is that the amount of 1/4 and stuffin Hard and Insane is quite low so that low OD is more forgiving for about everything where it doesn't need to be
  10. noticed that you have some unsnapes by 1ms in all your diffs example would be 00:47:315 (1) - in hard etc, just resnap all objects ok I resnapped everything by hand qq
[3/2]
  1. I like ARs higher than 9 on things with smaller circles and high svs, 9.2 could be better idk
  2. 00:00:058 (1,2,3,4) - first thing is already rhythm complaint because 00:00:218 (3) - is a held sound and you got a slider in 00:00:380 (4) - , resulting in 00:00:541 - is more stressed than the sliderhead, but sliderend is weaker so whole thing might end up feeling weird Fixed changed the start
  3. 00:00:864 (6,7,8,9) - something like the first explanation but that you should use one 1/2 slider for these because otherwise intro might feel overpowering compared to the other combos which use more sliders etc o.o Done
  4. 00:03:041 (2,3,4,5,6,7,8,9) - while i'm not sure if that shoudl be a stream to begin with i think manually drawing these causing random spacing in places like 00:03:202 (4) - 00:03:525 (8) - etc. looks weird to me, are you not a fan of evenly spaced streams by using Compose -> convert slider to stream?Manually fixed so they're x0.59-x0.61 ds away from eachother
  5. 00:03:606 (9,10) - doing so low spacing here might be weird because 00:03:767 (10,11,1) - are evenly stressed and spaced but 9,10 are so close in comparison to that lol Fixed
  6. 00:04:089 (1,2,3,4,5,6,7,8,9,10) - btw i have a problem with this whole pattern as well because 00:06:670 (1,2,3,4) - are sliders while the buildup drumhits would be better represented by using some circles and the first place is mapping all circles, inverting that logic might be more fitting (first thing more sliders, 2nd thing less sliders)
  7. 00:08:202 (3,4) - i don't think these are necessary, it could make a better effect to delete these and adding a circle for the drum in 00:08:444 - , because that thing is more obvious in comparison ..? Did something similar
  8. 00:11:186 (5,6,1) - having the stop of movement on the sliderhead would represent vocal betterDid I do it right?
  9. 00:18:122 (1,2,3,1,2,3,1,2,3) - idea is cool. stuff like 00:18:283 (3,1,2) - stacks ingame though so the circles and the slider barely touch which looks ugh, also this kind of stacking can be difficult to read had to AR 4 for this example might also work just as good btw 00:19:573 (3) - mapping over strong red tick sound might be not my kind of thing :c I think I fixed it now
    ---
  10. 00:20:702 - i don't like how you ignore the vocal while 00:20:218 (4,5) - are mapping it uhh
  11. 00:21:670 - 00:22:960 - no idea why you ignore the kick Ill just wait and see of more people ask about it since I think its too quiet so .-.
  12. 00:29:251 (3,4) - 00:47:476 (2,2) - etc. doing stuff like that generally looks a bit sloppy / unclean whateverrr
  13. 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - not a fan of this streamshape because of random space differences as well as it not even being able to blanket the circle :c
  14. 00:46:671 (9,10) - more space to put more pressure on 10 because the sound would allow it ?
  15. 00:56:831 (6,7,1,2,3,4,5,6,7) - i just don't like your streamshapes i think.
  16. 00:57:476 (7,8,9,10,11,1) - the star could really be smaller because everything before and after is smaller so doing a big star jump like that can really throw people off
  17. 01:05:864 - and 01:06:025 - you could add circles for vocals here and letting spinner start on blue tick Done
  18. 01:06:025 (1) - ending it on the red tick is actually acceptable because it makes sense musically nvm that feels weird af
  19. 01:16:347 (1) - does not fit the sounds it's mapping that much because triangle or square or whatever would be better for representing soundss
  20. I think spacing in last 2 kiai sections is a bit overdone in places like 01:20:864 (4,5,6,7) - 01:22:799 (1,2,3,4,5,6) - 01:08:606 (1,2,3,4) -
[2/2]
  1. AR 8.5 for the sake of god, an AR 8 186 bpm insane feels weird :c
  2. parts of the rhythm stuff from last diff apply also i think this should be less relying on distancesnap because the next diff is quite jumpy, so you should consider using more small jump patterns as well as a bit more 1/4 for reason mentioned in general
  3. 00:12:477 (1) - why nc I was definitely high :<
  4. 00:18:122 (4,1,2,1,2,1) - why comboing differently than 3/2 diff Fixed
  5. 00:43:928 (4,1) - antijump feels really really weird Fixed
  6. 00:55:703 (1,2) - would fit vocal and intensity better if you removed the repeat and added a circle Done
  7. 01:20:864 (3,4,5,6,1) - this is pretty ewww because it's just a big circular motion and then the circle you draw there looks like uhh an egg or something idk .-. It is now a star weeeee
  8. you could polish this diff further by rechecking blankets in low sv kiais because these are noticably off most times.
[1/2]
  1. slightly higher AR would make 1/4 things look less weird - overlapping approachcircles uh,
  2. 00:04:735 (3,4,5,1) - watch this pattern ingame and you will see why moving 00:05:218 (4,5,1) - would make sense Fixed
  3. ncs:
    00:06:670 (5) - forgot Fixed
    00:12:477 (1) - i don't understand Fixed I derped
  4. 00:29:090 (2,3) - can be confusing polarity wise because of the way it flows and because the constant 1/1 whitetick bass doesn't stop, would do 1/2 slider and 2 circles or 2 1/2 sliders instead Fixed
  5. 00:45:219 (5) - woah. cool Np
  6. 00:46:832 (6,1) - space should be 1.45~1.5x judging by 00:46:832 (6) - currently it's 1.3x effectively because of SV change, so adding more space is acceptable Fixed
  7. 00:59:412 (4) - space not consistent with rest Fixed
  8. 01:14:251 (2,1) - don't touch please Fixed
  9. 01:18:767 (6,1) - 01:25:219 (4,1) - jump is unpredictable and should be avoided because this is so very easy to misread Done
  10. 01:19:896 (4) - this is minor but should also be avoided Fixed
    damn this diff is nice.
[1/4]
  1. 00:00:864 (3,4) - doing same rythm as 00:51:832 (4,5) - could actually fit better here Done
  2. 00:12:799 (5) - pls don't break ds to force fancy looks in editor while noone will care about that when playing. Fixed
    ---
  3. 00:20:864 (1,2) - the break after this feels rather weird, doing that 00:35:058 (3,4,5) - that rythm would actually land on sounds so has potential to feel less weird, same applies to the other 5/2 break with soudns in it
  4. 00:47:316 - a 2/1 break should be OK in this kind of diff, if you ask me a 1/1 slider could be here Used a single circle
  5. 00:51:832 (4,5) - i used this rhythm as an example but actually something like this or this could be less weird because it then maps both sliders the same way (1) or just fits the music better overall (2) Went with 1
  6. 01:06:025 (1) - same thing about me thinking 2/1 is enough for a break in a normal Changed
  7. 01:21:509 (1,3) - the blankets look weird compared to everywhere else Fixed
  8. 01:26:348 (1) - i don't think ncing is worth Fixed
[1/8]
  1. this diff is very very very very simple compared to the next higher one, it using more 1/1 rhythms would not hurt the spread in the slightest because the normal uses many 1/2 rhythms so at least having more 1/1 rhythms and less 4/1 or 2/1 rhythms would be better for the spread
  2. 00:25:058 (2,3,4,1) - having 4 objects in a row like this is arguably a difficulty spike, you should do that more often or not at all
  3. ok nah i give up this is far easier than the normal and should be more complex. star rating in this area is kind of broken so your easy might end up at 1.6ish would be totally fine if you decide to redo stuff in it
sorry for cutting short on the easy, the 2 hardest diffs and the lowest one need most of the work which is necessary to rank this lol ok
-Nanaka-
hi :)
from My Modding Queues
I do not like this song so much
Sorry quick mod


red: unrankable issue.
blue: maybe unrankable issue,Highly recommended.
bold: should fix.

General

  1. be wrong MetaDate
    Artist: 穂高みやび(CV:今村彩夏)×橘巴(CV:諏訪彩花)
    Romanised: Hotaka Miyabi (CV:Imamura Ayaka) x Tachibana Tomoe (CV:Suwa Ayaka)

    [quote="Ranking Criteria":1337]Eastern artists must be written in the proper 'surname firstname' format (e.g. Japanese/Chinese/Korean). For artists which have a preferred romanisation, use this one. If you're unsure of your artist's name, then check previously ranked maps, Google, Wikipedia, or ask a BN for help
  2. 2/2 Widescreen unchack

1/8

  1. 00:23:444 (1,2,3,4) - 00:23:444 (1) - why here ignore the rhythm? 00:25:057 (2,3,4) - Gap between here occurs. I'm sure you can make it...
  2. 00:44:089 (4) - NC
  3. 00:46:670 - Missing Finish & whistle, Sample Drum Add soft
  4. 00:55:702 (5) - NC
  5. 01:00:864 (4) - ^
  6. 01:07:960 (5) - Missing Clap
  7. 01:08:606 - Missing Finish
  8. 01:08:606 (6,1) - switch NC, Kiai Start 01:08:606 (6) - Fit than now
  9. 01:09:896 (1) - Please be a smooth curve, I think that it not suitable to Easy

1/4

  1. 00:08:122 (2) - 00:08:606 - This rhythm is inappropriate because the sound is off
  2. 00:24:735 (3,4) - change to 1/1 slider? imo this rhythm is out of place since the higher diffs use a more basic rhythm here.
  3. 00:47:315 (1) - Drum Finish & Clap? same as Easy
  4. 00:50:541 (6) - NC Please consider the HP drain
  5. 01:00:864 (6) - ^
  6. 01:08:606 - Missing Finish
  7. 01:20:218 (2) - Remove Finish
  8. 01:26:670 (1) - Rem NC for consistency

    The vocal or rhythm, please clear you can either get either :?
    01:09:896 (2,1,2) - 01:11:186 (1,2) - etc...

1/2

  1. 00:24:735 (1,2,3,4) - change to 1/2 slider x4? Fit than now
  2. 01:08:122 (2) - Clap (if u accept, also change on other diffs)
  3. 01:08:606 - Missing Finish
your hitsound use is very inconsistent. Clap and whistle I feel No pattern
for example...2/2 Diff
00:24:735 (1,2,3,4,5,6,7,8) - whistle 00:25:057 (3,7) - Clap Etc. etc.
Here the direction of whistle is stronger than Clap

Please revise this to have more consistent hitsound pattern.


mod time: 1hour

gl
Topic Starter
Owntrolf

-Nanaka- wrote:

hi :)
from My Modding Queues
I do not like this song so much
Sorry quick mod


red: unrankable issue.
blue: maybe unrankable issue,Highly recommended.
bold: should fix.

General

  1. be wrong MetaDate
    Artist: 穂高みやび(CV:今村彩夏)×橘巴(CV:諏訪彩花)
    Romanised: Hotaka Miyabi (CV:Imamura Ayaka) x Tachibana Tomoe (CV:Suwa Ayaka)

    [quote="Ranking Criteria":1337]Eastern artists must be written in the proper 'surname firstname' format (e.g. Japanese/Chinese/Korean). For artists which have a preferred romanisation, use this one. If you're unsure of your artist's name, then check previously ranked maps, Google, Wikipedia, or ask a BN for help
  2. 2/2 Widescreen unchack

1/8

  1. 00:23:444 (1,2,3,4) - 00:23:444 (1) - why here ignore the rhythm? 00:25:057 (2,3,4) - Gap between here occurs. I'm sure you can make it... Fixed
  2. 00:44:089 (4) - NC Fixed I forgot
  3. 00:46:670 - Missing Finish & whistle, Sample Drum Add soft Fixed I forgot
  4. 00:55:702 (5) - NC Fixed I forgot
  5. 01:00:864 (4) - ^Fixed I forgot
  6. 01:07:960 (5) - Missing Clap Fixed I forgot
  7. 01:08:606 - Missing Finish Fixed I forgot
  8. 01:08:606 (6,1) - switch NC, Kiai Start 01:08:606 (6) - Fit than now Switched the nc
  9. 01:09:896 (1) - Please be a smooth curve, I think that it not suitable to Easy I asked Tari about it and they said its ok

1/4

  1. 00:08:122 (2) - 00:08:606 - This rhythm is inappropriate because the sound is off
  2. 00:24:735 (3,4) - change to 1/1 slider? imo this rhythm is out of place since the higher diffs use a more basic rhythm here.
  3. 00:47:315 (1) - Drum Finish & Clap? same as Easy
  4. 00:50:541 (6) - NC Please consider the HP drain
  5. 01:00:864 (6) - ^
  6. 01:08:606 - Missing Finish
  7. 01:20:218 (2) - Remove Finish
  8. 01:26:670 (1) - Rem NC for consistency

    The vocal or rhythm, please clear you can either get either :?
    01:09:896 (2,1,2) - 01:11:186 (1,2) - etc...

1/2

  1. 00:24:735 (1,2,3,4) - change to 1/2 slider x4? Fit than now
  2. 01:08:122 (2) - Clap (if u accept, also change on other diffs)
  3. 01:08:606 - Missing Finish
your hitsound use is very inconsistent. Clap and whistle I feel No pattern
for example...2/2 Diff
00:24:735 (1,2,3,4,5,6,7,8) - whistle 00:25:057 (3,7) - Clap Etc. etc.
Here the direction of whistle is stronger than Clap

Please revise this to have more consistent hitsound pattern.


mod time: 1hour

gl
Will update more later
Voxnola

Short lil mod from queue~
[General]
Now I'm home
You have the right tools for the hitsounds but how they're used currently seems unfitting to the song... I'll touch upon this a bit while modding your hardest diff
Whistle spam and trashbin (clap) spam just isn't fitting the song imo. Hitsounds should just follow the song. (Or at least this one)

[2/2]
Just some hitsound ideas/suggestions. If you really want me to touch on hitsounds in detail just ask me via irc
00:00:219 (3,4,5,6) - For these and so on... for the slider head... why not just put a normal-sampleset on each head? For the kick sound. Normal samplesets for soft kick sounds like these are much more fitting than the trashbin sound.
00:10:380 (1) - same for slider end here. You could try normal-sampleset finish?
00:20:864 - for this section I think you should only have the trashbin claps in places like 00:21:348 - , 00:21:831 - , 00:22:638 - , 00:23:122 - , 00:23:928 - , 00:24:412 - ... etc. and then normal samplesets on the big white ticks like 00:20:864 - and 00:22:154 -
00:27:315 - and then for here you could have claps ever 2nd and 4th white tick
00:38:928 - clap all those slider ends instead of whistle?

Not to confuse this with forcing ideas upon you.... I don't want it to seem like that lol I just feel that these are some ideas you could try and like.

Like I said if you really want hitsound help or want to follow some of these suggestions, please talk to me via irc... NOOOW onto non-hitsound stuff

00:03:928 (11) - stack with 00:03:283 (5) - ?
00:05:057 (8) - finish this?
00:08:122 (2) - maybe have high-spaced 1/1 sliders here? and 00:08:606 (1) - here? It could strengthen the intensity
00:36:025 - you could maybe map a stream here? (for the strings)
00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - That seems overmapped. Even a finish circle+spinner could suffice
00:52:638 - it would be so cool to change the rhythm here and map that red tick because off-beat finishes are sexy
00:56:186 (4,5) - maybe two cool flowing 1/2 sliders? and then maybe a 1/1 slider here? 00:56:831 -
00:56:831 (6,7,1,2,3,4,5,6,7) - nice finish but please don't whiste-spam :?
01:04:896 - map this maybe?
01:08:606 - (I know I said I was gonna stop mentioning hitsounds) the claps on 2 and 4 are cool but the ones on 1 and 3 just sound cheesy. I know it's for emphasis but the song isn't like that lol
01:18:606 - ignored triple. Could be cool to map that

If you followed some of the hitsound suggestions don't forget to apply thoughout all diffs

Annnd that's all I got for rhythm/placement here cause I'm bad

[3/4]
00:02:638 - map this?
01:04:896 - and this?
00:52:638 - same as the other diff
EX

3 starts at 00:52:477 -

[1/2]
01:18:767 (6) - I know triangles are cool but that could be difficult to play. Maybe put 6 out side? near 1?

cool

[1/4]
00:52:315 (10) - OMG YOU BETTER FINISH DAT SLIDER END ;_; and remove finish from head. I'm surprised that it was the normal that had this mapped
cool

[1/8]
00:45:218 (3) - c'man finish head
00:57:638 (4) - delete this and readjust? Three circles in a row could be a bit hard in the lowest diff.

I a bad at moddodrin in general laower diffs. I tried.

That's allll I got heh. Sorry for short bad mod >.>
GL and contact me in-game if you have any questions
pls no kd if I didn't help
Topic Starter
Owntrolf

Naitoshi wrote:


Short lil mod from queue~
[General]
Now I'm home
You have the right tools for the hitsounds but how they're used currently seems unfitting to the song... I'll touch upon this a bit while modding your hardest diff
Whistle spam and trashbin (clap) spam just isn't fitting the song imo. Hitsounds should just follow the song. (Or at least this one)

[2/2]
Just some hitsound ideas/suggestions. If you really want me to touch on hitsounds in detail just ask me via irc
00:00:219 (3,4,5,6) - For these and so on... for the slider head... why not just put a normal-sampleset on each head? For the kick sound. Normal samplesets for soft kick sounds like these are much more fitting than the trashbin sound.
00:10:380 (1) - same for slider end here. You could try normal-sampleset finish?
00:20:864 - for this section I think you should only have the trashbin claps in places like 00:21:348 - , 00:21:831 - , 00:22:638 - , 00:23:122 - , 00:23:928 - , 00:24:412 - ... etc. and then normal samplesets on the big white ticks like 00:20:864 - and 00:22:154 -
00:27:315 - and then for here you could have claps ever 2nd and 4th white tick
00:38:928 - clap all those slider ends instead of whistle?

Not to confuse this with forcing ideas upon you.... I don't want it to seem like that lol I just feel that these are some ideas you could try and like.

Like I said if you really want hitsound help or want to follow some of these suggestions, please talk to me via irc... NOOOW onto non-hitsound stuff

00:03:928 (11) - stack with 00:03:283 (5) - ? Done
00:05:057 (8) - finish this? Done
00:08:122 (2) - maybe have high-spaced 1/1 sliders here? and 00:08:606 (1) - here? It could strengthen the intensity
00:36:025 - you could maybe map a stream here? (for the strings) It felt really weird because the rythym switches
00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - That seems overmapped. Even a finish circle+spinner could suffice
00:52:638 - it would be so cool to change the rhythm here and map that red tick because off-beat finishes are sexy Done
00:56:186 (4,5) - maybe two cool flowing 1/2 sliders? and then maybe a 1/1 slider here? 00:56:831 -
00:56:831 (6,7,1,2,3,4,5,6,7) - nice finish but please don't whiste-spam :?
01:04:896 - map this maybe? I find the sound too low to map it
01:08:606 - (I know I said I was gonna stop mentioning hitsounds) the claps on 2 and 4 are cool but the ones on 1 and 3 just sound cheesy. I know it's for emphasis but the song isn't like that lol
01:18:606 - ignored triple. Could be cool to map that

If you followed some of the hitsound suggestions don't forget to apply thoughout all diffs Thats for later when I get better hitsounding

Annnd that's all I got for rhythm/placement here cause I'm bad

[3/4]
00:02:638 - map this?
01:04:896 - and this? It would be weird to suddenly increase density
00:52:638 - same as the other diff Welp I only applied it to 2/2
EX

3 starts at 00:52:477 -

[1/2]
01:18:767 (6) - I know triangles are cool but that could be difficult to play. Maybe put 6 out side? near 1?

cool

[1/4]
00:52:315 (10) - OMG YOU BETTER FINISH DAT SLIDER END ;_; and remove finish from head. I'm surprised that it was the normal that had this mapped
cool

[1/8]
00:45:218 (3) - c'man finish head
00:57:638 (4) - delete this and readjust? Three circles in a row could be a bit hard in the lowest diff. Done

I a bad at moddodrin in general laower diffs. I tried.

That's allll I got heh. Sorry for short bad mod >.>
GL and contact me in-game if you have any questions
pls no kd if I didn't help
Winnie


Hey sexy I'm here to mod your map as requested from my modding queue.


General - I want to point out that from what I hear the hitsounds themselves are relevant and are very usable in the song, I'm not a hitsound person but the way I see it you're portraying the sounds in the wrong areas and it doesn't seem to catch my attention. There are distinct parts in the music that can use claps but some parts of the hitsounds disregards them or instead adds in a different hitsound where deeming it isn't necessary. I will thoroughly go over them in my mod to explain more in depth of what I mean.

[1/8]
  • 00:00:219 (1,2) - Example here and here has the same 3 clap patterns but one in the middle here 00:05:057 (3) - doesn't have a whistle but the other one does, which makes it inconsistent, tbh I would add whistle to just the end of the clap instead
    00:05:380 (1) - Whistle on tail to match with previous slider
    00:10:541 - Here the song takes a toll and eases down a bit more, but you only dragged volume down 5% I believe lowering to 25%-20% would make the sound quality better since the finishes you have in there are really strong
    00:11:831 (1) - During the start of here I suggest making this slow sections into whistles itself, I don't see how good claps are because they are a bit overwhelming during this section of the song and overtakes the music, the whistle drags down the melody a notch to suffix for the music and let it play out more.
    01:07:960 (2) - Idk about this custom clap
    01:09:896 (2) - Also overlap on (2) doesn't look appealing
    Apply the hitsound in the areas I mentioned and figure out the patterns on the other difficulties as well and you will be finding good quality sounds. :)

[1/4]
  • 00:01:670 (4) - This is unecessary as it is rushed and the claps makes it overwhelm the music. I would just put a circle here 00:01:670 and it will be good
    00:02:799 (1,2,3,4,5) - Too much consecutive claps are irrelevant since it causes problems just be hit by themselves without any resolve in each clap
    00:07:315 (5) - I would extend this to a red tick and remove the next note as it doesn't play on a proper key in the music and really changes in tempo
    00:08:122 (1) - During this part the reverse on repeat is controlling what is to be a good spinner quality something like this would work http://puu.sh/gNfbm/8c9164bac8.jpg
    00:35:541 (4) - Can be moved a little more to the left
    01:06:025 (1) - Same clap as before here mmh...?

[1/2]
  • It's ok just hitsounding in the same areas as mentioned above

TBH it seems fine, the only thing I'm worried about is the inconsistency in hitsounding. Find your rhythm and find out what works best I will be back here shortly or you can call me again so I can check this badboy out 1 more time you have my word on that 8-)
Ringating
bg suggestions

using a frame from the show as a bg is less than ideal, so here are 3 possible alternatives
3

or this jpg version, since this image is over 1 MB as lossless png
no kds
HabiHolic
Hi. From BNG Queue

[1/8]

  1. 00:07:315 (1) - Awkward this spiner start. i think batter starting 00:07:960 - here and add finish delete clap
  2. 00:19:573 - for drum sound flowing please so clap add
  3. 01:07:960 (2) - drum samplset add here?
  4. 01:18:606 (4) - this can ignore vocal. cuz this is no vocal sound. so delete note batter imo.
[1/4]

  1. Small fast AR.. -0.5 batter diff spread
  2. 00:11:025 (2) - i don't understand this note. don't ignore vocal please..
  3. 00:21:831 - note? and add clap
[1/2]

  1. 00:42:154 (3,1) - patten swap flow batter
call me back your already
show more
Please sign in to reply.

New reply