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Cyntia - Akatsuki no Hana [Osu|OsuMania]

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Topic Starter
AsakuraNe
This beatmap was submitted using in-game submission on Saturday, May 30, 2015 at 9:42:56 AM

Artist: Cyntia
Title: Akatsuki no Hana
Source: 暁のヨナ
Tags: yona Opening op 2 tv size The girl standing in blush of dawn Frim4503
BPM: 140
Filesize: 22246kb
Play Time: 01:29
Difficulties Available:
  1. Easy (1.58 stars, 90 notes)
  2. Frim's HD - 7Key (2.44 stars, 506 notes)
  3. Frim's MX - 7Key (3.12 stars, 779 notes)
  4. Frim's NM - 7Key (1.72 stars, 318 notes)
  5. Hard (2.84 stars, 218 notes)
  6. Normal (1.79 stars, 129 notes)
Download: Cyntia - Akatsuki no Hana
Download: Cyntia - Akatsuki no Hana (no video)
Information: Scores/Beatmap Listing
---------------
First map for rank. Hope you like it! Need Mods :D
New mp3, please redownload if you got this set before May 30 2015


Piano by Rumia-
Modder List(Osu! Standard)
  1. Soelsoel(23 March 2015)
  2. Shahme, jloughman14, Ximerx(25 March 2015)
  3. Euny, Lixrei(27 March 2015)
  4. Megurine Luka, DahplA(28 March 2015)
  5. Aldwych, Fantastica, Hi Im Nathan, WildOne94(1 April 2015)
  6. m1223961117(2 April 2015)
  7. Pjecoo(4 April 2015)
  8. ohad1881, nadapan, NolanM, Near(5 April 2015)
  9. ReeChelly(6 April 2015)
  10. imaikiseta, Knotts(7 April 2015)
  11. Frim4503(9 April 2015)
  12. smsh150, IntelliTroodon(10 April 2015)
  13. Alex Li(10 April 2015)
  14. neonat(11 April 2015)
  15. Chaoslitz(12 April 2015)
  16. makemek(14 April 2015)
  17. -TakoYaki-(17 April 2015
  18. eeezzzeee(20 April 2015)
  19. Doormat, A Mystery(21 April 2015)
  20. chaee, Come[Back]Home(25 April 2015)
  21. SoGa, Exote(26 April 2015)
  22. 10nya(28 April 2015)
  23. Hard(3 May 2015)
  24. NewRulerNA(Error Check)(30 May 2015)
Modder List(Osu! Mania)
  1. ExUsagi(5 April 2015)
  2. Starry-(7 April 2015)
  3. arviejhay(8 April 2015)
  4. Gomuryuu(9 April 2015)
  5. _FrEsH_ChICkEn_(11 April 2015)
  6. Julie(12 April 2015)
  7. ModernTiger(13 April 2015)
  8. DanSparce(15 April 2015)
  9. Kazamastar11(16 April 2015)
  10. Eternalie, bakabakemono(18 April 2015)
  11. Draftnell, DE-CADE(19 April 2015)
  12. Meiko Senpai(21 April 2015)
  13. Rayz141(21 April 2015)
  14. DrawdeX(23 April 2015)
  15. Rumia-(23 April 2015)
  16. Kruzon(25 April 2015)
  17. - R e b a -(28 April 2015)
  18. [AyanoTatemaya](1 May 2015)
  19. NewRulerNA(Error Check)(30 May 2015)
soelsoel
Hello AsakuraNe. I'm not good at modding but...
I think your map has so many problem.

SPOILER
First : Timing (because it very important before put note into song)
I think should be bpm 140 and offset 14532 (or somewhere in song)

Second : Difficulty
[Easy] Should lower hp drain,approach and overall
[Normal] May be look good

Third : Placing notes
[Easy] Should be more simple note with beat snap divisor 1/1 or up to you.
[Normal] May be look good

Tip1 : You can check your error with Aimod by ctrl+shift+A
Tip2 : You can change slider velocity in timing for note speed

You may learn for mapping and that all I can explain :oops: .
Topic Starter
AsakuraNe

soelsoel wrote:

Hello AsakuraNe. I'm not good at modding but...
I think your map has so many problem.

SPOILER
First : Timing (because it very important before put note into song)
I think should be bpm 140 and offset 14532 (or somewhere in song)

Second : Difficulty
[Easy] Should lower hp drain,approach and overall
[Normal] May be look good

Third : Placing notes
[Easy] Should be more simple note with beat snap divisor 1/1 or up to you.
[Normal] May be look good

Tip1 : You can check your error with Aimod by ctrl+shift+A
Tip2 : You can change slider velocity in timing for note speed

You may learn for mapping and that all I can explain :oops: .


:) Thank you for sharing your thoughts. Your mod was really helpful. :D I appreciate it. Also, thanks for the tips. Somehow, I discovered new controls and new easy mapping. Haha. :D
shahme_old
The BPM 140.

00:00:782 - You can start BPM here and the offset is 782.



Go to Timing Setup Panel - add timing setup - and uncheck the box - and click ok.

Now , You have the right timing.

Remove "Janelle :)" from source and left the anime name only.

Go to file and click open AiMod to see what wrong with your map.



If you dont understand about something, you can ask me by this forum or PM me...

Good Job...keep it up... :)
Topic Starter
AsakuraNe
Thanks for the tips shahme. :D It was helpful. :) Please take care of me for more future beatmaps.

Also, for this

00:00:782 - You can start BPM here and the offset is 782.

What difficulty is it supposed to be?
Loughje
Hello from Jloughman14's and DahplA's Modding Team!
General

AsakuraNe wrote:

00:00:782 - You can start BPM here and the offset is 782.
What difficulty is it supposed to be?
Offset should be the same in all difficulties.
Instead of another timing section, use an inheriting section. This is how your 'Timing' page should look. When you do change the offset you will need to resnap all your notes. Once you're finished doing this, message back and I will fully mod this as it is unmoddable how it is now.
Shushan
hi there
from my m4m reverse queue!
remap easy
remap normal
remap hard
all you objects are not snapped
keep ds good
plssssssssssssss
Topic Starter
AsakuraNe

jloughman14 wrote:

Hello from Jloughman14's and DahplA's Modding Team!
General

AsakuraNe wrote:

00:00:782 - You can start BPM here and the offset is 782.
What difficulty is it supposed to be?
Offset should be the same in all difficulties.
Instead of another timing section, use an inheriting section. This is how your 'Timing' page should look. When you do change the offset you will need to resnap all your notes. Once you're finished doing this, message back and I will fully mod this as it is unmoddable how it is now.
Heeey~!! jloughman14

I finished it. :) Thanks again.
XiMerx
Sup! M4M from mah moddin queueue

  • General

  1. Kiai time should start at 00:48:782 (3)
  2. Kiai time should end at 01:16:210 (1)
  3. 00:47:710 should be your audio preview time.
  4. 01:23:068 (1) - DO NOT SNAP SPINNER AND THE LAST NOTE TOGETHER! Place this at blue tick.
  5. Try not to use aged mapping style, today is 2015!
  • eZ

  1. 00:01:067 (2,3,4) - They are unsnapped, fix them!
  2. 00:01:746 (4) - After you fix them, place this slider at red tick.
  3. 00:03:460 (4) - ^
  4. 00:05:174 (4) - ^
  5. 00:06:889 (4) - ^
  6. 00:08:603 (4) - ^
  7. 00:02:710 (1,2,3) - Move these to the right 1 tick.
  8. 00:04:424 (1,2,3) - ^
  9. 00:05:817 (1,2,3) - ^
  10. 00:07:532 (1,2,3) - ^
  11. 00:15:353 (2) - Don't create 'brinky' type of sliders for easy, new players might have a hard time
    Consider like that:
  12. 00:17:067 (4) - Same thing
  13. 00:23:496 (4,1,2) - Try blanketing!
  14. 00:32:067 (1,2,3,4) - I don't know what's this for! 00:31:639 (1) have a sound.
    Consider like this:
    00:31:639 (1) do a 1/1 slider, 00:32:496 (1) 1/1 slider, 00:33:353 (1) a hit circle, 00:33:782 (1) 1/1 repeating slider.
  15. 00:58:210 (6,7) - Nice blanket! Just that 7 is not curvy enough.
  16. 01:01:639 (1,2,1,2,3,1,2,1,2,1,2,3,1,2,3,4,1,2) - What is this? Don't make new players struggle with this. Remap this thing!
  17. 01:11:067 (1,2) - Try to blanket again!
  18. 01:15:782 (3) - This slider should start at the end of Kiai that I've pointed out. Replace this with a hit circle then start the slider.
  19. 01:15:353 (2,3) - After you did ^, stack both together and create a blanket with 4 (the slider).

  • Normal

  1. EVERYTHING IS UNSNAPPED, CHANGE IT NOW
  2. 00:17:068 (2,3,4) - I would stack these
  3. 01:17:068 (2,3,4) - ^
  4. 00:20:496 (4) - I would conver this into 1/2 slider, 1/2 slider and a hit circle
  5. 00:32:068 (1,2,3,4) - Again, unnecessary!
  6. 00:39:782 (3,4) - ^
  7. 00:57:782 (6,7,8,9) - ^
  8. 01:13:210 (1,2,3) - ^
  • Hard

  1. 00:14:496 (1) - Make a good curve to blanket with 2
  2. 00:32:067 (1,2,3,4) - Again
  3. 00:47:067 (5) - Ctrl+G
  4. 00:48:353 (2) - Place this at red tick (left) and replace this with a slider that ends at 3
  5. 00:51:782 (2,3) - ^
  6. 00:55:210 (2,3) - ^
  7. 01:02:067 (2,1) - ^
  8. 01:03:782 (1) - Nice curve, blanket with 2
  9. 01:07:210 (1,2,3,4) - Again??
  10. 01:12:353 (3,4,1,2) - No not again
  11. 01:17:924 (4) - Blanket with 3
  12. 01:20:496 (4) - Balance with 1,2 please
That's all! Really a lot of common errors in this map, learn them and not to repeat them again!
shahme_old
You are welcome AsakuraNe...I will take care you until you become old...
Topic Starter
AsakuraNe

shahme wrote:

You are welcome AsakuraNe...I will take care you until you become old...
Hahaha. :D I'll be counting on you then shahme. :)



Also, thanks XyMerx i've done it. :-)
Euny



  • General
  1. change bg ratio size 16:9 or 4:3 ( just 1 pixel xD)
    if you want, using this:)
  • Easy
  1. 00:01:103 (2) - i dont recommend to blue tick in easy.
  2. and Easy&normal diffs are have to using distance snap. you should be it cause its unrankable T.T...!
  • Normal
  1. 00:15:353 (4) - makes more curvy for better flow?
  2. omg! more than easy... you should be fix that.
  • Hard
  1. 00:01:853 (4) - add clap at this slider's reverse arrow. it makes more better tempo.
  2. 00:03:567 (4) - ^
  3. 00:05:282 (4) - ^
  4. 00:06:996 (4) - ^
  5. 00:07:639 (1) - add finish
  6. 00:09:889 (1) - remove finish.
  7. 00:36:567 (5) - move and makes nice triangle flow.
  8. 00:39:996 (5) - as same as above
  9. 00:48:353 (3) - add finish at this back.
  10. 00:58:210 (9) - NC~
  11. 01:02:496 (1) - should be finish is more fitting~
seems to easy and normal diffs are need to some remap.,
don't be upset.. its really important T.T....!
anyways, gl with it!
Lurei
Random thing. Not necessary to open this. Actually, just don't.

ohad1881 wrote:

hi there
from my m4m reverse queue!
remap easy
remap normal
remap hard
all you objects are not snapped
keep ds good
plssssssssssssss
Was skirming around this thread, since I'll mod it, and I find best mod ever.
Try harder next time, saying really helpful things instead of "remap everything". That isn't helpful at all and shouldn't even receive kudosu. Heck, why is this even marked as helpful?
Next time, try to really help a mapper if you're going to mod. That's what mods are for, after all. Warned you.

Modding from queue since I like the song.
Now, let's do this.


[Overview]

  1. Song title isn't even accurate (no, adding a bonus ~ isn't allowed unless that's on song title). Song artist and title need to be fully accurate for a map to be rankeable. If anything, song title field should look like this instead. Source: http://vgmdb.net/album/50424
  2. You should place source (Akatsuki no Yona) in it's original language (japanese). Just copy-paste this thing in the "Source" field: 暁のヨナ
  3. Also, you might need more tags. Here are some suggestions: op2 tv size version the girl standing in blush of dawn (just copy-pasted tags from this other set).
  4. Consider reducing slider ticks to 1 on every diff, since slider tick 2 doesn't really fits this song as it's not really fast. Slider ticks are usually used as complements to follow secondary and audiable beats on the song. In case you don't even know how can you change it, this thing and Slider Velocity can be manipulated on this screen.
  5. Also, why are slider velocity of all diffs the same thing? Things shouldn't be like that, actually. Easier diffs use lower values while harder diffs use higher ones, according to the difficulty (practically, I'm saying this value always varies). You'll need to change those values as things right now don't look good. I'll just recommend you some values, so if you want to use those, go on:
    1. Easy: 1.00
    2. Normal: 1.20
    3. With that way, things might work and Hard can keep the SV of 1.40.

[Easy]

  1. Okay, I'll try to give you some tips on how you can make nice Easy diffs.
  2. First of all, avoid at all cost the use of 1/4 beats (blue ticks), since an Easy diff shouldn't use those. 1/4 beats usually mark lots of complex rhythms. For example, let's take the very first pattern of your map: 00:00:782 (1,2,3) - Since song still doesn't play any beats (percussion/drums), trying to guess rhythm here is far very complex for beginners. In cases like those, you should use sliders instead, since they make things so easy. Uh... as for how to use slider, I think a rhythm like this works quite well. Sounds pretty and it's nice to play. Yeah, you might need to erase 00:01:853 (4) - but I'll explain this further below. Try this kind of pattern for any notes that are to be played like 00:00:782 (1,2,3) -
  3. Second of all, notes a 1/2 beat apart. First thing, the 1/2 beats are commonly known as the red ticks, and they are known to be played at the half of main beats (white ticks) of the song (yeah, as if saying 1/2 beats wasn't self-explainatory enough). Now, to the main topic. An example of this are 00:01:853 (4,1) - some patterns like this. Using a 1/2 beat slider and then a 1/2 click aren't really beginner-friendly. 1/2 beats are also known to be ankward to play since they also cause complex rhythms (like the blue beats). Patterns where you use sliders like those (the thing I suggested you upside) are fine, since player is holding slider, so he doesn't have to click nothing, and is far more slow than sliders like 00:01:853 (4) - where you might think they'll end instantly and they don't, making you slider break. Having said that and the thing above, your first patterns 00:00:782 (1,2,3,4,1,2,3,4) - may look like this on the timeline. That thing is easier to play, and sounds pretty cool IMO.
  4. I'll just mention this since I can, to give you a general overline on how can an Easy be mapped rhythmically-wise. Easy diffs usually map main beats (white ticks) in the way of 2/1 and some 1/1 (in actual english, it means you map every two white ticks and sometimes in every white tick). Seems this has changed quite recently (since the most recent Easies map more 1/1 than 2/1 ;w;), but this is a general overview on how "should" Easy diffs be mapped (for the best beginner-friendly experience). Since images speak better than what words do, I'll send you some screenshots (made them with mere circles, but using sliders in this fashion is okay too):
  5. Alright, third point on "how to make nice Easies": Beat Spacing. "What the heck is beat spacing?", you might ask. Well, it's fairly simple, actually. It's merely the constant use of Distance Snap to make beats be placed on play field fairly according to their position on the timeline. Take for example a pattern of this kind. You can see beats are close on playfield -and- on the timeline in the upper part of the screen, right? This is because I'm using the Distance Snap (DS for short) to place them. Now, let's try a bit more extreme example: something like this. Now, notes are further apart on the playfield, but why? Answer is simple: because they are far away on the timeline. Determining notes position through the timeline is quite important for Easy and Normal diffs, and DS is in charge of doing that automatically to avoid worries. So, you know this now. Use a constant DS (I suggest around 0.8~1.0 for this diff and maybe 1.0 on Normal) on Easy and Normal diffs and you'll rock. Fusing this with the 2/1 and 1/1 beatmapping suggestions above are the best way to make an awesome Easy diff that rocks!
  6. Fourth point: Overlapping patterns are bad! Yes, you read that right! Patterns like 00:33:353 (3,1) - are really ankward to play for a beginner who absolutely doesn't even know notes can be placed one below another. When they'll see this they'll get confused, and will think: "uh... what should I do? there's a circle (reference to 00:34:639 (4) - ) but there's also a slider below the one I'm playing. What should I play first?" ...and since they won't know what to do next, they might miss circle, slider-break or both things (and maybe die while still thinking about it). So yeah, you need to avoid overlapping on Easy in this way, since it's not really beginner-friendly. And yeah, this also applies to stacked notes you placed during the whole Kiai time like 00:47:924 (1,2) - since players might play them quite fast, making them have bad accuracy or even missing second note because they're confused about the timing they should hit notes.
  7. Fifth point: Multiple reverses! Beginners know at this point the existance of reverses, that make slider return back to where it began. But they might not know this: "Can a slider have more than a reverse?" While somewhat experienced players (including myself) know this is actually possible, beginners might not know it, so having a second reverse is kinda ankward for them. So, you should avoid multiple reverses like 00:45:353 (2) - , especially on short sliders like 01:22:210 (1) - since they might not even know when slider will stop turning back and forth.
  8. Alright, now I'll try to say something about the New Combos (NC, for short; not to be confused with NightCore mod). NCs are used to indicate notorious changes in song's tempo, patterns and other things. They are, in most cases, consistent among the song, and are commonly applied every downbeat (the way we call the big white tick), but can also be applied every two downbeats (meaning you might apply a NC on a big white tick, but you don't apply a NC on the next one; and then you just apply it on the third downbeat that comes). So, take this as a suggestion. Make your NCs constant. Since this is an Easy diff, you should NC things every two measures to avoid making very short combos. Also, using same NC colors on a row, like 01:10:210 (1,1) - is restricted by the Ranking Criteria (RC for short) since the end of a combo and the beginning of the other isn't clear. Combos need to be clearly distinguishable between each other, and that's why this restriction exists. So, you need to check every NC on the map.

I don't have any energy to mod the following diffs, since I tried to make my mod as detailed and broad as possible, covering most issues of your Easy diff to help you improve it as much as possible.
However, I can say you can apply every suggestion I made up there on Normal (since it's really like Easy, but in Normals' case they are mapped using 1/1 beatmapping and 1/2 beatmapping; I already explained this so you shouldn't have much issues on this). So you can say I modded like two diffs in a single block :lol:

Since you're still new in beatmapping, you can PM via forum or in-game if you still have any doubts on what I tried to explain. You can also PM me if you want me to mod your Hard on another day (and most likely I will in a week if you contact me).

Okay, I hope this mod helps you in some way. Don't give up! Good luck! :)
Topic Starter
AsakuraNe

Euny wrote:




  • General
  1. change bg ratio size 16:9 or 4:3 ( just 1 pixel xD)
    if you want, using this:)

Haha. I changed it
  • Easy
  1. 00:01:103 (2) - i dont recommend to blue tick in easy.
  2. and Easy&normal diffs are have to using distance snap. you should be it cause its unrankable T.T...!
  • Normal
  1. 00:15:353 (4) - makes more curvy for better flow?
  2. omg! more than easy... you should be fix that.
  • Hard
  1. 00:01:853 (4) - add clap at this slider's reverse arrow. it makes more better tempo. Done
  2. 00:03:567 (4) - ^ Done
  3. 00:05:282 (4) - ^Done
  4. 00:06:996 (4) - ^ Done
  5. 00:07:639 (1) - add finish Done
  6. 00:09:889 (1) - remove finish. Done
  7. 00:36:567 (5) - move and makes nice triangle flow. Done
  8. 00:39:996 (5) - as same as above Done
  9. 00:48:353 (3) - add finish at this back. DOne
  10. 00:58:210 (9) - NC~
  11. 01:02:496 (1) - should be finish is more fitting~ Done
seems to easy and normal diffs are need to some remap.,
don't be upset.. its really important T.T....!
anyways, gl with it!
I remapped everything Euny :)
Topic Starter
AsakuraNe

LixRei wrote:

Random thing. Not necessary to open this. Actually, just don't.

ohad1881 wrote:

hi there
from my m4m reverse queue!
remap easy
remap normal
remap hard
all you objects are not snapped
keep ds good
plssssssssssssss
Was skirming around this thread, since I'll mod it, and I find best mod ever.
Try harder next time, saying really helpful things instead of "remap everything". That isn't helpful at all and shouldn't even receive kudosu. Heck, why is this even marked as helpful?
Next time, try to really help a mapper if you're going to mod. That's what mods are for, after all. Warned you.

Sorry about that. :(

Modding from queue since I like the song.
Now, let's do this.


[Overview]

  1. Song title isn't even accurate (no, adding a bonus ~ isn't allowed unless that's on song title). Song artist and title need to be fully accurate for a map to be rankeable. If anything, song title field should look like this instead. Source: http://vgmdb.net/album/50424
    Done
  2. You should place source (Akatsuki no Yona) in it's original language (japanese). Just copy-paste this thing in the "Source" field: 暁のヨナ
    Done
  3. Also, you might need more tags. Here are some suggestions: op2 tv size version the girl standing in blush of dawn (just copy-pasted tags from this other set).
    Done
  4. Consider reducing slider ticks to 1 on every diff, since slider tick 2 doesn't really fits this song as it's not really fast. Slider ticks are usually used as complements to follow secondary and audiable beats on the song. In case you don't even know how can you change it, this thing and Slider Velocity can be manipulated on this screen. Done
  5. Also, why are slider velocity of all diffs the same thing? Things shouldn't be like that, actually. Easier diffs use lower values while harder diffs use higher ones, according to the difficulty (practically, I'm saying this value always varies). You'll need to change those values as things right now don't look good. I'll just recommend you some values, so if you want to use those, go on:
    1. Easy: 1.00 - Done
    2. Normal: 1.20 -Done
    3. With that way, things might work and Hard can keep the SV of 1.40. -Done

[Easy]

  1. Okay, I'll try to give you some tips on how you can make nice Easy diffs. Thanks. :)
  2. First of all, avoid at all cost the use of 1/4 beats (blue ticks), since an Easy diff shouldn't use those. 1/4 beats usually mark lots of complex rhythms. For example, let's take the very first pattern of your map: 00:00:782 (1,2,3) - Since song still doesn't play any beats (percussion/drums), trying to guess rhythm here is far very complex for beginners. In cases like those, you should use sliders instead, since they make things so easy. Uh... as for how to use slider, I think a rhythm like this works quite well. Sounds pretty and it's nice to play. Yeah, you might need to erase 00:01:853 (4) - but I'll explain this further below. Try this kind of pattern for any notes that are to be played like 00:00:782 (1,2,3) - Done
  3. Second of all, notes a 1/2 beat apart. First thing, the 1/2 beats are commonly known as the red ticks, and they are known to be played at the half of main beats (white ticks) of the song (yeah, as if saying 1/2 beats wasn't self-explainatory enough). Now, to the main topic. An example of this are 00:01:853 (4,1) - some patterns like this. Using a 1/2 beat slider and then a 1/2 click aren't really beginner-friendly. 1/2 beats are also known to be ankward to play since they also cause complex rhythms (like the blue beats). Patterns where you use sliders like those (the thing I suggested you upside) are fine, since player is holding slider, so he doesn't have to click nothing, and is far more slow than sliders like 00:01:853 (4) - where you might think they'll end instantly and they don't, making you slider break. Having said that and the thing above, your first patterns 00:00:782 (1,2,3,4,1,2,3,4) - may look like this on the timeline. That thing is easier to play, and sounds pretty cool IMO. Done
  4. I'll just mention this since I can, to give you a general overline on how can an Easy be mapped rhythmically-wise. Easy diffs usually map main beats (white ticks) in the way of 2/1 and some 1/1 (in actual english, it means you map every two white ticks and sometimes in every white tick). Seems this has changed quite recently (since the most recent Easies map more 1/1 than 2/1 ;w;), but this is a general overview on how "should" Easy diffs be mapped (for the best beginner-friendly experience). Since images speak better than what words do, I'll send you some screenshots (made them with mere circles, but using sliders in this fashion is okay too):
  5. Alright, third point on "how to make nice Easies": Beat Spacing. "What the heck is beat spacing?", you might ask. Well, it's fairly simple, actually. It's merely the constant use of Distance Snap to make beats be placed on play field fairly according to their position on the timeline. Take for example a pattern of this kind. You can see beats are close on playfield -and- on the timeline in the upper part of the screen, right? This is because I'm using the Distance Snap (DS for short) to place them. Now, let's try a bit more extreme example: something like this. Now, notes are further apart on the playfield, but why? Answer is simple: because they are far away on the timeline. Determining notes position through the timeline is quite important for Easy and Normal diffs, and DS is in charge of doing that automatically to avoid worries. So, you know this now. Use a constant DS (I suggest around 0.8~1.0 for this diff and maybe 1.0 on Normal) on Easy and Normal diffs and you'll rock. Fusing this with the 2/1 and 1/1 beatmapping suggestions above are the best way to make an awesome Easy diff that rocks!
  6. Fourth point: Overlapping patterns are bad! Yes, you read that right! Patterns like 00:33:353 (3,1) - are really ankward to play for a beginner who absolutely doesn't even know notes can be placed one below another. When they'll see this they'll get confused, and will think: "uh... what should I do? there's a circle (reference to 00:34:639 (4) - ) but there's also a slider below the one I'm playing. What should I play first?" ...and since they won't know what to do next, they might miss circle, slider-break or both things (and maybe die while still thinking about it). So yeah, you need to avoid overlapping on Easy in this way, since it's not really beginner-friendly. And yeah, this also applies to stacked notes you placed during the whole Kiai time like 00:47:924 (1,2) - since players might play them quite fast, making them have bad accuracy or even missing second note because they're confused about the timing they should hit notes. changed it
  7. Fifth point: Multiple reverses! Beginners know at this point the existance of reverses, that make slider return back to where it began. But they might not know this: "Can a slider have more than a reverse?" While somewhat experienced players (including myself) know this is actually possible, beginners might not know it, so having a second reverse is kinda ankward for them. So, you should avoid multiple reverses like 00:45:353 (2) - , especially on short sliders like 01:22:210 (1) - since they might not even know when slider will stop turning back and forth. - I'll remember that
  8. Alright, now I'll try to say something about the New Combos (NC, for short; not to be confused with NightCore mod). NCs are used to indicate notorious changes in song's tempo, patterns and other things. They are, in most cases, consistent among the song, and are commonly applied every downbeat (the way we call the big white tick), but can also be applied every two downbeats (meaning you might apply a NC on a big white tick, but you don't apply a NC on the next one; and then you just apply it on the third downbeat that comes). So, take this as a suggestion. Make your NCs constant. Since this is an Easy diff, you should NC things every two measures to avoid making very short combos. Also, using same NC colors on a row, like 01:10:210 (1,1) - is restricted by the Ranking Criteria (RC for short) since the end of a combo and the beginning of the other isn't clear. Combos need to be clearly distinguishable between each other, and that's why this restriction exists. So, you need to check every NC on the map. Done :)

I don't have any energy to mod the following diffs, since I tried to make my mod as detailed and broad as possible, covering most issues of your Easy diff to help you improve it as much as possible.
However, I can say you can apply every suggestion I made up there on Normal (since it's really like Easy, but in Normals' case they are mapped using 1/1 beatmapping and 1/2 beatmapping; I already explained this so you shouldn't have much issues on this). So you can say I modded like two diffs in a single block :lol:

Since you're still new in beatmapping, you can PM via forum or in-game if you still have any doubts on what I tried to explain. You can also PM me if you want me to mod your Hard on another day (and most likely I will in a week if you contact me).

Okay, I hope this mod helps you in some way. Don't give up! Good luck! :)
Thank you for the directions and tips LixRei. :) It was really helpful, I'll remember all of them. :D
Also, Thanks for writing your mod as detailed and broad as possible. I respect that. :)
Frim4503

as requested i will take it all

i will PM you if the GD is done ;)
Euny

  • [list:1337][list:1337]your request! no kds. you know i already moddedxD so, lets get started quick mod~!
  • Easy
  1. 00:09:782 (1,1) - this spin and note are really close. easy diff have to 2 white tick between objects.(its unrankable~ you should read it https://osu.ppy.sh/forum/p/3359424) i recommend spin finish at 00:12:782 this timing.
  2. 00:14:496 (1,5) - you can makes more better overlap:D
  3. 00:19:639 (1,2) - and as same as above
  4. 01:02:496 (3) - finish should be more fitting at this front :)/
Topic Starter
AsakuraNe

Frim4503 wrote:


as requested i will take it all

i will PM you if the GD is done ;)

Thaaaanksss Frim4503~~!! :D I appreciate it. :)

I respect you for taking it all. hehe ;)
Topic Starter
AsakuraNe

Euny wrote:


  • [list:1337][list:1337]your request! no kds. you know i already moddedxD so, lets get started quick mod~!
Hahaha. okok. :)

  • Easy
  1. 00:09:782 (1,1) - this spin and note are really close. easy diff have to 2 white tick between objects.(its unrankable~ you should read it https://osu.ppy.sh/forum/p/3359424) i recommend spin finish at 00:12:782 this timing. Owww. Thanks for the reminder. :) I'll remember that. I changed it but I move it 2 ticks apart on 00:13:210
  2. 00:14:496 (1,5) - you can makes more better overlap:D - DOne
  3. 00:19:639 (1,2) - and as same as above -Done
  4. 01:02:496 (3) - finish should be more fitting at this front :) - Done
Thanks for looking at it again Euny. :)
Megurine Luka
Hello from my Queue.

[General]

  1. I would recommend a better combo color which makes your map prettier. You can use the color that follow your BG color. Here is my suggestion:
    Here is the code:
    [Colours]
    Combo1 : 255,192,0
    Combo2 : 180,75,83
    Combo3 : 223,128,32
    Combo4 : 242,24,57
  2. Basically I suggest grid size 2 or 3 for a new mapper. Your current grid size is actually increase the difficulties of your mapping. It is just a suggestion for your next map.
  3. Should the title of the song "暁の華"?
[Easy]

  1. 00:07:639 (5) - Not pretty for a slider. I would recommend something like:
  2. 00:16:210 (4) - NC. Usually we keep 4-5 combos in a easy diff. A 8-9 combo is clearly too long for Easy.
  3. 00:17:924 (4) - NC
  4. 00:19:639 (1) - del NC
  5. 00:23:496 (4) - looks strange. why not make the same shape as 00:21:782 (2) -
  6. 00:32:924 (1,2,3) - why not make a right triangle?
  7. 00:35:067 (1) - Your sliders look too compressed. Try this:
  8. 00:36:782 (3) - ^, try make changes yourself?
  9. 00:55:210 (2) - too far from the previous one.
  10. 00:55:639 (3) - ^
  11. 00:55:639 (3,4,5) - Try use the same shape. These shapes look too random.
  12. 01:23:067 (1) - a fin sounds too noisy here. Try default whistle.
[Normal]
  1. You have a very good beginning. It's very creative and special. However sometimes it overlaps too much. I wonder if it is too difficult for a normal player. For example: 00:05:924 (3) - this one is highly overlapped by previous two sliders. I think you need a further consideration on the arrangement of these sliders.
  2. 00:07:639 (1) - Move out. I don't see the meaning of overlap here.
  3. 00:12:782 (3,4,1,2) - Why not use the same shape?
  4. 00:23:924 (2,3) - too ugly. Why not try this one:
  5. 00:25:639 (2,3) - ^
  6. 00:41:282 (1) - Spacing. You actually have a lot of spacing problems in this diff. I would suggest you open distance snap to re-arrange all of them.
  7. 00:57:782 (1) - ^
  8. 01:22:210 (4) - I don't suggest a fin here. It sounds too noisy and don't make any sense.
  9. Also the hitsound of the last spinner - the same as Easy diff.
[Hard]
  1. 00:07:639 (1,2,3) - Make a straight line?
  2. 00:09:889 (1) - start from 00:09:353
  3. 00:47:924 (1) - overlap the previous slider perfectly?
  4. 00:51:353 (1,2,3) - ^
  5. Basically your most slider curved in an unnatural way. For example: 01:03:782 (1) - long slider like this one have too many dots that really twist your slider in a strange way. Also, some slider group does not have very fluent flow: 00:48:353 (3,4,5,) - These sliders curved in the same direction but different height which makes them really strange. I would recommend you see them as a whole.
  6. Furthermore, your spacing sounds random imo. Take an example:

    These three objects have different spacing. But actually they have the exact same rhythm:

    Therefore, I don't see why you use different spacing here. Note that various spacing in same rhythm often occurs when the rhythm has very significant feature. It should not be used if the rhythm is very regular just as your song.
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