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Meramipop - Bureibu.Gaaru

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Total Posts
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Topic Starter
dqs01733
This beatmap was submitted using in-game submission on den 13 april 2015 at 22:06:30

Artist: Meramipop
Title: Bureibu.Gaaru
Source: 東方Project
Tags: 凋叶棕 RD-Sounds Diao Ye Zong Mountain Of Faith
BPM: 163
Filesize: 9953kb
Play Time: 05:38
Difficulties Available:
  1. Brave Girl !! (4,95 stars, 1244 notes)
Download: Meramipop - Bureibu.Gaaru
Information: Scores/Beatmap Listing
---------------
Kibbleru
delete all red lines (except the first one) and copy paste these in under the timing points section

314423,379.746835443038,4,1,0,50,1,0
316119,379.746835443038,3,1,0,50,1,0
317438,382.165605095541,4,1,0,50,1,0
319177,400,3,1,0,50,1,0
320577,400,4,1,0,50,1,0
328577,441.176470588235,4,1,0,50,1,0
330341,545.454545454546,4,1,0,50,1,0
332522,659.340659340659,4,1,0,50,1,0
333181,769.230769230769,4,1,0,50,1,0
334334,810.810810810811,4,1,0,50,1,0
337577,1052.63157894737,4,1,0,50,1,0

irc log
SPOILER
20:41 Kotonoha: hi kibbleru!
20:41 Kibbleru: hello
20:42 Kotonoha: im a pretty new mapper, do you mind helping me out a bit on my map?
20:42 Kotonoha: just answer a few questions
20:42 Kibbleru: sure
20:43 Kotonoha: oh cool! im just gonna upload it
20:46 *Kotonoha is listening to [http://osu.ppy.sh/b/659551 Meramipop - Brave Girl]
20:46 Kibbleru: corrupt :X
20:47 Kibbleru: could u manual upload the .osz
20:48 Kibbleru: website dl not working
20:48 Kibbleru: for me
20:48 Kotonoha: http://puu.sh/gxUfh.osz
20:50 Kibbleru: ok
20:50 Kibbleru: so what are ur questions
20:51 Kotonoha: ok from the chorus at 00:49:392 (1) -
20:51 Kotonoha: where do you think i should use 1/1 sliders?
20:51 Kotonoha: i was thinking at 00:52:337 (2) -
20:51 Kibbleru: 00:52:337 - could fit
20:52 Kotonoha: 00:55:282 (3) - and so on because there is a missing kick at the red after
20:52 Kibbleru: 00:50:129 - possibly fits
20:52 Kibbleru: im not sure what ur linking lol
20:52 Kibbleru: bugging a bit
20:53 Kibbleru: try giving timestamp without any selected objects
20:53 Kotonoha: idk how to do that lol
20:53 Kibbleru: 00:55:282 - 1/1 fits
20:53 Kibbleru: just press ctrl c without selecting anything
20:53 Kotonoha: ok cool
20:53 Kibbleru: 00:58:227 -
20:54 Kibbleru: usually anywhere when you don't skip any drums would be an ideal place to use 1/1 slider
20:54 Kotonoha: ok, and the timing sections at the end, do they look right to you?
20:54 Kibbleru: 01:12:951 -
20:55 Kotonoha: took me so long to learn to how to do bpm changes orz
20:55 Kibbleru: 05:33:154 - i think u could probably double this bpm
20:56 Kibbleru: 05:37:543 - same
20:57 Kotonoha: nice
20:57 Kotonoha: im really unsure about 05:14:423 - to 05:20:562 -
20:57 Kibbleru: 05:20:562 - this feels a bit early i think? try to follow the piano
20:58 Kibbleru: yeah those parts
20:58 Kibbleru: well
20:58 Kibbleru: as long as you don't plan to map that shit in the background, it should be fine
20:58 Kotonoha: there are these weird reset things
20:58 Kotonoha: and idk if those 3/4 waltz thing are right
20:59 Kibbleru: i think i'd leave most as 4/4
20:59 Kibbleru: timing is kinda fked up though but if you don't plan to map any of the off timed stuff i think its fine
20:59 Kotonoha: ok
20:59 Kotonoha: last thing
20:59 Kibbleru: 05:14:423 - cuz for this section i have no idea what the piano is suppose to be on
21:00 Kotonoha: could you have a quick look on the little i have mapped so far?
21:01 Kotonoha: This is only my 3rd map so any feedback i get is very helpful
21:03 Kibbleru: uh hang on leme try to get this timing figured out
21:03 Kibbleru: first
21:04 Kotonoha: ok hahaha
21:13 Kibbleru: im gunna post my timing onto the forum, just delete all ur current red lines and post these in (order doesn't matter)
21:15 Kibbleru: basically i timed the piano
21:15 Kibbleru: but the offset resets should remain random ish
21:15 Kibbleru: also map is pretty good for a 3rd
21:16 Kibbleru: 00:35:221 - i dislike how u kept this empty
21:17 Kotonoha: oh wow thank you so much for the timing ;;
21:17 Kibbleru: im no timing expert so u may want to get someone to double check
21:18 Kotonoha: is there anything thats really lacking?
21:18 Kibbleru: combo colours.
21:19 Kibbleru: preview time
21:19 Kibbleru: the rest of the map.
21:19 Kotonoha: oh yeah
21:19 Kotonoha: but im thinking, is there anything thats really bad?
21:19 Kotonoha: like,
21:19 Kibbleru: and there's a fking countdown D:<
21:19 Kibbleru: no treally
21:19 Kibbleru: not really
21:19 Kotonoha: placement, patterning, so i can study whatever it is further
21:20 Kibbleru: i guess you could do a bit better job on creating a feel of intensity
21:20 Kibbleru: u calmer parts should use less spacing
21:21 Kibbleru: spacing is almost the same as the kiai
21:21 Kotonoha: ok thats great
21:22 Kibbleru: i mean, patterns obviously could be better, but thats not really something we learn over 1 night lol
21:22 Kibbleru: but they're not terrible either
21:23 Kibbleru: ill assume u havent hitsounded it yet
21:23 Kotonoha: hmm yeah, i kinda felt that
21:23 Kotonoha: nah
21:23 Kotonoha: was thinking the basic
21:23 Kotonoha: kick
21:23 Kotonoha: and snare too?
21:23 Kibbleru: 00:49:300 - use soft sample here at the end
21:23 Kotonoha: idk the percussion is pretty loud in this song
21:23 Kibbleru: well for me, i have ways to hitsound many drums at the same time B)
21:24 Kotonoha: eh?
21:24 Kibbleru: t/306177 if you're interested u can read under the advanced section
21:24 Kibbleru: basically it utilizes different samplesets
21:25 Kotonoha: sorry the game froze when you linked that,
21:25 Kibbleru: i personally don't like to leave the whistles out in exchange for a kick.
21:25 Kotonoha: could you link it again lol
21:25 Kibbleru: rip.
21:25 Kibbleru: t/306177
21:25 Kibbleru: read the advanced section
21:25 Kibbleru: since i assume u know the basic stuff
21:26 Kotonoha: oh, interesting
21:26 Kotonoha: yeah i did the basic kick on whistle, snare on clap on my other two maps
21:26 Kibbleru: with one of the advanced methods, u can hitsound the kicks, snares, while keeping whistle and finish
21:26 Kibbleru: and possibly more
21:26 Kibbleru: well i don't think ull be needing more
21:27 Kotonoha: BTW
21:27 Kotonoha: you know that chingle hitsound
21:27 Kibbleru: chingle
21:27 Kibbleru: ?
21:27 Kotonoha: usually on a whistle
21:27 Kotonoha: hold on
21:27 Kibbleru: i may know
21:28 *Kotonoha is editing [http://osu.ppy.sh/b/517562 LiSA - Rising Hope [Promise]]
21:28 Kotonoha: your drum hit whistle
21:28 Kotonoha: i really like that hitsound, do you think it would fit in my song?
21:28 Kibbleru: oh
21:28 Kibbleru: LOL
21:28 Kotonoha: ching ching
21:29 Kibbleru: i think that's just the default soft hitwhistle
21:29 Kotonoha: oh really lol
21:29 Kibbleru: yeah
21:29 Kibbleru: i just had to override the default drum whistle with it for reasons
21:30 Kibbleru: yeah, those are used as additive hitsounds which basically fits any song
21:30 Kibbleru: so yeh definintely
21:30 Kotonoha: ok great
21:30 Kotonoha: i guess thats it
21:30 Kotonoha: thank you so much for your time!!
21:30 Kibbleru: np gl o/
21:30 Kotonoha: thank you ;;
Topic Starter
dqs01733

Kibbleru wrote:

delete all red lines (except the first one) and copy paste these in under the timing points section

314423,379.746835443038,4,1,0,50,1,0
316119,379.746835443038,3,1,0,50,1,0
317438,382.165605095541,4,1,0,50,1,0
319177,400,3,1,0,50,1,0
320577,400,4,1,0,50,1,0
328577,441.176470588235,4,1,0,50,1,0
330341,545.454545454546,4,1,0,50,1,0
332522,659.340659340659,4,1,0,50,1,0
333181,769.230769230769,4,1,0,50,1,0
334334,810.810810810811,4,1,0,50,1,0
337577,1052.63157894737,4,1,0,50,1,0

irc log
SPOILER
20:41 Kotonoha: hi kibbleru!
20:41 Kibbleru: hello
20:42 Kotonoha: im a pretty new mapper, do you mind helping me out a bit on my map?
20:42 Kotonoha: just answer a few questions
20:42 Kibbleru: sure
20:43 Kotonoha: oh cool! im just gonna upload it
20:46 *Kotonoha is listening to [http://osu.ppy.sh/b/659551 Meramipop - Brave Girl]
20:46 Kibbleru: corrupt :X
20:47 Kibbleru: could u manual upload the .osz
20:48 Kibbleru: website dl not working
20:48 Kibbleru: for me
20:48 Kotonoha: http://puu.sh/gxUfh.osz
20:50 Kibbleru: ok
20:50 Kibbleru: so what are ur questions
20:51 Kotonoha: ok from the chorus at 00:49:392 (1) -
20:51 Kotonoha: where do you think i should use 1/1 sliders?
20:51 Kotonoha: i was thinking at 00:52:337 (2) -
20:51 Kibbleru: 00:52:337 - could fit
20:52 Kotonoha: 00:55:282 (3) - and so on because there is a missing kick at the red after
20:52 Kibbleru: 00:50:129 - possibly fits
20:52 Kibbleru: im not sure what ur linking lol
20:52 Kibbleru: bugging a bit
20:53 Kibbleru: try giving timestamp without any selected objects
20:53 Kotonoha: idk how to do that lol
20:53 Kibbleru: 00:55:282 - 1/1 fits
20:53 Kibbleru: just press ctrl c without selecting anything
20:53 Kotonoha: ok cool
20:53 Kibbleru: 00:58:227 -
20:54 Kibbleru: usually anywhere when you don't skip any drums would be an ideal place to use 1/1 slider
20:54 Kotonoha: ok, and the timing sections at the end, do they look right to you?
20:54 Kibbleru: 01:12:951 -
20:55 Kotonoha: took me so long to learn to how to do bpm changes orz
20:55 Kibbleru: 05:33:154 - i think u could probably double this bpm
20:56 Kibbleru: 05:37:543 - same
20:57 Kotonoha: nice
20:57 Kotonoha: im really unsure about 05:14:423 - to 05:20:562 -
20:57 Kibbleru: 05:20:562 - this feels a bit early i think? try to follow the piano
20:58 Kibbleru: yeah those parts
20:58 Kibbleru: well
20:58 Kibbleru: as long as you don't plan to map that shit in the background, it should be fine
20:58 Kotonoha: there are these weird reset things
20:58 Kotonoha: and idk if those 3/4 waltz thing are right
20:59 Kibbleru: i think i'd leave most as 4/4
20:59 Kibbleru: timing is kinda fked up though but if you don't plan to map any of the off timed stuff i think its fine
20:59 Kotonoha: ok
20:59 Kotonoha: last thing
20:59 Kibbleru: 05:14:423 - cuz for this section i have no idea what the piano is suppose to be on
21:00 Kotonoha: could you have a quick look on the little i have mapped so far?
21:01 Kotonoha: This is only my 3rd map so any feedback i get is very helpful
21:03 Kibbleru: uh hang on leme try to get this timing figured out
21:03 Kibbleru: first
21:04 Kotonoha: ok hahaha
21:13 Kibbleru: im gunna post my timing onto the forum, just delete all ur current red lines and post these in (order doesn't matter)
21:15 Kibbleru: basically i timed the piano
21:15 Kibbleru: but the offset resets should remain random ish
21:15 Kibbleru: also map is pretty good for a 3rd
21:16 Kibbleru: 00:35:221 - i dislike how u kept this empty
21:17 Kotonoha: oh wow thank you so much for the timing ;;
21:17 Kibbleru: im no timing expert so u may want to get someone to double check
21:18 Kotonoha: is there anything thats really lacking?
21:18 Kibbleru: combo colours.
21:19 Kibbleru: preview time
21:19 Kibbleru: the rest of the map.
21:19 Kotonoha: oh yeah
21:19 Kotonoha: but im thinking, is there anything thats really bad?
21:19 Kotonoha: like,
21:19 Kibbleru: and there's a fking countdown D:<
21:19 Kibbleru: no treally
21:19 Kibbleru: not really
21:19 Kotonoha: placement, patterning, so i can study whatever it is further
21:20 Kibbleru: i guess you could do a bit better job on creating a feel of intensity
21:20 Kibbleru: u calmer parts should use less spacing
21:21 Kibbleru: spacing is almost the same as the kiai
21:21 Kotonoha: ok thats great
21:22 Kibbleru: i mean, patterns obviously could be better, but thats not really something we learn over 1 night lol
21:22 Kibbleru: but they're not terrible either
21:23 Kibbleru: ill assume u havent hitsounded it yet
21:23 Kotonoha: hmm yeah, i kinda felt that
21:23 Kotonoha: nah
21:23 Kotonoha: was thinking the basic
21:23 Kotonoha: kick
21:23 Kotonoha: and snare too?
21:23 Kibbleru: 00:49:300 - use soft sample here at the end
21:23 Kotonoha: idk the percussion is pretty loud in this song
21:23 Kibbleru: well for me, i have ways to hitsound many drums at the same time B)
21:24 Kotonoha: eh?
21:24 Kibbleru: t/306177 if you're interested u can read under the advanced section
21:24 Kibbleru: basically it utilizes different samplesets
21:25 Kotonoha: sorry the game froze when you linked that,
21:25 Kibbleru: i personally don't like to leave the whistles out in exchange for a kick.
21:25 Kotonoha: could you link it again lol
21:25 Kibbleru: rip.
21:25 Kibbleru: t/306177
21:25 Kibbleru: read the advanced section
21:25 Kibbleru: since i assume u know the basic stuff
21:26 Kotonoha: oh, interesting
21:26 Kotonoha: yeah i did the basic kick on whistle, snare on clap on my other two maps
21:26 Kibbleru: with one of the advanced methods, u can hitsound the kicks, snares, while keeping whistle and finish
21:26 Kibbleru: and possibly more
21:26 Kibbleru: well i don't think ull be needing more
21:27 Kotonoha: BTW
21:27 Kotonoha: you know that chingle hitsound
21:27 Kibbleru: chingle
21:27 Kibbleru: ?
21:27 Kotonoha: usually on a whistle
21:27 Kotonoha: hold on
21:27 Kibbleru: i may know
21:28 *Kotonoha is editing [http://osu.ppy.sh/b/517562 LiSA - Rising Hope [Promise]]
21:28 Kotonoha: your drum hit whistle
21:28 Kotonoha: i really like that hitsound, do you think it would fit in my song?
21:28 Kibbleru: oh
21:28 Kibbleru: LOL
21:28 Kotonoha: ching ching
21:29 Kibbleru: i think that's just the default soft hitwhistle
21:29 Kotonoha: oh really lol
21:29 Kibbleru: yeah
21:29 Kibbleru: i just had to override the default drum whistle with it for reasons
21:30 Kibbleru: yeah, those are used as additive hitsounds which basically fits any song
21:30 Kibbleru: so yeh definintely
21:30 Kotonoha: ok great
21:30 Kotonoha: i guess thats it
21:30 Kotonoha: thank you so much for your time!!
21:30 Kibbleru: np gl o/
21:30 Kotonoha: thank you ;;
Thx for the help and timing fixes!! o/
loopuleasa
Great job on this map, I was pleasantly surprised.
I cannot point out any obvious flaws after one play.
I can tell however that this map:
- flows nicely with the sliders
- is hitsounded really well
- has some creative patterns throughout
- is very relaxing
- has nice difficulty spikes with the squiggly streams
Go for ranked. It's definitely worthy quality.
Topic Starter
dqs01733

loopuleasa wrote:

Great job on this map, I was pleasantly surprised.
I cannot point out any obvious flaws after one play.
I can tell however that this map:
- flows nicely with the sliders
- is hitsounded really well
- has some creative patterns throughout
- is very relaxing
- has nice difficulty spikes with the squiggly streams
Go for ranked. It's definitely worthy quality.
eee thank you so much Loopu ;; I still want to clean it up bit before trying to get it modded >.<
ziin
Prepare for vast amounts of OPINION.

[storyboard]
Very good SB, but it seems unfinished. I'm afraid my suggestion is to scrap the SB altogether and remake it using possibly a new background and/or additional elements like moving clouds (don't forget the water reflection).

00:49:439 - put the white in the foreground above the star2.pngs
Also this section has a very neat effect you can see in a few other maps, though it looks like you did it all manually. That's all well and good, but I highly recommend you take the time to learn scripting. t/118733 This can be used to do all sorts of crazy things, especially RANDOM numbers, which is infinitely awesome when generating this sort of effect. There are also MX and MY commands you can use which would help smooth the transitions as you can use tweening to simulate acceleration/deceleration on two different axes. If you're interested I can see about finding some example storyboards.

When you do it manually, the effect is very jumpy, and it takes up a buttload of space in the osb.
00:58:274 (1) - here you're interacting with the beatmap. This is not a good thing. It's my opinion that storyboards should not directly interact with gameplay elements under normal circumstances. One exception would be the last hit before a break on a note in the very center of the map. The storyboard shouldn't be distracting under any circumstances. This section isn't bad due to the size of the stars, but it's a dangerous path to follow that encourages people to turn off your storyboard and everyone else's.

01:18:887 - shouldn't this be centered on the light source, like the sun?
04:10:053 - I really hate storyboards with expanding circles in them, since you know approach circles are circles. IMO this interferes with the reading of the beatmap in a negative way. Plus the effect sucks on HR.

[brave girl]
00:31:219 (1) - I don't hear anything in the song on the middle beat here?
00:31:955 (2) - this note is mostly buried and is very hard to see on hidden, which will require heavy memorization. I don't think it will hurt your beatmap to place it out in the open.
00:33:243 (1,2,3) - IMO consistency is good in beatmaps, which is why there is such a thing as spacing and distance snap. For these short triples, I recommend either stacking them (manually is fine) or setting a base 0.3x spacing on them and don't use grid snap on circles that are close together
00:36:924 (1,2,3,4,5,1) - here you go from 0.8 to 0.6. It just looks bad unless there's a major theme change in the song, and then you should have a new standard for these compressed triples.
00:47:047 (5,6,1,2,3,4,5,6,7,8,9) - this isn't in the music. Not sure why you put it here.
01:07:660 (5) - strange spacing
01:32:507 - add a break here. Don't know why osu! didn't do it automatically.
01:50:728 (3) - buried. I see people do this all the time and I hate it every time. May as well point it out at least once (it happens a lot more, but I won't point more out for brevity's sake)
02:09:501 (5,6,1,2,3,4,5,6,7,8,9) - this isn't in the music. If you decide to overmap and leave it, IMO it's ugly to have a triple like that. You also may as well put the NC on 5. Finally, please turn off grid snap here and make sure the distance snap is as close to 0.8 as possible.
02:28:918 (2) - this single note isn't in the music. Also, the next note should be the new combo. Try to keep combos close to the same play time/total combo as possible.
02:34:071 (2) - turn off grid snap
03:22:568 (1,1,1) - imagine if you will one long spinner. Pretty long, right? Please map this and don't just shove 3 spinners in there. One spinner is actually very good, but 3 in a row is pushing it.
03:41:249 (3) - this isn't in the music
03:42:446 (4,5,6,7,8) - this isn't in the music
03:44:562 (5) - this isn't in the music
03:45:574 (9,10,11,12,13) - this isn't in the music. This whole section sounds to me like it's 1/2. Make sure you listen to the song before you put a note down.
04:03:703 (2,1,2,1,2) - this isn't in the music. ETC...
04:41:893 (4) - Try to pay attention to the distance between notes. This one is 4x which stands out quite a bit from the rest of the song.
Topic Starter
dqs01733
I was just about done answering this when I was gonna hit ctrl+t and accidentally hit R x.x I won't take as much time to formulate my answers and check grammar and shit, I hope youll understand anyways.

ziin wrote:

Prepare for vast amounts of OPINION.

[storyboard]
Very good SB, but it seems unfinished. I'm afraid my suggestion is to scrap the SB altogether and remake it using possibly a new background and/or additional elements like moving clouds (don't forget the water reflection). Will definitely make use of clouds!
00:49:439 - put the white in the foreground above the star2.pngs
Also this section has a very neat effect you can see in a few other maps, though it looks like you did it all manually. That's all well and good, but I highly recommend you take the time to learn scripting. t/118733 This can be used to do all sorts of crazy things, especially RANDOM numbers, which is infinitely awesome when generating this sort of effect. There are also MX and MY commands you can use which would help smooth the transitions as you can use tweening to simulate acceleration/deceleration on two different axes. If you're interested I can see about finding some example storyboards.

When you do it manually, the effect is very jumpy, and it takes up a buttload of space in the osb.
00:58:274 (1) - here you're interacting with the beatmap. This is not a good thing. It's my opinion that storyboards should not directly interact with gameplay elements under normal circumstances. One exception would be the last hit before a break on a note in the very center of the map. The storyboard shouldn't be distracting under any circumstances. This section isn't bad due to the size of the stars, but it's a dangerous path to follow that encourages people to turn off your storyboard and everyone else's.

About the SB, this is entirely experimental and part of the process of learning storyboarding. I was well aware that I would need to scrap most, if not all of it by the end. And yeah I did manually move the fireflies during the kiai(LOL) but I was just too eager to see how it would look like in the future. And somehow I thought that there was a limit to elements so I reused the fireflies by moving them around to the bottom when the moved offsecreen lmao, thats what happens when you try to do super advanced stuff the same day you attempt storyboarding for the first time lol. Same with the interactive stuff, though that turned out super shitty lol.

01:18:887 - shouldn't this be centered on the light source, like the sun? I stole the strobe from one of 11t's maps that used it like, but this makes way more sense for this bg!
04:10:053 - I really hate storyboards with expanding circles in them, since you know approach circles are circles. IMO this interferes with the reading of the beatmap in a negative way. Plus the effect sucks on HR. Ill remove them lol

[brave girl]
00:31:219 (1) - I don't hear anything in the song on the middle beat here? I hear a faint snare hit, the one where you hit the snare and it bounces and hits it again lightly, keeping it.
00:31:955 (2) - this note is mostly buried and is very hard to see on hidden, which will require heavy memorization. I don't think it will hurt your beatmap to place it out in the open. Fixed!
00:33:243 (1,2,3) - IMO consistency is good in beatmaps, which is why there is such a thing as spacing and distance snap. For these short triples, I recommend either stacking them (manually is fine) or setting a base 0.3x spacing on them and don't use grid snap on circles that are close together Fixed!
00:36:924 (1,2,3,4,5,1) - here you go from 0.8 to 0.6. It just looks bad unless there's a major theme change in the song, and then you should have a new standard for these compressed triples. the percussion goes kick > snare > stronger snare into ; snare > slightly weaker snare > kick, it gives me the impression of opening-closing, hence opening-closing the spacing. Keeping it for now if someone else mentions it ill change it.
00:47:047 (5,6,1,2,3,4,5,6,7,8,9) - this isn't in the music. Not sure why you put it here. I hear a drumroll fading in. I guess there are 1-2 circles that doesnt follow a anything but I changed it to make the first 3 circles stacked to still make it emphasize the fade-in while making it look a bit better. if a bat or something mentions this agian ill remove the unnecessary circles
01:07:660 (5) - strange spacing Changed the pattern a bit, spacing should be consistent now!
01:32:507 - add a break here. Don't know why osu! didn't do it automatically. Added!
01:50:728 (3) - buried. I see people do this all the time and I hate it every time. May as well point it out at least once (it happens a lot more, but I won't point more out for brevity's sake) i think circle under sliderend fits in this instance because the bass is closing out into a Kick. It gives the sense of ''closing'', with the slidertrack making the closing motion and the circle being the impact. think of it like a box with a lid or a door. same goes for this 02:08:212 (5,6) - , open hihat -> closed -> snare. keeping these, but I moved away some other circles that were under sliderends without this reason.
02:09:501 (5,6,1,2,3,4,5,6,7,8,9) - this isn't in the music. If you decide to overmap and leave it, IMO it's ugly to have a triple like that. You also may as well put the NC on 5. Finally, please turn off grid snap here and make sure the distance snap is as close to 0.8 as possible. Stacked triplet, changed nc and normalized DS, read above.
02:28:918 (2) - this single note isn't in the music. Also, the next note should be the new combo. Try to keep combos close to the same play time/total combo as possible. I like keeping it as a continuous stream for the sake of simplicity, if someone else mentions the same thing ill change it. and I changed nc
02:34:071 (2) - turn off grid snap I actually made it disjointed from the slider on purpose, but it doesnt really make sense anyways lol
03:22:568 (1,1,1) - imagine if you will one long spinner. Pretty long, right? Please map this and don't just shove 3 spinners in there. One spinner is actually very good, but 3 in a row is pushing it. Spinners are great for buildups, and while one long spinner would also go well here, the buildup is essentially interrupted and reset where I have my first two spinners end(if you listen to the vocal and harmony), culminating in the final real buildup. Keeping it.
03:41:249 (3) - this isn't in the music
03:42:446 (4,5,6,7,8) - this isn't in the music
03:44:562 (5) - this isn't in the music
03:45:574 (9,10,11,12,13) - this isn't in the music. This whole section sounds to me like it's 1/2. Make sure you listen to the song before you put a note down.
The guitar is pretty unclean and distorted for this whole section and theres also a bit of shredding, so the cramped up 5s are to emphasize that, since I believe sliders would be rather boring for such dynamic sounds. Keeping it like this for now, though it would take a lot for me to change it :c
04:03:703 (2,1,2,1,2) - this isn't in the music. ETC... Maybe im crazy but I can hear snares? D: Theres nothing here 04:03:703 (2) - so I deleted that circle, keeping the rest of the triplets.
04:41:893 (4) - Try to pay attention to the distance between notes. This one is 4x which stands out quite a bit from the rest of the song. Well its really only a 1/4 slider jump, so the spacing should be counted from the sliderheads on white and red tick like a normal 1/2 jump, but I moved it a bit closer anyways,
Super random mod but im really grateful !! thanks a lot :)
l1mi
00:20:912 (3,4) - Might be too close to the edge, looks bad when approach circles start outside the screen.

01:17:783 (2,1,1,1,2,3,1,2,3,1,2,3,1) - This part dont look as good as the rest of the map, change the pattern / curve or tilt sliders?

01:18:703 (2) - I think it sounds nice if you add a note here,
01:21:648 (4) - and here.

01:23:304 (1) - Id make the slider end on red and add a single note where the slider end now.
01:29:194 (1) - Same with this slider.

02:07:108 (1) - Would prefer if this note started further away.

--------------------same part as earlier and it show up a third time at the end of the map-------------------

02:47:967 (2,3,1,2,3,4,5,6,7,8,1,2,3) - You can make this part look better too.

02:47:783 (2) - I would add notes here,
02:49:255 (2) - here.

---

03:22:568 (1,1,1) - If you map this part instead of using spinners you will make me happy.

04:23:120 (2,3) - The distance between those two dont look visually clean.

05:32:544 (1,2,3,1,2,3,4,5,6,7,8,9,10) - If you mix sliders or reversed ones somehow it will be easier to hit or rather not dropping accuracy. You can time a slider bad and still get 300p or a full hit. Also give a bit of variation.


Just my thoughts, someone else could very well think the opposite.
Topic Starter
dqs01733

l1mi wrote:

00:20:912 (3,4) - Might be too close to the edge, looks bad when approach circles start outside the screen. Moved down!

01:17:783 (2,1,1,1,2,3,1,2,3,1,2,3,1) - This part dont look as good as the rest of the map, change the pattern / curve or tilt sliders? Tried to make it look better, I like keeping the theme of linear sliders.

01:18:703 (2) - I think it sounds nice if you add a note here, I mapped all the stressed vocals, shouldnt sound as bland now :)
01:21:648 (4) - and here. ^

01:23:304 (1) - Id make the slider end on red and add a single note where the slider end now.^
01:29:194 (1) - Same with this slider.^

02:07:108 (1) - Would prefer if this note started further away. Changed the pattern a bit, should be more movement to it now

--------------------same part as earlier and it show up a third time at the end of the map-------------------

02:47:967 (2,3,1,2,3,4,5,6,7,8,1,2,3) - You can make this part look better too. ^

02:47:783 (2) - I would add notes here,^
02:49:255 (2) - here.^

---

03:22:568 (1,1,1) - If you map this part instead of using spinners you will make me happy. This whole section is a big buildup for the kiai, spinners are the only thing i see fitting here.

04:23:120 (2,3) - The distance between those two dont look visually clean. Changed the pattern a bit, should look better

05:32:544 (1,2,3,1,2,3,4,5,6,7,8,9,10) - If you mix sliders or reversed ones somehow it will be easier to hit or rather not dropping accuracy. You can time a slider bad and still get 300p or a full hit. Also give a bit of variation. I really don't like having sliderends on the piano hits, but I will consider this. Unchanged for now.


Just my thoughts, someone else could very well think the opposite.
Thank you for modding :)
Kuron-kun
hi!!!!!!!

Brave Girl !!


00:04:347 (2) - Would be better to emphasize this part with a 1/1 red tick slider, instead of a 1/2 repeat slider, because of the guitar sound, like you did before 00:02:875 (2) - , would be really good for consistency too. Example.

00:05:268 (1) - And here you can add a 1/2 repeat slider for the same reason I've mentioned above. To follow the guitar and for consistency. Plus, it sounds really empty if you ignore the red tick.

00:11:157 (1,2) - Here, the repeat slider should come first, instead of the 1/1 slider. Those things I've mentioned are not really "issues", but they're really better to improve the flow, consistency, rhythm, etc...

01:09:317 (4,5) - Would be a good idea to increase the DS here, sice the beat is really strong, wouldn't make sense to have them with a low DS. Example here.

01:18:703 (1) - Better to stack this circle with 01:17:783 (2) - because you were using 1/1 circles with a really low DS, then suddenly 1/2 circles with really high DS. This is confusing and some players should think it's a 1/1 circle and miss, but adding it closer to (1) would warn the player that it's a 1/2 rhythm.

01:45:758 (2) - The DS here is really closer, didn't really understand why. The emphasis here is the same as before. Would be better to keep the same DS as before too.

02:05:912 (4,1) - Not sure if it's just me, but it's hard to read this at first play since there's a slider right before them "hiding" those circles. Would be really better to not stack them with that slider.

02:22:200 (1) - Ctrl + G would improve the flow here. Would make a big jump between this slider and (2), but since (2) is a really strong beat, there's no problem.

02:32:691 (2) - Don't stack this circle on a stream, please, it's really hard to read it because the stream has a lot of curves and this circle would certainly cause a miss.

04:14:654 - Would be a good idea to add a circle here, since the vocal is on the red tick and you would ignore it without any circles there.

04:39:317 (2) - Again the stacking-stream thing.

05:12:998 (1,2,3,4,5,6,7,8,9,10) - In my opinion, those jumps should have a higher DS, because this part is really strong, and you almost didn't use emphasizing jumps. Would be a lot better to play too :c

Good luck!
Topic Starter
dqs01733

Near wrote:

hi!!!!!!!

Brave Girl !!


00:04:347 (2) - Would be better to emphasize this part with a 1/1 red tick slider, instead of a 1/2 repeat slider, because of the guitar sound, like you did before 00:02:875 (2) - , would be really good for consistency too. Example. Made the whole section consistent

00:05:268 (1) - And here you can add a 1/2 repeat slider for the same reason I've mentioned above. To follow the guitar and for consistency. Plus, it sounds really empty if you ignore the red tick.

00:11:157 (1,2) - Here, the repeat slider should come first, instead of the 1/1 slider. Those things I've mentioned are not really "issues", but they're really better to improve the flow, consistency, rhythm, etc...

01:09:317 (4,5) - Would be a good idea to increase the DS here, sice the beat is really strong, wouldn't make sense to have them with a low DS. Example here. Fixed!

01:18:703 (1) - Better to stack this circle with 01:17:783 (2) - because you were using 1/1 circles with a really low DS, then suddenly 1/2 circles with really high DS. This is confusing and some players should think it's a 1/1 circle and miss, but adding it closer to (1) would warn the player that it's a 1/2 rhythm. Fixed the 3 of them!

01:45:758 (2) - The DS here is really closer, didn't really understand why. The emphasis here is the same as before. Would be better to keep the same DS as before too. ] I thought of that circle as a kind of "roll-over" from the slider because of the drawn out guitar strum, moved it away a little but id still like it close


02:05:912 (4,1) - Not sure if it's just me, but it's hard to read this at first play since there's a slider right before them "hiding" those circles. Would be really better to not stack them with that slider. mmmm, maybe it's easier readable if i place it under the 2nd sliderend.. but I'll keep it like this for constistency, I'll change it if another mod mentions it or i see problems in testplays.

02:22:200 (1) - Ctrl + G would improve the flow here. Would make a big jump between this slider and (2), but since (2) is a really strong beat, there's no problem. Fixed!

02:32:691 (2) - Don't stack this circle on a stream, please, it's really hard to read it because the stream has a lot of curves and this circle would certainly cause a miss. Fixed both!

04:14:654 - Would be a good idea to add a circle here, since the vocal is on the red tick and you would ignore it without any circles there. Added!
04:39:317 (2) - Again the stacking-stream thing.

05:12:998 (1,2,3,4,5,6,7,8,9,10) - In my opinion, those jumps should have a higher DS, because this part is really strong, and you almost didn't use emphasizing jumps. Would be a lot better to play too :c Feels super cliché but ill try the "NC spam and increased ds every 1 jump" type of pattern lol.


Good luck!
Thank you very much for the mod !! :)
Lazer
[Brave Girl !!]

00:11:157 (1) - Maybe ctrl+g this one

00:44:654 (1) - I don't get this nc here

I suggest moving 01:22:568 (3) a bit further away from 01:21:832 (2)

01:24:041 (5,1) - I find the spacing a little weird to read, but that could just be me

02:05:912 (4,1) - Reading this is tough, you should probably adjust

02:38:028 (4) - Turning this one around makes playing better

04:16:311 (2) - Removing this nc would be fine
Jonarwhal
Hey! NM from my queue!
I'll put *** in front of unrankable stuff.

Sorry if you were hoping for a storyboard mod. I can't really do that. :(
Your storyboard is really good though.

General
SPOILER
  1. ***You can make your file size under 10mb by using a 128kb mp3 file. Mediafire link
  2. ***Your offset is way too early. I got 907 when I tried it, so you can try that, but get it checked by someone. Look here when you test-play your map to see what I mean. (The image I gave you is with the offset changed.)
  3. When you do this ^^^, make sure you have this checked.
Brave Girl !!
SPOILER
  1. Lower the AR a bit, try 8 to 8.5.
  2. 00:02:323 (1,2) - Blanket, move the second tick to x-201 y-327 and the third tick to x-232 y-268.
  3. 00:06:740 (1,2,3) - This is really close together, to the point where 3 overlaps part of 1. Spread it out.
  4. 00:07:476 (4,5,6) - ^^^
  5. 00:13:734 (6) - Similarly to what I say ^^^ here, this just looks really close and almost overlaps with 4.
  6. 00:15:206 (5,1,2) - ^^^ I'll stop correcting objects that are close to each other now, but I really think you should try to space a few patterns in your map out more.
  7. 00:20:606 (2,3,4,1) - The rhythm should be like this
  8. 00:49:133 (1) - This should end 00:49:317 - here and there should be a circle 00:49:409 - here. It sounds better. If you do that, Also correct it on the other kiais.
  9. 01:48:397 (1) - I think that this should end 01:48:581 - here and there should be a circle 01:48:765 - here.
  10. 01:54:287 (1) - ^^^ Same idea.
  11. 01:54:839 (2,3) - The rhythm here should be like this, with 2 stacked at the beginning of 3.
  12. 03:22:630 (1,1,1) - Some people may think you're lazy for mapping 12 seconds with spinners. I think you make slider art out of some of it.
Good luck~!
Topic Starter
dqs01733
Lazer

Lazer wrote:

[Brave Girl !!]

00:11:157 (1) - Maybe ctrl+g this one fixed

00:44:654 (1) - I don't get this nc here I think its fine

I suggest moving 01:22:568 (3) a bit further away from 01:21:832 (2) Fixed

01:24:041 (5,1) - I find the spacing a little weird to read, but that could just be me Moved a bit closer to the previous circle

02:05:912 (4,1) - Reading this is tough, you should probably adjust Moved to slidertail, i hope its better now

02:38:028 (4) - Turning this one around makes playing better Ill consider this one, unchanged

04:16:311 (2) - Removing this nc would be fine removed
Thank you for modding!!

jonawaga

jonawaga wrote:

Hey! NM from my queue!
I'll put *** in front of unrankable stuff.

Sorry if you were hoping for a storyboard mod. I can't really do that. :(
Your storyboard is really good though.

General
SPOILER
  1. ***You can make your file size under 10mb by using a 128kb mp3 file. Mediafire link I think it's fine having bigger than 10mb since It's a long song and has SB? I'd like to keep higher quality sound file but I'll change if a problem arises.
  2. ***Your offset is way too early. I got 907 when I tried it, so you can try that, but get it checked by someone. Look here when you test-play your map to see what I mean. (The image I gave you is with the offset changed.)
  3. When you do this ^^^, make sure you have this checked. I got my offset checked by Neonat, I think it's fine,
Brave Girl !!
SPOILER
  1. Lower the AR a bit, try 8 to 8.5. I think AR9 is fine, it has a lot of jump patterns.
  2. 00:02:323 (1,2) - Blanket, move the second tick to x-201 y-327 and the third tick to x-232 y-268. I think it's fixed.
  3. 00:06:740 (1,2,3) - This is really close together, to the point where 3 overlaps part of 1. Spread it out. It's not overlapping :(, but I moved away, it was a bit too close.
  4. 00:07:476 (4,5,6) - ^^^
  5. 00:13:734 (6) - Similarly to what I say ^^^ here, this just looks really close and almost overlaps with 4. moved a bit
  6. 00:15:206 (5,1,2) - ^^^ I'll stop correcting objects that are close to each other now, but I really think you should try to space a few patterns in your map out more. I don't have much time now but I will fix them later.
  7. 00:20:606 (2,3,4,1) - The rhythm should be like this The link is weird... but I don't think I can have a sliderend on a big white tick anywhere?
  8. 00:49:133 (1) - This should end 00:49:317 - here and there should be a circle 00:49:409 - here. It sounds better. If you do that, Also correct it on the other kiais. Links are still weird.. but I'd like to keep a slow 3/4 slider to emphasize the start of the kiai
  9. 01:48:397 (1) - I think that this should end 01:48:581 - here and there should be a circle 01:48:765 - here. 1/1 slider emphasizes the crash.
  10. 01:54:287 (1) - ^^^ Same idea.
  11. 01:54:839 (2,3) - The rhythm here should be like this, with 2 stacked at the beginning of 3. the links are still broken, but I changed it a bit. And if youre saying I should stack 4 on 3, I don't think it's good because you want to jump on strong beats like Snares.
  12. 03:22:630 (1,1,1) - Some people may think you're lazy for mapping 12 seconds with spinners. I think you make slider art out of some of it. I think spinners fits the best here, the whole section is a buildup which spinners are great for emphasizing, long sliders is better for closers.I'll map it.
Good luck~!

Thank you for modding !! :)
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