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Aimer - Brave Shine (TV size)

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Topic Starter
UndeadCapulet
MkGuh

MkGuh wrote:

Hey!

-Normal-

00:10:368 (3,4) - you have to use DS on these two objects Stacking is fine in a normal diff, even a sliderhead under a slidertail

00:27:210 (3,4) - this overlap it is a bit weird imo i love this overlap

00:40:543 (1) - i recommend adding a note here, since you made this on 00:43:351 (3,4) :) yep, fixed

00:48:965 (5,1) - this overlap sounds weird for me, you have to be careful with the overlaps, when you repeat then a lot, especially on a normal, the map can be very hard to read because of weird shapes overlap here is so the flow kicks back into the slider, since the drums have come back flow needs considerable change imo, I know I use overlaps strangely but that's just how I like doing things

00:58:087 (3,4,1) - ^ Similar to above, reworking the flow backwards for this downbeat

Well... the diff is pretty nice, but i think that you have to use overlaps more carefully Let's agree to disagree :P


-Hard-

00:13:351 (5,6) - this jump is not necessary, because this part doesn't have a important beat Um? There's no jump here... unless you think the distance is too far from the slidertail but that's where slider leniency comes in www

00:42:824 (5) - remove nc Nope

00:56:684 (2) - i have not sure, but i think that this nc is unnecessary here Super necessary to mark the beginning of kiai with an NC in my opinion

00:58:087 (5,6) - Improve this blanket lol i want a longer more slender slider, the blanket is fine for this effect

01:02:298 (1,2,3,4) - it's a better idea if you do this: https://osu.ppy.sh/ss/3242296 I agree

01:28:263 (2) - remove nc fixed

Pretty nice! I liked the diff xD Thanks :3


-Luminosity-

00:50:368 (1,2,3,4) - you don't need to make a new combo in these notes, remove the nc No change for any of these, NC spam is cool :V

00:53:175 (1,2,3) - ^

01:27:561 (1,2,3,4,5,6,7,8) - ^


Good map! Hopefully you can get this ranked, i'm super bad at modding, so i hope this was helpful to you. :) It was! :D

yugijedi

yugijedi wrote:

Hey, M4M!

General

- fix your slider nodes, that way that the head AND the tail have nodes exactly centered. For example here it is really not neat:
I hope you haven't told everyone you've ever modded for this, slider design algorithm calculates around this stuff and changes are not necessary, fixing this only serves to waste your time (in fact a lot of popular mappers will go so far as to stick the nodes super far away from sliders because that's just how they make curves)
- I love you colour choice, they fit the song really nice! Thanks =w=

Normal

00:03:351 (1) - I'm not sure about the spinner recovery time here, I know you call it "Normal" and there it is 2 wticks but you know it is the easiest diff with 1.66 (which is easy) and there the recovery time is 4 wticks. The spinner itself is also very short for beginners but I think that goes ok with the OD 4. You have to consider BPM as well, 4 white ticks would only be necessary if BPM was ~160+ , here BPM is super low so 2 white ticks is all that's needed (and spinner length doesn't matter so long as auto can get 1000)

00:08:965 (1,3,4,1) - make the stacks even This is how they'd actually stack if editor were doing this, things don't actually stack evenly

00:26:158 (2,3) - fix blanket nazi, this blanket is fine already

00:40:894 (1) - is ugly imo, I would maybe make it a bit neater: I like it, thanks :3

00:48:965 (5) - I suggest to make a wave form slider with red nodes everytime, it more controllable. do this: Meh, mine's fine, I find those style waves to be needlessly finicky tbh

01:03:351 (2,3) - change this into:
http://puu.sh/ilrdw/b08a86e8f2.jpg works perfect because of no skipping of the drum sound (like you did) That's all well and good but I'd rather not have needless repeated sliders, I think mine play fine despite the drum beat being skipped

01:10:017 (4,1) - make overlap nicer k whatever

Hard

00:13:877 (7) - No reason for curvyness, would work better with a red one if youj don't want a straight slider.. Nope this is right, snappier into the stack and I need to make a distinction between this slider and previous since it's mapping two drum beats

01:00:017 (2,3) - fix this blanket a bit k

01:13:175 (8,1) - again Nope, this is not supposed to be blanketed

Luminosity

Sorry I can not mod this diff that is absolutely not my style.. and the chorus does not work at all for me, sorry.. haha



Nearly all diffs are great except the last one, will probably leave a star later! err thanks, I guess? (why you gib star when you don't like it lmao)

Thanks for modding!

---

However...

yugijedi wrote:

NC at SV changes is necessary
This is so not true, please get out of this mindset! NC does nothing to telegraph SV changes and will only serve to make your NC's inconsistent and generally messy. SV's are already readable due to map pacing, musical cues, and note placement. The idea that an NC makes anything more readable is such an outdated concept, please unlearn it, and your mapping will improve tenfold.
CoLouRed GlaZeE
A new modder ;w; M4M

[General]
Offset: 538 is best.

[Normal]
00:10:368 (3,4,1) - Please separate them.
00:27:210 (3) - Put it here. x: 328 y: 200.
00:28:263 (4) - Please ctrl+> and put it here x: 52 y: 296. The back of their set. ^ ^
00:48:965 (5) - I don't think it looks good. Can you pull it back again?

[Hard]
AR-0.1.
DS???? But you can not do it. I think DS must be consistent.

[Luminosity]
WoW this jump hahahaha.
OD-0.5? qwq

[Yasora's Insane]
00:10:719 (5,6,7) - Try use blanket. So 00:11:421 (6,7) - move to x: 188 y: 352.

Good map, good luck ;)
Topic Starter
UndeadCapulet

CoLouRed GlaZeE wrote:

A new modder ;w; M4M

[General]
Offset: 538 is best. Offset I have is from Chloe's ranked set, it's the same mp3 file

[Normal]
00:10:368 (3,4,1) - Please separate them.No
00:27:210 (3) - Put it here. x: 328 y: 200. Mine's better
00:28:263 (4) - Please ctrl+> and put it here x: 52 y: 296. The back of their set. ^ ^ No, mine's best
00:48:965 (5) - I don't think it looks good. Can you pull it back again? No

[Hard]
AR-0.1. Nope
DS???? But you can not do it. I think DS must be consistent. Not for a Hard

[Luminosity]
WoW this jump hahahaha. hahahaha.
OD-0.5? qwq Nope

Good map, good luck ;)
Thanks for modding! (but I rejected everything lol)
Yasora

yugijedi wrote:

yasoras Insane

00:11:596 (7,1) - triplet? come on that's an insane ok

NC at SV changes is necessary I did that right q_q

CoLouRed GlaZeE wrote:

[Yasora's Insane]
00:10:719 (5,6,7) - Try use blanket. So 00:11:421 (6,7) - move to x: 188 y: 352. no hehe
thank you all <3

@owner: oh you changed again that 1/6 parts lol but i feel that not far from mine XD
here -> http://puu.sh/imXms/ca2c93994c.osu
Mekki
Just one thing i want to say: Yasora's diff is missing video :P
Topic Starter
UndeadCapulet

MkGuh wrote:

Just one thing i want to say: Yasora's diff is missing video :P
/sigh
i had a feeling that was going to happen
fixed, thanks
Yasora

UndeadCapulet wrote:

MkGuh wrote:

Just one thing i want to say: Yasora's diff is missing video :P
/sigh
i had a feeling that was going to happen
fixed, thanks
pfft~ I'm sorry lol
Topic Starter
UndeadCapulet

Yasora wrote:

pfft~ I'm sorry lol
No it was my fault xD I should've checked before submitting
Jonarwhal
Hey~ M4M on this queue. Feel free not to mod back if this isn't so helpful.
Nevermind, I started this before you closed it.
Normal
  1. 00:24:052 (3) - Curve this like this or this.
  2. 00:40:894 (2) - Make it so the red tick happens 00:41:951 - here or 00:41:772 - here.
  3. 00:46:508 (2) - Same idea as ^^^, make the red tick happen 00:46:859 - here.
  4. 01:05:105 (1,2) - Fix the blanket, if this is a blanket. If not, make it look less like a blanket.
Hard
  1. 00:02:649 (6) - Curve this out a bit more to fix the blanket.
  2. 00:04:052 (2) - Move this a bit lower, if you do, move all 00:04:052 (2,3,4,1) - this the same amount lower.
  3. 00:07:736 (5,6,7,8) - The overlap of 5 and 8 looks unintentional, please fix it.
  4. 00:48:965 (3) - I don't think the slider should start here. Try starting the slider 00:48:789 - here, like this.
  5. 01:04:754 (8,1) - Fix blanket, the end is too far out.
Yasora's Insane
  1. Fix the tags. Look at this.
  2. 00:25:631 (9,1) - Fix blanket, and stack 9 on top of 1. If this isn't a blanket, then make it look less like a blanket.
  3. 01:13:351 (8,1) - Stack 8 on top of 1.
  4. 01:28:965 (4) - Remove this, there isn't a sound here.
Extra
  1. 00:17:912 (2) - Stack this on top of 2 instead of under 1.
  2. 00:21:421 (5,1,2) - Place 5 and 2 a bit farther away from the purple 3,or stack it.
  3. 00:40:368 (2) - Stack this on top of 2 instead of under 1.
I hope this helps. Good Luck~!! :)
Topic Starter
UndeadCapulet

jonawaga wrote:

Hey~ M4M on this queue. Feel free not to mod back if this isn't so helpful.
Nevermind, I started this before you closed it. Thanks for posting anyway, sorry about that, real busy right now ;c
Normal
  1. 00:24:052 (3) - Curve this like this or this. Goes against my intentions with that slider. The long held note demands a long straight slider imo
  2. 00:40:894 (2) - Make it so the red tick happens 00:41:951 - here or 00:41:772 - here. Not a bad idea, but DS alongside the way these sliders are currently arranged makes that rather impossible (and honestly I don't really want to do that here anyway, part of me feels deliberately not emphasizing beats with slider elbows is the right to be doing idk my brain works in weird ways sometimes)
  3. 00:46:508 (2) - Same idea as ^^^, make the red tick happen 00:46:859 - here. Fixed this one though :)
  4. 01:05:105 (1,2) - Fix the blanket, if this is a blanket. If not, make it look less like a blanket. Made it look less like a blanket
Hard
  1. 00:02:649 (6) - Curve this out a bit more to fix the blanket. This one's fine I think
  2. 00:04:052 (2) - Move this a bit lower, if you do, move all 00:04:052 (2,3,4,1) - this the same amount lower. Nope, not a fan of completely straight paths like that, just a stylistic preference
  3. 00:07:736 (5,6,7,8) - The overlap of 5 and 8 looks unintentional, please fix it. It's definitely intentional
  4. 00:48:965 (3) - I don't think the slider should start here. Try starting the slider 00:48:789 - here, like this. Giving more emphasis to the instrumental here, stacking the start of a vocal note on top of a slider needed for instrumental emphasis also gives off a vocal hold effect (it may end up a weaker hold but it's a better rhythm in the long run imo)
  5. 01:04:754 (8,1) - Fix blanket, the end is too far out. Made it look less like a blanket and to better show it's supposed to be a completely seamless flow into 2
Extra
  1. 00:17:912 (2) - Stack this on top of 2 instead of under 1. Not too sure what you're suggesting, but regardless I definitely want 2 stacked under 1's tail
  2. 00:21:421 (5,1,2) - Place 5 and 2 a bit farther away from the purple 3,or stack it. Did something similar (overlapsss)
  3. 00:40:368 (2) - Stack this on top of 2 instead of under 1. Same as before, I definitely want it there, I'm deliberately emphasizing the slidertails, it's a pretty common practice to do so
I hope this helps. Good Luck~!! :)
Fixed the tags, silly me forgot to add Yasora's name to the tags as well ^^'
Thanks for modding!
Yasora

jonawaga wrote:

Yasora's Insane
  1. Fix the tags. Look at this.
  2. 00:25:631 (9,1) - Fix blanket, and stack 9 on top of 1. If this isn't a blanket, then make it look less like a blanket. no blanket and it fine for me hehe
  3. 01:13:351 (8,1) - Stack 8 on top of 1. no
  4. 01:28:965 (4) - Remove this, there isn't a sound here. the vocalist still let out her sound
thank you XD
lit120
hi. from your queue

[The spot for Preview Timing]
  1. Around 00:55:807
[Hard]
  1. 00:04:754 (4) - clap
  2. 01:05:807 (3) - you need finish here
[Yasora's Insane]
  1. 00:13:701 (5) - stack sama 00:12:824 (3) - (tail)
  2. 00:28:438 (9) - normal? gantikan samplesetnya jadi Auto (soal ny g ad suara drum tu)
  3. 00:58:438 (5) - clap ny buang dong
  4. 01:04:052 (5) - ^
  5. 01:09:666 (5) - ^
[Extra]
  1. 00:09:315 (3) - the slider speed must be 1x
  2. 00:45:807 (3) - stack with 00:45:456 (1) -
  3. 01:19:140 (1) - it should be on blue tick, rather than using a note with a slider that reaches at yellow tick
GL!
Topic Starter
UndeadCapulet

-Hakurei- wrote:

hi. from your queue

[The spot for Preview Timing]
  1. Around 00:55:807 No thanks
[Hard]
  1. 00:04:754 (4) - clap Fixed
  2. 01:05:807 (3) - you need finish here Sounds good
[Extra]
  1. 00:09:315 (3) - the slider speed must be 1x Fixed
  2. 00:45:807 (3) - stack with 00:45:456 (1) - No
  3. 01:19:140 (1) - it should be on blue tick, rather than using a note with a slider that reaches at yellow tick Not what I'm looking for
GL!
Thanks for modding!
Lumael
Hello :), you are the next from my modding queue! Late, but it's there!

  • Normal

    00:03:351 (1) - I think this spinner is too short for a Normal, unexperienced players may die here
    00:10:368 (3,4,1) - Isn't this DS inconsistency?
    00:22:298 (3) - It's not 100% parallel with 00:21:245 (2) -
    00:48:965 (5) - This slider is kinda odd
    01:24:052 (4,1) - This overlap doesn't feels good
    01:27:210 (4) - ^

  • Hard

    00:39:842 (1) - This blanket is tinely off, if you look the approach circle, the end of the slider is a bit off
    00:58:263 (6) - Blanket off (if this isn't a blanket nvm)

  • Yasora's Insane

  1. woah this is really easy for an Insane, think of making it harder, the problem here is the BPM probably
    00:25:807 (1) - Blanket off (if this isn't a blanket nvm)
    00:55:982 (1) - This slider is a bit ugly
    01:27:210 (2,1,2,1,2,1,2,3,4) - This end is too Hard for a Hard o.o Also I think it doesn't feels nice to map 90% of the map of a way and then start to make it symetrical, your map must have a identity, it doesn't feels good to map differently

  • Extra

    00:37:561 (2,3,4,5,6,1,2,3) - This is a bit hard to read for a Insane of 4.8 (No it's not Extra, it's Insane!!)

Sorry for small modding, good mapset, GL. That's it :)
Topic Starter
UndeadCapulet

LucaSA4 wrote:

Hello :), you are the next from my modding queue! Late, but it's there!

  • Normal

    00:03:351 (1) - I think this spinner is too short for a Normal, unexperienced players may die here It should be fine
    00:10:368 (3,4,1) - Isn't this DS inconsistency? Stacking in Normals is fine
    00:22:298 (3) - It's not 100% parallel with 00:21:245 (2) - Tried my best to fix it
    00:48:965 (5) - This slider is kinda odd o rly
    01:24:052 (4,1) - This overlap doesn't feels good No, it's amazing
    01:27:210 (4) - ^ Changed

  • Hard

    00:39:842 (1) - This blanket is tinely off, if you look the approach circle, the end of the slider is a bit off uhh this blanket is pretty much perfect
    00:58:263 (6) - Blanket off (if this isn't a blanket nvm) It's fine

  • Extra

    00:37:561 (2,3,4,5,6,1,2,3) - This is a bit hard to read for a Insane of 4.8 (No it's not Extra, it's Insane!!) No, it's not Insane, it's Extra!! CS5, OD9, very high spacing, tricky to read patterns, etc. Everyone knows difficulty rating is broken and flawed. Especially if you compare the difficulty of this map to any other set of this song, this is way harder than the usual "Insane".

Sorry for small modding, good mapset, GL. That's it :)
Thanks for modding!
HappyRocket88
—————————————————————————————————————————————————————



General

  1. According to the spread, you might need an Easy diff in your mapset as same happened in this ranked version
  2. You can make the normal "harder" to fix the gap between the hard and the normal.
  3. You can include this in tags:
    SPOILER
    エメ eme aimerrhythm 2nd Season opening type-moon フェイト/ステイナイト DefSTAR RECORDS notes aniplex saber ufotable Hisashi Koyama Kenji Tamai Shogo Ohnishi

Normal

  1. 00:17:386 (1,2) Personally I dislike overlaps in Easier diffs.
  2. 00:27:210 (3,4) ^ The flow here isn't good too. I wouldn't recomment to set a downbeat in this part. I'd rather emphasize the white big tick
  3. 00:20:193 (1,2) Ugh... this doesn't feel to be good in this normal. Try to make a symmetric pattern between these two sliders.
  4. 00:40:894 (2) Fix this slider shape. I don't know, try something more common to see in normal diffs to improve the readability in the whole diff. Maybe you can try this:
  5. 00:48:965 (5) Same.
  6. 00:53:877 (1) I think a 1/4 slider would fit better here. Like this:
  7. 01:10:017 (4,1) Bad overlap. Try to make the (1) slider more curve.
  8. 01:12:122 (3,4,1,2) The flow here isn't good for normal players. Try something more intuitive.

Hard

I like this hard a lot Nothing to complain about this diff.

Yasora's Insane

I think you can make this "insane" a bit harder
  1. 00:13:701 (5) Stack at this object's 00:12:824 (3) tail.
  2. 00:47:736 (8) It's not 100% symmetric.
  3. 00:48:263 (1,2,3) Please, you can use the same DS in this part.

Sorry I can't mod "extras" Even knowing the random jumps you manage on it.


—————————————————————————————————————————————————————
Topic Starter
UndeadCapulet

HappyRocket88 wrote:

—————————————————————————————————————————————————————



General

  1. According to the spread, you might need an Easy diff in your mapset as same happened in this ranked version My Normal difficulty fits the difficulty requirements of an Easy difficulty, so an Easy is not needed
  2. You can make the normal "harder" to fix the gap between the hard and the normal. hmm I think the gap is fine?
  3. You can include this in tags: added, thanks
    SPOILER
    エメ eme aimerrhythm 2nd Season opening type-moon フェイト/ステイナイト DefSTAR RECORDS notes aniplex saber ufotable Hisashi Koyama Kenji Tamai Shogo Ohnishi

Normal

  1. 00:17:386 (1,2) Personally I dislike overlaps in Easier diffs. Personally I like overlaps in Easier diffs.
  2. 00:27:210 (3,4) ^ The flow here isn't good too. I wouldn't recomment to set a downbeat in this part. I'd rather emphasize the white big tick The flow here is very good because I'm teaching new players about slider leniency. The player will want to linger over the 4 as long as possible, similar to how the vocals linger into the next downbeat (and as you can see, the 4 slider is mapping the vocals). The overlap here serves to keep the vocals from feeling like they stand alone; the vocals are connecting the downbeat to the ending of the measure, that's all they do. So, I've connected the 4 slider to the 3 slider with an overlap. The repeat snaps the player back into the direction they were traveling originally, the same way the vocals snap the downbeat into place, after the long held notes finished trailing off.
  3. 00:20:193 (1,2) Ugh... this doesn't feel to be good in this normal. Try to make a symmetric pattern between these two sliders. 00:20:193 (1,2,3) - are all aligned together (also symmetries are gross :P )
  4. 00:40:894 (2) Fix this slider shape. I don't know, try something more common to see in normal diffs to improve the readability in the whole diff. Maybe you can try this: Your design creates too much movement for what this part of the song calls for, with all the curving around. I've tried to make sliders that "feel" like the song, not so much sliders that look nice
  5. 00:48:965 (5) Same. Again too much movement for me.
  6. 00:53:877 (1) I think a 1/4 slider would fit better here. Like this: Not a bad idea, but I'm not too big a fan of it because it causes the vocals to come across as disjointed from the instrumental. I'll think about, but I'll probably stick with just a circle
  7. 01:10:017 (4,1) Bad overlap. Try to make the (1) slider more curve. Nope, I like this
  8. 01:12:122 (3,4,1,2) The flow here isn't good for normal players. Try something more intuitive. 3,4 is fine, I do similar things throughout the diff. 4,1 is also fine, flow comes back the other direction because of a new downbeat. I adjusted the 1,2 flow to make it less "harsh"

Hard

I like this hard a lot Nothing to complain about this diff. yay

Sorry I can't mod "extras" Even knowing the random jumps you manage on it. that's fine


—————————————————————————————————————————————————————
Thanks for modding!
-Lemons
Stop being lazy u punk
irc kd pls
23:09 -Lemons: WOW HERE'S THE START OF THE LOG!
23:10 UndeadCapulet: ..
23:10 UndeadCapulet: lol
23:10 -Lemons: anyway for normal I literally didn't see anything wrong with it even asthetically because I know you like to use straight sliders
23:11 -Lemons: the only thing was this 00:46:508 (2,3) - might be confusing for a normal, just because it breaks from 1/2
23:11 UndeadCapulet: it won't be an issue
23:11 -Lemons: I figure not
23:11 -Lemons: it makes sense for the musics and whatnot
23:11 UndeadCapulet: a lot of easys/normals have way more complex rhythms than this
23:11 -Lemons: Tru
23:13 UndeadCapulet: oh yeah, ignore yasora's diff, she has two mods on it already that she hasn't responded to
23:14 -Lemons: will do
23:14 -Lemons: 01:27:912 (1,2,3) - this is cute with the volumes btw
23:15 -Lemons: I don't see much I would change with this one either looks to me like you've been working on this one while I wasn't looking
23:15 -Lemons: 00:05:339 (1) - this might be missnapped tho
23:15 UndeadCapulet: it's not
23:15 UndeadCapulet: 1/6
23:15 -Lemons: yeah I was just about to type that
23:16 -Lemons: I was like wait no It's 1/6
23:16 UndeadCapulet: yep
23:16 -Lemons: I would maybe put a note on
23:16 -Lemons: 00:06:421
23:16 -Lemons: it feels a little empty
23:17 UndeadCapulet: nah, the slider snapping into the downbeat with nothing following it is something i think is really powerful
23:17 UndeadCapulet: 00:06:684 (1) - is a very natural thing to start back on
23:17 UndeadCapulet: anything extra feels cluttered to me
23:17 -Lemons: Yeah I can dig that. plus it would be kinda weird tbh to have a single note there
23:18 -Lemons: so disregard that :D
23:18 UndeadCapulet: :P
23:18 UndeadCapulet: on the normal, i'm kinda surprised you didn't bring up 00:27:210 (3,4) -
23:18 UndeadCapulet: literally everyone has pointed this out and said
23:18 UndeadCapulet: "this is bad flow/looks ugly/blahblah"
23:19 -Lemons: I dunno about bad flow
23:19 -Lemons: I would personally curve it
23:19 -Lemons: but I don't see a reason against it
23:19 UndeadCapulet: go look at my last post in the thread, i spennd a good paragraph describing my intentions here
23:19 -Lemons: oh lordy
23:19 -Lemons: a capulet rant over a slider :D
23:19 -Lemons: my fav
23:20 UndeadCapulet: xP
23:21 UndeadCapulet: does that even make any sense at all
23:22 -Lemons: Kinda
23:22 -Lemons: but at the same time I would have just wound up changing it because I don't ever fight battles over single sliders 8D
23:22 -Lemons: but no what you're saying makes sense
23:22 -Lemons: I would still curve it so it matches 3 because it looks cuter
23:22 UndeadCapulet: except i know i'm right and the rest of the world is wrong
23:23 UndeadCapulet: man
23:23 UndeadCapulet: fuck aesthetics
23:23 -Lemons: I love them though!
23:23 UndeadCapulet: -capulet 2015
23:23 -Lemons: probably in 2014 as well
23:23 UndeadCapulet: ehh idk my opinions on mapping have changed a lot
23:23 UndeadCapulet: as i've gotten better at the game
23:24 -Lemons: I know you've had your thingy about how you map on your profile for a while now
23:25 -Lemons: so yeah anyway just to make it cuter add a little curve to it
23:25 -Lemons: apart from that I see no reason why it would be wrong to have it placed there
23:25 UndeadCapulet: that goes against my intentionssss
23:26 -Lemons: but I mean
23:26 UndeadCapulet: yeah like
23:27 UndeadCapulet: literally nobody will ever convince me to change that part lol
23:27 -Lemons: The curve would be so minimal you wouldn't even notice it ;-;
23:27 UndeadCapulet: yeah but the effect would be different
23:27 UndeadCapulet: in gameplay
23:27 -Lemons: But easy players don't know anything about that
23:27 -Lemons: It's good to show the slider leniency thing you mentioned, like that's 100% true
23:28 -Lemons: but adding a slight curve won't change the way a person playing an easy feels about the map
23:28 -Lemons: UNLESS OF COURSE
23:28 -Lemons: you wanted to make that note stand out
23:28 -Lemons: which you seem to do
23:28 UndeadCapulet: yeah
23:28 -Lemons: so I'm gonna stop trying to convince you about it
23:28 -Lemons: even tho it would be prettier ;w;
23:29 UndeadCapulet: thanks, let's move on to my shitty extra diff now
23:29 -Lemons: my fav
23:29 -Lemons: nothing you make is shitty capulet pls
23:29 UndeadCapulet: ;w;
23:29 -Lemons: 00:12:473 (3,4) - hi I'm the astethics man
23:30 UndeadCapulet: whatchu saying fuqboi
23:30 -Lemons: I'm saying
23:30 -Lemons: make 4 like
23:30 -Lemons: parallel with 4
23:30 -Lemons: before it curves outwards
23:30 -Lemons: because it's sexier
23:30 -Lemons: like dis http://puu.sh/iJ5rI/467cd74fef.jpg
23:31 UndeadCapulet: i offset 4 like that on purpose, though
23:31 -Lemons: I will never be able to understand the dedication you put into every slider
23:31 -Lemons: pls at least let me feel like I did 1 thing you might consider
23:31 UndeadCapulet: to make it more apparent that i want the player to travel the full body
23:31 UndeadCapulet: lol lemons <3
23:32 UndeadCapulet: i consider everything anyone points out
23:32 -Lemons: Not a single suggesiton has been a purple yet ;-;
23:32 -Lemons: Also we talked about these forever ago if you remember 00:30:719 (3,4,5,6) -
23:32 -Lemons: but I wanted to talk about them again
23:33 -Lemons: I still think they should be either sliders like the other patterns, or make the jumps a little less harsh to sort of match the slider distances of the other patterns
23:34 UndeadCapulet: changed 5 and 6 to a slider
23:35 UndeadCapulet: i want more single tap here as things start picking up, but you're right, atm it's too much
23:35 -Lemons: I wish I could say I'm not tearing up
23:35 -Lemons: Capulet did something I suggested
23:35 -Lemons: :')
23:35 UndeadCapulet: bb
23:37 -Lemons: as far as the kiai goes lemme play it first
23:37 -Lemons: cuz I can't really make assumptions off looking at it in editor
23:41 -Lemons: 00:57:386 (3) - I think this should be Ctrl G'd
23:41 UndeadCapulet: aaa no
23:42 UndeadCapulet: it reverses the flow so a) the clap is stronger, b) the drop to 4,5 is smoother
23:42 -Lemons: I feel u
23:43 UndeadCapulet: also i like slider anti-flow :<
23:43 -Lemons: I'm aware you do ;w;
23:43 UndeadCapulet: =w=
23:43 -Lemons: 01:23:351 (1) - Move this to x:312 Y:304
23:43 -Lemons: also known as 1 grid space over
23:43 -Lemons: makes it a little better looking
23:44 -Lemons: the overlap is kinda like, lopsided I guess would be the word
23:44 UndeadCapulet: uhh
23:44 UndeadCapulet: that 1 grid space is too much movement for me...
23:44 UndeadCapulet: lol..
23:44 -Lemons: ALRIGHT MOVING ON
23:44 UndeadCapulet: xD
23:45 -Lemons: actually that's really the end of it
23:45 -Lemons: Because it looks really harsh but it flows pretty nicely in the kiai
23:45 -Lemons: Like after I played it a few times I was able to get it down but I'm bad so w/e
23:46 UndeadCapulet: yeah i've had sevrin testplay this, he fc'd first try
23:46 UndeadCapulet: i was like
23:46 UndeadCapulet: WTF
23:46 -Lemons: LOL
23:46 -Lemons: yeah it's actually pretty nice during it
23:46 -Lemons: I look at it in the editor and it's like hmm this might be a little too hard
23:46 -Lemons: but it plays nicely
23:46 UndeadCapulet: yeah i'm really happy how this map turned out
23:46 -Lemons: I enjoyed the set
23:46 -Lemons: Let me know when the GDer answers the mods I'll give a post for her
23:47 UndeadCapulet: so in the end, i've changed more things myself than you suggested during your mod :P
23:47 -Lemons: Well hey that's what usually happens when I mod things for you
23:47 -Lemons: I spark ideas :D
23:47 UndeadCapulet: no i just finally stop being lazy and actually make changes i've wanted to make for weeks xP
23:47 -Lemons: you can't even give me it one time
23:47 -Lemons: rip
-Kanzaki
General :



  • 00:17:386 - 00:39:842 - At this section use the same drum clap hitsound at the objects that you used your other custom softclap. That drum clap fits better.

    For extra diff the overlaps and some stacks are really be all fur coat and no knickers (I just find this idiom on the internet lol.)

    Widescreen support on in every diff expect the extra diff fix it.

Hard :



  • 01:27:210 (9) - I don't recommend that much reverse maybe use 2 normal sliders here.

    00:05:339 (1) - this one should start at 00:05:456 is it unsnapped or something?

    00:55:924 (1) - ^ - 00:55:982

    00:16:508 (6) - add circle

    00:43:701 (2) - change here 00:43:701 (2,3,4) - http://puu.sh/iL8R0/3b5d73f958.jpg

    00:46:508 (2) - and here feels some empty as well try this 00:46:333 (2,3,4,5) - http://puu.sh/iL91a/6dc6d3a9e5.jpg

    00:48:614 (1,2) - change this to only a 1/4 slider sound better.

    01:23:877 (8) - NC at here and dont NC 01:24:754 (1)

Yasora's Insane :




  • 00:01:070 (4) - Add circle.

    00:04:579 (5,6) - I dont understand what follows these they are confusing first they like drums but then they are acctualy guitar but the problem is you stop following guitar after 00:05:456 here so it feels awkard maybe follow the drum and do the same thing like the previous objects.

    00:06:158 (1,2) - http://puu.sh/iL9AJ/c42933f57d.jpg try

    00:25:456 (8,9) - don't stack they don't feel good

    00:33:351 (7) - Why not some 3 circle triplet's since this is insane diff.

    00:56:333 (2) - Change here and add a circle that drum sound should be tapped, It feels awkard if its slider ending. Maybe
    http://puu.sh/iLa3A/d39b263495.jpg

    00:56:684 (1) - ^ (00:57:386)

    01:07:912 (1) - ^ (01:08:614)

    00:39:842 - 00:50:894 - This section only use default soft hitsound.

    00:57:736 (2,3,4,5) - 00:58:087 - 00:58:614 - dont left empty these seconds add circle or change there wih some sliders and 00:58:438 (5) - don't use clap here if you change here as i said.

    01:08:965 (2,3,4,5) - ^

    01:27:795 (1) - since this is shorter slider you should change the distance 01:27:561 (2,1) and this one 01:27:795 (1,2) - as well. I understand the shape but you can't use the same distance with different time spaces.
Topic Starter
UndeadCapulet

-Kanzaki wrote:

General :



  • 00:17:386 - 00:39:842 - At this section use the same drum clap hitsound at the objects that you used your other custom softclap. That drum clap fits better. Too noisy imo, I'd rather the softer clap for the slow parts

    For extra diff the overlaps and some stacks are really be all fur coat and no knickers (I just find this idiom on the internet lol.) lol

    Widescreen support on in every diff expect the extra diff fix it. oops

Hard :



  • 01:27:210 (9) - I don't recommend that much reverse maybe use 2 normal sliders here. hmm it's fine

    00:05:339 (1) - this one should start at 00:05:456 is it unsnapped or something? 1/6 snap

    00:55:924 (1) - ^ - 00:55:982 ^

    00:16:508 (6) - add circle not a bad idea, but i'd rather the slowdown effect of the reduced singletap at this point

    00:43:701 (2) - change here 00:43:701 (2,3,4) - http://puu.sh/iL8R0/3b5d73f958.jpg again, that's nice and all, but this part's really slow, i don't want that much clicking

    00:46:508 (2) - and here feels some empty as well try this 00:46:333 (2,3,4,5) - http://puu.sh/iL91a/6dc6d3a9e5.jpg ^

    00:48:614 (1,2) - change this to only a 1/4 slider sound better. i agree

    01:23:877 (8) - NC at here and dont NC 01:24:754 (1) I see what you're saying, but I'd rather NC on the finish/downbeat
Thanks for modding!
Yasora
omg

-Hakurei- wrote:

[Yasora's Insane]
  1. 00:13:701 (5) - stack sama 00:12:824 (3) - (tail) noppee
  2. 00:28:438 (9) - normal? gantikan samplesetnya jadi Auto (soal ny g ad suara drum tu) buat ritme doang >3<
  3. 00:58:438 (5) - clap ny buang dong sama
  4. 01:04:052 (5) - ^ ^
  5. 01:09:666 (5) - ^^

LucaSA4 wrote:

  • Yasora's Insane

  1. woah this is really easy for an Insane, think of making it harder, the problem here is the BPM probably
    00:25:807 (1) - Blanket off (if this isn't a blanket nvm) actually not blanket it but seems everyone bother about this -.-
    00:55:982 (1) - This slider is a bit ugly okay then
    01:27:210 (2,1,2,1,2,1,2,3,4) - This end is too Hard for a Hard o.o Also I think it doesn't feels nice to map 90% of the map of a way and then start to make it symetrical, your map must have a identity, it doesn't feels good to map differently for me it feels fine o3o inb4 this is light insane..

HappyRocket88 wrote:

Yasora's Insane

I think you can make this "insane" a bit harder
  1. 00:13:701 (5) Stack at this object's 00:12:824 (3) tail. nuu
  2. 00:47:736 (8) It's not 100% symmetric. changed a bit...
  3. 00:48:263 (1,2,3) Please, you can use the same DS in this part. but but for me it looks nice and good to click when gameplay ;w;

-Kanzaki wrote:

Yasora's Insane :




  • 00:01:070 (4) - Add circle. doesn't feel nice when gameplay for me..

    00:04:579 (5,6) - I dont understand what follows these they are confusing first they like drums but then they are acctualy guitar but the problem is you stop following guitar after 00:05:456 here so it feels awkard maybe follow the drum and do the same thing like the previous objects. ya I tried to follow both guitar and drum here-- I will leave it like that cuz I feel it still can be understood

    00:06:158 (1,2) - http://puu.sh/iL9AJ/c42933f57d.jpg try no thankss

    00:25:456 (8,9) - don't stack they don't feel good ok

    00:33:351 (7) - Why not some 3 circle triplet's since this is insane diff. ok

    00:56:333 (2) - Change here and add a circle that drum sound should be tapped, It feels awkard if its slider ending. Maybe
    http://puu.sh/iLa3A/d39b263495.jpg I dont think so..

    00:56:684 (1) - ^ (00:57:386)

    01:07:912 (1) - ^ (01:08:614)

    00:39:842 - 00:50:894 - This section only use default soft hitsound. uhn..

    00:57:736 (2,3,4,5) - 00:58:087 - 00:58:614 - dont left empty these seconds add circle or change there wih some sliders and 00:58:438 (5) - don't use clap here if you change here as i said. but I love how it sounds like this T^T

    01:08:965 (2,3,4,5) - ^

    01:27:795 (1) - since this is shorter slider you should change the distance 01:27:561 (2,1) and this one 01:27:795 (1,2) - as well. I understand the shape but you can't use the same distance with different time spaces. actually this not me who change it XD k I try to change it since many people bothered--

thank you everyone~
http://puu.sh/iLFOi/ef77dbb817.osu
Avishay
As requested,

[Extra]
  1. 00:27:736 - Adding a note here is highly recommended, although I see you are following the drums, but both 00:27:386 (1,2) - are following the ringing sounds and the drums, and it makes the pattern a bit awkward. If you want to emphasize the drums more than the ringing sound, then make 00:27:561 (2) - a 1/4 slider, and this way the ringing sounds won't be ignored but the drums are emphasized by pressing on them.
  2. 00:43:351 (2) - Ctrl + G would be cool, emphasizes the ringing a bit better and creates a nicer pattern with consistency from before.
  3. 00:47:736 (3) - Remove whistle from head, feels unnecessary.
  4. 00:53:175 (1,1,1) - This is overdone, the drums are not that strong, I warn you that this pattern might relate to a disqualification if you keep it.
  5. 00:53:877 (1,2) - In relation to the previous note, a huge jump like before would fit here much more.
  6. 00:55:748 (1) - I don't think putting a note on the singer's voice when she's inhaling is a good idea.
  7. 01:27:736 (1) - Unnecessary overmap.
  8. 01:28:789 (1) - Some kind of finish is recommended.
[Insane]
  1. 00:08:789 (7) - Blanket could be improved a bit.
  2. 00:48:789 (2) - The whistle on head on this slider doesn't sound fitting that much, try to find some other hitsound.
  3. 00:53:877 (1,2,1,2,3) - The spacing change is absurd, especially because the diff is relatively easy, please be more considerate with the spacing changes here.
  4. 01:27:561 (2,1) - The 1/12 tick between them is a bit too small.. Also I am pretty sure that there's nothing on 01:27:561 (2) - 's end. The huge jump is unexpected and doesn't play that well.
  5. 01:28:965 (4) - This note feels a bit forced, the map should end on a relatively strong note, or before. Which is 01:28:789 (3) -, if you do that, please add a finish as well.


Most of these are suggestions, but please read and think through with them, I think they can really help, good luck.
Topic Starter
UndeadCapulet

Avishay wrote:

As requested,

[Extra]
  1. 00:27:736 - Adding a note here is highly recommended, although I see you are following the drums, but both 00:27:386 (1,2) - are following the ringing sounds and the drums, and it makes the pattern a bit awkward. If you want to emphasize the drums more than the ringing sound, then make 00:27:561 (2) - a 1/4 slider, and this way the ringing sounds won't be ignored but the drums are emphasized by pressing on them. yes, i agree, 2's a 1/4 slider now
  2. 00:43:351 (2) - Ctrl + G would be cool, emphasizes the ringing a bit better and creates a nicer pattern with consistency from before. I prefer mine because the vocals have started up and I tend to use flow reversals to denote new vocal lines/pickups. I also like how the ringing is being "echoed" by the sliders aiming in the same direction.
  3. 00:47:736 (3) - Remove whistle from head, feels unnecessary. Removed
  4. 00:53:175 (1,1,1) - This is overdone, the drums are not that strong, I warn you that this pattern might relate to a disqualification if you keep it. I've reworked them to better fit the drums
  5. 00:53:877 (1,2) - In relation to the previous note, a huge jump like before would fit here much more. I disagree, in my opinion that would defeat the finality of these drums, all of the instrumental ceases here
  6. 00:55:748 (1) - I don't think putting a note on the singer's voice when she's inhaling is a good idea. I really love this
  7. 01:27:736 (1) - Unnecessary overmap. there's a grace note here
  8. 01:28:789 (1) - Some kind of finish is recommended. Changed all these to drumclaps
Most of these are suggestions, but please read and think through with them, I think they can really help, good luck.
Thanks for modding <3
HappyRocket88
Ehhh nobosy has shooted a star yet. GG

Let's do this
Topic Starter
UndeadCapulet

HappyRocket88 wrote:

Ehhh nobosy has shooted a star yet. GG

Let's do this
Thanks! <3
MirinH

General

  1. make sure all your diffs have the same tags
  2. video is missing in Yasora's Insane

Normal

  1. 00:10:368 (3,4) - i know you are trying to do something creative but please,do you expect a 100k rank player to read this,the over lapping really made it tough to read,space it out
  2. 00:17:386 (1,2) - same as above,try avoid overlaps in lower diffs if possible, overlaps may cause a disqualification
  3. 00:28:263 (4) - ^
  4. 00:48:965 (5) - this looks kinda ugly imo
  5. 01:18:438 (3,4) - 1/4 in this kind of bpm is fine, but please use ds, its still fast for normal
  6. 01:28:263 (1,2) - please

Hard

  1. 00:05:339 (1) - weird timing here, not sure if its 1 1/8 beat earlier
  2. 00:11:070 (1) - i would say its too much of overlapping almost half of the hit circle by using the slider slide
  3. 00:39:842 (1) - i dont think its snapped in the right place
  4. 01:01:947 (9,1) - spacing here is too big for the whole diff
  5. 01:27:210 (9) - i suggest this rhythm here, http://puu.sh/j75qF/c6c1505234.jpg ,the reverse you used is extended way to much, and its breaking the music feeling,also skipped the 1/6 rhythm, the rhythm above have more that kind of feeling and it well kept the 1/6 rhythm from skipped

Yasora's Insane

  1. 00:54:403 (1,2,3) - if you are following the vocal, then use some hitsound that actually fits the vocals like the default soft hitnormal
  2. 00:55:982 (1) - i think its better to follow the drum in the background rather than following the vocal,its has louder volume and its more easy for players to mention them,your hitsound here fits that better too
  3. 01:28:965 (4) - there is no sound

Extra

  1. 00:12:298 (2,3) - ds here is too small, and because of that the flow is kinda bad here, suggest larger the ds
  2. 00:12:824 (4,1) - whats that, not a nice looking pattern imo
  3. 01:19:140 (1,2) - whats that rhythm,how about let the slider end at 01:19:491 that point and avoid the overmapping,sounds much better imo
  4. 01:24:754 (1) - ^
    I noticed that you mapping style is strongly affected by skystar when i saw the patterns at kiai,but tbh i dont really suggest new mappers to learn from skystar because his style and patterns are very hard to use, your patterns in kiai are lack of distance control,you dont know why are you putting the object where, yes, skystar do use large distance,but he knows how to control the distance, this kiai btw, i just think that they are whole bunch of random notes. random notes in cs4 is fine, not in cs5
good luck
Topic Starter
UndeadCapulet

Mackenzie wrote:

General

  1. make sure all your diffs have the same tags
  2. video is missing in Yasora's Insane

Normal

  1. 00:10:368 (3,4) - i know you are trying to do something creative but please,do you expect a 100k rank player to read this,the over lapping really made it tough to read,space it out :/ no fun allowed...changed pattern
  2. 00:17:386 (1,2) - same as above,try avoid overlaps in lower diffs if possible, overlaps may cause a disqualification nothing wrong with this, a back-and-forth motion is very intuitive and natural, and most of the sliderhead is visible so I see no reason to change
  3. 00:28:263 (4) - ^ I will never change this for reasons previously mentioned in this thread, don't feel like typing that long paragraph out again
  4. 00:48:965 (5) - this looks kinda ugly imo it's fine for me
  5. 01:18:438 (3,4) - 1/4 in this kind of bpm is fine, but please use ds, its still fast for normal uhhhh ds is on???? and slider leniency makes this rly easy lol
  6. 01:28:263 (1,2) - please what do you want from me .-.

Hard

  1. 00:05:339 (1) - weird timing here, not sure if its 1 1/8 beat earlier should be 1/6 snap
  2. 00:11:070 (1) - i would say its too much of overlapping almost half of the hit circle by using the slider slide hmm I don't see your problem with this? it's not really hard to read, approach circle is right there; and slider leniency keeps the cursor hovering over the hitcircle for a very long time so this is pretty easy
  3. 00:39:842 (1) - i dont think its snapped in the right place fixed
  4. 01:01:947 (9,1) - spacing here is too big for the whole diff fixed
  5. 01:27:210 (9) - i suggest this rhythm here, http://puu.sh/j75qF/c6c1505234.jpg ,the reverse you used is extended way to much, and its breaking the music feeling,also skipped the 1/6 rhythm, the rhythm above have more that kind of feeling and it well kept the 1/6 rhythm from skipped definitely better

Extra

  1. 00:12:298 (2,3) - ds here is too small, and because of that the flow is kinda bad here, suggest larger the ds i don't really see what your problem is here??
  2. 00:12:824 (4,1) - whats that, not a nice looking pattern imo aesthetics aren't important, i need these sliders for the specific cursor motion i'm looking for, where the player feels inclined to travel the entire length of these sliders instead of relying on slider leniency
  3. 01:19:140 (1,2) - whats that rhythm,how about let the slider end at 01:19:491 that point and avoid the overmapping,sounds much better imo woops, the sliderend was supposed to be silenced here, but i need the click on this note so the next jump is snappier, like how i do in the kiai
  4. 01:24:754 (1) - ^ ^



    I noticed that you mapping style is strongly effected by skystar when i saw the patterns at kiai,but tbh i dont really suggest new mappers to learn from skystar because his style and patterns are very hard to use,
    My advice for your future modding: don't tell new mappers to avoid a certain style or technique, how will they ever learn if they never try? If a new mapper is taking ideas from a certain style, it's because that's the style of map they like playing, and it's the style of map they aspire to create. Instead of saying "don't try it," explain to them ways they can improve, or tell them what exactly they're doing wrong. And if you can't do this, you have no real right to criticize.

    And for the record, I'm not so much influenced by Skystar, as I am influenced by people who were influenced by Skystar


    your patterns in kiai are lack of distance control,you dont know why are you putting the object where, yes, skystar do use large distance,but he knows how to control the distance,
    More or less everything I've placed is thought out with a clear goal in mind, I aim for specific, intuitive cursor motions as opposed to keeping spacing consistent or whatever it is you're generalizing. This should be clear by the fact that this kiai plays really well, at least in my opinion, and the opinions of other people, where some would even FC on sightread. Perhaps if you were to point out actual issues with the placement of notes in the kiai things might change. But with your overgeneralized (and a little insulting) statement of "things don't seem thought out," I have nothing to work off of, so nothing will be changed.

    this kiai btw, tbh, i just think that they are whole bunch of random notes. random notes in cs4 is fine, not in cs5
    high spacing with smaller circles has definitely worked in the past, see https://osu.ppy.sh/b/506520, https://osu.ppy.sh/s/187561, https://osu.ppy.sh/s/173614, sure I'll agree that low cs and high spacing is unconventional (and arguably suboptimal) but I think this song really calls for such an intense nature with ultra-specific snapping (also why I set hp at 8, for a more intense feeling)
good luck
Thanks for the mod

EDIT: o ya fixed tags and video as well
Monstrata
[Extra]

  1. 00:01:245 (3,4) - 1/2 slider would be cool here cuz theres a kind of pause in the music.
  2. 00:12:298 (2,3) - Jump here would be more interesting imo, for the drum hit haha.
  3. 00:33:000 (1,2) - This jump felt really random. 2 isn't really emphasized, yet you map a huge jump to it.
  4. 00:35:807 (1,2) - Same thing here. 00:36:333 (3) - Slider 3 is a stronger drum beat. You could make 2 like a slider and create a larger jump onto 3. That would make more sense with the music.
  5. 00:40:543 (3,4) - A large part of the repeat arrow is being covered. Kinda risky if you ask me :P.
  6. 00:47:736 (3) - Why this shape :C. It just looks weird. Players will be forced to halt motion to play this repeat slider.
  7. 00:50:368 (1,1,1) - Random big jumps ;c. They don't really emphasize much
  8. 00:53:701 - Could map a circle here... leads into next point
  9. 00:53:877 (1,2) - And then here, mapping a jump would totally fit. You've created a lot of momentum from 00:53:175 (1,1,1) - but then you just end it with a stack and it feels really anti climactic.
  10. 01:28:263 (1,1) - No point NC'ing if you are just going to stack them. Though i would encourage making them jumps instead.
Kiai time is just weird for me. Slow sliders just don't match with the huge jumps you've given this section. Why? Because a lot of momentum is lost when you go to play these sliders. This creates a really jerky feeling between snapping to your CS 5 notes, and playing out these sliders. For me anyways, this doesn't fit for song like Brave Shine. The song is not trying to be aggressive...

[Yasora's Insane]

  1. 00:00:894 (3) - Could make this a slider too. Clear beat at 00:01:070 - .
  2. 00:28:614 (1,2,3,4) - This rhythm doesn't reflect the music very well... Specifically 00:28:965 (2) - . Slider end should be mapped to something imo. Vocals emphasize the note.
  3. 00:51:421 (2,3) - Try Ctrl+G'ing this rhythm to make the drumhit on 00:51:772 - clickable.
Yea idk about these SV changes. Could at least NC for the SV changes to make them more readable but meh...

[Hard]

  1. 00:05:339 (1,1,2) - This is quite a large SV jump. Especially since this slider: 00:05:339 (1) - is Curved like a circle. It makes it seem even slower than it already is because of its shape. Theres a lot more slider-leniency for the player to cross. This creates a huge spike in SV that i don't think is suitable on Hard. I think SV 0.7 should be enough honestly. It'll feel like 0.5 to the player with the shape you have lol.
  2. 00:10:368 (1,1) - Overlaps too much for me :P. Especially since you are using 1/4 spacing here, it'll be very difficult to read.
  3. 00:55:924 (1) - This doesn't look like it's snapped right.. 1/12?
Nice to see a normal-looking diff.

[Normal]

  1. 00:08:965 (1,3) - This overlap is going to cause readability issues somewhere down the line.
  2. 01:10:017 (4,1) - Might as well line them up properly.
Well, this Normal plays more like an Easy with some 1/4's put in... But rhythmically, it's too easy compared to Hard. Note density drops so much. The only time you use 1/4 in Kiai are: 01:06:158 (2,3) - | 01:18:438 (3,4,1) - and neither involve actually clicking every 1/4. All clicks are 1/2 spaced so intensity isn't there either. I really think you'll need a diff in between the current Normal and Hard because the difficulty gap is too large.

Good luck
Topic Starter
UndeadCapulet

monstrata wrote:

[Extra]

  1. 00:01:245 (3,4) - 1/2 slider would be cool here cuz theres a kind of pause in the music. I agree
  2. 00:12:298 (2,3) - Jump here would be more interesting imo, for the drum hit haha. nah, trying to keep thing tighter here
  3. 00:33:000 (1,2) - This jump felt really random. 2 isn't really emphasized, yet you map a huge jump to it. In the context of the rest of the map, this is right, it aligns itself better with the rest of the jumps preceding it, even if the actual instrumental says otherwise; and besides, with this motion, most of the emphasis is on the triplet that follows
  4. 00:35:807 (1,2) - Same thing here. 00:36:333 (3) - Slider 3 is a stronger drum beat. You could make 2 like a slider and create a larger jump onto 3. That would make more sense with the music. Stacking 00:35:982 (2) - over 00:35:456 (7) - makes the jump seem not as strong because it's a natural returning position. 00:35:807 (1) - is the beat with more emphasis here. It's what I did for the rest of the verse and it's what I'm doing here.
  5. 00:40:543 (3,4) - A large part of the repeat arrow is being covered. Kinda risky if you ask me :P. ehh I think more than enough is visible, at least in testplays nobody's read this wrong :P
  6. 00:47:736 (3) - Why this shape :C. It just looks weird. Players will be forced to halt motion to play this repeat slider. That was the idea but I think now I'd rather this part be seamless
  7. 00:50:368 (1,1,1) - Random big jumps ;c. They don't really emphasize much They echo the keyboard and build into the instrumental that picks up on the next downbeat
  8. 00:53:701 - Could map a circle here... leads into next point no thank you
  9. 00:53:877 (1,2) - And then here, mapping a jump would totally fit. You've created a lot of momentum from 00:53:175 (1,1,1) - but then you just end it with a stack and it feels really anti climactic. Alright, second time someone's suggested this, it's not too bad of an idea, I'll go through with it :P
  10. 01:28:263 (1,1) - No point NC'ing if you are just going to stack them. Though i would encourage making them jumps instead. I think the stacking makes them snappier (not to mention easier to play out of the 1/6, lolol)
Kiai time is just weird for me. Slow sliders just don't match with the huge jumps you've given this section. Why? Because a lot of momentum is lost when you go to play these sliders. This creates a really jerky feeling between snapping to your CS 5 notes, and playing out these sliders. For me anyways, this doesn't fit for song like Brave Shine. The song is not trying to be aggressive...thats.. that's the point.. this song is incredibly grandiose and powerful in my opinion (especially if you've ever heard any other Aimer song, it's like she's screaming her lungs out here lol). Slow sliders don't "lose" momentum, they store it, and transfer that into the highly spaced jumps. These highly spaced jumps are vital for the grand nature I'm looking for, and the slow sliders complement that by creating a proper balance of fast/slow easing motions, which both assists in playability, and reflects how the song balances heavy drum hits with long vocal holds.
And to show that my reasoning is right, everything is very straightforward and easy to snap to. Sure, I suppose it doesn't "flow" in the traditional sense of "my brain is turned off and I'm FC'ing lel", but it flows in the sense that every motion is logical and intuitive, even if moderately technically challenging.

And yes, I do realize that I am being overly prideful and arrogant. I think I did a very good job capturing the essence of this song, but I guess nobody else agrees the song is as powerful as I think it is ;w;

[Hard]

  1. 00:05:339 (1,1,2) - This is quite a large SV jump. Especially since this slider: 00:05:339 (1) - is Curved like a circle. It makes it seem even slower than it already is because of its shape. Theres a lot more slider-leniency for the player to cross. This creates a huge spike in SV that i don't think is suitable on Hard. I think SV 0.7 should be enough honestly. It'll feel like 0.5 to the player with the shape you have lol. There's nearly a 1/1 empty gap before this, that's plenty for SV change readability, and slider leniency mixed with the curve makes this very easy to play. If this does come off as particularly slow like you say, it only makes the downbeat release feel stronger. No change.
  2. 00:10:368 (1,1) - Overlaps too much for me :P. Especially since you are using 1/4 spacing here, it'll be very difficult to read. This is fine, slider leniency results in the player hovering over the second sliderhead basically forever. In my opinion osu needs more reading-oriented patterns in lower diffs anyway, how else will people ever learn how to actually read?
  3. 00:55:924 (1) - This doesn't look like it's snapped right.. 1/12? 1/12 indeed, and this is definitely right, it's snapped to vocals
Nice to see a normal-looking diff. lol

[Normal]

  1. 00:08:965 (1,3) - This overlap is going to cause readability issues somewhere down the line. In what way? These are just stacked notes, plenty of other maps do this kind of thing, this is like the least reading-intensive reading-based pattern I've ever used in a Normal diff, lmao..
  2. 01:10:017 (4,1) - Might as well line them up properly. whoops, fixed
Well, this Normal plays more like an Easy with some 1/4's put in... But rhythmically, it's too easy compared to Hard. Note density drops so much. The only time you use 1/4 in Kiai are: 01:06:158 (2,3) - | 01:18:438 (3,4,1) - and neither involve actually clicking every 1/4. All clicks are 1/2 spaced so intensity isn't there either. I really think you'll need a diff in between the current Normal and Hard because the difficulty gap is too large. Yeah, I was worried about this, RC says in order to forego an Easy diff, the Normal needs to be a borderline Easy, but then balancing the rest of the spread becomes a huge pain... I may mess around a bit with this Normal, but I don't think the note density increase to Hard is too drastic atm, I've certainly seen similar jumps

Good luck
Am I ever going to find an actual mod for the kiai...

And for the record, NC's don't make SV changes any more readable, SV's are all about musical cues and flow arrangements. NC's don't make anything readable, why do people insist they do? Simple logic being: what about the players who's skins feature only one combo color? If they aren't able to read your SV change, why should anyone else be able to? If you're really relying on NC's to do the job, you should probably rethink your note placement altogether.
Monstrata
People respect your mapping decisions enough not to mod everything that they find wrong in the Kiai :P. Its not that people don't mod it, its that they don't want to waste their time modding it only to get walltexted back because they've foregone your mapping style, trying to enforce their style onto yours lol. If you want actual mods on Kiai you need to be more open minded to more conventional mapping sense :P. I really want to respect people's styles, and sometimes it makes modding difficult because I have to ignore things i disagree with.

For me, Aimer's vocals are powerful sure, but they aren't aggressive or sharp. When she sings, there is a kind of flow that you get from listening to her. Also i'm really not sure what you mean by "storing momentum" lol. That's bizarrely over-technical for me. I have no problem with your jump patterns honestly. Snapping distance no matter how large, is fine by me as long as it's consistent, and yours for the most part, are. I just think the sliders create a really big change in motion from fast+snappy to slow if not held, and these changes in motion aren't supported by the song.

Tbh I think you're overthinking the song, but to each their own huh?. Good luck with this set.
Topic Starter
UndeadCapulet

monstrata wrote:

Tbh I think you're overthinking the song, but to each their own huh?. Good luck with this set.
Lol this whole "cs5 high spacing low sv" gimmick took literally 1 second for me to decide upon, if anything it's what I knew I would do the first time I heard this song xD

Thanks for all the feedback <3
Yasora

Mackenzie wrote:

Yasora's Insane

  1. 00:54:403 (1,2,3) - if you are following the vocal, then use some hitsound that actually fits the vocals like the default soft hitnormal ok
  2. 00:55:982 (1) - i think its better to follow the drum in the background rather than following the vocal,its has louder volume and its more easy for players to mention them,your hitsound here fits that better too um i think i will follow the vocal here..
  3. 01:28:965 (4) - there is no sound if i remove this it will like something missing :'(

monstrata wrote:

[Yasora's Insane]

  1. 00:00:894 (3) - Could make this a slider too. Clear beat at 00:01:070 - .
  2. 00:28:614 (1,2,3,4) - This rhythm doesn't reflect the music very well... Specifically 00:28:965 (2) - . Slider end should be mapped to something imo. Vocals emphasize the note.
  3. 00:51:421 (2,3) - Try Ctrl+G'ing this rhythm to make the drumhit on 00:51:772 - clickable.
    ok.. changed all
Yea idk about these SV changes. Could at least NC for the SV changes to make them more readable but meh...
thanks all~
sorry for late .-.
http://puu.sh/joYdv/4ed7af2a26.osu
Cherry Blossom
Hello, M4M from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

Normal

  1. 00:10:368 (3,4) - This is really uncomfortable to play for a beginner, this is the easiest diff of the mapset, and assume beginners will play it. The reason why it is uncomfortable is that these sliders are too much curved and it forces the beginner to do circular motions and a beginner doesn't really master it, because when you're a beginner you don't really master your mouse, right ? These sliders should be less curved.
  2. 00:17:386 (1,2) - This is really ugly and flow breaking because (2)'s head is at the middle of (1) and the beginner will probably hit (2) too early and won't finish (1) correctly and probably get a 100. And that could be really misleading, and also, try to get rid of this overlap.
  3. 00:27:210 (3,4) - same scenario as ^
  4. 01:13:526 (1,2) - and ^ , and 01:14:579 (2,3) -

hard

  1. 00:13:351 (5,6,7) - The transition from 5 to 6 is uncomfortable to play because, everyone (and i said everyone) doesn't really move to (5)'s end when playing, and the player could click on (6) too early. I just mean, there is an unintentional slowdown, and it could be better if you move (6) downward and more on the right, that means you should unstack it from 00:12:824 (3) -
  2. 01:27:210 (9,1) - It could be better if there is more distance between these sliders, because there is a different gap between 01:27:561 (1,2) - and 01:27:210 (9,1) - (1/6 and 1/4). And these sliders have the same spacing visually and that could be misleading.


Yasora's Insane

  1. 00:08:789 (7) - I don't really get why you changed the spacing here. If you want to emphasize the note on 00:08:965 - there should be a higer distance between 00:08:789 (7,1) - and not the other way round. Keeping the same distance for 00:08:438 (6,7,1) - is also fine.
  2. 00:17:912 (2) - same as ^
  3. 01:14:754 (1,2,3) - This is actually weird because (3) is overlapped with (1) and you really have a strange feeling when you're playing this pattern, it could be better for both visual and gameplay if you don't overlap these objects

Extra

  1. 01:14:754 (1,2,3) - This pattern is really uncomfortable to play, the antijump between 00:23:701 (4,5) - makes the player get a sudden sliderbreak if he doesn't know the pattern and that's not fun at all to play things you should know or memorize to be able to play them properly.
  2. 00:33:526 (5,6) - this is like flow breaking when you're playing it, you don't really expect a reversed slider here, because the reverse arrow is half covered, and the motion is the other direction and the player needs much aim to be able to play it properly. Let me give you an example of what i mean :
    Your current pattern looks like this when playing (of course this example is overdone).

    So, It could be better if you do something smoother like this instead :
  3. 00:42:122 (3,4) - I don't really get your point about emphasis here, these sliders 00:41:421 (1,2,3) - are enough spaced, and the last one 00:42:473 (4) - looks like an antijump on a powerful note, and this sounds counter intuitive. Consider adding more distance between them.

    I won't give suggestions for kiai because i know you will deny all of them, i will just tell me your opinions on it :
    I have the feeling that you're trying to do what HW did for her map called HELIX. But i also have the feeling that you didn't really understand how she mapped it. Jumps are large and the low SV doesn't really help and it is really a pain to do "slowdown - jump - slowdown - jump - jump - jump - slowdown - miss". It is not really unrankable in few cases, but if you don't master what you did, it could be unrankable.
    And also, please, no OD9 because this song is too slow and it is also difficult to get a good accuracy because of the patterns you used.
    And also HP8 is overkill for this BPM, use 7 or 6 instead please.


Good Luck ~
Topic Starter
UndeadCapulet

Cherry Blossom wrote:

Hello, M4M from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

Normal

  1. 00:10:368 (3,4) - This is really uncomfortable to play for a beginner, this is the easiest diff of the mapset, and assume beginners will play it. The reason why it is uncomfortable is that these sliders are too much curved and it forces the beginner to do circular motions and a beginner doesn't really master it, because when you're a beginner you don't really master your mouse, right ? These sliders should be less curved. I don't think beginners should have any trouble here tbh. If you look at the sliderball here, there's so much leniency that you can actually just move in a straight line all the way to the end. And I believe that players should be taught about slider leniency from the very beginning, as it can make the transition into harder maps much easier to grasp. I may still change this in the future, since this was kind of a rough fix from a previous arrangement, but for now I'd like to keep this
  2. 00:17:386 (1,2) - This is really ugly and flow breaking because (2)'s head is at the middle of (1) and the beginner will probably hit (2) too early and won't finish (1) correctly and probably get a 100. And that could be really misleading, and also, try to get rid of this overlap. I agree completely, thank you for the detailed explanation regarding what makes this tricky and uncomfortable. Rearranged these slider placements.
  3. 00:27:210 (3,4) - same scenario as ^ I disagree with this, though. I've already typed up a long paragraph about why I think this arrangement is straightforward and why I want to keep it, let me copypaste it real quick:

    UndeadCapulet wrote:

    The flow here is very good because I'm teaching new players about slider leniency. The player will want to linger over the 4 as long as possible, similar to how the vocals linger into the next downbeat (and as you can see, the 4 slider is mapping the vocals). The overlap here serves to keep the vocals from feeling like they stand alone; the vocals are connecting the downbeat to the ending of the measure, that's all they do. So, I've connected the 4 slider to the 3 slider with an overlap. The repeat snaps the player back into the direction they were traveling originally, the same way the vocals snap the downbeat into place, after the long held notes finished trailing off.
    Expanding on this further, the vast majority of the hitcircle is visible, and there's little object density in this area, which makes focusing on the overlapped approach circle pretty straightforward. I really don't want the player finishing the 3 slider fully, because the instrumental is sort of tapering off, in a sense (I don't think I explained that well but whatever). So unless this single overlap is a genuine unrankable issue (and it really shouldn't be imo), I really want to be stubborn here and keep this as is, because in my opinion, any other arrangement here will only serve to lower the quality of this map. I believe that "tricky to read" patterns are not bad, even in lower difficulties; one of the main reasons people dislike unorthodox mapping styles in higher diffs is because they find the maps to read, but that's only the case because those players were never given the opportunity to learn how to read when they were learning the game.
  4. 01:13:526 (1,2) - and ^ I agree here, changed this one, and 01:14:579 (2,3) - but here I want to keep this because I like the multiple flow reversals, and I don't really want the player completely playing the 01:14:579 (2) - slider back to the beginning, I think things resolve better this way. This isn't very difficult imo because of how much leeway the repeat has, the player should be able to focus on 3's approach circle just fine.

Hard

  1. 00:13:351 (5,6,7) - The transition from 5 to 6 is uncomfortable to play because, everyone (and i said everyone) doesn't really move to (5)'s end when playing, and the player could click on (6) too early. I just mean, there is an unintentional slowdown, and it could be better if you move (6) downward and more on the right, that means you should unstack it from 00:12:824 (3) - Breaking off of that slider is completely intentional. The near-antijump at this part leads to 00:13:351 (5,6,7) - having the same emphasis as 00:12:824 (3,4,5) - , with the small gap to the circle followed by the jump to the slider. It also makes 00:13:701 (6,7) - feel slightly stronger than 00:13:175 (4,5) - because of the repeated left-right jump motion, which fits the music well. I don't think players will click too early here tbh, everything at this point is in beat, there shouldn't be any real issue
  2. 01:27:210 (9,1) - It could be better if there is more distance between these sliders, because there is a different gap between 01:27:561 (1,2) - and 01:27:210 (9,1) - (1/6 and 1/4). And these sliders have the same spacing visually and that could be misleading. This was the intention, actually, I thought playability would be easier if the motion was just a smooth graze across the sliders, since sliders have no hiterror I thought it'd be better that way. But I see no harm in changing this so the spacing differs, so I've changed it.

Extra

  1. 01:14:754 (1,2,3) - This pattern is really uncomfortable to play, the antijump between 00:23:701 (4,5) - makes the player get a sudden sliderbreak if he doesn't know the pattern and that's not fun at all to play things you should know or memorize to be able to play them properly. Looks like you copied the wrong notes lol, I think I understand which part you're referring to, though. I don't think the 4,5 antijump was the real issue, though, I think it was the 3,4,5 angle that made this uncomfortable. I've fiddled with it a bit, it's much better now I believe
  2. 00:33:526 (5,6) - this is like flow breaking when you're playing it, you don't really expect a reversed slider here, because the reverse arrow is half covered, and the motion is the other direction and the player needs much aim to be able to play it properly. Let me give you an example of what i mean :
    Your current pattern looks like this when playing (of course this example is overdone).

    So, It could be better if you do something smoother like this instead Yeah, I'm not really sure what you were trying to show with that first image?? But anyway I don't believe this part takes much skill, the sliderball is always overlapping the sliderhead so you can pretty much hold over the head the whole time (which is what I hope the player does tbh). I've reworked the slider design to make the repeat more noticeable, just to be safe, but I don't think there should be any issue with the actual playability of this part :
  3. 00:42:122 (3,4) - I don't really get your point about emphasis here, these sliders 00:41:421 (1,2,3) - are enough spaced, and the last one 00:42:473 (4) - looks like an antijump on a powerful note, and this sounds counter intuitive. Consider adding more distance between them. These sliders are all following vocals, as well as that weird guitar(?) sound that echoes. The 4 slider is obviously the weakest in this case, as it holds the weakest vocal and has the quietest instrumental echo. If you're talking about the white tick slidertail, and saying that's the stronger beat, well, that's part of the reason the 00:42:824 (1) - slider is so much farther away

    I won't give suggestions for kiai because i know you will deny all of them, i will just tell me your opinions on it :
    I have the feeling that you're trying to do what HW did for her map called HELIX. HELIX definitely impressed me, and HW is a big influence in my mapping, but replicating HELIX is not actually my intention here. At a surface value I concede they are similar, but the object layouts have little in common, as the songs are completely different and really only share the fact that a low SV high CS high spacing gimmick can be applied to them.
    But i also have the feeling that you didn't really understand how she mapped it. Jumps are large and the low SV doesn't really help and it is really a pain to do "slowdown - jump - slowdown - jump - jump - jump - slowdown - miss". It is not really unrankable in few cases, but if you don't master what you did, it could be unrankable. Is it really a pain? That's not my intention ;w; things are supposed to be stressful but ultimately smooth, or to phrase into one word, "grandiose." I really hope you can maybe chat with me in-game to explain what's causing this experience to not properly deliver.
    And also, please, no OD9 because this song is too slow and it is also difficult to get a good accuracy because of the patterns you used. LOL yeah I slapped OD9 on here because I saw that most other CS5 maps had OD9, so I figured it was like a standardized convention. But yeah I've lately come to understand the real reason they use OD9, and this map does not fit that criteria, lol. Dropped OD to 8.
    And also HP8 is overkill for this BPM, use 7 or 6 instead please. ehh idk about this, HP8 is set with the idea that it helps build intensity during the chorus, like, "oh shit if I miss one of these tiny circles I'm gonna fail," though that should never really happen because I've never really seen somebody fail when they weren't going to fail with a lower HP anyway. Maybe I'm using HP incorrectly, in which case I will drop it, but for now I would like to keep the higher HP.


Good Luck ~
Thanks so much CB <3 Very well phrased mod, I really appreciate it!
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