這首廢萌歌居然有人做!!!!
Thank you for the mod(?)~ :3Ataraxia wrote:
just a thing on hard, i think is important consider a constant snap her 00:26:130 (1,2,3,4,1) - I'm not sure exactly what you meant here, I did turn on snap when I mapped this. o.o Thank you for your input though I think there's nothing to change.
btw this map is really really CUTE >w< Ty! >////<
gl with rank
I tried to change a few things on my normal and it increased the SR slightly~ Ty Kibboo~Kibbleru wrote:
ur normal is too easy to support the hard diff spread wise.
with hards like these you want to make those kinds of normals with spaced 1/2 and cs 3.3 or something
Ty for the mod~Kisses wrote:
[]Easy
- few suggestions for rhythm changes, I'll just post my suggestions if you want me to go over why i think my suggestions are more ideal hit me up later I can explain
- 00:17:120 (1,2,3,4) - http://puu.sh/vdaYG/84c3980756.jpg I changed this a bit. xD
- 00:30:920 (2) - move to 00:30:720 (2) - Changed to a small slider.
- 00:32:120 (4) - hitsound on head would preferable for the loud sound on top Okay~
- 00:41:120 (3) - http://puu.sh/vdb7Q/79c6e5d12e.jpg Changed~
- 00:55:520 (1,2,3,4) - http://puu.sh/vdb9N/f264ac856d.jpg Changed~
- 00:58:720 (1,2,3) - http://puu.sh/vdbc5/57a5bda399.jpg Changed too~
- 01:01:920 (1,2,3) - ^ Changed it my own way~
- 01:05:120 (1,2,3) - http://puu.sh/vdbgQ/bb9ac7f418.jpg or http://puu.sh/vdbhr/de500e90fb.jpg Changed~
and it pretty much repeats from there, feel free to reject everything if you don't like any of them w It'sh okies~
GL!
Thank you for the mod~!Incomp wrote:
Hey there! From #modreqs.
[Easy]00:18:520 (1,2,1) - The blanket here isn't perfect -- the blanketed slider just needs a nudge towards the right. Fixed~
01:14:320 (1) - This shouldn't have a new combo. Changed~
02:24:720 (3,1) - The slider is a little too sharp here; it basically squeezes the 3 out from its blanket. I made the blanket slightly better I think..
02:50:320 (4,1) - ^ Same as above~
Very nice job done here. The only real problems I can find are aesthetic hiccups. You've got the gameplay nailed down. Thank you~ The minor aesthetic hiccups that you pointed out are sort of minor but I guess it just means more polishing!
[Normal]00:38:520 (2,3) - You should delete 3, turn 2 into a slider that ends where 3 started, and place a note where 3 ended. This emphasizes the clap sound on 3 by forcing the player to click on it. You probably already knew this, though. Changed~ Thanks for telling me, I actually haven't thought about that. xD
00:53:120 (1) - It's wise to avoid 1/2 sliders with multiple reverses in Normal difficulties. Noted~ Changed~
01:09:920 (1) - Could move this back one notch. I'm not sure which way is 'back' xD
02:58:720 (1) - ^ ^
02:13:920 (1) - This slider is very low, consider moving it up a few units. Changed~
The flow on this difficulty is spectacular. Was a pleasant surprise. Thank you~ ^^ To be honest, mapping Easies and Normals is much harder than mapping higher difficulties so it's a relief that it's not as bad as I thought it was.
[Hard]00:53:920 - You could put a 1/4 slider here that repeats 3 times. I decided to leave this blank because I wish to let the player rest for a bit before the kiai/chorus.
02:42:720 - ^ Same as above~
01:05:120 (1,2) - These sliders overlap a tiny bit, and it's not very pretty to look at. It's intentional, it looks fine to me but I guess everyone has their own views on aesthetics. xD
03:27:520 (1,2) - ^ Same as above~
03:08:520 (1) - I'd move this 1 out from under the 3 and 4 of the previous combo. Changed the (3) and (4) notes from the previous combo to a 1/2 slider and moved the star pattern to the left~
It's obvious that this difficulty has seen a lot of polish, and it looks and plays great as a result. Thank you~ ^^
Honestly, this mapset could get ranked very soon. Best of luck.
Thank you for the (second part of) mod~Kisses wrote:
Hard
- I think replacing the claps with normalsampleset just sounds nicer http://puu.sh/vAz5A/d6adae1125.jpg Everyone has different hitsound sets due to their skins, I chose soft-clap because on my skin, it sounds nice.
- 00:40:720 (4) - You've been following the vocals a lot prior to this verse so it seems a bit weird to me that you would opt to follow the drums (I think) for the last measure before you transition to the percussion at 00:42:720 . Also given the intensity of 00:41:920 it feels almost inappropriate to map it as a passive beat (slider end). How about a rhythm similar to this? http://puu.sh/vAyXU/a238da1c61.jpg Changed~
- 00:56:720 (4,5) - What do you think about using this? http://puu.sh/vAz8K/49f4099698.jpg for similar reasons stated above. If you choose to do this apply it to 02:45:509 (4,5) I'm still on the fence about this suggestion after two other people suggested it. I wanted to emphasize both vocal points ina small pause, hence the spacing and rhythm pattern.
- 01:14:120 - An addition of a circle would play well here imo for 2 reasons. It helps people keep track of the metronome in their head better (ppl normally follow 1/1 gaps better than 3/2 gaps) and also because of the fact there's actually a sound here it may cause to throw ppl off. Same applies for 03:36:509 . In the other chorus at 03:02:909 you can't do the same thing since there isn't a sound here, instead you would have to turn 03:02:509 (3) into a 1/1 slider Added~
- 02:07:920 (2,3) - similar to 00:40:720 (4) , because you've been following the percussion prior here then it'd make more sense to follow it again for the final measure. Try a circle and 1/1 slider and see if you like it. http://puu.sh/vAznh/3b63e4f3fa.jpg The vocals were over when I mapped the part out so I didn't find the need to continue following the vocal pattern in this part. It is also the same pattern and vocal to instrumental transition here 00:18:520 (1,2,3,4) - which already introduced the pattern early in the song.
- 02:14:520 (4,5) - As a said earlier 3/2 gaps can be a little awkward sometimes (especially to those DT players if you care about that ) You can eliminate the 3/2 gap by adding a circle at 02:14:920 or by making 02:14:520 into a 1/1 slider Added~
- 02:31:172 (4) - lol https://osu.ppy.sh/ss/7958844 Fixed during IRC banter. (baka.)
Don't feel pressured into changing things you do agree with yada yada, GL with BN hunting Uhu~ :3
Thank you for your mod~My Angel RangE wrote:
Hello ~
My subjective thoughts Modding :d I'll respect your opinions with actual replies.
Unrank Element.
all dif Fix here Bpm, last 137 123 too. This is not an unrankable issue. The drummer of the song had a hiccup and me and Mir compensated this by timing it as precisely as we could. Part of the ranking system requires the mapset to have the closest timing possible.
Easy
Fix all Ds error :d ~ They are spaced this far apart due to the pause in between them. I don't see a reason to change that.
00:58:720 (1,2,3) - hear better good this beat This misses a lot more of the strong percussions than the pattern I currently use.
01:53:120 (1,1,2,3) - hear better good this beat too :c The spinner would be too close to the next hit object, rendering the difficulty unrankable.
I changed the blankets that I think are too noticeable and left the ones that are not even noticeable when playing out. The NCs are my own choice so I'll stick by them.
GL~
Thank you for your (third) mod~ <3Kisses wrote:
Hello again So formal. o.o Hi!
Easy
sometimes you break away from your 1 NC per 2 measures in places such as 02:39:509 (1) - 00:09:120 (1) - 00:03:120 (1) - 00:50:720 (1) - . The whole section at 00:07:520 (1) to 00:20:320 (1) etc. I was just curious if there was a reason you used shorter NC lengths in some places as I can't pipoint the reason. I guess it was out of instinct. I would map and then 'feel' there should be an NC here or there. xD Fixed~
Because you map the beats 00:02:120 and 00:02:520 I feel like it's worth mapping 00:01:720 as well. It's part of the same layer and can make it easier to get the rhythm in the player's head. I'm not sure...I'll keep it as it is for now.
AI says there are DS inconsistencies but I think it's fine as looking at the visual spacing it shouldn't interfere with reading patterns at all Okies~
Normal[]
- 01:09:920 (1) - https://osu.ppy.sh/ss/8609516 (ignore object placement). I don't think 01:09:920 is worth mapping over 01:09:720 . It just too much of a predominant beat. A 1/1 slider + circle would also fit Changed~
- 01:12:920 (1) - finish spam unnecessary, it's also worth noting you didn't use this hs pattern in your other 2 diffs I've reduced the number of finisher hitsounds. I'm not sure how to change the pattern and it's still fine so I'll keep it as it is for now.
- 01:53:120 (1) - the amount of recovery time after the spinner is a bit questionable, you can be even safer by ending it at 01:55:720 and it would still make sense with the song Shortened the spinner to 01:55:320 - ~
- 01:57:520 (3) - minor, the stack causes it to slightly touch 01:56:920 (2 - https://osu.ppy.sh/ss/8609540 Fixed~
- 02:24:120 (2,3) - another minor, the stacking makes the blanket look off https://osu.ppy.sh/ss/8609552 here I would suggest blanketing with circle 3 to make it look neater Fixed~
- 02:30:720 (2,1) - Don't stack this way. Because object 1 appears well before 2 ends you're kinda expected to play with normal DS rules and this spacing/unique patterning would throw a player off totally. (The timing points don't justifiy it as a player isn't going to expect to know what's going on)
- 02:38:709 (2,3,1) - recommend to not stack 3 objects like this because reasons Changed~
- 02:52:709 (2) - Rhyhm isn't entirely fitting because both the vocals and percussion land on 02:52:909 I'm not sure what other ways to map it but it still follows the rhythm in its own way. I'll keep it for now.
- 02:58:709 (1) - same as 01:09:920 (1) Changed~
- 03:26:309 (2) - same as 02:52:709 (2) Unchanged for now.
- 03:32:309 (1) - same as something else lol Changed~
- 03:35:309 (1) - same as 01:12:920 (1) Unchanged for now~
- 03:58:570 (1) - i would delete the whistle tbh. Actually, if you're gonna map a spinner here wouldn't it make sense to do the same for your hard diff too? Considered~ And done~
~
HardVictorica wrote:
Kisses wrote:
Normal
- 01:12:920 (1) - finish spam unnecessary, it's also worth noting you didn't use this hs pattern in your other 2 diffs I've reduced the number of finisher hitsounds. I'm not sure how to change the pattern and it's still fine so I'll keep it as it is for now. hs pattern = hitsound pattern just to avoid any confusion. And you didn't change the remove the finish additions.
- 02:52:709 (2) - Rhyhm isn't entirely fitting because both the vocals and percussion land on 02:52:909 I'm not sure what other ways to map it but it still follows the rhythm in its own way. I'll keep it for now. Well the thing is it doesn't really follow a layer in the song (vocals, percussion etc). If you needed suggestions I would suggest this https://osu.ppy.sh/ss/8616629 or https://osu.ppy.sh/ss/8616609 (ignore object placements)
- 03:26:309 (2) - same as 02:52:709 (2) Unchanged for now. I'll bump this timestamp since I added an additional comment on a relevant one
- 03:35:309 (1) - same as 01:12:920 (1) Unchanged for now~ If you said you were going to change the finishes for the first one then I do see much reasoning in keeping it here. Just to add, you don't have to change it as different diffs can have different hs patterns but if you said you were going to change it for 01:12:920 (1) then for the sake of conistency it would make sense to change this to match
Ty for the mod~Zexous wrote:
M4M
Modding only Normal as requested
[General][Normal]
- Your mp3 is 128 kbps, please find a 192 version for better audio quality Updated with a better mp3!
gl Ty~
- You use stacking at different snaps, like here 00:02:920 (3,1) - it's 1/2 but here 00:08:720 (3,1) - it's 1/1, the inconsistency may be confusing for Normal players. Fixed~
- Your DS is inconsistent, like your normal DS is around 1.5x but then 00:14:720 (2,1) - here it's 1.0x, 00:17:120 (1) - here it's 1.6x and then right after it goes 00:17:920 (2,1) - 1.0x again. Then you have parts like 02:36:109 (1,2,3) - where it's 1/2 with 1.5x, and then 02:37:909 (1,2) - it's 1/1 with 1.0x. Visually, those DS look very similar, and that inconsistency isn't good in a Normal. Fixed~
- 00:08:120 (2,1) - Blanket fix Okies~
- 00:10:320 (3,1,2) - I feel like this may be especially confusing because of the different levels of overlap here, you have 00:10:320 (3,1) - 1/1 overlapped here and then 00:11:320 (2) - is where 00:09:720 (2) - was which, although it's a 2 second gap, may still be unpredictable for Normal players The previous slider 00:09:766 (2) - would have faded away completely by the time 00:10:766 (1) - is played. There should be plenty of time for a normal player to react.
- 00:30:720 (2,2) - Really not a good overlap :s Fixed~
- 00:31:320 (1,2,3,4) - Doesn't this flow seem a little too difficult for a Normal? Fixed~
- 00:45:920 (1,2) - Blanket fix Fixed~
- 00:55:920 - Why did you just not map anything here? Seems like you could've put in a 1/2 circle-1/1 slider easily. The gap feels really awkward. It's due to the spinner rule for lower difficulties. (Or used to) It was stated that Normal/Easy difficulty must have at least two and four ticks of break after a spinner respectively from what I remembered. ><
- 00:59:920 (3,1) - Counter flow might be confusing for Normal players I don't think it's too fast for a Normal player to be confused with the flow switch. The reason I used it here is because there is enough time to react to it (Plus I had no space.. ><)
- 01:05:120 (1,2,3,1) - This definitely seems too hard of a pattern for Normal lol, the sharp flow corner into an overlap I'm not sure about this. I'll keep it for now. ><
- 01:08:920 (2,3,1) - Blanket fix Fixed~
- 01:53:120 (1) - You ended this spinner in a really awkward place and left another really awkward gap, I think it would be better to end the spinner 01:55:920 - here >< Same as the previous spinner.
- 02:16:120 (2,3) - Up to this point you did 1/1 overlaps onto 1/2 reverses, this is a bit dangerous Fixed~
- 02:15:520 - to 02:18:720 - this whole section in general has a sudden and random difficulty spike, why? Fixed!
- 02:32:709 (2,3) - Sketchy overlap
- 02:44:709 - lol another weird gap. Please map something here.><
- 02:57:709 (2,3,1) - Blanket fix Fixed~
- 03:18:309 - Another strange gap, please map this ><
- 03:22:309 (3,1) - Like before, I have concerns about thisThis shouldn't be a problem though. :s
- 03:27:509 (1,2,3,1) - Also like before, I have concerns about this pattern ><
- 03:58:570 (1) - Seems like the last sound fades out here 04:01:253 - so I think the spinner should end here instead Changed~~
Ty for the mod~Kisses wrote:
Hard
OD 6 is much for fitting at for this bpm imho. I think a slightly lower AR would be nice to allow easier reading for HR and DT for this kind of map Okies~Noormal
- 00:03:566 (2,3) - might be worthwhile to space these like your other 1/4 spaces. eg 00:32:766 (3,1) - Fixed~
- 00:19:166 (2) - perhaps this rhythm? https://i.imgur.com/JkdHTsx.png Same for 02:07:966 (2) - I think I'll keep the current rhythm choice. :s
- 00:55:166 (2) - speaking in general; because of how streams can be a bit tricky for hard diffs i think it's better to make it as easy as you can making them. In this case I would think having this spaced closer to 00:54:766 (1) would be better to allow a much easier entry. Same for 01:26:966 (1) and 03:49:155 (3) - Fixed~
- 01:22:566 (1,2) - spacing? Fixed~
- 01:27:366 (5) - kicksliders are really hard to grasp for players at this level and tieing it at the end of a stream is just overkill, change to a circle 10490851 Okies~
- 02:12:366 (1) - Minor but if you could structure it to not touch 02:11:366 (3) it would look much better aesthetically Fixed~
- 02:21:566 (4) - ctrl g for spacing Okies~
- 02:31:329 (5) - circle Fixed~
- 03:06:155 (3,4) - big spacing feels unfitting for the calmness in the song imo Fixed~
- 03:49:755 (5) - circle Okies~
Easy
- Turn on stacking to fix stuff like 00:10:366 (3) https://osu.ppy.sh/ss/10490935 Okies
- 00:31:966 (2,3,4) - spacing Oof. I think that part may have been a mistake. xD
- 00:42:366 - do you not want to map this beat? I think making a circle Added~
- You have a lot of 1/1 spacings that look like 1/2, please fix them 00:43:566 (2) . Happens in the calm parts of the map; I now you might want to use a bit lower spacing for the calm part of the song but i still highly recommend spacing them out a bit more. 1.4x should do as a minimum I fixed most of the spacing. ><
- 00:52:966 - a circle would be nice here imo I think it's fine the way it is.
- 02:49:355 (1) - spacing Fixed~
- 03:57:955 (1) - delete finish, feels overkill Okies~
[]done~ Yay~
- 00:41:166 (2) - recommend to extend to white tick Okies.
- 00:44:366 (3,4) - Perhaps a 1/1 slider + 2 circles? It makes the 2/1 slider for the held vocals 00:47:566 (3) stand out even more. Same for 02:33:155 (3) Changed~
- 01:12:566 (2,3) - I think this would fir your rhythms + hitsounding pattern better https://i.imgur.com/qMatmIS.png same for 03:01:355 (2,3) Changed~
- 01:27:166 (4) - 2 circles would be nice for a more emphatic end to the section. It would also contrast well with 01:26:366 (3) Okies~
- 03:36:755 (1) - delete NC There were no NC here. o.o
Kisses wrote:
Ai mod says these are unused
soft-hitclap2.wav
soft-hitfinish2.wav
if they aren't used delete them but if they are give me an example where Oh, I forgot about these. I don't think I'll need them any more. xD Removed~
HardNorma
- 00:03:566 (2) - by space it, i just meant overlap it a tiny bit instead of stacking Fixed. xD
- 03:49:755 (5) - circle Changed~
- 03:21:755 (2) - off screen a tiny bit Fixed~
03:21:755 (2) - off screen a few pixels ?????
Easy
03:38:755 (1,1) - delete NCs lol Fixed~
[]
Kisses wrote:
easy
03:38:755 (1) - delete NC Fixed~
normal
03:24:955 (2) - the border at the bottom is off screen by just a few pixels https://osu.ppy.sh/ss/10502856Fixed~
[]w ~ uuu~
Ty~Ataraxia wrote:
kisses mod this map for 1 year xppp
happy to see this bubbled since 1...2..3..4 remaps LOL
gratz !
Ty~Hailie wrote:
as requested from kissesYay.
Hard
03:58:738 - start the spinner at the blue tick like ya did at 03:53:255 (1) - ? Fixed~
Normal
01:12:966 (1) - 03:35:355 (1) - no point of really having nc like this in this difficulty since the nc are already pretty short and I just think it best to just remove them Fixed!
02:41:955 (2,3) - minor but it don't hurt to move (2) to completely overlap the slider end of 02:40:355 (4) - to make it look a bit cleaner here Okies~
okay for this spinner 02:42:755 (1) - I suggest ending it early or removing it
-another solution that could be better is to just map 02:43:555 - which would be more safe than ending it early
it is much less engaging for a new player to not map anything at the start of the kiai 02:44:355 - when it deserves more emphasis than to leave it empty and its kind of boring so doing anything I suggest or something better than this is recommend I've removed the spinners and added some notes.
03:13:155 (1) - same for this kiai ^
Easy
01:53:166 (1) - same thing about the spinners like on the normal diff Removed spinner and added sliders~
don't see the harm of mapping this part since it fits better with the music and it isn't hard or anything for a easy player for this not to be map
call me back *Calls back desuu*
Hailie wrote:
No KD
Easy
start a note at 02:43:555 - like maybe a 1/1 slider than having it just empty since it works a better buildup to the kiai Changed~
Normal
02:43:555 (1) - same for this on the normal but maybe 1/2 sliders instead since it a higher difficulty It was hard! >< Okies~
02:44:355 (2) - forgot a hitsound hereFixed~
03:18:355 (2) - fix the hitsounds on this so it be more like the hard diff Fixed~
add a note here 03:17:555 -
General
all of your volumes settings is different from the Hard difficulty and it should be consistent with it - fixed that Okies~
k thats about it - don't forget to add hitsounds on all of that you may change before I qualify Yessu! *Salutes*
-Harpuia- wrote:
been subscribed to this since 2015 and now it's finally happening
congrats in advance! Ty~ <3
Ty~Hailie wrote:
apparently I forgot about the 1st kiai last night so let me mention that Oof.
Hard
00:55:566 (1) - 01:56:366 (1) - 00:20:366 (1) - 00:07:566 (1) - 02:09:166 (1) - for all these notes starting off each section possibly add a stronger hitsound such as the ones a 02:31:555 (1) - since what it is currently there is a bit weak for the note that is there in the song Added a finish hitsound to the ones mentioned on all difficulties~
(make sure this is apply to all difficulties)
Normal
00:53:966 (1) - spinner stuff and adding notes like previous times Removed spinner and added notes~
02:44:355 (3) - don't forget to add a nc here for the start of the kiai Okies~
02:45:355 - remove the hitsounds here - it sounds very out of place and ya didn't do it on the hard/Easy I think I forgot to add the whistles on the other difficulties. xD I added them onto the other difficulties. The whistles follow the background vocals~
^ 03:18:355 (2) - ya didn't do what I said about this 1 - 03:18:955 - remove the hitsounds here ^
03:17:555 - add a note here Okies.
Easy
00:54:766 - add a 1/1 slider like the other times Added~
02:45:355 (2) - used drum sampleset like ya did on the other difficulties and remove whistle Used drum sampleset. Kept the whistle because background vocals
^ 03:18:955 (2) - ^
maybe this is the last thing I have to say? Don't forget to add hitsounds on all u change Added hitsounds to all changes. ><
EDIT: 1 last things - on parts of the song where your using 40%- 60% volume - I suggest bringing all of that up to an overall 10% to be on the safe side I'm not what you meant by safe. >< The reason I chose the volume to be as they are is because of the song itself. Slow and less musically dense sections I tend to use lower volume.
That's not how spread works, for standard at the very least. Individual sections don't need to be mapped with linear in order for a player to grasp the key skills to be able to progess. They work around the map as a whole; given that this is a 4 minute a player confronts a plethora of patterns before moving up and gets the skill to progress onwards to that timestamp. As for the inconsistency thing, you don't really reference other difficulties when playingHailie wrote:
03:50:155 (1) - this spinner really should be removed and have this part mapped - the spinner itself isn't a good way to prepare a newbie for the hard on how it is mapped on that difficulty at all and another thing is that it is very inconsistent since you actually mapped this part on your easy difficulty so um... yea fix that
ah I didn't realize it then I guess its fine (i'm still technically new at modding compare to most bns >.>) altho I still kind of wish he changed it but meh up to himKisses wrote:
That's not how spread works, for standard at the very least. Individual sections don't need to be mapped with linear in order for a player to grasp the key skills to be able to progess. They work around the map as a whole; given that this is a 4 minute a player confronts a plethora of patterns before moving up and gets the skill to progress onwards to that timestamp. As for the inconsistency thing, you don't really reference other difficulties when playingHailie wrote:
03:50:155 (1) - this spinner really should be removed and have this part mapped - the spinner itself isn't a good way to prepare a newbie for the hard on how it is mapped on that difficulty at all and another thing is that it is very inconsistent since you actually mapped this part on your easy difficulty so um... yea fix that