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senya - Utakata, Ai no Mahoroba [CatchTheBeat]

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Topic Starter
Razor Sharp

Satellite wrote:

Cause i really like this bg >.< but feel free to find something you mean suits this better :3
this song
fujiwara no mokou song arrange :3[/quote]
Help me find bg then ;-;
Moeruattack

alienflybot wrote:

Bubbled!
woo :)
Akasha-
Hi,

[Moekufi's EZ]
Topic Starter
Razor Sharp

Kuo Kyoka wrote:

Hi,

[Moekufi's EZ]
The volume change yes.
I will tell toku to remove the inhereted timing, and change the red one to 10% as 5% is unrankable
Akasha-
5% is fine
<5% is unrankable, actually
Topic Starter
Razor Sharp

Kuo Kyoka wrote:

5% is fine
<5% is unrankable, actually
My kanshou map got dq, cause 5% is inaudible
Sonnyc

Kuo Kyoka wrote:

Hi,

[Moekufi's EZ]
Pretty much seems like an unnecessary timeline. Better fix, but this case where red and green both exist is in the acceptable range as I know.
5% volume is normally inacceptable for clickable obejcts because it is nearly inaudible, but not sure how it works to ctb.
Deep Sea
Hi Razor
BN Check here

[General]

All fine

[Moekufi's EZ]

01:33:592 - this green timing must be removed. Please change the volume on the red timing instead of adding a green.

[Murumuru's HD]

00:26:282 (2,3) - This is a 1/4 hyper, that is unrankable. Remember, this is supposed to be easy, and introduce players to hypers

[EX]

00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8) - these does not fit quite well, would strongly suggest to change this.
01:30:685 (4,1) - The distance here is too high. please either decrease it or make this a hyper

call me after update
Topic Starter
Razor Sharp

[Shana Lesus] wrote:

Hi Razor
BN Check here

[General]

All fine

[Moekufi's EZ]

01:33:592 - this green timing must be removed. Please change the volume on the red timing instead of adding a green.

[Murumuru's HD]

00:26:282 (2,3) - This is a 1/4 hyper, that is unrankable. Remember, this is supposed to be easy, and introduce players to hypers

[EX]

00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8) - these does not fit quite well, would strongly suggest to change this.
01:30:685 (4,1) - The distance here is too high. please either decrease it or make this a hyper

call me after update
Everything fixed! (with permission from muru and toku on their diffs since it was minor)
Deep Sea
Very good map
Qualified
Topic Starter
Razor Sharp

[Shana Lesus] wrote:

Very good map
Qualified
Thank you very much! <3
Yuii-
Heyyy, good set overall!

Just a couple of things I want you to take into account.

I'd say the first and the second red lines are off by 6 ms (It should be -6) (1.115) (83.179).
I find the Combo Colour 5 to be unnecessary. How many variations of blue do you want? I can see 3 there, but as I said, one could be removed because it doesn't fit very good.

Moekufi's

00:34:991 - Section becomes too dense suddenly, woop.
00:55:314 - SV change on an EZ? I didn't know that was possible, hum.
01:27:185 (2) - You didn't NC this? That's pretty weird considering you did it one object before.

Nely

01:26:685 - You forgot to add something here?

EX

  1. 00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4) - ?????????? What are you exactly mapping here? Vocals? Beats? Instruments? This is supposed to be one of the calmest parts of this section
  2. 00:39:056 - 65% volume? 30% would do a better work.
  3. 00:43:604 (4) - Alright, so you mapped this beat but you ignored 00:44:379 - . Moreover, why is that part so different from 00:46:024 (1,2,3,4,5) - ? As far as I'm concerned they SHOULD be the same, but I can see 2 circles missing in the second one.
  4. 00:46:314 (2,3) - During the whole map (or that's what I think at least) you are mapping this Slider-circle with a decent DS and then a jump to the previous object as you can see in the following examples 00:42:927 (1,2,3) - 00:43:314 (3,4,5) - 00:43:701 (5,6,7) - 00:24:346 (1,2,3) - 00:25:120 (1,2,3) -
  5. 00:22:798 (1,2,3,4,5) - etc. etc. In this case you didn't put a jump. You forgot to?
  6. 00:54:637 (2,3) - I'm a bit surprise this jump is so short, even though 00:54:637 (2,3,4) - share the same type of beat, (3) is mapped very off.
  7. 00:59:959 (1,2) - 01:12:346 (1,2) - Quite unnecessary jumps, seem a bit forced and they're hard to catch. Also, why (2) is the ONLY 1/4 slider in the WHOLE Kiai after another slider? Look at your other sections 00:55:314 - 00:56:862 - 00:58:411 - 01:01:508 - 01:03:056 - 01:04:604 - 01:07:701 - 01:09:250 - . Just 2 uses in 25 seconds of mapping. I don't see them working properly. A circle would do a more efficient work.
  8. 01:00:250 (2) - Full clap doesn't seem to be intentional, and why there's nothing on tail?
  9. 01:01:508 (1,4) - Compare the hitsounds on each tail. Inconsistency is overrated (?
    To be honest, the whole hitsounding is questionable. Some beats are mapped, others are ignored, and the inconsistency between each sound is so different.
  10. 01:13:895 - Whereas is supposed to be the calm part of the Kiai you decided to map the most overdone jumps and intensified pretty much everything. Why? There's no need to force the difficulty, it is already too high for the song you are mapping.
  11. 01:18:153 (7,1,2) - You have a very nice jump here, but suddenly, BAM, BUMP, BOOOM, 01:18:733 (2,3,4) - nothing to do right here. (Not to mention you forgot to hitsound 7's tail). I really think every note is work emphasising, and what's more, why is this part so different than 01:19:314 (1,2,3,4) - . From what I saw, you would have mapped a stream here, but you didn't. Okay, then why that exaggerated spacing?
  12. 01:23:185 - In this part, you should have reduced the SV significantly. Take a look at the other sections and how you are playing with the SV that much, even in the Kiai you used 1.5x which I consider to be quite too much. Maybe a 0.7x green line could work over here.
  13. 01:25:185 (5) - An NC could work over here because you will have a lot of fruits on the screen.
  14. 01:33:592 (9) - You didn't NC this? Weird, it's breaking your consistency! :(
------------

Please, rework hitsounds.
Set is cool, but in this moment the gap between Nely's diff and yours is incredibly high. Even the calm parts are way too different, even density-wise.
Didn't have time to check everything detaily, I owe you something!
Moeruattack

[Shana Lesus] wrote:

Very good map
Qualified
Cool ^_^
Raiden
yuii ur so lame xdddddd
Yuii-

Raiden wrote:

ur xdddddd

Raiden wrote:

lame
Deif
The current timing is wrong. The line at 01:23:185 - BPM 120 is around 20ms late than it has to be. The slowdown at the end has to be rearranged as well, so take a look at the results:



Apart of that:

[EX]
  1. 00:10:411 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Overmapped. According to the melody, the 1/4s shall start at 00:13:120 - .
  2. 00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12) - I agree with Yuii- here. It doesn't really fit with the overall pace of the beatmap.
[EZ]
  1. 00:37:895 (4) - Rather short distance note-spinner for a Cup. Make (4) a simple note, as it's also more appropriate for this kind of difficulty not to cover so many beats.
  2. 01:16:217 (1,2,3,4,5,1) - It's a similar case here. I'd rather just leave the beat at 01:16:217 - or even 01:16:604 - (though it's optional) and start the spinner at 01:16:991 - .
[]

Make sure you answer to Yuii-'s mod in this thread, also more are coming afaik. Try to gather some more opinions on your mapset before getting it requalified!
Yuii-
Just posting for Kudos, will edit this message with more modding once you've replied to the previous one.

(And I'll probably mod the other diffs properly huh).
ZiRoX
Two weeks ago I told you of one thing I found, that I thought very important to fix. I didn't agree with it being qualified, and now that's it's been DQed, it's time to offer my thoughts on this map.

[General]
  1. The difficulty naming is questionable. I don't see any reason besides "CLSW did it on Da(x10)". We have come to a standard difficulty naming so players can search the maps. Unless you have a decent reasoning behind this, I think you should rename the diffs as usual. Or, at least, to SDVX custom (NOVICE, ADVANCED, EXHAUST, INFINITE and GRAVITY - which I don't really support, I'd just go for Cup to Overdose naming)
[EX]
  1. 00:11:959 (1,2,3,4,1,2,3) - I know there are some drum beats in the back, but they're really weak compared to the vocals or the snare sound. They are really prominent, so the 1/4 hyperdashes feel forced.
  2. 00:16:217 (5,6,1,2,3,4,5) - This pattern is BAD. I already told you before (this is the thing I mentioned 2 weeks ago). First, the whole pattern is questionable, as the movements are purely for forced difficulty. Secondly, 00:16:508 (6,2,4) - are overmapped. And even if this was acceptable, the tail of the sliders and the circle volume are really low, providing zero audible feedback on 100% volume settings for all. So not only the pattern is stupidly hard, but it's even harder because you offer no audible feedback to players.
  3. 00:18:153 (1,2,3,4) - More forced difficulty, there's a clear sound on each one of the red ticks. Also, movement from (3) to (4) is really bad as it's completely different from the rest of the pattern.
  4. 00:22:411 (5,6,1,2,3,4,5) - I guess I don't have to explain myself again
  5. 00:24:346 (1,2,3,1,2,3) - While the circles at the blue ticks now have something to justify them on the music, the pattern isn't very comfortable to play.
  6. 00:42:927 (1,2,3,4,5,6,7) - No need to explain myself again
  7. 00:47:572 (1,2,3) - This is such a random hyperdash. It feels really exaggerate
  8. 00:52:798 (4,5) - There are clear piano sounds on the white ticks, this is forced.
  9. 01:00:540 (3) - Barely audible here
  10. 01:01:798 (2,5) - 01:03:346 (2,5) - Are you really mapping over something so weak? I have to press my earphones to my ear to hear something.
  11. 01:05:766 (5,6,1,2,3,4,5,6,7) - It is known
  12. The same stuff goes for the second half of the Kiai as it's only the first half with Ctrl+H
  13. 01:17:379 (3,4,5) - Such a random spacing, it's really exaggerate
  14. 01:18:540 (1,2,3,4) - Same, such a random spacing, a huge jump first and then small distances? (1,2) shouldn't be that large, and (2,3) could be larger.
  15. None of the hyperdashes at the end fit, that part of the song is really calm.
[SHD]
  1. 00:10:411 (1,2) - I'd reduce this distance a bit.
  2. 00:11:185 (3,4,5,6,7) - I'd balance this distances a bit? I'd reduce (3,4) a bit and increase (4,5) a bit.
  3. 00:13:120 (1,2,3,4) - I think this should be more spreaded to follow the momentum from the hyperdash. Also, I really missed an hyperdash to a circle on 00:13:508 - :(
  4. 00:15:056 (1) - Make this have more movement to the right, so it follows the hyperdash momentum. Currently, it's a bit hard to brake so harshly, so it may lead to droplet misses.
  5. 00:26:282 (2,3) - I'd move this a bit to the left, to reduce distance with previous pattern.
  6. 00:33:250 (6,1) - This deserves an hyperdash wwwwww
  7. 00:34:604 (3) - I think an hyperdash to this slider would fit nicely. Maybe Ctrl+H this and adjust 00:35:185 (4) - to your like?
  8. 00:35:766 (6,7) - I'd reduce this distance, the vocals here are relatively calm.
  9. 00:36:927 (2,3) - I'd reduce this a bit, the jump can be a bit tight.
  10. 00:56:088 (3) - You know I don't like extended sliders like this, there's a beat on the red tick :(
  11. 01:00:637 (3) - This feels overmapped to me. I wouldn't map it.
  12. 01:08:475 (3) - /me cries
  13. 01:13:024 (3) - I wouldn't map this, too.
  14. I'd decrease the distances on the ending patterns, I think it would fit the music better.
[HD]
  1. 00:02:282 (2,3) - This jump feels a little bit weird to me. I'd move both 00:01:121 (1,3) - 2 spaces closer to the center.
  2. 00:06:540 (4,5,1) - Distances are weird. I'd put more emphasis on the jump between (5,1) as (1) starts the verse.
  3. 00:17:959 (2,3) - I think this is worth emphasizing. I'd put an HDash here.
  4. 00:18:733 (4,5) - Ugh, this movement is a bit awkward. I'd mirror (5) horizontally and play around with it and the few notes that come after it.
  5. 00:19:701 (1,2) - Similar, a bit awkward. Put (2) closer to the slider end, maybe.
  6. 00:24:733 (2,4) - I'd put these ones a bit closer to their previous slider, to increase the emphasis on 00:24:346 (1,3,1) -
  7. 00:26:572 (3) - Personally, I don't like the way this is mapped, as by putting the slider end on 00:27:443 - you really miss that strong beat, I think you can end this slider on 00:27:056 - and then map a 1/2 slider on 00:27:443 -
  8. 00:30:346 - Really missing an important vocal here.
  9. 00:31:508 (4) - Same, you're really missing the downbeat with this slider. I'd shorten it by 1/2 and map something else on 00:32:088 -
  10. 00:33:637 (1,3) - On (1) you're missing a vocal at 00:33:830 - , while on (3) you're adding an unnecessary repeat; to me, it sounds better with a small break on 00:34:798 - .
  11. 00:36:733 (7) - I think this one can be deleted to increase focus on the vocals.
  12. 00:42:927 (2,4,6) - These could have larger distances to their previous object to emphasize the vocals on them a bit more.
  13. 00:48:346 (6,1) - I think this hyperdash is exaggerated. Reducing it or even making this a normal dash would be better.
  14. I think you need to rethink your Kiai a bit. Some distances are really hard to walk (like 01:05:766 (4,5) -), some other dashes are really large (like 01:06:153 (6,7) - and 01:09:056 (5,1) - ). I think reducing the overall distances and testplaying a lot will help.
  15. 01:18:540 (1,2,3,4,1,2,3,4,5,6,7,8,9) - I think this is too dashy for a 1/4 pattern in a Platter.
  16. 01:26:685 (4) - Reduce the distance with its previous note, it's really inconsistent! It's the only part on the ending that needs dashing, and it's to a really weak note.
[NM]
  1. 00:01:121 (1,2,3,1,2,3,1,2,3,4,5,6) - I wouldn't put any dash on this section, the song is just starting and it's calm on this part. A Salad diff is meant to introduce players to dashes, and they shouldn't be spammed everywhere on the song, even on calm parts.
  2. 00:15:056 - x1,2 SV is a bit fast, making patterns like 00:15:830 (1,2) - quite hard for a Salad. Maybe you can fix this by inclining horizontal sliders a bit.
  3. 00:22:024 (3,4,5) - I'd reduce the distance between them a bit, it feels a bit hard for a Salad.
  4. 00:27:443 (1,2) - This is quite a large dash for a calm part like this, reduce it.
  5. 00:33:637 (1,2,3,4) - These distances are too large, a bit hard to walk for Salad level players, so reduce their distance.
  6. 00:35:379 (1,2) - This distance is too large... make it more walkable
  7. 00:36:927 (1,2,3) - ^Same
  8. 00:41:379 (3,4,5) - ^Same
  9. 00:44:475 (1,2) - ^Same
  10. 00:52:217 (1,2) - I think this pattern might be a bit hard. Make (2) go right. Also, I think you can map a 1/2 slider at 00:53:572 (3) - and make the spinner start later
  11. 01:13:895 (1,2) - I'd reduce this distance. On similar rhythms you used repeat sliders, which makes the distances even, so this one feels off.
  12. 01:16:991 (1,2,3,4,1,2,3) - Reduce the distances, it can be a bit hard to walk. The movement on 01:18:153 (4,1,2) - is particularly hard for this level.
  13. On the ending I don't feel the dashing is necessary, it feels a bit forced.
[EZ]
  1. I think some parts could have some notes removed to decrease density. For example, on 00:32:475 (2,3,4,5,6) - , (5) could be removed. On 00:49:895 (1,2,3,4) - , (2) could be removed.
  2. 00:57:637 (2) - I think having the downbeat on a slider tail makes it lose strenght. Having it as a circle or a slider head really emphasizes the downbeat, so I suggest you split this into 2 objects.
  3. 01:04:604 (1,2) - I think this would be better as a 3/2 repeat slider, following vocals more closely.
  4. 01:28:185 (3,1) - I don't get why this sudden distance increase exists. I'd reduce it.
Yuii-
What you should look up to:

-soft-hitclap.wav is super audible on the left ear but it is barely audible on the right side. So it sounds awkwardly bad. Maybe during gameplay isn't that noticeable but I'd call it as an unrankable issue.
-soft-hitnormal.wav isn't a file itself, but you want to include one by yourself, since with the hitsounding your are using, the hits are almost inaudible, you can take 00:16:895 (2) - and 00:23:088 (2) - just for reference. You can try using http://puu.sh/kV5X5/45fa1b83c1.wav that one if you want. It kinda fits with the song.

And once again, please re-work volume and hitsounds overall. Even I could do that if you want.
Moeruattack
Took all the ZiROX suggestion and using Deif Timing Fix, thanks :)

Murumuru's Platter
osu file format v14

[General]
AudioFilename: Utakata Ai no Mahoroba.mp3
AudioLeadIn: 0
PreviewTime: 55314
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 83185
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Murumuru's HD
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
BeatmapID:707041
BeatmapSetID:317372

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"NEW BG!.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1121,387.096774193548,4,2,1,55,1,0
7314,-100,4,2,1,65,0,0
14282,-100,4,3,1,55,0,0
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26862,-83.3333333333333,4,3,0,70,0,0
27443,-100,4,2,1,55,0,0
39830,-100,4,2,2,65,0,0
54540,-100,4,3,0,65,0,0
55314,-66.6666666666667,4,2,2,70,0,1
80088,384.615384615385,4,2,1,55,1,0
83164,500,4,2,1,55,1,0
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93585,857.142857142857,4,2,1,55,1,0
94799,895.522388059701,4,2,1,5,1,0


[Colours]
Combo1 : 0,0,164
Combo2 : 128,0,0
Combo3 : 0,147,147
Combo4 : 255,255,166
Combo5 : 170,249,255

[HitObjects]
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Tokufi

Kuo Kyoka wrote:

Hi,

[Moekufi's EZ]
Idk what I was doing there, but I fixed it O-O

Yuii- wrote:

Heyyy, good set overall!

Moekufi's

00:34:991 - Section becomes too dense suddenly, woop. Made less dense!
00:55:314 - SV change on an EZ? I didn't know that was possible, hum. Don't know what to do with this since all the other difficulties had this ;w; I just followed along qwq... I'll check with Razor Sharp
01:27:185 (2) - You didn't NC this? That's pretty weird considering you did it one object before. Fixed!

Deif wrote:

[EZ]
  1. 00:37:895 (4) - Rather short distance note-spinner for a Cup. Make (4) a simple note, as it's also more appropriate for this kind of difficulty not to cover so many beats. Fixed!
  2. 01:16:217 (1,2,3,4,5,1) - It's a similar case here. I'd rather just leave the beat at 01:16:217 - or even 01:16:604 - (though it's optional) and start the spinner at 01:16:991 - . Hmmm, I thought I changed that spinner earlier xD My bad, Fixed!

ZiRoX wrote:

[EZ]
  1. I think some parts could have some notes removed to decrease density. For example, on 00:32:475 (2,3,4,5,6) - , (5) could be removed. On 00:49:895 (1,2,3,4) - , (2) could be removed. Fixed!
  2. 00:57:637 (2) - I think having the downbeat on a slider tail makes it lose strenght. Having it as a circle or a slider head really emphasizes the downbeat, so I suggest you split this into 2 objects. Fixed!
  3. 01:04:604 (1,2) - I think this would be better as a 3/2 repeat slider, following vocals more closely. Fixed!
  4. 01:28:185 (3,1) - I don't get why this sudden distance increase exists. I'd reduce it. Fixed!
UPDATE
osu file format v14

[General]
AudioFilename: Utakata Ai no Mahoroba.mp3
AudioLeadIn: 0
PreviewTime: 55314
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1.2
BeatDivisor: 2
GridSize: 16
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[Metadata]
Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Moekufi's EZ
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
BeatmapID:710236
BeatmapSetID:317372

[Difficulty]
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CircleSize:2.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.3
SliderTickRate:1

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I also fixed more hitsounds Zzz ~
Tokufi
Tfw i didnt put Deif's timing fix on my update q.q... *dies* will fix later
Topic Starter
Razor Sharp

Yuii- wrote:

What you should look up to:

-soft-hitclap.wav is super audible on the left ear but it is barely audible on the right side. So it sounds awkwardly bad. Maybe during gameplay isn't that noticeable but I'd call it as an unrankable issue.
-soft-hitnormal.wav isn't a file itself, but you want to include one by yourself, since with the hitsounding your are using, the hits are almost inaudible, you can take 00:16:895 (2) - and 00:23:088 (2) - just for reference. You can try using http://puu.sh/kV5X5/45fa1b83c1.wav that one if you want. It kinda fits with the song.

And once again, please re-work volume and hitsounds overall. Even I could do that if you want.
I will change the .wav.
But the hitsounding, my diff atleast, i wont rework as i really like how it turned out

Will apply mods today or so when i got time
Magic Girl

ZiRoX wrote:

[NM]
  1. 00:01:121 (1,2,3,1,2,3,1,2,3,4,5,6) - I wouldn't put any dash on this section, the song is just starting and it's calm on this part. A Salad diff is meant to introduce players to dashes, and they shouldn't be spammed everywhere on the song, even on calm parts. - I've weakened and removed a few jumps, but didn't remove all of them. I feel like some part need a small jump to them.
  2. 00:15:056 - x1,2 SV is a bit fast, making patterns like 00:15:830 (1,2) - quite hard for a Salad. Maybe you can fix this by inclining horizontal sliders a bit. - Fixed
  3. 00:22:024 (3,4,5) - I'd reduce the distance between them a bit, it feels a bit hard for a Salad. - Fixed
  4. 00:27:443 (1,2) - This is quite a large dash for a calm part like this, reduce it. - Fixed
  5. 00:33:637 (1,2,3,4) - These distances are too large, a bit hard to walk for Salad level players, so reduce their distance. - Fixed
  6. 00:35:379 (1,2) - This distance is too large... make it more walkable - Fixed
  7. 00:36:927 (1,2,3) - ^Same - Fixed
  8. 00:41:379 (3,4,5) - ^Same - Fixed
  9. 00:44:475 (1,2) - ^Same - Fixed
  10. 00:52:217 (1,2) - I think this pattern might be a bit hard. Make (2) go right. Also, I think you can map a 1/2 slider at 00:53:572 (3) - and make the spinner start later - Fixed, but kept the spinner, since I don't know where to start it and let it still follow the sound.
  11. 01:13:895 (1,2) - I'd reduce this distance. On similar rhythms you used repeat sliders, which makes the distances even, so this one feels off. - Fixed
  12. 01:16:991 (1,2,3,4,1,2,3) - Reduce the distances, it can be a bit hard to walk. The movement on 01:18:153 (4,1,2) - is particularly hard for this level. - Fixed
  13. On the ending I don't feel the dashing is necessary, it feels a bit forced. - Fixed, lowered distances.
Thanks for modding.

Magic Girl's NM
osu file format v14

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Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Magic Girl's NM
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
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192,208,55895,1,8,0:0:0:0:
312,208,56088,2,8,L|408:208,2,83.9999974365235,8|8|10,0:0|0:0|0:0,0:0:0:0:
168,208,56862,2,8,L|-24:208,1,167.999994873047
96,104,57443,1,8,0:0:0:0:
216,104,57637,1,8,0:0:0:0:
352,104,57830,2,8,L|456:104,1,83.9999974365235,8|10,0:0|0:0,0:0:0:0:
144,336,58411,6,8,P|88:296|168:240,2,167.999994873047
368,320,59572,2,8,L|284:320,1,83.9999974365235
144,320,59959,5,8,0:0:0:0:
384,328,60346,1,8,0:0:0:0:
144,216,60733,1,8,0:0:0:0:
384,216,61120,1,10,0:0:0:0:
168,112,61508,6,8,L|-8:112,1,167.999994873047,14|8,0:0|0:0,0:0:0:0:
256,112,62282,2,8,L|424:112,1,167.999994873047
256,224,63056,2,8,L|160:224,2,83.9999974365235
488,224,63830,2,8,L|304:224,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
96,296,64604,6,8,P|40:264|144:176,1,251.999992309571
472,176,65766,1,8,0:0:0:0:
192,224,66153,2,8,L|24:224,1,167.999994873047
88,136,66733,1,8,0:0:0:0:
192,136,66927,2,8,L|312:136,2,83.9999974365235,10|8|8,0:0|0:0|0:0,0:0:0:0:
336,136,67701,6,8,L|504:136,2,167.999994873047,14|8|8,0:0|0:0|0:0,0:0:0:0:
224,136,68669,2,8,L|128:136,1,83.9999974365235
8,136,69056,2,8,L|104:136,1,83.9999974365235
224,136,69637,1,8,0:0:0:0:
424,136,70024,2,8,L|528:136,2,83.9999974365235,10|8|8,0:0|0:0|0:0,0:0:0:0:
96,144,70798,5,10,0:0:0:0:
352,144,71379,1,10,0:0:0:0:
112,144,71959,1,8,0:0:0:0:
344,144,72346,2,8,L|512:144,1,167.999994873047
264,144,73120,2,8,L|56:144,1,167.999994873047
336,264,73895,6,8,L|448:264,1,83.9999974365235
264,264,74282,2,8,L|96:264,1,167.999994873047
304,184,75056,1,8,0:0:0:0:
120,184,75443,6,8,L|0:184,2,83.9999974365235
384,176,76217,2,8,P|464:216|416:280,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
232,256,76991,6,8,L|120:256,1,83.9999974365235
280,256,77379,2,8,L|368:256,1,83.9999974365235
448,192,77766,2,8,L|336:192,1,83.9999974365235
248,192,78153,2,8,L|352:192,1,83.9999974365235
232,120,78540,6,8,L|112:120,1,83.9999974365235
272,120,78927,2,8,L|384:120,1,83.9999974365235
488,40,79314,2,8,L|288:40,1,167.999994873047
144,40,80088,1,4,0:0:0:0:
256,192,80280,12,0,82780,0:0:0:0:
416,288,83164,6,0,P|464:264|440:168,1,140,2|0,0:0|0:0,0:0:0:0:
288,184,84164,2,0,L|192:184,1,70,2|0,0:0|0:0,0:0:0:0:
376,184,84664,2,0,L|456:184,1,70
360,280,85164,2,0,L|216:280,1,140,2|0,0:0|0:0,0:0:0:0:
72,272,86164,6,0,L|-8:272,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
192,272,86914,1,0,0:0:0:0:
336,272,87164,2,0,P|376:208|312:176,2,140,2|2|2,0:0|0:0|0:0,0:0:0:0:
216,272,88414,1,2,0:0:0:0:
72,208,88664,6,0,L|152:208,1,70,2|0,0:0|0:0,0:0:0:0:
264,208,89164,2,0,L|408:208,1,140,2|2,0:0|0:0,0:0:0:0:
280,120,90164,2,0,L|192:120,2,70,2|0|2,0:0|0:0|0:0,0:0:0:0:
456,112,91164,5,2,0:0:0:0:
224,112,91672,1,0,0:0:0:0:
400,216,92180,1,2,0:0:0:0:
272,216,92817,1,0,0:0:0:0:
256,192,93585,12,0,100963,0:0:0:0:
Topic Starter
Razor Sharp

Yuii- wrote:

Heyyy, good set overall!

Just a couple of things I want you to take into account.

I'd say the first and the second red lines are off by 6 ms (It should be -6) (1.115) (83.179).
I find the Combo Colour 5 to be unnecessary. How many variations of blue do you want? I can see 3 there, but as I said, one could be removed because it doesn't fit very good.

EX

  1. 00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4) - ?????????? What are you exactly mapping here? Vocals? Beats? Instruments? This is supposed to be one of the calmest parts of this section - Listen to the background, very closely, you can hear 1/4's. But changed how it plays out!
  2. 00:39:056 - 65% volume? 30% would do a better work. - Fixed!
  3. 00:43:604 (4) - Alright, so you mapped this beat but you ignored 00:44:379 - . Moreover, why is that part so different from 00:46:024 (1,2,3,4,5) - ? As far as I'm concerned they SHOULD be the same, but I can see 2 circles missing in the second one. - Fixed! But wont add the beat you missed, as i feel it plays out better as it is.
  4. 00:46:314 (2,3) - During the whole map (or that's what I think at least) you are mapping this Slider-circle with a decent DS and then a jump to the previous object as you can see in the following examples 00:42:927 (1,2,3) - 00:43:314 (3,4,5) - 00:43:701 (5,6,7) - 00:24:346 (1,2,3) - 00:25:120 (1,2,3) -
  5. 00:22:798 (1,2,3,4,5) - etc. etc. In this case you didn't put a jump. You forgot to? - Forgot? No?
  6. 00:54:637 (2,3) - I'm a bit surprise this jump is so short, even though 00:54:637 (2,3,4) - share the same type of beat, (3) is mapped very off. - Fixed!
  7. 00:59:959 (1,2) - 01:12:346 (1,2) - Quite unnecessary jumps, seem a bit forced and they're hard to catch. Also, why (2) is the ONLY 1/4 slider in the WHOLE Kiai after another slider? Look at your other sections 00:55:314 - 00:56:862 - 00:58:411 - 01:01:508 - 01:03:056 - 01:04:604 - 01:07:701 - 01:09:250 - . Just 2 uses in 25 seconds of mapping. I don't see them working properly. A circle would do a more efficient work. - I dont like how it plays out with more 1/4 in the kiai, i think it is enough atm.
  8. 01:00:250 (2) - Full clap doesn't seem to be intentional, and why there's nothing on tail? - Fixed!
  9. 01:01:508 (1,4) - Compare the hitsounds on each tail. Inconsistency is overrated (?
    To be honest, the whole hitsounding is questionable. Some beats are mapped, others are ignored, and the inconsistency between each sound is so different. - How i hitsounded it, wont change, cause i feel it really fits the map overall!
  10. 01:13:895 - Whereas is supposed to be the calm part of the Kiai you decided to map the most overdone jumps and intensified pretty much everything. Why? There's no need to force the difficulty, it is already too high for the song you are mapping. - Wont change this for now, as it is to empathize the player.. And i am not trying to force the difficulty.
  11. 01:18:153 (7,1,2) - You have a very nice jump here, but suddenly, BAM, BUMP, BOOOM, 01:18:733 (2,3,4) - nothing to do right here. (Not to mention you forgot to hitsound 7's tail). I really think every note is work emphasising, and what's more, why is this part so different than 01:19:314 (1,2,3,4) - . From what I saw, you would have mapped a stream here, but you didn't. Okay, then why that exaggerated spacing? - I did map a stream there.
  12. 01:23:185 - In this part, you should have reduced the SV significantly. Take a look at the other sections and how you are playing with the SV that much, even in the Kiai you used 1.5x which I consider to be quite too much. Maybe a 0.7x green line could work over here. - I preffer to have the SV i have here. It doesent really matter. As long i place the sliders and notes right. But im happy with this.
  13. 01:25:185 (5) - An NC could work over here because you will have a lot of fruits on the screen. - Fixed!
  14. 01:33:592 (9) - You didn't NC this? Weird, it's breaking your consistency! :( - Fixed!
------------

Please, rework hitsounds.
Set is cool, but in this moment the gap between Nely's diff and yours is incredibly high. Even the calm parts are way too different, even density-wise.
Didn't have time to check everything detaily, I owe you something! - i like the hitsounds.
Thanks for the mod!
Topic Starter
Razor Sharp

Deif wrote:

The current timing is wrong. The line at 01:23:185 - BPM 120 is around 20ms late than it has to be. The slowdown at the end has to be rearranged as well, so take a look at the results: - Fixed!



Apart of that:

[EX]
  1. 00:10:411 (1,2,3,4,1,2,3,4,1,2,3,4,1) - Overmapped. According to the melody, the 1/4s shall start at 00:13:120 - . - Fixed!
  2. 00:36:733 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12) - I agree with Yuii- here. It doesn't really fit with the overall pace of the beatmap. - Fixed!
Thanks for the mod!
Topic Starter
Razor Sharp

ZiRoX wrote:

Two weeks ago I told you of one thing I found, that I thought very important to fix. I didn't agree with it being qualified, and now that's it's been DQed, it's time to offer my thoughts on this map.

[General]
  1. The difficulty naming is questionable. I don't see any reason besides "CLSW did it on Da(x10)". We have come to a standard difficulty naming so players can search the maps. Unless you have a decent reasoning behind this, I think you should rename the diffs as usual. Or, at least, to SDVX custom (NOVICE, ADVANCED, EXHAUST, INFINITE and GRAVITY - which I don't really support, I'd just go for Cup to Overdose naming) - Wont change. I like to have something a little different.
[EX]
  1. 00:11:959 (1,2,3,4,1,2,3) - I know there are some drum beats in the back, but they're really weak compared to the vocals or the snare sound. They are really prominent, so the 1/4 hyperdashes feel forced. - Splitted to have 1/2 first, and 1/4 after, should be ok!
  2. 00:16:217 (5,6,1,2,3,4,5) - This pattern is BAD. I already told you before (this is the thing I mentioned 2 weeks ago). First, the whole pattern is questionable, as the movements are purely for forced difficulty. Secondly, 00:16:508 (6,2,4) - are overmapped. And even if this was acceptable, the tail of the sliders and the circle volume are really low, providing zero audible feedback on 100% volume settings for all. So not only the pattern is stupidly hard, but it's even harder because you offer no audible feedback to players. - Fixed volume! But wont change the patterning! This is not overmapped, and it is not close to being hard either.
  3. 00:18:153 (1,2,3,4) - More forced difficulty, there's a clear sound on each one of the red ticks. Also, movement from (3) to (4) is really bad as it's completely different from the rest of the pattern. - This is not forced either. This is following the longer notes of the melody. But fixed the movement from (3) to (4)!
  4. 00:22:411 (5,6,1,2,3,4,5) - I guess I don't have to explain myself again - Wont change this, still!
  5. 00:24:346 (1,2,3,1,2,3) - While the circles at the blue ticks now have something to justify them on the music, the pattern isn't very comfortable to play. - Changed it a little!
  6. 00:42:927 (1,2,3,4,5,6,7) - No need to explain myself again - Wont change this either.
  7. 00:47:572 (1,2,3) - This is such a random hyperdash. It feels really exaggerate - Fixed!
  8. 00:52:798 (4,5) - There are clear piano sounds on the white ticks, this is forced. - ?
  9. 01:00:540 (3) - Barely audible here - Nope.
  10. 01:01:798 (2,5) - 01:03:346 (2,5) - Are you really mapping over something so weak? I have to press my earphones to my ear to hear something. - Yes? That is my desicion. And i would like to keep it.
  11. 01:05:766 (5,6,1,2,3,4,5,6,7) - It is known - As i said before, i would like to keep this. I talked to Kurokami, he said it was ok!
  12. The same stuff goes for the second half of the Kiai as it's only the first half with Ctrl+H - I know
  13. 01:17:379 (3,4,5) - Such a random spacing, it's really exaggerate - It was not random. Will keep this.
  14. 01:18:540 (1,2,3,4) - Same, such a random spacing, a huge jump first and then small distances? (1,2) shouldn't be that large, and (2,3) could be larger. - Would like to keep this too, as i like it, and dont see any way to make it different.
  15. None of the hyperdashes at the end fit, that part of the song is really calm. - Fixed!
Thanks for the mod!
Topic Starter
Razor Sharp
Xinely's laptop is broken, so she told me to apply fixes.

Yuii- wrote:

Nely

01:26:685 - You forgot to add something here? - No i dont think she did actually. I think she follows the vocals here.

ZiRoX wrote:

[SHD]
  1. 00:10:411 (1,2) - I'd reduce this distance a bit. - Fixed!
  2. 00:11:185 (3,4,5,6,7) - I'd balance this distances a bit? I'd reduce (3,4) a bit and increase (4,5) a bit. - Fixed!
  3. 00:13:120 (1,2,3,4) - I think this should be more spreaded to follow the momentum from the hyperdash. Also, I really missed an hyperdash to a circle on 00:13:508 - :( - Fixed!
  4. 00:15:056 (1) - Make this have more movement to the right, so it follows the hyperdash momentum. Currently, it's a bit hard to brake so harshly, so it may lead to droplet misses. - Fixed!
  5. 00:26:282 (2,3) - I'd move this a bit to the left, to reduce distance with previous pattern. - Fixed!
  6. 00:33:250 (6,1) - This deserves an hyperdash wwwwww - Fixed!
  7. 00:34:604 (3) - I think an hyperdash to this slider would fit nicely. Maybe Ctrl+H this and adjust 00:35:185 (4) - to your like? - Going to keep this as it is for the moment being.
  8. 00:35:766 (6,7) - I'd reduce this distance, the vocals here are relatively calm. - Fixed!
  9. 00:36:927 (2,3) - I'd reduce this a bit, the jump can be a bit tight. - Fixed!
  10. 00:56:088 (3) - You know I don't like extended sliders like this, there's a beat on the red tick :( - Yeah, but the vocals strongly suggests a slider like this.
  11. 01:00:637 (3) - This feels overmapped to me. I wouldn't map it. - Going to keep this, this is not overmapped either.
  12. 01:08:475 (3) - /me cries - /me wont change, as the vocals suggestes.
  13. 01:13:024 (3) - I wouldn't map this, too. - Fixed!
  14. I'd decrease the distances on the ending patterns, I think it would fit the music better. - Fixed!
Thanks for the mods!
Topic Starter
Razor Sharp
Will change BG to something sweet Satellite gave me
Will also RENAME all diffs to SDVX diff spread. Which will be my MAIN diff spread from now on!
autofanboy
[ General]

  • Difficulty Spread
  1. Overdose could be slightly easier in my opinion, I will list some of the points that can help lowering the difficulty below.

[ Moekufi's NOVICE]
  1. Alright.

[ Magic Girl's ADVANCED]

  • Gameplay
  1. 00:13:120 (4,1) - Better avoid having such anti-flowing dash, as (4) is quite high in movement, that players have to move right so they can fully catch the fruits. Either remove the dash by moving (1) to x:240, or rework this part that the dash can be easier.

[ Murumuru's EXHAUST]

  • Gameplay
  1. 00:14:862 (4,1) - The hyperdash here is so surprising because after that, (1) is straightly to the horizontal, which is easy to miss the rest after (1). I would say bending (1) like *this would play much better.
  2. 01:10:604 (5,1) - It is a little bit easy to miss (1) since (1) is horizontally straight and (5,1) is a hyperdash, so the players may move left after hyperdashing, thus miss (1) and the rest. Consider moving the tail of the slider to x:160
  3. 01:13:508 (8,1) - It is not necessary to have such big distance to accommodate a hyperdash here. Please move (1) more to the left, say x:432

[ Nely's INFINITE]

  • Gameplay
  1. 00:43:701 (4,5,6) - I think it is pretty easy to miss (5,6) here, since the distance of (5,6) is so small, that players can easily miss if they overshot. What about keeping it simple - moving 00:43:991 (5) to x:408?
  2. 01:19:120 (4,1) - Easy to miss (1) here if the player missed the timing. Consider moving 01:19:314 (1,2,3,4,1,2,3,4,5) to x:172, it works well.

[ GRAVITY]

  • Gameplay
  1. 00:08:282 (6,7,8,9,10) - Are you really intended to make it anti-flowing with 00:07:895 (5) - ? For me I would prefer sticking to an easier way which is flipping the curve symmetrically and move to the original spot.
  2. 00:09:830 (5,6,7,8,9) - ^
  3. 00:16:604 (1,2,3,4,5) - It is quite easy to miss (2) and (4) because of the hyperdashes, that force players to move left or right subsequently. Try moving (2) and (4) one grid closer to (1) and (3), say moving 00:16:895 (2) to x:80, and 00:17:282 (4) to x:208. However it is more recommendable if you remap the whole part of 00:16:604 (1,2,3,4,5) to make it more easy-flowing.
  4. 01:02:282 (4,5,6) - It is slightly similar to the above-mentioned, try moving (5) closer to (4), or just change the movement here to make it easy-flowing.
  5. 01:06:540 (3,4,5) - Better flip 01:06:540 (3,4) and put it at original place, this part is really hard and anti-flowing.
  6. 01:14:669 (4,5,6) - For me I don't really suggest having this kind of pattern because it requires dash-holding at (4,5) and also the hyperdash at (5,6). In that way, consider moving (5) closer to (4) like the mentioned ones.
  7. 01:16:604 (6,1,2) - It is really surprising to have such high distance at 01:16:991 (1,2,3) after the hyperdash at (6,1). It is highly recommended to lower the distances of 01:16:991 (1,2,3) that you may try *this.
  8. 01:17:766 (5,6,7) - To be honest this whole part is so dependent about hyperdashes, what about slanting (5) and (6) and then put them closer without breaking hyperdashes? That would seem much better.
  9. 01:19:314 (1,2,3,4) - ^

Good luck!
Topic Starter
Razor Sharp
Xinely have broken laptop. So she told me to apply shit.

alienflybot wrote:

[ General]

  • Difficulty Spread
  1. Overdose could be slightly easier in my opinion, I will list some of the points that can help lowering the difficulty below. - Sweet!

[ Nely's INFINITE]

  • Gameplay
  1. 00:43:701 (4,5,6) - I think it is pretty easy to miss (5,6) here, since the distance of (5,6) is so small, that players can easily miss if they overshot. What about keeping it simple - moving 00:43:991 (5) to x:408? - Fixed!
  2. 01:19:120 (4,1) - Easy to miss (1) here if the player missed the timing. Consider moving 01:19:314 (1,2,3,4,1,2,3,4,5) to x:172, it works well. - Fixed!

[ GRAVITY]

  • Gameplay
  1. 00:08:282 (6,7,8,9,10) - Are you really intended to make it anti-flowing with 00:07:895 (5) - ? For me I would prefer sticking to an easier way which is flipping the curve symmetrically and move to the original spot. - Fixed!
  2. 00:09:830 (5,6,7,8,9) - ^ - Fixed!
  3. 00:16:604 (1,2,3,4,5) - It is quite easy to miss (2) and (4) because of the hyperdashes, that force players to move left or right subsequently. Try moving (2) and (4) one grid closer to (1) and (3), say moving 00:16:895 (2) to x:80, and 00:17:282 (4) to x:208. However it is more recommendable if you remap the whole part of 00:16:604 (1,2,3,4,5) to make it more easy-flowing. - Moved it one grid closer. Want to keep this pattern, cause i really like it, and personally it is a fun one.
  4. 01:02:282 (4,5,6) - It is slightly similar to the above-mentioned, try moving (5) closer to (4), or just change the movement here to make it easy-flowing. - Changed pattern!
  5. 01:06:540 (3,4,5) - Better flip 01:06:540 (3,4) and put it at original place, this part is really hard and anti-flowing. - Fixed!
  6. 01:14:669 (4,5,6) - For me I don't really suggest having this kind of pattern because it requires dash-holding at (4,5) and also the hyperdash at (5,6). In that way, consider moving (5) closer to (4) like the mentioned ones. - Fixed!
  7. 01:16:604 (6,1,2) - It is really surprising to have such high distance at 01:16:991 (1,2,3) after the hyperdash at (6,1). It is highly recommended to lower the distances of 01:16:991 (1,2,3) that you may try *this. - Fixed!
  8. 01:17:766 (5,6,7) - To be honest this whole part is so dependent about hyperdashes, what about slanting (5) and (6) and then put them closer without breaking hyperdashes? That would seem much better. - Fixed!
  9. 01:19:314 (1,2,3,4) - ^ - Fixed!

Good luck!
Thanks for the mods!
Moeruattack

alienflybot wrote:

[ General]


  • [notice][ Murumuru's EXHAUST]
    [list:1337]
    Gameplay
  1. 00:14:862 (4,1) - The hyperdash here is so surprising because after that, (1) is straightly to the horizontal, which is easy to miss the rest after (1). I would say bending (1) like *this would play much better. *Fixed*
  2. 01:10:604 (5,1) - It is a little bit easy to miss (1) since (1) is horizontally straight and (5,1) is a hyperdash, so the players may move left after hyperdashing, thus miss (1) and the rest. Consider moving the tail of the slider to x:160 *Fixed*
  3. 01:13:508 (8,1) - It is not necessary to have such big distance to accommodate a hyperdash here. Please move (1) more to the left, say x:432 *Fixed*

Good luck!
Thanks for modding Ayyfbmao :)

Murumuru's EXHAUST
osu file format v14

[General]
AudioFilename: Utakata Ai no Mahoroba.mp3
AudioLeadIn: 0
PreviewTime: 55314
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 83185
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Murumuru's EXHAUST
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
BeatmapID:707041
BeatmapSetID:317372

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"kawaii desu ne.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Razor Sharp
Updated!
Magic Girl

alienflybot wrote:

[ Magic Girl's ADVANCED]

  • Gameplay
  1. 00:13:120 (4,1) - Better avoid having such anti-flowing dash, as (4) is quite high in movement, that players have to move right so they can fully catch the fruits. Either remove the dash by moving (1) to x:240, or rework this part that the dash can be easier. - Fixed.


Good luck!
Thanks for modding.

Magic Girl's thing that keeps getting renamed
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Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Magic Girl's ADVANCED
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
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240,120,7314,6,0,L|80:120,1,140,12|0,0:0|0:0,0:0:0:0:
272,120,8088,2,0,L|416:120,1,140
120,312,8862,2,0,P|56:264|96:208,1,140,8|0,0:0|0:0,0:0:0:0:
280,312,9637,2,0,P|344:264|304:208,1,140
128,216,10411,5,8,0:0:0:0:
448,216,11185,1,8,0:0:0:0:
224,192,11959,6,0,L|136:192,1,70,8|0,0:0|0:0,0:0:0:0:
272,192,12346,2,0,L|352:192,1,70,8|0,0:0|0:0,0:0:0:0:
448,264,12733,2,0,L|360:264,1,70,8|0,0:0|0:0,0:0:0:0:
272,264,13120,2,8,L|368:264,1,70,8|0,0:0|0:0,0:0:0:0:
240,264,13508,6,0,P|192:256|272:128,1,280
352,160,14669,1,0,0:0:0:0:
112,200,15056,2,0,P|64:144|136:96,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
304,88,15830,6,0,L|392:16,1,83.9999974365235,8|8,0:0|0:0,0:0:0:0:
224,88,16217,2,0,L|152:32,1,83.9999974365235,8|8,0:0|0:0,0:0:0:0:
328,200,16604,2,0,L|504:200,1,167.999994873047,8|8,0:0|0:0,0:0:0:0:
240,200,17379,1,8,0:0:0:0:
368,200,17572,2,0,L|432:296,2,83.9999974365235,8|8|8,0:0|0:0|0:0,0:0:0:0:
168,200,18153,6,0,P|104:184|120:96,1,167.999994873047,8|8,0:0|0:0,0:0:0:0:
336,200,18927,2,0,P|400:168|368:80,1,167.999994873047,8|8,0:0|0:0,0:0:0:0:
152,104,19701,1,10,0:0:0:0:
416,104,20282,1,10,0:0:0:0:
160,216,20669,6,0,L|88:144,2,83.9999974365235,8|8|8,0:0|0:0|0:0,0:0:0:0:
342,214,21250,2,0,P|398:166|334:102,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
136,104,22024,2,0,L|232:48,1,83.9999974365235,8|8,0:0|0:0,0:0:0:0:
320,104,22411,2,0,L|232:49,1,83.9999974365235,8|8,0:0|0:0,0:0:0:0:
168,192,22798,2,0,L|352:192,1,167.999994873047,8|8,0:0|0:0,0:0:0:0:
416,208,23379,1,8,0:0:0:0:
208,304,23766,2,8,L|88:304,2,83.9999974365235,8|0|0,0:0|0:0|0:0,0:0:0:0:
352,312,24346,6,8,L|408:224,1,83.9999974365235,10|8,0:0|0:0,0:0:0:0:
208,304,24733,2,8,L|256:224,1,83.9999974365235
376,304,25120,2,8,L|320:208,1,83.9999974365235,10|8,0:0|0:0,0:0:0:0:
224,304,25508,2,8,L|168:224,1,83.9999974365235
384,304,25895,2,8,L|440:224,1,83.9999974365235,10|8,0:0|0:0,0:0:0:0:
360,104,26282,6,8,L|304:104,1,41.9999987182618
192,112,26572,2,0,P|120:184|200:200,1,209.999993591309,8|0,0:0|0:0,0:0:0:0:
320,312,27443,6,0,P|384:296|376:216,1,140,2|0,0:0|0:0,0:0:0:0:
232,312,28024,2,0,L|160:312,2,70
368,216,28798,2,0,L|216:216,1,140,2|0,0:0|0:0,0:0:0:0:
120,216,29379,2,0,L|40:216,2,70,2|0|2,0:0|0:0|0:0,0:0:0:0:
228,216,29959,1,0,0:0:0:0:
376,216,30346,6,0,L|448:216,2,70,2|0|2,0:0|0:0|0:0,0:0:0:0:
224,104,30927,2,0,L|136:104,2,70,0|0|2,0:0|0:0|0:0,0:0:0:0:
368,96,31508,2,0,P|408:112|360:176,1,140,0|2,0:0|0:0,0:0:0:0:
200,192,32088,6,0,L|104:192,2,70
304,192,32669,1,0,0:0:0:0:
216,192,32862,1,2,0:0:0:0:
112,192,33056,1,0,0:0:0:0:
200,192,33250,1,2,0:0:0:0:
408,192,33637,6,0,L|496:192,1,70
328,192,34024,2,0,L|248:192,1,70,0|2,0:0|0:0,0:0:0:0:
112,192,34411,1,0,0:0:0:0:
288,288,34604,2,0,L|128:288,1,140,0|2,0:0|0:0,0:0:0:0:
48,256,35379,6,0,L|144:256,1,70,0|2,0:0|0:0,0:0:0:0:
224,256,35766,2,0,L|384:256,1,140,0|2,0:0|0:0,0:0:0:0:
512,256,36346,2,2,L|416:256,1,70
152,152,36927,6,0,L|72:152,1,70
208,152,37314,2,0,L|280:152,1,70,0|2,0:0|0:0,0:0:0:0:
400,152,37701,2,0,L|488:152,2,70,0|0|2,0:0|0:0|0:0,0:0:0:0:
248,256,38282,6,2,L|216:176,1,70,2|0,0:0|0:0,0:0:0:0:
368,256,38669,2,2,L|408:184,1,70,2|0,0:0|0:0,0:0:0:0:
272,344,39056,2,2,L|232:264,1,70,2|0,0:0|0:0,0:0:0:0:
344,344,39443,2,2,L|392:272,1,70,2|0,0:0|0:0,0:0:0:0:
202,344,39830,6,4,P|146:312|194:256,1,140,12|12,0:0|0:0,0:0:0:0:
344,248,40604,2,8,L|416:248,2,70
136,224,41379,2,8,P|80:224|56:136,1,140,10|8,0:0|0:0,0:0:0:0:
184,136,41959,2,8,L|272:136,1,70,10|8,0:0|0:0,0:0:0:0:
360,136,42346,2,8,L|440:136,2,70
272,144,42927,6,8,L|120:144,1,140
440,240,43701,2,8,L|280:240,1,140
112,248,44475,6,8,P|64:224|104:144,1,140,10|8,0:0|0:0,0:0:0:0:
224,144,45056,2,8,L|320:144,1,70
120,144,45637,6,8,L|24:144,2,70
328,144,46411,1,8,0:0:0:0:
112,256,46798,2,8,L|40:256,1,70
208,256,47185,2,8,L|352:256,1,140
136,176,47959,1,8,0:0:0:0:
336,176,48346,6,8,L|432:176,2,70
96,176,49120,5,8,0:0:0:0:
344,176,49508,1,8,0:0:0:0:
88,296,49895,1,8,0:0:0:0:
344,296,50282,1,8,0:0:0:0:
152,264,50669,6,8,L|0:200,1,140
152,264,51250,2,8,L|304:200,1,140
336,192,51830,1,8,0:0:0:0:
232,112,52217,6,8,L|88:112,1,140,10|8,0:0|0:0,0:0:0:0:
240,192,52798,2,8,L|380:192,1,140,10|8,0:0|0:0,0:0:0:0:
256,192,53766,12,0,55120,0:0:0:0:
96,320,55314,6,8,P|40:264|96:216,1,167.999994873047,12|8,0:0|0:0,0:0:0:0:
192,208,55895,1,8,0:0:0:0:
312,208,56088,2,8,L|408:208,2,83.9999974365235,8|8|10,0:0|0:0|0:0,0:0:0:0:
168,208,56862,2,8,L|-24:208,1,167.999994873047
96,104,57443,1,8,0:0:0:0:
216,104,57637,1,8,0:0:0:0:
352,104,57830,2,8,L|456:104,1,83.9999974365235,8|10,0:0|0:0,0:0:0:0:
144,336,58411,6,8,P|88:296|168:240,2,167.999994873047
368,320,59572,2,8,L|284:320,1,83.9999974365235
144,320,59959,5,8,0:0:0:0:
384,328,60346,1,8,0:0:0:0:
144,216,60733,1,8,0:0:0:0:
384,216,61120,1,10,0:0:0:0:
168,112,61508,6,8,L|-8:112,1,167.999994873047,14|8,0:0|0:0,0:0:0:0:
256,112,62282,2,8,L|424:112,1,167.999994873047
256,224,63056,2,8,L|160:224,2,83.9999974365235
488,224,63830,2,8,L|304:224,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
96,296,64604,6,8,P|40:264|144:176,1,251.999992309571
472,176,65766,1,8,0:0:0:0:
192,224,66153,2,8,L|24:224,1,167.999994873047
88,136,66733,1,8,0:0:0:0:
192,136,66927,2,8,L|312:136,2,83.9999974365235,10|8|8,0:0|0:0|0:0,0:0:0:0:
336,136,67701,6,8,L|504:136,2,167.999994873047,14|8|8,0:0|0:0|0:0,0:0:0:0:
224,136,68669,2,8,L|128:136,1,83.9999974365235
8,136,69056,2,8,L|104:136,1,83.9999974365235
224,136,69637,1,8,0:0:0:0:
424,136,70024,2,8,L|528:136,2,83.9999974365235,10|8|8,0:0|0:0|0:0,0:0:0:0:
96,144,70798,5,10,0:0:0:0:
352,144,71379,1,10,0:0:0:0:
112,144,71959,1,8,0:0:0:0:
344,144,72346,2,8,L|512:144,1,167.999994873047
264,144,73120,2,8,L|56:144,1,167.999994873047
336,264,73895,6,8,L|448:264,1,83.9999974365235
264,264,74282,2,8,L|96:264,1,167.999994873047
304,184,75056,1,8,0:0:0:0:
120,184,75443,6,8,L|0:184,2,83.9999974365235
384,176,76217,2,8,P|464:216|416:280,1,167.999994873047,10|8,0:0|0:0,0:0:0:0:
232,256,76991,6,8,L|120:256,1,83.9999974365235
280,256,77379,2,8,L|368:256,1,83.9999974365235
448,192,77766,2,8,L|336:192,1,83.9999974365235
248,192,78153,2,8,L|352:192,1,83.9999974365235
232,120,78540,6,8,L|112:120,1,83.9999974365235
272,120,78927,2,8,L|384:120,1,83.9999974365235
488,40,79314,2,8,L|288:40,1,167.999994873047
144,40,80088,1,4,0:0:0:0:
256,192,80280,12,0,82780,0:0:0:0:
416,288,83164,6,0,P|464:264|440:168,1,140,2|0,0:0|0:0,0:0:0:0:
288,184,84164,2,0,L|192:184,1,70,2|0,0:0|0:0,0:0:0:0:
376,184,84664,2,0,L|456:184,1,70
360,280,85164,2,0,L|216:280,1,140,2|0,0:0|0:0,0:0:0:0:
72,272,86164,6,0,L|-8:272,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
192,272,86914,1,0,0:0:0:0:
336,272,87164,2,0,P|376:208|312:176,2,140,2|2|2,0:0|0:0|0:0,0:0:0:0:
216,272,88414,1,2,0:0:0:0:
72,208,88664,6,0,L|152:208,1,70,2|0,0:0|0:0,0:0:0:0:
264,208,89164,2,0,L|408:208,1,140,2|2,0:0|0:0,0:0:0:0:
280,120,90164,2,0,L|192:120,2,70,2|0|2,0:0|0:0|0:0,0:0:0:0:
456,112,91164,5,2,0:0:0:0:
224,112,91664,1,0,0:0:0:0:
400,216,92180,1,2,0:0:0:0:
272,216,92817,1,0,0:0:0:0:
256,192,93585,12,0,100963,0:0:0:0:
ZiRoX

Razor Sharp wrote:

Will change BG to something sweet Satellite gave me
Will also RENAME all diffs to SDVX diff spread. Which will be my MAIN diff spread from now on!
Note that I suggested it because the song appears in SDVX. Using it in other mapsets unrelated to SDVX is stupid.
Topic Starter
Razor Sharp

ZiRoX wrote:

Razor Sharp wrote:

Will change BG to something sweet Satellite gave me
Will also RENAME all diffs to SDVX diff spread. Which will be my MAIN diff spread from now on!
Note that I suggested it because the song appears in SDVX. Using it in other mapsets unrelated to SDVX is stupid.
Nameing stuff thats not fram touhou with touhou diff names is also stupid but people dont seem to care.
Topic Starter
Razor Sharp
Updated!
JBHyperion


Sorry I didn't have time to get to this before, but better late than never (:

General Comments:
  1. Song Folder: No issues
  2. Song Setup: Isn't the GRAVITY diff name just Gravity Wars' specific name for the INFINITE diff? I.e. the two should be equivalent, meaning it's potentially confusing to have INFINITE and GRAVITY diffs in the same set, and of different actual difficulties. Most ranked Gravity Wars sets I've seen use the naming BASIC, NOVICE, ADVANCED, EXHAUST, GRAVITY, so I'd recommend this. Also, why do INFINITE and GRAVITY have different combo colours to the other three diffs? Make these consistent please
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: soft hitfinishes and soft-hitclap-2 are so much louder than the other hitsounds that it becomes difficult to hear anything else but them. I didn't even realise the soft jingles and drum sounds were even there until into the timing menu. Currently, this is providing less than ideal feedback for the player, so I'd advise increasing the volume of the other hitsounds slightly so they're more noticeable, and thus, compliment the song better
  6. AImod: No issues
Difficulty-Specific Comments:


Moekufi's NOVICE
  1. 00:13:508 (5,1,2) - Since these notes are really prominent, more spacing would be welcome
  2. 00:26:379 (6,7) - These notes are wrongly snapped - please snap (6) to the blue tick at 00:26:379 and (7) to the blue tick at 00:26:572 - remembering to shorten the slider to snap the tail to the white tick at 00:27:056 as in the other diffs
  3. 00:27:443 (1,2) - This pattern feels really weird to play as it doesn't fit the music very well. Currently, you end the slider on a 1/2 tick and have a circle on the next red tick, both mapping weaker vocal beats and ignoring the much more prominent vocal notes on the white ticks. Something like this would represent the rhythm much better and play more intuitively:
  4. 01:08:088 (2,3,1,2) - What's the purpose of these 1/2 sliders? They don't seem to be mapping any particular held sound that I can hear, since the held vocal is between 01:07:701 (1,2) - I recommend changing 01:07:701 (1,2,3,1) into 1/1 slider + 2 circles, and doing the same to 01:09:250 (2,3,4,5)
  5. 01:16:217 (1,2,3,4) - 1/2 beat note/spinner distance is unacceptable in a Cup difficulty at this BPM and AR, as newer players find it difficult to react to the spinner and differentiate between note and spinner objects. Please remove (4), and since there's only a very weak sound here, also consider removing (2). If this feels too repetitive, (1,3) could be combined into a 1/1 slider for the held vocal sound
Magic Girl's ADVANCED
  1. 00:04:798 (2) - I'd avoid introducing such a strong dash this early on, and in such a quiet section of the song, selecting all previous notes and dragging to x-112 or 128 feels much better
  2. 00:20:669 (1,2,3,4,5,6,7) - Wowowow this combo is way too long for a Salad, remember that slider tails and repeats count as fruits the stack up on the plate too! NC (5) please
  3. 00:25:895 (5,1) - Swap NC to emphasise the downbeat on (5), and also since (5) is a part of the 00:26:282 (1,2) synth/guitar rhythm
  4. 00:34:411 (3,4) - Strong dash leading into strong antiflow feels weird here, since this is a very calm section of the song. A simpler pattern would be welcome here anyway, such as 00:34:411 (3,4) as a 1/2 slider or two circles with 00:34:991 as a circle as well for added emphasis
  5. 00:41:379 (3) - NC here as well please, since 00:39:830 (1,2,3,4,5) stacks pretty high at the moment, and it will make this combo consistent in length with the surrounding ones
  6. 00:48:346 (1) - Why is this NC'ed all on it's own? It doesn't seem that important a note or difficult a pattern to me... Consider swapping with 00:47:185 (4)
  7. 00:49:120 (1,2,3,4) - Back to back dash isn't really recommended for a Salad at this BPM as it's a pretty sizeable difficulty spike - consider simplifying this by creating dashes to 00:49:120 (1,3,1) only
  8. 00:53:766 (1) - End this spinner 1/2 earlier please, a 1/2 beat recovery isn't a great deal at this BPM, and since 00:55:314 (1) is off to the left, it will be easy (and frustrating) for a newer player to get spinner baited here
  9. 00:56:862 (4) - NC here as well please, combo length, consistency and all that good stuff
  10. 00:59:959 (1,2,3,4) - Same suggestion as 00:49:120 (1,2,3,4)
  11. 01:03:830 (4,1) - These can feel a little uncomfortable to play, as the current spacing is close to requiring dash, and may leave newer players in two minds about how to play them. Consider moving 01:03:056 (3,1) to x-224 to make this easier to read as I feel dash would fit nicely here
  12. 01:07:701 (1,2,3) - Since the tail of (1) is a pretty prominent vocal note, I feel it would be better to remove the repeat, shift (2,3) back 1/2 and add a circle where (3) currently ends, as this allows you to make a jump (and welcome NC) for the strong vocal note at 01:09:250 which is currently underemphasised by being mapped to the low-movement slider tail
  13. 01:16:991 (1,2,3,4,1,2) - This is just horizontal left/right 1/2 sliders repeatedly, which feels a little plain to play. For variety here you could try angling some of the sliders slightly, or creating a dash to 01:18:540 (1) perhaps
  14. 01:27:164 (3) - Whilst this is a strong vocal sound, it's in a very calm section of the song. I guess you don't want to use dash here, so I would reduce the spacing to this a tiny bit, as it feels a little uncomfortable for newer players right now
Murumuru's EXHAUST
This diff is really lacking in hitsounding, some sections are pretty intensely mapped but offer little to no feedback to the player. I'll point out a few places I feel you should work on in my mod, but it will be best for you to go through this on your own and apply hitsounds consistently with the other diffs

  1. 00:07:314 (1) - I'd avoid a jump of this size right at the start of the song; to help ease the player into the diff, try reducing this a tiny bit
  2. 00:14:862 (4,1) - Similar to the above, making your first hdash lead into a strong antiflow pattern is really mean. A smoother flow to begin with would be much more appropriate here
  3. 00:24:346 (1,2,3,4) - Missing some hitsounds here, this is an important buildup section and it's really underemphasised right now. Clap on the head of (1,3) would be nice as a minimum
  4. 00:33:637 (1,2,3,4,5,6) - The only hitsound here is on the head of (6) - I'd add whistles to the heads of (1,4) as well for the prominent vocal notes
  5. 00:39:830 (1) - You have a huge jump to this note but no hitsound to compliment it ;w;
  6. 00:42:927 (2) - Another strong vocal note with no emphasis
  7. 00:44:475 (6) - NC here please, at 16 objects this combo is way too long
  8. 00:45:637 (8,1) - Hdash here would be nice, since you sued one on a similar pattern at 00:38:282 (4,1)
  9. 00:50:669 (5) - Same as 00:44:475 (6)
  10. 00:51:830 (7,8,9,10,1) - This stream and the following prominent guitar sound also have no hitsounding to compliment them
  11. 00:52:120 (10,1) - I know you can't use 1/4 hdash at this BPM on Platter, but slightly more of a jump would be welcome here for the strong guitar sound
  12. 00:55:217 (7,1) - ^
  13. 00:55:314 (1) - This is the start of the kiai, a relly prominent note, and yet you only gave it a soft whistle, one of the quietest hitsounds... Something bolder here would compliment the emphasis given by the kiai fountain
  14. 00:58:217 (7,1) - Why no hdash here, this vocal note is really strong?
  15. 00:59:959 (6) - Same as 00:44:475 (6)
  16. 01:07:508 (8,1) - Hdash here please to be consistent with your previous patterns 01:01:314 (9,1) - 01:04:217 (5,1) -
  17. 01:07:701 (1,2) - Clap on the head of (1) or (2) would create a nice pattern here
  18. 01:09:250 (1,2) - ^
  19. 01:16:991 (1,2,3,4,5,6,7) - This is really intense, building up to the climax of the song and it has literally no hitsound emphasis D: Something on 01:16:991 (1,2,3,7) please
  20. 01:18:540 (1,2,3,4,1,2,3,4,5,6,7,8,9) - A bit more patterning on this stream would be nice, try adding a small wiggle or two to make it more interesting to play and fitting for the climax of the song
  21. 01:30:664 (6,7) - Why a jump here? There's nothing special about either of them to my ear. You could maybe justify a jump to 01:31:164 (1) for the downbeat, but due to the calm nature of the music, removing the jump and opting for a simpler pattern would be welcome
  22. 01:33:585 (4,5,6,7) - These should be 3 notes snapped to 1/8 as in the GRAVITY diff
Nely's INFINITE
  1. 00:11:379 (4) - Reduce the spacing here please, antiflow after a strong hyper doesn't really fit here considering this is still a calm section of music
  2. 00:25:895 (1) - Strong hyper into antiflow is excessive here, consider Ctrl+G here please
  3. 00:26:379 (3,4) - This hyper is pretty strong, and it's really easy to overshoot and droplet miss here. Consider reducing the strength of this, and/or increasing the curve on 00:26:572 (4)
  4. 00:35:185 (4) - NC here for consistency please since this is twice the length of all your other combos
  5. 00:36:733 (1) - This jump is so uncomfortable, move to x-180 please
  6. 00:39:346 (5,1,2) - Why use a 1/4 slider hyperchain pattern here when the music is so calm? There's nothing to support this, so please move (1) to x-280
  7. 00:39:830 - On a different note, I feel the pattern complexity is higher here than in the kiai, with numerous back-to-back dashes and awkward hyper jumps such as 00:40:411 (4,5,6,7,1) and 00:46:024 (1,2,3,4,5,1) - in the interest of spread balance, it would be a good idea to simplify some of these patterns slightly
  8. 00:41:766 (3,4) - Reduce the spacing to the triplet please, it's kind of uncomfortable to catch at the moment
  9. 00:45:927 (9,1) - This hyper is way too strong to be combined with the strong antiflow, please weaken it or remove the antiflow element by making (1) face to the left instead
  10. 00:51:153 (2,3) - Very easy to overshoot the big slider tick on (3) due to the strength of the hyper here, please consider weakening it
  11. 00:53:766 (4) - Ugh timing jump after a hyper pattern, so annoying to catch this so please reduce the distance or make this a hyper as well
  12. 01:16:217 (2) - Is the normal whistle on the slider head here intentional? It sounds really out of place to me
  13. 01:20:184 - Why no spinner here as in the other diffs? The pause is quite awkward without anything here, so if you don't want to add a spinner, make this a break, since playing with HR drains a sizeable amount of your HP here and leads into a very low note-density pattern which is difficult to recover HP in
  14. 01:29:164 (5) - NC here please, this is a calm section and it would be nice to emphasise the 1/1 pause and antijump
  15. 01:33:592 (1,2,3) - Same as in the Platter, these should be 3 notes snapped to 1/8 as in the GRAVITY diff
GRAVITY
  1. 00:13:314 (4,1) - Really strong hyper leading into strong antiflow is so annoying to play as it's too easy to droplet/tick miss. Please weaken the 00:12:733 (1,2,3,4,1) hyper pattern slightly and make a smoother flow into 00:13:508 (1) to make this less uncomfortable
  2. 00:16:217 (5,6,1,2,3,4) - Woo boy this even more annoying, are you some kind of robot? These snaps are so uncomfortable to play and really kill the flow for me, plus I can't hear any sounds on the blue ticks besides 00:16:508 (6) to even justify those circles being mapped. It would be better to remove 00:16:895 (2,4) and move 00:16:991 (3) to x-464 but if you insist on keeping them, a pattern like you used at 00:22:798 (1,2,3,4,5) is much more fitting
  3. 00:35:185 (1,2,3,4) - This 1/2 slider pattern doesn't follow the music that well, since the vocals are held, and the background piano only has strong notes at 00:35:766 and 00:35:185 (1,4) - Making 00:35:185 (1,2,3) into two 1/1 sliders with a 1/2 space between them would fit better here
  4. 00:38:282 (1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12) - This is overpatterned, the music is so calm here there's absolutely no justification for a 1/4 slider and triplet stream pattern. At best you could justify hypers to 00:38:282 (1,3,1,7) though I still feel this is tenuous. A less intense pattern would fit the music much better here
  5. 00:42:927 (1,2,3,4) - Why do have an obsession with inflicting pain on others... This pattern is so awkward to play and really doesn't fit the song well at all in my opinion. The vocals are smooth, not snappy, and the drum beats you;re mapping are so faint, so a more straightforward flow would be welcome here
  6. 00:52:604 (3,4,5) - Compared to 00:49:120 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) this is actually a calmer part of the buildup, focussing on the guitar and fairly weak drum sounds, so the use of strong hypers and antfilow here is quite unfitting in my opinion. Regular dashes would work better here
  7. 01:31:164 (1) - Since the song is so calm here, this being a hyper feels really weird. x-256 feels much more natural to me
Some more mods across the set would be a bonus, but right now my main issues are the lack of hitsounds on the EXHAUST and some patterns on the GRAVITY diffs, though from the responses to previous mods it doesn't look like you intend to change your mind on the second point :/

I'll keep an eye on things, but this is all for now.
Good luck!
Moeruattack

JBHyperion wrote:



Sorry I didn't have time to get to this before, but better late than never (:

Difficulty-Specific Comments:

Murumuru's EXHAUST
This diff is really lacking in hitsounding , some sections are pretty intensely mapped but offer little to no feedback to the player (I already realized back then, the hitsound entirely different than other map :p). I'll point out a few places I feel you should work on in my mod, but it will be best for you to go through this on your own and apply hitsounds consistently with the other diffs

  1. 00:14:862 (4,1) - Similar to the above, making your first hdash lead into a strong antiflow pattern is really mean. A smoother flow to begin with would be much more appropriate here *I can`t agree because it fits how it flows*
  2. 00:51:830 (7,8,9,10,1) - This stream and the following prominent guitar sound also have no hitsounding to compliment them *not sure why I can`t follow this?*
  3. 00:58:217 (7,1) - Why no hdash here, this vocal note is really strong? *Its fine.*[/b]
I'll keep an eye on things, but this is all for now.
Good luck!
All the notes that unstated are fixed, Thanks for modding :D
And some little self-mod and using GRAVITY as Hitsounding referrence a while.

Murumuru's EXHAUST
osu file format v14

[General]
AudioFilename: Utakata Ai no Mahoroba.mp3
AudioLeadIn: 0
PreviewTime: 55314
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 83185
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.4

[Metadata]
Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Murumuru's EXHAUST
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
BeatmapID:707041
BeatmapSetID:317372

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"kawaii desu ne.jpg",0,0
//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Tokufi

JBHyperion wrote:

Moekufi's NOVICE
  1. 00:13:508 (5,1,2) - Since these notes are really prominent, more spacing would be welcome Spaced notes a bit more!
  2. 00:26:379 (6,7) - These notes are wrongly snapped - please snap (6) to the blue tick at 00:26:379 and (7) to the blue tick at 00:26:572 - remembering to shorten the slider to snap the tail to the white tick at 00:27:056 as in the other diffs Fixed!
  3. 00:27:443 (1,2) - This pattern feels really weird to play as it doesn't fit the music very well. Currently, you end the slider on a 1/2 tick and have a circle on the next red tick, both mapping weaker vocal beats and ignoring the much more prominent vocal notes on the white ticks. Something like this would represent the rhythm much better and play more intuitively:

    Hmm.. I am following the piano, and all the other patterns after that you didn't really say it was wierd and they are the same/similar.. I will keep it :(
  4. 01:08:088 (2,3,1,2) - What's the purpose of these 1/2 sliders? They don't seem to be mapping any particular held sound that I can hear, since the held vocal is between 01:07:701 (1,2) - I recommend changing 01:07:701 (1,2,3,1) into 1/1 slider + 2 circles, and doing the same to 01:09:250 (2,3,4,5) Fixed!
  5. 01:16:217 (1,2,3,4) - 1/2 beat note/spinner distance is unacceptable in a Cup difficulty at this BPM and AR, as newer players find it difficult to react to the spinner and differentiate between note and spinner objects. Please remove (4), and since there's only a very weak sound here, also consider removing (2). If this feels too repetitive, (1,3) could be combined into a 1/1 slider for the held vocal sound Fixed!

Good luck!
UPDATE
osu file format v14

[General]
AudioFilename: Utakata Ai no Mahoroba.mp3
AudioLeadIn: 0
PreviewTime: 55314
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 57637,83185
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.6

[Metadata]
Title:Utakata, Ai no Mahoroba
TitleUnicode:泡沫、哀のまほろば
Artist:senya
ArtistUnicode:senya
Creator:Razor Sharp
Version:Moekufi's NOVICE
Source:東方Project
Tags:SDVX SOUND VOLTEX BOOTH HiZuMi Iceon ZUN かませ虎 murutattack - Magic Girl - Tokufi Touhou 幽閉サテライト 東方永夜抄 エクステンドアッシュ ~ 蓬莱人 月まで届け 不死の煙 imperishable night reach for the moon immortal smoke Xinely
BeatmapID:710236
BeatmapSetID:317372

[Difficulty]
HPDrainRate:4
CircleSize:2.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"kawaii desu ne.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 128,0,0
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Combo4 : 255,255,166
Combo5 : 170,249,255

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