jinhang_ang wrote:Okay M4M request from t/274775/start=224
Some diffs (Beginner and Easy) don't have any kiai which is quite strange..? My bad
omg this diff list
So let me start.
1. 00:03:692 (2) - I suggest removing the reverse and change it to something else instead, so that you can end the slider at 00:04:923 which makes it follow both the vocal and the violin. Nothing wrong with this rhythm tho D: it still follows the vocals well.2. 00:35:538 (2) - Consider adding a sharp point at 00:35:846 so that when i goes and reverses the vocal will hit at the sharp point making it better to play. I was going for a blanket here, I think this is fine.
1. 00:07:230 (1) - Stacking this with the previous slider tail is strange to play, since it's not completely silence and the vocal that is really convincing to move the cursor. It's fine.
1. 00:15:538 (4,1) - I prefer an anti-jump technique here, it shows a slowdown instead of a stop (the latter works better for complete silence such as 00:16:769 (5,1) ) Nah, anti-jumps are just really painful to read, i dont like them lol. Especially on a Hard
2. 00:17:692 (2,3) - Please turn off DS to fix the spacing between these two notes. Stacking the latter makes it a whole lot closer to the previous one and it's ugly. Looks fine to me.
3. 00:52:923 (1,2,3,4,5,6) - I would make this flow differ from 00:51:692 (1,2,3,4,5,6) because the final direction of cursor movement is different. I would make it like the one in the picture. You might not like it but just a suggestion of flowing to the slider better. I like the current flow, it's a nice circular flow that leads into the loop slider really well.
I don't think I can mod anything onwards as they are too hard for me to play or even observe ;; sorry for that.
P/s: A great thanks for mappers that gave me feedback on my mod This is a really nice mapset and most of what i have written are just suggestions.
UndeadCapulet wrote:From your queue:Ehh ran out of stuff to talk about..
Missing combo colours in all diffs except Tatoe and Kyshiro. Omg thanks I forgot loool
I think you should consider revising the mp3 so Miiro's "tatoe" chorus plays at the very end (without mapping it), and set the preview point there. Seems kinda lame for this entire meme set to not actually have the meme it was inspired by (the tatoe preview points). Ahhh, yea thats a good idea definitely, but it's going to be sooo random when ppl finish playing the map and suddenly hear the miiro tatoe playing in the bg for like 5 seconds during the results page lmao.
00:01:076 (1) - You could just do this to map all of the piano keys. Meh, it's fine xD.
00:03:692 (1) - hentai sv >//<
00:05:538 (2,3,1,2) - Hmm, I think these tight angles make this whole pattern really hard to properly snap to; the 00:05:846 (1,2) - motion especially is really hard to hit while also hitting everything else. Idk maybe I'm just bad but I could never get this part right. Perhaps try something along the lines of These triangles play just fine for me. I'm really going for an up/down motion here with some horizontal movement in there to avoid any overlaps.this?
00:16:461 (5,6,7,8,1) - Mapping the vocal doesn't really give enough time for the violin jump to linger, in my opinion. The violin sound echoes all the way up to the downbeat, but you're intruding on that by having us play the vocal. I know individually, mapping all these parts makes sense, but when combined together the overall experience is weakened. I'm kinda forcing the player to click on the vocal too. I think it works fine, I NC'ed it anyways. It's a bit different from other Miiro's that leave the vocal unmapped, and I think this works fine.
00:24:461 (3) - This repeated slider is making the 00:25:846 (1,2) - repeats lose a lot of impact. It's a longer slider, so the player is holding their key down longer, so it feels stronger than the sliders that were placed deliberately to feel strong. A rhythm like this maps the vocals just as well while keeping the power properly balanced. Well, i didn't really map those repeats with the intention of making them impactful. Maybe I should reconsider that but ehh, I already did that on Extra xD.
00:55:692 (1) - I feel like you should slow this slider down, 1.0x SV is pretty weird imo Yea you're right, i'll use a lower SV.
Check AIMod wow k
00:25:846 (1,1,1,1,1,1) - Yo this is fkin awesome why didn't you do this in Tatoe lol lol idk.
00:27:076 (1) - I think it'd be better for this to be closer to 00:26:871 (1) - , idk I think it'd play smoother, you already have a flow change by pointing in the opposite direction, I don't think a jump is needed. I think this is fine, more impact hehe.
- 00:17:230 (1) - This feels too close to 00:16:769 (2) Either make a bigger overlap or move them a bit away from each other. I think this is fine, cuz of the DS i'm using for this section, but i'll see if i can make it more flow-breaky for emphasis.
- 00:17:692 (2,1) - I don't like these long sliders, since they skip a vocal. It's you're call whether you want to change it or not. I want to keep them. Makes this section simpler, and different from other sections.
- 00:33:384 - Are you not going to emphasize this piano? Nah, its fine.
- 00:46:769 (1,2,3,4,1,2,3,4) - I feel like you could improve the rhythm of this section. There's a clear rhythm in the vocals that you're completely ignoring. Just keeping a simpler rhythm here. You're correct, there is another rhythm i could have followed, but it's the rhythm most people will follow, and it's been used exhaustively in other miiro sets.
- That's about it. Solid map with a looot of triangles.TatoeI hope I was to at least some help, but it's difficult when the diffs are as good as they are. I ended up mostly coming with personal suggestions.
- 00:07:230 (1) - Could you move this a bit down and a bit to the left? I don't like the way it goes straight through the end of 00:06:769 (4) Ahhh fixed.
- 00:47:384 (4) - Maybe curve this and blanket it on 00:47:076 (2) oooh nice
- The rest seems really solid. I have no more to say.
Either way, good luck with your map! I'll be awaiting my mod. Just take your time
EDIT: You probably want to move the preview point to 00:06:692 so you don't get that extra guitar or whatever before the vocals. Yea i'll try that. I don't like how the Preview Point doesn't actually align ih osu, and you have to put the point a bit before where you actuall want the preview lol.
Thanks for the mods . I'm expecting like 2 or 3 more mods incoming, and then I'll mod all the GD's myself and try to push this set forward hehe.
pinataman wrote:Hello everyone. I'm here for M4M from your queue. I think I modded enough difficulties to be fair, but if your mod is more helpful to me, I can come back and mod more. Hope this helps! I mention pacing a lot, and I'm sure you understand this, but in case you're looking for more context, or in case I start making no sense, or if you want to see an interesting video, here's a video that goes into greater detail: https://www.youtube.com/watch?v=5LScL4CWe5E&t=0m19s
Having this many difficulties in a mapset is overwhelming. Players aren't going to want to sort through eighteen difficulties when they only play one or two. Please split this up into two mapsets and rank them separately. Noooo
Ultra Beginner is largely unnecessary since most new players will be able to do Super Beginner easily. Also personally, I think the lack of rhythm in Ultra Beginner makes it just a really strange and I just don't like it. It's just too slow and easy. For the lols.
In all of the difficulties I modded, the shift from 195 bpm to 180 bpm really hurts the pacing since it slows down the map when the song reaches a more intense section of the song. If I were to draw the intensity curve of the map it would look like this: http://puu.sh/jh8cg/ae23c0d707.png. You could argue that this is the pacing of the song, but that just means the song was poorly constructed and produces inherently problematic maps. In hindsight, it might have been better to choose to use Ai no Scenario as the beginning and Miiro as the end. But since that can't happen (at least in this mapset), reconsider the spacing, the use of 1/1 sliders, and especially the slider velocity in the kiai section to see if you can make it more intense to compensate for the slower bpm. Alternatively or in addition, reduce the intensity of what came before it (I realize I'm asking you to put a lot of work into changing this, but I think it would improve the map greatly. Alternatively, go map the song the other way around). Nooo lol. I don't think you understand the purpose of this set lol.
Same hitsounds as in Sharkie's Insane and Nathan's Insane.
00:17:230 (1) – until 00:25:846 (1) - , you use a lot less intense spacing and rhythm by using long sliders like 00:17:692 (2) - . I feel like this is undermapping the song relative to what you have mapped around it, and it would smooth out the pacing of the map by including more clickable notes in this section. 00:32:000 (1) - and 00:33:230 (1) – have a similar issue. I get that this is a rest, but you are too restful here. (Consider 00:36:923 (1) - . This is much much less intense section of the song (because no guitar), yet it feels too similar in intensity in the map) I have to disagree. I think the lack of intensity and simple rhythm is fine. Tbh i mapped this Extra to be very easy, with the majority of the difficulty coming from extended jump patterns. It's a different concept from other more conventional Extra's, but this mapset definitely has the spread to support this.
00:47:691 (4,2) – not the nicest overlap, try moving so it doesn't Tried.
00:51:692 (1,2,3,4,5,1,2) – This section uses repetition of the counterclockwise flow to build a tension. This tension is more a result of the singer using a near constant pitch. So from my perspective, the release of the tension is best suited when the singer changes her pitch (moving up to a major note), which occurs at 00:53:538 (5) - . Since you continue the counterclockwise flow, it feels like is missing that exciting punch and instead just feels repetitive. I would like to see a clockwise flow start on (5) to better represent that, for example: http://puu.sh/jh417/6f3c5a9a7e.jpg But that would just paly weird rhythmically for me. I want the flow change to occur on a new measure, and 5 is part of a triangle pattern, changing it would just ruin the pattern I had going.
There are more instances where a change in direction fits nicely. I feel this way because some of my axioms for mapping are:
A line of music has a certain emotion attached to it.
A pattern in osu has a certain emotion attached to it that is directly related to the music it maps.
So by making a pattern the same as it was before, you are saying that the music has the same emotion as it did before. The following are instances where I think the music changes, which presents a contradiction to these axioms when you repeat the flow of the patterns:
00:11:076 (1,2,3) – A change in flow here goes well with the addition of the strings, so try making this a clockwise triangle instead of a counterclockwise one. I've captured that using spacing changes instead of flow...
00:26:461 (1) – This is a strong note, so a change could be used to make this set of notes more distinct to better signify the impact of the strong note. As an example: http://puu.sh/jh5js/43f1b82d96.jpg It's the same as all the other notes :S
00:44:307 (1) – The singer switches into the major octave here, which signifies a huge change in energy. I'd like to see something that doesn't continue the counterclockwise flow to show a release of that energy. I think you're focusing too much on directional flow when spacing is a much better indicator of energy change. Either ways, i don't think this is that big of a change and even if it were, this is still a calm section so I don't want to suddenly put a really big jump here when the other sections weren't mapped to something big.
01:04:025 (3,4,5,6) – and 01:04:691 (1,2,3,4) – should have different flows to signify the loss of the singer just like you change the flow at 01:06:025 (1) – when she comes back. I didn't change the flow for the singer tho D:. Also, this flows completely fine for me.
01:15:358 (1) – Is when the piano comes in, so a change in flow here feels better than repeating what you have. No...
01:16:691 (1,2,1,2,1,2,1,2) – So the micro-flow (the linear aspect of every combo like 01:16:691 (1,2) -) is a good change, but the general flow of these four combos is still a counterclockwise circle. It might be better to not make the general flow counterclockwise to show a more distinct change in music. I really prefer showing changes in the music with spacing and emphasis over small things like clockwise/counterclockwise flow...
There are more, but I think I got the perspective across. If I don't make sense in any of these arguments, please message me in game and maybe I can explain it better. No, i simply disagree.
If you disagree with the suggestions, I'd really love to hear your perspective on how and why you mapped it this way since I think this could give me new insight on flow.
Some of the points made in Extra apply here.
00:09:538 (5,1) – The note on (1) seems pretty strong in the song. Try increasing the spacing of this jump to better reflect that. I think it's fine.
00:25:846 (1,2,3,4) – As far as spacing and rhythm goes, there isn't really a change to indicate a change of intensity between this and the previous section. If you were going for reducing the spacing/speed as a sign of increased intensity, the reduction in speed has to be very noticeable, which it really isn't here. I recommend using six circles here and just singletapping through it. Yea i'm considering doing that now that i think about it. This section is quite easy compared to others...
Similar to Extra, these are a few examples of the many instances where a change in direction/flow would help. They're fine for me.
00:32:000 (1) -
00:35:538 (1) -
Somewhere in 00:38:153 (1,2,3,1,2,3,1,2) -
00:44:307 (1) -
00:49:846 (4) -
00:53:538 (5) -
Alright well I hope this can help improve the map. Sorry if I came across as salty or abrasive. Good luck!