Nanamori-chu * Goraku-bu - My Pace de Ikimashou

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Total Posts
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Topic Starter
Lasse

HabiHolic wrote:

From my M4M queue

[Easy]

00:15:897 (5) - This combo long. NC please done

00:21:266 (5,6) - Of course, these suits. But I think it's better to emphasize only the sound behind before. So far delete notes and 00:20:950 - 00:21:582 -
Add Notes How Do the two places? add after NC please.
00:36:424 (1,2) - same (^)
I changed between both versions a few times already, but I really felt the need to emphasize either the vocals or both.
So I put 1/2 sliders instead of circles. Doesn't actually make it harder but fits much better with the music while leaving neither of them out.



01:14:003 (1) - Blanket check please. Should be fixed
01:24:108 (4) - NC okay

[Normal]

00:11:792 (4) - Maybe don't need slider body hitsound fixed please removed
00:24:740 (4) - your Easy diff use add combo is downbeat. so maybe here add NC. done
00:27:266 (4) - better this slider 1/2 and two note applied, also stacked 00:26:950 (3) - and 00:28:529 (1) - properly

00:41:161 (1,2) - same (^) done

Call me.
HabiHolic
Bubbled.
Avishay
Woo.
Topic Starter
Lasse
fixed accidentally hitosunded sliderbody on Insane at 00:17:161 (1) -
and the hitsounding of the 01:27:740 (3) - slider on Insane and Light Insane
and some other barely noticeable hitosund changes
contacted HabiHolic ingame and it should be rebubbled soon
HabiHolic
Rebubbled
pishifat
hitsounds samples are meant to provide feedback and compliment songs
bamboo oriental hitsounds work with some songs
this is not one of those songs

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
applies to your drum and soft sliderslides

easy
00:48:108 (3,1) - could you not do that slight overlap under the head of 3. it's minor but it still sucks

normal
00:04:055 (3,4) - 00:06:582 (3,4) - ideally at this level of difficulty you're not putting in gimmicky things that make it hard to tell what's going on (which is what this would classify as surprisingly since it's like the entire body of 3 on 4). like just tell me which is easier to comprehend, the current placement with 3 overlap-blanketting 4 or bleh
00:38:634 (1) - whats with the switching from 1 measure combos to 2 measure combos here like you're even using the same rhythms as the last section zzz
00:50:950 (1) - properly mapping every downbeat before this with a clickable object makes the one that you don't stand out a lot. "Is the sound the slider starts on really stronger than the one it ends on?" - Aristotle 364 BC. ancient techniquez i think you knwo about that already
01:21:582 - ignoring the start of a new phrase okthen even copying 00:13:371 (1) - would be k

advanced
so between 00:02:634 (1) - and 00:11:950 (6) - is a build up right? why are your rhythms getting less dense it is legit the opposite of the song. after looking through later diffs i see you do something similar so rip decide whatever you want
00:11:476 (3,4,5,6) - this kind of 1/2 antijump stuff not really a thing to do at this difficulty level. usually for this kind of gap-filler the gameplay elements introduced should be spaced 1/2 and more density. fairly consistent spacing should be a thing (like the same amount as normals p much)
00:12:345 (1) - quality™
00:18:424 (1,2,3,4,5) - really should be mapped the same way as before (with the 1/1 sliders). there's a big difference in rhythm density when you do this kind of thing that's completely undeserved when music isn't changing
00:51:108 - really should be an object here since the song is repeating the same thing as 00:49:687 (4,5,1) - 00:54:740 (3,1) - wewewewew

insane
00:28:213 (1) - uh the song is 1/2 why the unnecessary 1/4
there's a lot of improper spacing stuff throughout this diff also. i modded ashivay's diff first (despite it being the last thing here) so see hwat i said there if you wanna know more detailz
01:14:950 (4,1,2) - like 1 is more powerful than 2 yet 4->1 is smaller than 1->2. not the best idea to do thatstuff
01:13:845 (7,1) - yea same thing, 6->7 is larger than 7->1 while 1 is most powerful
00:39:740 (7,1) - literal samesamesameasemasesmaesamesmea
you get the idea. without doing this stuff it's like you're just randomly placing objects. maybe you can comprehend the logic behind stuff, but if everyone else can't, then gg

so this sort of applies to all of your difficulties. you're using a lot of wide circular flow, which is fine if done carefully, but like there's a lot of broken flow because of how you're doing it currently
take 00:23:397 (9,1,2,3,4) - in light insane as an example. you've got one wide circle for these 4 objects. if they were in a more exact circle, it would flow alright, but the way you have it now is ew. 00:23:476 (1,2,3) - forms one curve, then 4 is its own separate curve pretty much because of its placement and sliderbody direction. the blue blob in this = an uncomfortable way to break flow (which people usually avoid by using tighter patterns, but you don't really use those so g)
it may seem as if it's a minor thing but breaking flow constantly when you're not intending to is pretty gross

then there's how you've got most of your spacing is constant medium sized jumps, which i guess could suit the song, but makes for lower tier aesthetics and a lack of emphasis on the sounds that should stand out above others.

that's just my opinion tho like i dunno how many other people would think the same way

AsHivaY's eXtrA!!
i kinda don't think this is ever getting ranked in its current state. it's got a lot of incomprehensible spacing, improper emphasis, and something similar to the bs i tried to explain above
00:26:003 (1) - why the 3/4 when song is still doing constant 1/2 stuff. if you claim to be following vocal stuff, ignoring that one on the red tick here is balls
some spacing complaints:
00:39:740 (6,1) - so like why is this smallest of the previous jump pattern when 1 is deserving of the most emphasis
00:42:266 (6,1) - samez. even when the sounds are similar, instinctively people will consider downbeats as stronger stuff since that's just how music works whatamievensaying
00:13:371 (1,2,3,4,5,6) - so strongest sound is 4 yet it has smalest spacing of all
00:14:950 (3,4) - then it's highest ok
01:12:740 (1,2) - literally repeats 01:11:476 (1,2) - yet spacing is 4x smaller pourquoi
00:59:792 (6,1) - hardcore antijump the the the the
i could go on but you get what i mean
spacing isn't the only way to emphasize stuff tho. angles are a great way to do it
00:07:529 (7,1) - 00:09:424 (4,1) - these emphasize the beat 1 things nicely cuz sharp angles = more pressure on the following object. this is good
00:08:792 (6,1) - 00:10:055 (4,1) - 00:10:687 (4,1) - these however are not so good. when you've got near-linear movement it's the opposite of ^. this idea is why patterns like triangle spam work so well to empahsize the first note of every 3
and there's the thing similar to what i tried to explain to lasse above. flow breaks that are caused by poor sliderbody usage
00:30:897 (2,3) - ew then not ew. movement from 1 to 2 to 3 is counter clockwise so sliderbody continuing that = sense
00:19:687 (1,2) - same idea goes for sliderbody --> next object. like 1's sliderbody is saying "go counterclockwise" then 2 is in a counter clockwise direction ok ok ok
there's way more stuff i disagree like mlg slidervelocity and obnoxiously loud hitsounds at 00:37:529 (3,5) - but the other stuff is moer important so ya. oh and this thing which you argued against 100 times already 00:22:845 (1,2,3,4,5,6,7,8) -

i'd recommend you guys adjust what you consider necessary and find some opinions from more experienced mappers/modders. people who just say to adjust blankets and that sort of stuff won't help you at this point. if you think the map has actually improved after doing that, ask me to look again and i'll tell you my thoughts. most likely you'll be getting your rebubble from habi
Topic Starter
Lasse

pishifat wrote:

hitsounds samples are meant to provide feedback and compliment songs
bamboo oriental hitsounds work with some songs
this is not one of those songs
changed sth more suitable

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
applies to your drum and soft sliderslides
thanks for that, I zused such a file at first but somehow it corrupted the mapupload, idk why. But the one you linked works

easy
00:48:108 (3,1) - could you not do that slight overlap under the head of 3. it's minor but it still sucks fixed, blanket was a bit off anyways

normal
00:04:055 (3,4) - 00:06:582 (3,4) - ideally at this level of difficulty you're not putting in gimmicky things that make it hard to tell what's going on (which is what this would classify as surprisingly since it's like the entire body of 3 on 4). like just tell me which is easier to comprehend, the current placement with 3 overlap-blanketting 4 or bleh
I'll take answer a, nah I get your point, I just liked the way it looked. changed

00:38:634 (1) - whats with the switching from 1 measure combos to 2 measure combos here like you're even using the same rhythms as the last section zzz
fixed
00:50:950 (1) - properly mapping every downbeat before this with a clickable object makes the one that you don't stand out a lot. "Is the sound the slider starts on really stronger than the one it ends on?" - Aristotle 364 BC. ancient techniquez i think you knwo about that already
changed
01:21:582 - ignoring the start of a new phrase okthen even copying 00:13:371 (1) - would be k yeah I added alider here

advanced
so between 00:02:634 (1) - and 00:11:950 (6) - is a build up right? why are your rhythms getting less dense it is legit the opposite of the song. after looking through later diffs i see you do something similar so rip decide whatever you want
ugh this is mapped to go with the drums and I don't see a reason to throw more stuff in there, especially on this diff

00:11:476 (3,4,5,6) - this kind of 1/2 antijump stuff not really a thing to do at this difficulty level. usually for this kind of gap-filler the gameplay elements introduced should be spaced 1/2 and more density. fairly consistent spacing should be a thing (like the same amount as normals p much)
made the same ds as before
00:12:345 (1) - quality™
00:18:424 (1,2,3,4,5) - really should be mapped the same way as before (with the 1/1 sliders). there's a big difference in rhythm density when you do this kind of thing that's completely undeserved when music isn't changing that'S right, changed
00:51:108 - really should be an object here since the song is repeating the same thing as 00:49:687 (4,5,1) - 00:54:740 (3,1) kk

- wewewewew

insane
00:28:213 (1) - uh the song is 1/2 why the unnecessary 1/4 changed
there's a lot of improper spacing stuff throughout this diff also. i modded ashivay's diff first (despite it being the last thing here) so see hwat i said there if you wanna know more detailz
01:14:950 (4,1,2) - like 1 is more powerful than 2 yet 4->1 is smaller than 1->2. not the best idea to do thatstuff yeah, changed
01:13:845 (7,1) - yea same thing, 6->7 is larger than 7->1 while 1 is most powerful also fixed
00:39:740 (7,1) - literal samesamesameasemasesmaesamesmea
you get the idea. without doing this stuff it's like you're just randomly placing objects. maybe you can comprehend the logic behind stuff, but if everyone else can't, then gg
actually this helped me much with spacing, I'll to some more spacing changes to the Insane to make more sense

so this sort of applies to all of your difficulties. you're using a lot of wide circular flow, which is fine if done carefully, but like there's a lot of broken flow because of how you're doing it currently
take 00:23:397 (9,1,2,3,4) - in light insane as an example. you've got one wide circle for these 4 objects. if they were in a more exact circle, it would flow alright, but the way you have it now is ew. 00:23:476 (1,2,3) - forms one curve, then 4 is its own separate curve pretty much because of its placement and sliderbody direction. the blue blob in this = an uncomfortable way to break flow (which people usually avoid by using tighter patterns, but you don't really use those so g)
it may seem as if it's a minor thing but breaking flow constantly when you're not intending to is pretty gross

then there's how you've got most of your spacing is constant medium sized jumps, which i guess could suit the song, but makes for lower tier aesthetics and a lack of emphasis on the sounds that should stand out above others.
that's the idea, the song is so energetic the whole time, I'd feel bad for using a lower spacing, for stuff that I want to emphasize less I'd still keep spacing but use 1/2 sliders insted of 1/2 taps like on the Insane 00:50:003 (3,4,5) - etc.

that's just my opinion tho like i dunno how many other people would think the same way



i'd recommend you guys adjust what you consider necessary and find some opinions from more experienced mappers/modders.
there have already been lots of decent mods from more experienced people for those diffs and most of those were applied


people who just say to adjust blankets and that sort of stuff won't help you at this point. if you think the map has actually improved after doing that, ask me to look again and i'll tell you my thoughts. most likely you'll be getting your rebubble from habi



also remapped/respaced/rearranged some of the jumps on the Insane + Light Insane to make more "sense"
your mod really helped me to improve this thing, thanks for taking the time doing so

please redownload for updated hitsounds

waiting for avishay to reply to this mod before bothering Habi again
Avishay

pishifat wrote:

AsHivaY's eXtrA!!
i kinda don't think this is ever getting ranked in its current state. it's got a lot of incomprehensible spacing, improper emphasis, and something similar to the bs i tried to explain above
00:26:003 (1) - why the 3/4 when song is still doing constant 1/2 stuff. if you claim to be following vocal stuff, ignoring that one on the red tick here is balls You pretty much answered yourself.
some spacing complaints:
00:39:740 (6,1) - so like why is this smallest of the previous jump pattern when 1 is deserving of the most emphasis Uhm, sure I guess, changed.
00:42:266 (6,1) - samez. even when the sounds are similar, instinctively people will consider downbeats as stronger stuff since that's just how music works whatamievensaying Alright.
00:13:371 (1,2,3,4,5,6) - so strongest sound is 4 yet it has smalest spacing of all Not really.. The emphasis is on the slider heads rather than the hitsounded note. However, I've emphasized 4 now as well.
00:14:950 (3,4) - then it's highest ok
01:12:740 (1,2) - literally repeats 01:11:476 (1,2) - yet spacing is 4x smaller pourquoi No particular reason, I wanted something else.
00:59:792 (6,1) - hardcore antijump the the the the
i could go on but you get what i mean
spacing isn't the only way to emphasize stuff tho. angles are a great way to do it
00:07:529 (7,1) - 00:09:424 (4,1) - these emphasize the beat 1 things nicely cuz sharp angles = more pressure on the following object. this is good
00:08:792 (6,1) - 00:10:055 (4,1) - 00:10:687 (4,1) - these however are not so good. when you've got near-linear movement it's the opposite of ^. this idea is why patterns like triangle spam work so well to empahsize the first note of every 3 Although I agree, those jumps can work too, eitherway I prefer to just push it forward as long as I don't feel the map is completely different from whatever I want.
and there's the thing similar to what i tried to explain to lasse above. flow breaks that are caused by poor sliderbody usage
00:30:897 (2,3) - ew then not ew. movement from 1 to 2 to 3 is counter clockwise so sliderbody continuing that = sense
00:19:687 (1,2) - same idea goes for sliderbody --> next object. like 1's sliderbody is saying "go counterclockwise" then 2 is in a counter clockwise direction ok ok ok
there's way more stuff i disagree like mlg slidervelocity and obnoxiously loud hitsounds at 00:37:529 (3,5) - but the other stuff is moer important so ya. oh and this thing which you argued against 100 times already 00:22:845 (1,2,3,4,5,6,7,8) -

i'd recommend you guys adjust what you consider necessary and find some opinions from more experienced mappers/modders. people who just say to adjust blankets and that sort of stuff won't help you at this point. if you think the map has actually improved after doing that, ask me to look again and i'll tell you my thoughts. most likely you'll be getting your rebubble from habi
Alright, thanks for the input, TIL. I've accepted most of your notes and I'll post a more detailed response soon.

Okay so, I'll have to say that the strong beat emphasizing is honestly not mandatory imo, as long as the spacing is not ridiculously low it's just fine. You might not like it but some stuff exist just because I like them and the way they play, so I might not have a clear structure or strong consistency, but that's how it goes.

diff:
osu file format v14

[General]
AudioFilename: yuruyuried.mp3
AudioLeadIn: 0
PreviewTime: 56318
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.14
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.899998

[Metadata]
Title:My Pace de Ikimashou
TitleUnicode:マイペースでいきましょう
Artist:Nanamori-chu * Goraku-bu
ArtistUnicode:七森中☆ごらく部
Creator:Lasse
Version:A's Pace
Source:ゆるゆり
Tags:Yuru Yuri Akaza Akari Toshinou Kyouko Funami Yui Yoshikawa Chinatsu Mikami Shiori Ootsubo Yuka Tsuda Minami Ookubo Rumi Avishay
BeatmapID:748533
BeatmapSetID:335145

[Difficulty]
HPDrainRate:6.5
CircleSize:4
OverallDifficulty:8.8
ApproachRate:9.6
SliderMultiplier:1.96
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.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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149,162,71002,1,8,3:0:0:0:
140,128,71081,1,0,3:0:0:0:
144,92,71161,2,0,B|73:75|71:91|69:108|-1:95,1,147.000005607605,8|0,1:3|0:0,0:0:0:0:
368,92,71476,6,0,B|439:75|441:91|443:108|513:95,1,147.000005607605,4|0,3:1|0:0,0:0:0:0:
279,312,71792,2,0,B|216:308|216:308|180:336|132:348,1,147.000005607605,8|0,1:0|0:0,0:0:0:0:
384,352,72108,1,0,0:0:0:0:
312,168,72266,1,0,0:0:0:0:
472,268,72424,1,8,1:0:0:0:
279,312,72582,1,0,1:0:0:0:
320,144,72740,6,0,B|407:135|407:135|461:163,1,147.000005607605,10|0,0:0|0:0,0:0:0:0:
506,221,73055,2,0,B|486:261|486:261|461:163,1,147.000005607605,8|0,1:0|0:0,0:0:0:0:
461,163,73371,5,8,0:0:0:0:
503,336,73529,1,0,0:0:0:0:
256,310,73687,1,8,1:0:0:0:
372,224,73845,1,0,0:0:0:0:
188,376,74003,6,0,P|172:268|304:232,1,220.500008411408,2|0,0:0|0:0,0:0:0:0:
372,224,74318,2,0,B|408:272|408:272|444:200|396:88,1,220.500008411408,8|0,1:0|0:0,0:0:0:0:
256,217,74634,2,0,B|220:265|220:265|184:193|232:81,1,220.500008411408
256,217,74950,2,0,B|323:243|323:243|175:247,1,220.500008411408,8|0,1:0|0:0,0:0:0:0:
104,228,75266,5,6,1:0:0:0:
176,164,75424,1,0,1:0:0:0:
164,328,75582,1,8,1:0:0:0:
28,236,75740,2,0,B|24:76|-52:156|-48:216|100:188|112:100,1,220.500008411408,8|0,0:0|0:0,0:0:0:0:
136,96,76055,1,8,0:0:0:0:
256,216,76213,1,8,0:0:0:0:
376,96,76371,1,8,0:0:0:0:
288,304,76529,6,0,B|188:320|188:320|112:348,1,147.000005607605,8|0,1:0|0:0,0:0:0:0:
288,304,76845,1,8,1:0:0:0:
145,335,77003,1,0,0:0:0:0:
380,360,77161,2,0,P|384:256|420:192,2,147.000005607605,8|0|8,0:0|0:0|0:0,0:0:0:0:
488,240,77634,1,8,0:0:0:0:
432,88,77792,5,8,1:0:0:0:
281,122,77950,2,0,P|177:118|113:82,2,147.000005607605,0|8|0,0:0|1:0|0:0,0:0:0:0:
69,190,78424,1,8,0:0:0:0:
203,13,78582,1,0,0:0:0:0:
200,236,78740,1,2,0:1:0:0:
72,53,78897,1,2,0:1:0:0:
391,197,79055,6,0,P|350:137|281:120,1,147.000005607605,2|0,0:0|0:0,0:0:0:0:
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Topic Starter
Lasse
updated avishay's diff and made some more minor changes to Insane and Light Insane
Topic Starter
Lasse
Talking with Avishay and several BN lead to the conclusion that it would be the best for this set to continue without his GD

GD => removed
Light Insane => Insane
Insane => Custom Name

redownload :/
ZZHBOY
wip avishay's gd.
irc with mapper and fixed some issue in last diff.
00:03:740 (4) - make this slider more like 00:06:266 (4) - (no wobble)
00:07:687 (1) - ^
00:17:476 (2) - there is no 1/4 here, make this a 1/2 slider
00:27:266 (1,2,3,4,5) - fix this star with ctrl-shift-d
00:31:055 (1,2,3) - - rearrange those sliders a bit
seems fine now and bubbled!
good luck lasse.
HabiHolic
Sorry for late

Ranked,
walaowey
gratz lasse \o/
Kyle Y
Congrat~
Kalibe
wow. Good job Lasse \:D/
Nozhomi
Hitsounds are too loud. 80% is way too much imo.
Like 00:20:950 (1,2,3,4) - should be at max 60%, they are just too much over the song.

Sad because this is really good hitsounding here :c
Topic Starter
Lasse
Thanks everyone :)
now to survive qualification

@nozhomi:
Huh? The hitsounds I used for the map are not that loud and the mp3 is pretty loud so the volume should be fine.
Also the hitnormals are all kinda low pitched to not overlap with the vocals
I personally play this game with 50% music volume and 100% hitsound volume while playing this game most of the time and even with those settings they didn't feel too loud

Maybe you should change your volume settings? It's supposed to be played with hitsound+music at the same value when using the custom song hitsounds.

Edit: just checked again, and with both music and hitsounds set to 70% in your osu client stuff like 00:20:950 (1,2,3,4) - fits the drums it's supposed to emphasize just fine volume-wise
and if you want to complain about 00:28:213 (1) -, that's supposed to stand out that much to emphasize that vocal in particular

The only complaints about hitsounds I ever got were for the old soft-hitnormal, which is long since gone and the old whistle which is gone since pishi's mod

and after all, if you still dislike the volume you can always lower effect volume in the soundmixer, since it seems fine for other people :S
Setz
oh wow, good luck making it through qualified. the map improved quite a bit from when you asked for my gd :o
Liiraye
00:13:371 (1,2,3,1,2,3,1,2,3,1,2,3) -
00:18:424 (1,2,3,1,2,3,1,2,3,1,2,3) -
00:33:582 (1,2,3,1,2,3,1,2,3,1,2,3) -
01:21:582 (1,2,3,1,2,3,1,2,3,1,2,3) -

I have major issues with these. Instead of just repeating a pattern I'd say place a circle at spots like 00:14:476 - and 00:15:740 to follow the rhythm better. I guess it's too late now so w/e...

it's also in need of some nazi modding regarding sloppy patterns and blankets, which could've been improved.

Other than that, fun map. Just try to keep in mind that the hardest difficulty you make should utilize as much as possible from the sounds.
Black Zenith
Good job mappers
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