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Hitoshizuku x Yama - Ookami wa Akazukin ni Koi ...

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N0thingSpecial
RIP mod 2k16, IRC instead
06:07 N0thingSpecial: so
06:07 *N0thingSpecial is editing [https://osu.ppy.sh/b/834951 Hitoshizuku x Yama - Ookami wa Akazukin ni Koi wo Shita [Ookami to Akazukin]]
06:07 N0thingSpecial: ready?
06:07 Yahuri: yup
06:07 N0thingSpecial: so
06:08 N0thingSpecial: 00:04:364 (2) - personal preference, long straight sliders are best when complimented
06:08 N0thingSpecial: right now it's just looks bland
06:08 N0thingSpecial: it
06:09 Yahuri: what do you mean by complimented?
06:09 N0thingSpecial: btw right now I'm just repeating what I remember I had in the mod
06:09 N0thingSpecial: like have several other straight sliders to compliment it
06:09 N0thingSpecial: like here 00:04:364 (2,3,4,5) -
06:09 Yahuri: ah
06:09 Yahuri: gotcha
06:09 N0thingSpecial: 00:05:458 (3,4,5) -
06:09 N0thingSpecial: and then speaking of 00:05:458 (3,4,5) -
06:10 N0thingSpecial: while I was playing this it felt clustered to me
06:10 Yahuri: what do you mean
06:10 N0thingSpecial: too close together
06:11 Yahuri: eh
06:11 Yahuri: so further apart for whistle emphasis?
06:11 Yahuri: like the slider heads
06:11 N0thingSpecial: yea
06:12 N0thingSpecial: I remember I had something similar to this https://osu.ppy.sh/ss/5225658
06:12 N0thingSpecial: for suggestion
06:12 Yahuri: ah
06:12 Yahuri: yeah that looks nice
06:13 N0thingSpecial: yea just remember to triangulate 00:05:771 (4,5,1) - when doing it
06:13 N0thingSpecial: next one
06:13 N0thingSpecial: 00:11:708 (1) -
06:13 Yahuri: well ill see how it looks then see if triangulation is necessary
06:14 N0thingSpecial: this could be moved down a little to match the spacing of 00:11:396 (7,2,2) -
06:14 N0thingSpecial: looks tidier that way imo
06:15 Yahuri: fixed
06:15 N0thingSpecial: moving on
06:15 N0thingSpecial: 00:21:864 (2,3) -
06:15 N0thingSpecial: just a suggestion
06:16 N0thingSpecial: slightly curve them upwards
06:16 N0thingSpecial: something like this https://osu.ppy.sh/ss/5225671
06:16 Yahuri: flow might be a lil wonky leading into the next slider tho
06:16 Yahuri: ohh thats what you mean
06:16 Yahuri: ok
06:17 N0thingSpecial: yea in terms of aethetics it flows better
06:17 N0thingSpecial: with how everything is curved
06:17 Yahuri: yeah
06:19 N0thingSpecial: 00:26:396 (1,2) - not sure if this is your style but I find it rather inconsistent to suddenly have perfectly lined up straight sliders
06:20 N0thingSpecial: angle it
06:20 N0thingSpecial: curve it
06:20 Yahuri: people tell me i have really straight flow
06:20 Yahuri: XD
06:20 N0thingSpecial: ^ this is what I'm about to bring up
06:21 N0thingSpecial: 00:29:989 (1) - this could use a ctrl+g
06:21 Yahuri: i dont think that will work well with the next circle
06:22 Yahuri: also the head would start right under the previous slider
06:22 N0thingSpecial: it seem like it would
06:22 N0thingSpecial: but it actually plays quite well imo
06:22 Yahuri: ill test it
06:23 N0thingSpecial: it breaks up the linear/oval flow you constantly have
06:23 Yahuri: ye
06:24 N0thingSpecial: which I was going to lead into how linear/oval flow work best with varible spacing and structure in my mod, which I'm still very salty about
06:25 N0thingSpecial: and 00:32:489 (1,2,3,4,5,6,7) - is what I was going to talk about
06:26 N0thingSpecial: you put clap on 00:32:958 (2,4) -
06:26 N0thingSpecial: which I think should be emphasize by actual spacing, rather than just linear flow
06:26 N0thingSpecial: like larger spacing
06:26 N0thingSpecial: same goes for this 00:33:583 (6) -
06:27 Yahuri: so i should move 4, 2, 5 down?
06:27 N0thingSpecial: I think i had this https://osu.ppy.sh/ss/5225691
06:27 N0thingSpecial: which 00:33:271 (4,5,6,7,1) -
06:28 N0thingSpecial: forms a pentagon
06:30 N0thingSpecial: ok moving on
06:30 N0thingSpecial: 00:41:396 (1) - this I suggest moving it down
06:30 N0thingSpecial: so it looks like it forms a circle with 00:41:083 (3) -
06:30 N0thingSpecial: just a suggestion
06:31 Yahuri: gotcha
06:31 N0thingSpecial: 00:44:677 (4,5,6,1) - this
06:32 N0thingSpecial: hmmm
06:33 N0thingSpecial: same with the last one
06:33 N0thingSpecial: where you had clap/finish on notes but you don't have ways to emphasize it
06:34 Yahuri: DS?
06:34 N0thingSpecial: thats one way
06:34 Yahuri: DS is already changed tho
06:35 N0thingSpecial: the thing is I'm rarely work with linear flow and
06:35 N0thingSpecial: what ever i suggest here would probably not be your style
06:36 Yahuri: welp i was considering remapping the first part of kiai so go for it
06:36 N0thingSpecial: ignore if you will
06:38 N0thingSpecial: 00:55:146 (1) - I suggest if you're going to use relatively similar DS
06:38 N0thingSpecial: anti flow would be your best bet in making stronger emphasis
06:40 Yahuri: wait
06:40 N0thingSpecial: which I think I had [https://osu.ppy.sh/ss/5225711 this] for suggestion
06:40 Yahuri: anitflow in the slider angle or wat
06:40 Yahuri: ah
06:41 Yahuri: ill see how that works out
06:41 N0thingSpecial: like what you did here 00:55:927 (4,1) -
06:41 Yahuri: ok
06:41 N0thingSpecial: moving on to 01:00:614 (2) -
06:42 N0thingSpecial: the way you curved 01:00:146 (1) -
06:42 N0thingSpecial: wait
06:43 N0thingSpecial: still morning lol wait
06:43 Yahuri: ok XD
06:44 N0thingSpecial: ok right the combination of 01:00:146 (1,2) - which makes a really awkward momentum change
06:44 N0thingSpecial: like I don't here anything significant that would suggest players to go fast then stop suddenly
06:45 N0thingSpecial: my suggest was to just 01:00:614 (2) - space this out
06:45 Yahuri: space out how
06:46 N0thingSpecial: https://osu.ppy.sh/ss/5225727
06:46 N0thingSpecial: like this
06:46 N0thingSpecial: cause players would just ignore the curve at the button and go striaght down
06:47 N0thingSpecial: along with the speed they gain from following the high SV slider
06:48 N0thingSpecial: got it?
06:48 Yahuri: aite
06:48 Yahuri: yup
06:49 N0thingSpecial: 01:17:177 (4) - this I would just suggest moving it like [https://osu.ppy.sh/ss/5225737 this]
06:50 N0thingSpecial: to break up the flow
06:50 N0thingSpecial: at least a little bit
06:50 Yahuri: prefer not to overlap
06:50 N0thingSpecial: ok
06:51 N0thingSpecial: 01:37:958 (2,3,4,5,6,7) -
06:51 N0thingSpecial: I don't think linear flow is the best way to emphasize the vocals
06:52 Yahuri: doing drums
06:52 N0thingSpecial: also your jumps here need a bit more structure than just constant DS
06:52 N0thingSpecial: structured
06:53 Yahuri: should i make DS gradually bigger?
06:53 N0thingSpecial: I could not really tell why this part would be seperated into two patterns when vocals last all six notes
06:53 N0thingSpecial: so i was suggesting that you find a stucture that would fit 6 notes in and lead into 01:38:896 (1) - nicely
06:55 Yahuri: ok
06:58 N0thingSpecial: ok so
06:58 N0thingSpecial: 01:40:458 (1,2,3) -
06:58 N0thingSpecial: personally I find this untidy
06:58 N0thingSpecial: and I couldn't really figure out how did you come up with this pattern
07:00 N0thingSpecial: I did [https://osu.ppy.sh/ss/5225771 this] but I still don't think it's good
07:00 N0thingSpecial: maybe you could come up with something better
07:00 Yahuri: probably yeah
07:01 N0thingSpecial: ok so 01:41:708 (2) - this litterally just moveit down a few pixels so 01:41:396 (1,3) - looks like it is spaced equally
07:02 Yahuri: its not supposed to be spaced equally
07:02 N0thingSpecial: ohh
07:03 N0thingSpecial: um then 01:42:646 (5,6) - this I suggest you space 01:42:958 (6) - out a bit further
07:03 N0thingSpecial: cause with how you placed it
07:04 N0thingSpecial: it is just stalling, cause there's no need to go through the entirety of der
07:04 N0thingSpecial: 01:42:646 (5) -
07:04 N0thingSpecial: so players would just be stopping in the middle of the slider for no reason and click on 01:42:958 (6) -
07:05 Yahuri: ok
07:06 N0thingSpecial: nazing 01:46:708 (2) -
07:06 N0thingSpecial: point it between 01:47:021 (3,4) -
07:06 N0thingSpecial: rather than directly at 01:47:021 (3) -
07:06 Yahuri: ok
07:07 N0thingSpecial: just personal opinion
07:07 N0thingSpecial: 01:47:646 (1,2,3,4,5) - just want to point out this is very good
07:07 N0thingSpecial: in terms of flow
07:08 Yahuri: cool
07:10 N0thingSpecial: 02:16:396 (1) - nazi
07:11 N0thingSpecial: I suggested [https://osu.ppy.sh/ss/5225810 this]
07:11 N0thingSpecial: looks less clustered
07:12 Yahuri: ok
07:13 N0thingSpecial: 02:17:646 (3,4,5,6) -
07:13 N0thingSpecial: ok this
07:13 N0thingSpecial: currently it is ok
07:14 N0thingSpecial: but personally I would just add a reverse arrow on02:17:750 (4) -
07:15 N0thingSpecial: 02:23:114 (2,3,4,5,6,1) - nazi
07:15 N0thingSpecial: pentagon plz
07:16 Yahuri: i dont think polygon DS goes that high
07:16 N0thingSpecial: well
07:16 N0thingSpecial: umm
07:16 N0thingSpecial: use maths
07:16 Yahuri: i cant math
07:16 N0thingSpecial: ok fine
07:16 N0thingSpecial: um
07:17 N0thingSpecial: copy 2 and 5
07:17 N0thingSpecial: rotate by 36 degree
07:17 N0thingSpecial: repeat process and you get pentagon
07:18 Yahuri: actually i think the reason i changed that pattern from insane was cuz i couldnt play it lol
07:18 N0thingSpecial: lol
07:18 Yahuri: too many notes in the same flow screw me up
07:19 N0thingSpecial: there are flow base mappers like moph you should probably check out his maps
07:19 Yahuri: i believe i have a few
07:19 N0thingSpecial: namely fairtale
07:19 *N0thingSpecial is listening to [https://osu.ppy.sh/b/815219 Nekomata Master feat. Misawa Aki - chrono diver -fragment-]
07:19 N0thingSpecial: and
07:19 *N0thingSpecial is listening to [https://osu.ppy.sh/b/759192 cillia - Fairytale,]
07:20 N0thingSpecial: his maps I find it quite similar to this one you have
07:20 Yahuri: aite
07:21 N0thingSpecial: well thats kinda it for this diff
07:22 Yahuri: ok cool
07:22 N0thingSpecial: and thats where my mod died
07:22 Yahuri: rip
07:23 Yahuri: well thanks a lot dude :D
07:23 N0thingSpecial: tbh I like your insane diff more than the one I just mod
07:23 Yahuri: lol i spent ages on that one
07:23 Yahuri: XD
07:23 N0thingSpecial: cause everything is more evenly spaced
07:23 Yahuri: probably because i remapped most of it
07:24 Yahuri: recently
07:24 N0thingSpecial: when I say evenly spaced, I'm refering to spaical spacing rather than DS
07:24 Yahuri: yea
07:25 Yahuri: i try to do that in my more recent maps
07:25 N0thingSpecial: try to put some more variable spacing in your hardest diff
07:25 N0thingSpecial: like how you did it in insane
07:25 Yahuri: ok
07:25 N0thingSpecial: then you're golden
07:25 Yahuri: so basically more DS on the claps n finishes n stuff right
07:26 N0thingSpecial: don't always have to be the case
07:26 N0thingSpecial: but I I usaully eaither
07:26 N0thingSpecial: either
07:26 N0thingSpecial: put more DS
07:26 N0thingSpecial: or use snappier flow
07:26 Yahuri: gotcha
07:26 N0thingSpecial: like back and forth and stuff
07:27 Yahuri: that stuff hard
07:27 Yahuri: XD
07:27 N0thingSpecial: or if it applies use stacks
07:27 N0thingSpecial: but a lot of people don't like it lol
Topic Starter
Yahuri

N0thingSpecial wrote:

RIP mod 2k16, IRC instead
06:07 N0thingSpecial: so
06:07 *N0thingSpecial is editing [https://osu.ppy.sh/b/834951 Hitoshizuku x Yama - Ookami wa Akazukin ni Koi wo Shita [Ookami to Akazukin]]
06:07 N0thingSpecial: ready?
06:07 Yahuri: yup
06:07 N0thingSpecial: so
06:08 N0thingSpecial: 00:04:364 (2) - personal preference, long straight sliders are best when complimented
06:08 N0thingSpecial: right now it's just looks bland
06:08 N0thingSpecial: it
06:09 Yahuri: what do you mean by complimented?
06:09 N0thingSpecial: btw right now I'm just repeating what I remember I had in the mod
06:09 N0thingSpecial: like have several other straight sliders to compliment it
06:09 N0thingSpecial: like here 00:04:364 (2,3,4,5) -
06:09 Yahuri: ah
06:09 Yahuri: gotcha
06:09 N0thingSpecial: 00:05:458 (3,4,5) -
06:09 N0thingSpecial: and then speaking of 00:05:458 (3,4,5) -
06:10 N0thingSpecial: while I was playing this it felt clustered to me
06:10 Yahuri: what do you mean
06:10 N0thingSpecial: too close together
06:11 Yahuri: eh
06:11 Yahuri: so further apart for whistle emphasis?
06:11 Yahuri: like the slider heads
06:11 N0thingSpecial: yea
06:12 N0thingSpecial: I remember I had something similar to this https://osu.ppy.sh/ss/5225658
06:12 N0thingSpecial: for suggestion
06:12 Yahuri: ah
06:12 Yahuri: yeah that looks nice
06:13 N0thingSpecial: yea just remember to triangulate 00:05:771 (4,5,1) - when doing it
06:13 N0thingSpecial: next one
06:13 N0thingSpecial: 00:11:708 (1) -
06:13 Yahuri: well ill see how it looks then see if triangulation is necessary
06:14 N0thingSpecial: this could be moved down a little to match the spacing of 00:11:396 (7,2,2) -
06:14 N0thingSpecial: looks tidier that way imo
06:15 Yahuri: fixed
06:15 N0thingSpecial: moving on
06:15 N0thingSpecial: 00:21:864 (2,3) -
06:15 N0thingSpecial: just a suggestion
06:16 N0thingSpecial: slightly curve them upwards
06:16 N0thingSpecial: something like this https://osu.ppy.sh/ss/5225671
06:16 Yahuri: flow might be a lil wonky leading into the next slider tho
06:16 Yahuri: ohh thats what you mean
06:16 Yahuri: ok
06:17 N0thingSpecial: yea in terms of aethetics it flows better
06:17 N0thingSpecial: with how everything is curved
06:17 Yahuri: yeah
06:19 N0thingSpecial: 00:26:396 (1,2) - not sure if this is your style but I find it rather inconsistent to suddenly have perfectly lined up straight sliders
06:20 N0thingSpecial: angle it
06:20 N0thingSpecial: curve it
06:20 Yahuri: people tell me i have really straight flow
06:20 Yahuri: XD
06:20 N0thingSpecial: ^ this is what I'm about to bring up
06:21 N0thingSpecial: 00:29:989 (1) - this could use a ctrl+g
06:21 Yahuri: i dont think that will work well with the next circle
06:22 Yahuri: also the head would start right under the previous slider
06:22 N0thingSpecial: it seem like it would
06:22 N0thingSpecial: but it actually plays quite well imo
06:22 Yahuri: ill test it
06:23 N0thingSpecial: it breaks up the linear/oval flow you constantly have
06:23 Yahuri: ye
06:24 N0thingSpecial: which I was going to lead into how linear/oval flow work best with varible spacing and structure in my mod, which I'm still very salty about
06:25 N0thingSpecial: and 00:32:489 (1,2,3,4,5,6,7) - is what I was going to talk about
06:26 N0thingSpecial: you put clap on 00:32:958 (2,4) -
06:26 N0thingSpecial: which I think should be emphasize by actual spacing, rather than just linear flow
06:26 N0thingSpecial: like larger spacing
06:26 N0thingSpecial: same goes for this 00:33:583 (6) -
06:27 Yahuri: so i should move 4, 2, 5 down?
06:27 N0thingSpecial: I think i had this https://osu.ppy.sh/ss/5225691
06:27 N0thingSpecial: which 00:33:271 (4,5,6,7,1) -
06:28 N0thingSpecial: forms a pentagon
06:30 N0thingSpecial: ok moving on
06:30 N0thingSpecial: 00:41:396 (1) - this I suggest moving it down
06:30 N0thingSpecial: so it looks like it forms a circle with 00:41:083 (3) -
06:30 N0thingSpecial: just a suggestion
06:31 Yahuri: gotcha
06:31 N0thingSpecial: 00:44:677 (4,5,6,1) - this
06:32 N0thingSpecial: hmmm
06:33 N0thingSpecial: same with the last one
06:33 N0thingSpecial: where you had clap/finish on notes but you don't have ways to emphasize it
06:34 Yahuri: DS?
06:34 N0thingSpecial: thats one way
06:34 Yahuri: DS is already changed tho
06:35 N0thingSpecial: the thing is I'm rarely work with linear flow and
06:35 N0thingSpecial: what ever i suggest here would probably not be your style
06:36 Yahuri: welp i was considering remapping the first part of kiai so go for it
06:36 N0thingSpecial: ignore if you will
06:38 N0thingSpecial: 00:55:146 (1) - I suggest if you're going to use relatively similar DS
06:38 N0thingSpecial: anti flow would be your best bet in making stronger emphasis
06:40 Yahuri: wait
06:40 N0thingSpecial: which I think I had [https://osu.ppy.sh/ss/5225711 this] for suggestion
06:40 Yahuri: anitflow in the slider angle or wat
06:40 Yahuri: ah
06:41 Yahuri: ill see how that works out
06:41 N0thingSpecial: like what you did here 00:55:927 (4,1) -
06:41 Yahuri: ok
06:41 N0thingSpecial: moving on to 01:00:614 (2) -
06:42 N0thingSpecial: the way you curved 01:00:146 (1) -
06:42 N0thingSpecial: wait
06:43 N0thingSpecial: still morning lol wait
06:43 Yahuri: ok XD
06:44 N0thingSpecial: ok right the combination of 01:00:146 (1,2) - which makes a really awkward momentum change
06:44 N0thingSpecial: like I don't here anything significant that would suggest players to go fast then stop suddenly
06:45 N0thingSpecial: my suggest was to just 01:00:614 (2) - space this out
06:45 Yahuri: space out how
06:46 N0thingSpecial: https://osu.ppy.sh/ss/5225727
06:46 N0thingSpecial: like this
06:46 N0thingSpecial: cause players would just ignore the curve at the button and go striaght down
06:47 N0thingSpecial: along with the speed they gain from following the high SV slider
06:48 N0thingSpecial: got it?
06:48 Yahuri: aite
06:48 Yahuri: yup
06:49 N0thingSpecial: 01:17:177 (4) - this I would just suggest moving it like [https://osu.ppy.sh/ss/5225737 this]
06:50 N0thingSpecial: to break up the flow
06:50 N0thingSpecial: at least a little bit
06:50 Yahuri: prefer not to overlap
06:50 N0thingSpecial: ok
06:51 N0thingSpecial: 01:37:958 (2,3,4,5,6,7) -
06:51 N0thingSpecial: I don't think linear flow is the best way to emphasize the vocals
06:52 Yahuri: doing drums
06:52 N0thingSpecial: also your jumps here need a bit more structure than just constant DS
06:52 N0thingSpecial: structured
06:53 Yahuri: should i make DS gradually bigger?
06:53 N0thingSpecial: I could not really tell why this part would be seperated into two patterns when vocals last all six notes
06:53 N0thingSpecial: so i was suggesting that you find a stucture that would fit 6 notes in and lead into 01:38:896 (1) - nicely
06:55 Yahuri: ok
06:58 N0thingSpecial: ok so
06:58 N0thingSpecial: 01:40:458 (1,2,3) -
06:58 N0thingSpecial: personally I find this untidy
06:58 N0thingSpecial: and I couldn't really figure out how did you come up with this pattern
07:00 N0thingSpecial: I did [https://osu.ppy.sh/ss/5225771 this] but I still don't think it's good
07:00 N0thingSpecial: maybe you could come up with something better
07:00 Yahuri: probably yeah
07:01 N0thingSpecial: ok so 01:41:708 (2) - this litterally just moveit down a few pixels so 01:41:396 (1,3) - looks like it is spaced equally
07:02 Yahuri: its not supposed to be spaced equally
07:02 N0thingSpecial: ohh
07:03 N0thingSpecial: um then 01:42:646 (5,6) - this I suggest you space 01:42:958 (6) - out a bit further
07:03 N0thingSpecial: cause with how you placed it
07:04 N0thingSpecial: it is just stalling, cause there's no need to go through the entirety of der
07:04 N0thingSpecial: 01:42:646 (5) -
07:04 N0thingSpecial: so players would just be stopping in the middle of the slider for no reason and click on 01:42:958 (6) -
07:05 Yahuri: ok
07:06 N0thingSpecial: nazing 01:46:708 (2) -
07:06 N0thingSpecial: point it between 01:47:021 (3,4) -
07:06 N0thingSpecial: rather than directly at 01:47:021 (3) -
07:06 Yahuri: ok
07:07 N0thingSpecial: just personal opinion
07:07 N0thingSpecial: 01:47:646 (1,2,3,4,5) - just want to point out this is very good
07:07 N0thingSpecial: in terms of flow
07:08 Yahuri: cool
07:10 N0thingSpecial: 02:16:396 (1) - nazi
07:11 N0thingSpecial: I suggested [https://osu.ppy.sh/ss/5225810 this]
07:11 N0thingSpecial: looks less clustered
07:12 Yahuri: ok
07:13 N0thingSpecial: 02:17:646 (3,4,5,6) -
07:13 N0thingSpecial: ok this
07:13 N0thingSpecial: currently it is ok
07:14 N0thingSpecial: but personally I would just add a reverse arrow on02:17:750 (4) -
07:15 N0thingSpecial: 02:23:114 (2,3,4,5,6,1) - nazi
07:15 N0thingSpecial: pentagon plz
07:16 Yahuri: i dont think polygon DS goes that high
07:16 N0thingSpecial: well
07:16 N0thingSpecial: umm
07:16 N0thingSpecial: use maths
07:16 Yahuri: i cant math
07:16 N0thingSpecial: ok fine
07:16 N0thingSpecial: um
07:17 N0thingSpecial: copy 2 and 5
07:17 N0thingSpecial: rotate by 36 degree
07:17 N0thingSpecial: repeat process and you get pentagon
07:18 Yahuri: actually i think the reason i changed that pattern from insane was cuz i couldnt play it lol
07:18 N0thingSpecial: lol
07:18 Yahuri: too many notes in the same flow screw me up
07:19 N0thingSpecial: there are flow base mappers like moph you should probably check out his maps
07:19 Yahuri: i believe i have a few
07:19 N0thingSpecial: namely fairtale
07:19 *N0thingSpecial is listening to [https://osu.ppy.sh/b/815219 Nekomata Master feat. Misawa Aki - chrono diver -fragment-]
07:19 N0thingSpecial: and
07:19 *N0thingSpecial is listening to [https://osu.ppy.sh/b/759192 cillia - Fairytale,]
07:20 N0thingSpecial: his maps I find it quite similar to this one you have
07:20 Yahuri: aite
07:21 N0thingSpecial: well thats kinda it for this diff
07:22 Yahuri: ok cool
07:22 N0thingSpecial: and thats where my mod died
07:22 Yahuri: rip
07:23 Yahuri: well thanks a lot dude :D
07:23 N0thingSpecial: tbh I like your insane diff more than the one I just mod
07:23 Yahuri: lol i spent ages on that one
07:23 Yahuri: XD
07:23 N0thingSpecial: cause everything is more evenly spaced
07:23 Yahuri: probably because i remapped most of it
07:24 Yahuri: recently
07:24 N0thingSpecial: when I say evenly spaced, I'm refering to spaical spacing rather than DS
07:24 Yahuri: yea
07:25 Yahuri: i try to do that in my more recent maps
07:25 N0thingSpecial: try to put some more variable spacing in your hardest diff
07:25 N0thingSpecial: like how you did it in insane
07:25 Yahuri: ok
07:25 N0thingSpecial: then you're golden
07:25 Yahuri: so basically more DS on the claps n finishes n stuff right
07:26 N0thingSpecial: don't always have to be the case
07:26 N0thingSpecial: but I I usaully eaither
07:26 N0thingSpecial: either
07:26 N0thingSpecial: put more DS
07:26 N0thingSpecial: or use snappier flow
07:26 Yahuri: gotcha
07:26 N0thingSpecial: like back and forth and stuff
07:27 Yahuri: that stuff hard
07:27 Yahuri: XD
07:27 N0thingSpecial: or if it applies use stacks
07:27 N0thingSpecial: but a lot of people don't like it lol
color = things i need to look at again
Thanks :)
-NanoRIPE-
Hi ~ M4M request ~

[General]
looks fine

[Easy]
01:29:989 (3) - fix DS
01:38:896 (1) - ctrl j?
01:56:708 (5) - NC?
02:33:896 (3) - fix DS
02:25:146 (1,2,3) - stacked?
02:45:146 (1,2) - blanket?

[Normal]
01:48:896 (1) - ctrl j and move to x:378 y:350
02:18:896 (1) - sliding down slightly *i think pattern with same position previous note not good,especially u use staright slider ~
02:33:896 (4,1) - blanket?
03:23:114 (1,1) - remove NC

[Adcvanced]
00:03:903 (1) - move to x:410 y:66 for better flow
00:26:396 (1) - ctrl j
00:34:989 (3,4) - blanket improve
02:53:271 (3) - remove finish
03:04:833 (1) - remove NC

[Hard]
00:31:708 (1,2) - blanket?
01:01:864 (2,3) - try this pattern http://prntscr.com/bf2so1
01:39:364 (1,2) - blanket?

[Insane]
00:08:271 (5,6) - blanket? or like this http://prntscr.com/bf2xd0
02:24:833 (4,1) - blanket?
03:15:614 (2) - move to x:458 y:15 and use straight slider ~ like this http://prntscr.com/bf2zbb

[Ookami]
Nice Diff ~

GL ~ and nice beatmap ~ you deserve my kudosu star ~ :D
sorry for short mod :x
Topic Starter
Yahuri

-NanoRIPE- wrote:

Hi ~ M4M request ~

[General]
looks fine

[Easy]
01:29:989 (3) - fix DS lol oops
01:38:896 (1) - ctrl j? nah, slider will have to go offscreen for that to happen
01:56:708 (5) - NC? fixed
02:33:896 (3) - fix DS changed rhythm, fixed
02:25:146 (1,2,3) - stacked? not sure if this counts as a stack since the notes are so far apart, but ill see if anyone else mentions it as well
02:45:146 (1,2) - blanket? nah

[Normal]
01:48:896 (1) - ctrl j and move to x:378 y:350 that makes no sense.
02:18:896 (1) - sliding down slightly *i think pattern with same position previous note not good,especially u use staright slider ~ not sure what youre looking for, but i made the flow more straight.
02:33:896 (4,1) - blanket? sure
03:23:114 (1,1) - remove NC nope

[Adcvanced]
00:03:903 (1) - move to x:410 y:66 for better flow changed, but not with the coordinates you said
00:26:396 (1) - ctrl j nah
00:34:989 (3,4) - blanket improve fixed
02:53:271 (3) - remove finish pretty sure there is very clear sound for this
03:04:833 (1) - remove NC nah

[Hard]
00:31:708 (1,2) - blanket? will mess up DS, but ill see if i can do something for this section later
01:01:864 (2,3) - try this pattern http://prntscr.com/bf2so1 sure
01:39:364 (1,2) - blanket? nope

[Insane]
00:08:271 (5,6) - blanket? or like this http://prntscr.com/bf2xd0 dont want blanket here
02:24:833 (4,1) - blanket? ^
03:15:614 (2) - move to x:458 y:15 and use straight slider ~ like this http://prntscr.com/bf2zbb changed sorta like that, but moved the following circle as well for less straight flow/DS consistency

[Ookami]
Nice Diff ~ thanks! :)

GL ~ and nice beatmap ~ you deserve my kudosu star ~ :D :DD
sorry for short mod :x is k~
Thank you!
Garden
[General]
  1. use easy hp2 and normal hp3 if u want, thought od is like 345678, same might apply to hp lol
[Easy]
  1. 00:28:271 (4) - ds is a bit off here
  2. 01:35:927 (3) - tho there's a relatively strong drum now, thought new players don't actually read with ds so imo following drum here is not the best choice, having this started at the previous white tick may work better
  3. 02:45:771 (2) - 02:51:396 (3) - this is touching with the key overlay (under my 4:3 resolution), worth fixing a bit
  4. 02:23:896 - 03:24:833 - unused inherited points
[Normal]
  1. 00:43:896 (1) - moving this to 256,349 can also be a nice symmetry pattern, and it flows better from 6 to 2 imo
  2. 01:58:896 (1,2) - does not flow well visually, what about leaving the slider 1 straight?
  3. 03:24:833 - unused inherited points
[Advanced]
  1. 02:38:739 (4,5) - doesn't flow well, this might work
  2. 02:43:896 (2,1) - is reading trap really necessary in an advanced diff lol
  3. 03:24:364 - slider should end here, same applied to other higher diffs
[Hard]
  1. 00:12:177 - add two notes like u do in the Advanced diff, why is hard diff even easier here
  2. 00:38:427 (3) - maybe keep the same distance
  3. 01:03:271 (1,2,3,4,1) - pretty hard tbh, if u wanna emphasize those drums, i'd suggest replace 3,4 with a slider and jump somewhere else, that's much more player friendly
  4. 01:22:489 (4) - the slider path might not be safe imo, u can consult other ppl for their opinions
  5. 02:18:896 (1) - inapproriate spacing for me, either space it out somewhere else or have it stacked with 5 works better
  6. 02:54:052 (1,2,3) - drums are all strong here, i don't see a specific reason why u wanna space 3 out. If u wanna stack 02:53:583 (4,4) - , u can keep the same large distance like this something
[Insane]
  1. 00:49:833 (5,1) - this might flow better
  2. 00:59:677 (4,1) - this is a bit too much, having the sliderend of 1 stacked with 3 and adjust the curve a little can be a neat solution
  3. 01:03:271 (1,2,3,4) - the snake flow here doesn't agree with ur hard diff lol, u might want sth likethis
  4. 01:55:146 (1,2) - 01:54:989 (5,1) - both don't flow visually well, to protect the 5,2 blanket, maybe u can try having 1 blanketed with sliderhead of 01:54:364 (3) -
  5. 02:01:239 (3,1) - this is almost a cross screen jump, can move 1 up a bit
[Ookami to Akazukin]
  1. 00:41:396 (1,2,3,4,5,6,7) - 01:41:396 (1,2,3,4,5,6,7) - 02:38:896 (1,2,3) - 03:02:646 (1,3) - silence those sliderends with 5%volume , soft hitsounds here are abrupt for me
  2. 02:18:062 - there is a 1/3 sound here as well, u can add a note and make this a relatively big ds stream, it's not that hard to play and is fun. btw 02:18:271 (6) - tho there's no actual sound, imo this should snapped to 1/3 as well, that plays more fluently
  3. 02:21:396 (1,2,1,2,1,2) - can try gradually larger spacing cuz pitch is getting higher here, and it won't feel forced while doing these jumps 02:22:958 (1,2,3,4,5,6) -
  4. 02:29:521 (3,1) - can be a confusing spacing, what about stacking 1 with sliderhead of 02:28:896 (1) - instead?
  5. 02:55:146 (2) - nc, also i think it's the most highlighting section of the song, u can map full potential difficulty of this part to make it an x icon, it's ur own choice but plz at least don't simply use similar spacing like previous parts
  6. 03:04:833 (1,2,3,4,5) - this might flow better while playing
For me the lower diffs are solid overall, i suggest u get some ppl irc mod ur higher diffs specifically.
I see ur great efforts in this set, good luck getting it ranked! :)
Rieri
Hello~ M4M from my queue

There is no need to have an Advanced and a Hard diff. Consider having one difficulty removed.

Easy
  1. 03:05:146 (1) - just as I expected, you should put a full measure of break after a spinner on an easy diff.

Normal
  1. Normal with a rating of 2.25. seems legit. You can make this a bit easier
  2. 02:41:396 (4) - NC here for consistency

I would remove the Advanced diff if I were you.

Hard
  1. 00:08:896 (4) - NC
  2. 00:09:677 (1) - disable nc
  3. 00:10:458 (1) - NC
  4. 00:11:396 (1) - disable nc
  5. 00:11:708 (1,2) - consider having this closer to the last note
  6. 00:23:114 (3,4) - triple could fit here
  7. 00:26:396 (4) - this should be nc not this 00:26:708 (1) -
  8. 00:28:739 (3,4) - what's with the distance here? is it to emphasize the drums?
  9. 01:03:271 (1,2,3,4,1) - I would make this into a even spacing if possible
  10. 01:22:489 (4) - slider doesn't look good, doesn't match the song and skips a triplet that could be mapped
  11. 01:27:021 (3,4) - spacing
  12. 01:38:896 (1,2) - blanket
  13. 02:54:208 (2,3) - spacing

Insane
  1. 00:07:177 (3,1) - bad flow, you should keep the circular flow going. I would ctrl-g this 00:07:333 (1) -
  2. 00:08:583 (6) - this breaks the flow you had going on. try putting it somewhere else
  3. 00:11:083 (7) - ^
  4. 00:33:583 (1) - I wouldn't nc here. Goes for every other stream you nced like this
  5. 00:45:927 (4,5) - instead of awkward pauses here, I think you could put a slider somewhere between these two Again, goes for every awkward pause you have
  6. 01:03:896 (1) - pull this down for a pentagon shape
  7. 01:42:958 (2,3) - I would have these spaced a little, its like literally closer than 01:42:646 (1,2) - these two which are only 1/2 far
  8. 01:47:958 (2,3) - flow flow flow. ctrl-g
  9. 03:04:833 (1) - this can be easily mistaken to be a 1/4 that repeats once. put 03:05:146 (2) - on the bottom of this slider
Ookami to Akazukin
  1. 00:18:739 (8,1) - flow isnt good here, 00:18:427 (6,7,8) - this flows in a circular motion, clockwise. then the slider points counter clockwise. wot
  2. 00:32:958 (2,3,4,5) - this has a circular flow, but then it breaks on 00:33:583 (6,7) - I would say that the flow needs to be continued but it actually cannot because of 00:33:896 (1) - which is pointing the total opposite direction. 00:32:958 (2,3,4,5) - instead of creating a circular flow here, try making something that would actually connect to 00:33:896 (1) - without breaking the flow that much
  3. 00:55:146 (1,2,3,4) - 3 and 4 breaks the flow
  4. 01:00:146 (1,2) - there's nothing to emphasize here, yet you change the sv to 1.5 :/
  5. 01:25:927 (5,6) - this is the last difficulty, try mapping these better
  6. 01:43:583 (8,9) - these can be spaced a bit
  7. 02:00:146 (1,2) - same thing as I said before.
  8. 03:13:896 (1,2,3,4,1) - seems waaaaay too spaced.

Most of the problems are the flow of the whole map which was mostly random and consistency with new combos. To be really honest, I would say that you should practice making good flows and learn when to NC then try working on this again.

Well good luck with this, I'll be waiting for your mod.
Topic Starter
Yahuri

ProEzreal wrote:

Hello~ M4M from my queue

There is no need to have an Advanced and a Hard diff. Consider having one difficulty removed. not removing any because of difficulty jump, i only added Advanced just to lighten the gap

Easy
  1. 03:05:146 (1) - just as I expected, you should put a full measure of break after a spinner on an easy diff. where would i logically end it tho

Normal
  1. Normal with a rating of 2.25. seems legit. You can make this a bit easier if i can then good but if i cant oh well but im not remapping it again
  2. 02:41:396 (4) - NC here for consistency
fixed

I would remove the Advanced diff if I were you. nope

Hard
  1. 00:08:896 (4) - NC
  2. 00:09:677 (1) - disable nc
  3. 00:10:458 (1) - NC
  4. 00:11:396 (1) - disable nc redid NCs for Hard
  5. 00:11:708 (1,2) - consider having this closer to the last note ok
  6. 00:23:114 (3,4) - triple could fit here no triples for Hard
  7. 00:26:396 (4) - this should be nc not this 00:26:708 (1) -
  8. 00:28:739 (3,4) - what's with the distance here? is it to emphasize the drums? yes
  9. 01:03:271 (1,2,3,4,1) - I would make this into a even spacing if possible nah but i still changed the pattern a bit anyways
  10. 01:22:489 (4) - slider doesn't look good, doesn't match the song and skips a triplet that could be mapped i knew someone was going to complain about that slider eventually lol, ill remap that but still no triplets for Hard
  11. 01:27:021 (3,4) - spacing remapped section
  12. 01:38:896 (1,2) - blanket the blanket here is the curve under the wave slider + the head of the next slider (preserve DS for 2,3)
  13. 02:54:208 (2,3) - spacing remapped section

Insane
  1. 00:07:177 (3,1) - bad flow, you should keep the circular flow going. I would ctrl-g this 00:07:333 (1) - anti flow for emphasis but ill test this anyways
  2. 00:08:583 (6) - this breaks the flow you had going on. try putting it somewhere else nah
  3. 00:11:083 (7) - ^ this is the same motion
  4. 00:33:583 (1) - I wouldn't nc here. Goes for every other stream you nced like this fixed
  5. 00:45:927 (4,5) - instead of awkward pauses here, I think you could put a slider somewhere between these two Again, goes for every awkward pause you have pretty sure someone suggested i add those pauses in but ill experiment more with it
  6. 01:03:896 (1) - pull this down for a pentagon shape emphasis
  7. 01:42:958 (2,3) - I would have these spaced a little, its like literally closer than 01:42:646 (1,2) - these two which are only 1/2 far fixed
  8. 01:47:958 (2,3) - flow flow flow. ctrl-g ctrl g for 3
  9. 03:04:833 (1) - this can be easily mistaken to be a 1/4 that repeats once. put 03:05:146 (2) - on the bottom of this slider maybe
Ookami to Akazukin
  1. 00:18:739 (8,1) - flow isnt good here, 00:18:427 (6,7,8) - this flows in a circular motion, clockwise. then the slider points counter clockwise. wot never liked the shape of that slider so ill see if i can cushion the landing better
  2. 00:32:958 (2,3,4,5) - this has a circular flow, but then it breaks on 00:33:583 (6,7) - I would say that the flow needs to be continued but it actually cannot because of 00:33:896 (1) - which is pointing the total opposite direction. 00:32:958 (2,3,4,5) - instead of creating a circular flow here, try making something that would actually connect to 00:33:896 (1) - without breaking the flow that much will check
  3. 00:55:146 (1,2,3,4) - 3 and 4 breaks the flow change of direction sure but i dont see how its wrong
  4. 01:00:146 (1,2) - there's nothing to emphasize here, yet you change the sv to 1.5 :/ k
  5. 01:25:927 (5,6) - this is the last difficulty, try mapping these better what is mapping "better" i did this the last time too
  6. 01:43:583 (8,9) - these can be spaced a bit fixed
  7. 02:00:146 (1,2) - same thing as I said before. k
  8. 03:13:896 (1,2,3,4,1) - seems waaaaay too spaced. eh

Most of the problems are the flow of the whole map which was mostly random and consistency with new combos. To be really honest, I would say that you should practice making good flows and learn when to NC then try working on this again. not intending on dropping work on this map until its ranked so i dont have a mountain of other sets i need to remap. will recheck NCs again.

Well good luck with this, I'll be waiting for your mod.
Thanks!
Rieri
Looking at how hard the normal diff is, removing advanced wouldn't really hurt you imo.
What's the point of having 2 (potentially 3) hard difficulties anyways?
roshan117
From my modding queue :)


Easy
02:19:521 (2,3) - At slider 3, instead of having the clap sound effect at the end of the slider, put it at the beginning of the slider, as when it is at the end it sounds out of place and is offbeat. When it is at the top, it does not sound out of place anymore, and goes with the song.

Normal
01:33:271 (4,5) - Set the drumming audio sampleset to start at slider 4 here instead of slider 5, it feels out of place only starting at slider 5.
03:03:896 (1,2,3) - stack hitcircles 1, 2, and 3. They feel out of place when they are seperated like this, especially with a spinner right afterward.

Overall
I feel these beatmaps were VERY SOLID. It was hard to find things that could be fixed! I hope this post helped you, and I hope this gets ranked! (i love the song btw)
Topic Starter
Yahuri

ProEzreal wrote:

Looking at how hard the normal diff is, removing advanced wouldn't really hurt you imo.
What's the point of having 2 (potentially 3) hard difficulties anyways?
like i said, the point was to ease the difficulty gap (as in going from only a few 1/2 beat rhythms to lots of tapping, as well as jumps and such)
caters to different playing levels as well
and it shouldnt hurt the mapset by keeping it in
the hurt caused from cutting it out would be 1. what ive said above and 2. wasting my time
so id like to see it kept in for ranking unless the BNs tell me to cut it off, which in that case id have to figure out how to link that specific difficulty to the map
Topic Starter
Yahuri

roshan117 wrote:

From my modding queue :)


Easy
02:19:521 (2,3) - At slider 3, instead of having the clap sound effect at the end of the slider, put it at the beginning of the slider, as when it is at the end it sounds out of place and is offbeat. When it is at the top, it does not sound out of place anymore, and goes with the song. offbeat has nothing to do with where a hitsound should be placed. the timeline at the beginning of the slider has no indication of having the clap sound.

Normal
01:33:271 (4,5) - Set the drumming audio sampleset to start at slider 4 here instead of slider 5, it feels out of place only starting at slider 5. i use the drum sampleset almost nowhere but the kiai. this section emphasizes claps, not drums.
03:03:896 (1,2,3) - stack hitcircles 1, 2, and 3. They feel out of place when they are seperated like this, especially with a spinner right afterward. spinners have nothing to do with stacks, and they should be fine as they are

Overall
I feel these beatmaps were VERY SOLID. It was hard to find things that could be fixed! I hope this post helped you, and I hope this gets ranked! (i love the song btw) thank you, but sorry, the mod didnt help :/
Topic Starter
Yahuri

Garden wrote:

[General]
  1. use easy hp2 and normal hp3 if u want, thought od is like 345678, same might apply to hp lol
[Easy]
  1. 00:28:271 (4) - ds is a bit off here fixed
  2. 01:35:927 (3) - tho there's a relatively strong drum now, thought new players don't actually read with ds so imo following drum here is not the best choice, having this started at the previous white tick may work better yeah but this pattern has been present in many other places so i think itll be fine
  3. 02:45:771 (2) - 02:51:396 (3) - this is touching with the key overlay (under my 4:3 resolution), worth fixing a bit i dont get what youre saying
  4. 02:23:896 - 03:24:833 - unused inherited points true but ima leave em in in case i need to map that part again
[Normal]
  1. 00:43:896 (1) - moving this to 256,349 can also be a nice symmetry pattern, and it flows better from 6 to 2 imo sure
  2. 01:58:896 (1,2) - does not flow well visually, what about leaving the slider 1 straight? sure
  3. 03:24:833 - unused inherited points same as last time
[Advanced]
  1. 02:38:739 (4,5) - doesn't flow well, this might work sure
  2. 02:43:896 (2,1) - is reading trap really necessary in an advanced diff lol not necessary but did it anyways to represent missing instrumentals, changed anyways
  3. 03:24:364 - slider should end here, same applied to other higher diffs theres actually a note where i end the sliders so nah
[Hard]
  1. 00:12:177 - add two notes like u do in the Advanced diff, why is hard diff even easier here fixed
  2. 00:38:427 (3) - maybe keep the same distance eh
  3. 01:03:271 (1,2,3,4,1) - pretty hard tbh, if u wanna emphasize those drums, i'd suggest replace 3,4 with a slider and jump somewhere else, that's much more player friendly fixed
  4. 01:22:489 (4) - the slider path might not be safe imo, u can consult other ppl for their opinions fixed
  5. 02:18:896 (1) - inapproriate spacing for me, either space it out somewhere else or have it stacked with 5 works better 5 would work worse because slider overlap
  6. 02:54:052 (1,2,3) - drums are all strong here, i don't see a specific reason why u wanna space 3 out. If u wanna stack 02:53:583 (4,4) - , u can keep the same large distance like this something did a different pattern but might change later
[Insane]
  1. 00:49:833 (5,1) - this might flow better nope but did what you said + ctrl j for flow into 2
  2. 00:59:677 (4,1) - this is a bit too much, having the sliderend of 1 stacked with 3 and adjust the curve a little can be a neat solution ok
  3. 01:03:271 (1,2,3,4) - the snake flow here doesn't agree with ur hard diff lol, u might want sth likethis did something like that
  4. 01:55:146 (1,2) - 01:54:989 (5,1) - both don't flow visually well, to protect the 5,2 blanket, maybe u can try having 1 blanketed with sliderhead of 01:54:364 (3) - intention was to blanket 2 from the previous combo, but i might end up remapping this part again
  5. 02:01:239 (3,1) - this is almost a cross screen jump, can move 1 up a bit fixed
[Ookami to Akazukin]
  1. 00:41:396 (1,2,3,4,5,6,7) - 01:41:396 (1,2,3,4,5,6,7) - 02:38:896 (1,2,3) - 03:02:646 (1,3) - silence those sliderends with 5%volume , soft hitsounds here are abrupt for me fixed
  2. 02:18:062 - there is a 1/3 sound here as well, u can add a note and make this a relatively big ds stream, it's not that hard to play and is fun. its a pretty soft note tho btw 02:18:271 (6) - tho there's no actual sound, imo this should snapped to 1/3 as well, that plays more fluently if this happens on a white tick then its already snapped to 1/3
  3. 02:21:396 (1,2,1,2,1,2) - can try gradually larger spacing cuz pitch is getting higher here, and it won't feel forced while doing these jumps 02:22:958 (1,2,3,4,5,6) - will check
  4. 02:29:521 (3,1) - can be a confusing spacing, what about stacking 1 with sliderhead of 02:28:896 (1) - instead? fixed
  5. 02:55:146 (2) - nc, fixed also i think it's the most highlighting section of the song, u can map full potential difficulty of this part to make it an x icon, it's ur own choice but plz at least don't simply use similar spacing like previous parts will check
  6. 03:04:833 (1,2,3,4,5) - this might flow better while playing lining up stream with spinner border
For me the lower diffs are solid overall, i suggest u get some ppl irc mod ur higher diffs specifically.
I see ur great efforts in this set, good luck getting it ranked! :)
Thanks!
Lasse
d

[x]
00:10:927 (4) - suddenly stacking such a strong sound here makes no sense, give it some spacing
00:18:427 (6) - why suddenly such low spacing comapred to similar sounds like 00:15:927 (6) -
00:23:427 (6,7) - using a more acute angle or evening out spacing will look and play better, for example making 00:22:958 (2,3,4,5,6) - a triangle and then moving 7, which also gets more spacing (emphasis) on 00:23:896 (1) - like http://i.imgur.com/O4cl9qc.jpg or even sth like http://i.imgur.com/cj0egk3.jpg
there are lots of options better than current
no idea why you suddenly switch from 2 measure to 1 measure nc patterns, it seems kinda random at most spots
00:33:271 (4,5,6,7,8) - will be played like http://i.imgur.com/uGrs864.jpg => obtuse angles speedup which is pretty uncomfortable to snap and uncalled for by the music here
00:50:927 - ending on strong cymbal + vocal k
01:00:927 (1) - sudden stop for ^ ?? you could ctrlg 01:00:927 (1,2) - to fit the music better and it plays nice too
01:14:833 (5,1) - sliderbodies indicating movement that doesnt actually happen is sth you normally dont want, poor usage of sliderbodies basically http://i.imgur.com/pUIcbFa.jpg
01:18:896 (1) - nearly straight line + slowdown for epmhasized sounds => no emphasis + awkward movement, which is not what you want here, when you could have sth like http://i.imgur.com/0nyLXbh.jpg or whatever
02:59:052 (2) - only stack for the whole chorus and it doesnt fit the music cause 2 is still strong

poor movement can be okay it it fits the music and is intetionall done, but not here lol
there are lots of other spots where momentum is poorly handled so take a look with this in mind as pointing them all out would be pointless (heh)
but 01:43:583 (8,9,1) - is another great example of weird linear speedup // 02:47:333 (5,1,2) - and so on, i think you should get it, if not then gg

[i]
00:07:958 (4) - there is no reason to stack this, if anything it should be spaced more than the others with how strong it is

pretty much same issues as extra



generally placement feels a bit unstructured. it's like you put notes on spots where (you think) they "flow well" (but often they dont even do that) and the "spacing fits" (which also at some points isn't the case) while there is so much more to note placement, like getting nice equal visual spacing, good looking patterns, even angles etc. After all it's your choice whether to care about aesthetics or not but it's one of those things to make maps much neater


going to stop here as that already seems like too much effort for what I got lol
hope this could help even if it might sound pretty harsh at some spots, gl
Topic Starter
Yahuri

Lasse wrote:

d

[x]
00:10:927 (4) - suddenly stacking such a strong sound here makes no sense, give it some spacing as soon as i find a pttern that doesnt look like crap
00:18:427 (6) - why suddenly such low spacing comapred to similar sounds like 00:15:927 (6) - remap
00:23:427 (6,7) - using a more acute angle or evening out spacing will look and play better, for example making 00:22:958 (2,3,4,5,6) - a triangle and then moving 7, which also gets more spacing (emphasis) on 00:23:896 (1) - like http://i.imgur.com/O4cl9qc.jpg or even sth like http://i.imgur.com/cj0egk3.jpg
there are lots of options better than current thats more obtuse, not acute. will fix
no idea why you suddenly switch from 2 measure to 1 measure nc patterns, it seems kinda random at most spots will recheck NCs for this diff
00:33:271 (4,5,6,7,8) - will be played like http://i.imgur.com/uGrs864.jpg => obtuse angles speedup which is pretty uncomfortable to snap and uncalled for by the music here this is the phrase right before a section change so uhhhh will recheck again anyways
00:50:927 - ending on strong cymbal + vocal k im surprised nobody caught that before lmao def will fix
01:00:927 (1) - sudden stop for ^ ?? you could ctrlg 01:00:927 (1,2) - to fit the music better and it plays nice too this is a stop because the instrumentals stop here but ill remap if possible i guess
01:14:833 (5,1) - sliderbodies indicating movement that doesnt actually happen is sth you normally dont want, poor usage of sliderbodies basically http://i.imgur.com/pUIcbFa.jpg i dont get the diagram at all and how am i supposed to show the vocals without a slider
01:18:896 (1) - nearly straight line + slowdown for epmhasized sounds => no emphasis + awkward movement, which is not what you want here, when you could have sth like http://i.imgur.com/0nyLXbh.jpg or whatever i hope you dont think i should map like the image because the image is basically also weird DS with better angles but anyways ill remap that too
02:59:052 (2) - only stack for the whole chorus and it doesnt fit the music cause 2 is still strong probably gonna remap this section of kiai

poor movement can be okay it it fits the music and is intetionall done, but not here lol uhh im pretty sure poor movement means it doesnt fit the music
there are lots of other spots where momentum is poorly handled so take a look with this in mind as pointing them all out would be pointless (heh)
but 01:43:583 (8,9,1) - is another great example of weird linear speedup 8 and 9 match the DS of 6 and 7, also all of the instrumentals except for some small guitar drop out so i dont see why the DS should be similar to the general DS. also the angle isnt that straight
// 02:47:333 (5,1,2) - and so on, i think you should get it, if not then gg remap

[i]
00:07:958 (4) - there is no reason to stack this, if anything it should be spaced more than the others with how strong it is remap

pretty much same issues as extra



generally placement feels a bit unstructured. it's like you put notes on spots where (you think) they "flow well" (but often they dont even do that) and the "spacing fits" (which also at some points isn't the case) while there is so much more to note placement, like getting nice equal visual spacing, good looking patterns, even angles etc. After all it's your choice whether to care about aesthetics or not but it's one of those things to make maps much neater
i think our ideas of equal visual spacing are different 00:18:427 (6) except for that cuz it was always kinda dumb
and i know for a fact that our ideas of visual aesthetics are very different lol

going to stop here as that already seems like too much effort for what I got lol sorry :O
hope this could help even if it might sound pretty harsh at some spots, gl sugarcoating is for the weak
Thanks yo
pretty much everything is blue cuz none of this stuff is quick fix work so ye itll take a while before that stuff turns green
Topic Starter
Yahuri
Remapping some sections of pretty much everything, Insane and Ookami to Akazukin will be fully remapped. See the .osz file in description for latest updates \o/
Daoski
my boy gril yahu-chan~~~~ ;)
Insane v2
00:18 Daoski: hey that was
00:18 Daoski: pretty good
00:18 Yahuri: thanks
00:18 Daoski: mapping looks consistent
00:18 Yahuri: any problems?
00:18 Daoski: i like the timing of ur pauses
00:18 Yahuri: :D
00:18 Daoski: but i feel like there are those few timings which seem awkward
00:18 Daoski: just a few
00:18 Daoski: the one where i hit 50+100
00:18 Daoski: maybe i misread but
00:18 Daoski: seemed weird
00:18 Daoski: and also:
00:18 Yahuri: 02:38:896 (1,2,3) - that?
00:19 Daoski: where exactly did i break LMAO
00:19 Yahuri: ah
00:19 Daoski: gimme a min where i find exactly where
00:19 Yahuri: second kaii
00:19 Daoski: alright
00:19 Yahuri: 01:48:583 (5) - here
00:20 Yahuri: i need to find a way to lower ds lol
00:20 Daoski: no the miss is ok because i just misaimed
00:20 Daoski: but the part where i hit a 50
00:20 Daoski: seemed weird to read
00:20 Daoski: or i prob brain farted
00:20 Daoski: after 2nd kiai
00:20 Yahuri: okay
00:20 Daoski: before 3rd kiai
00:20 Daoski: 02:18:479 (3) - btw this
00:20 Yahuri: 02:38:896 (1,2,3) -
00:21 Yahuri: dont know how to time that better Dx
00:21 Daoski: o
00:21 Daoski: there
00:21 Daoski: uh
00:21 Daoski: what i think u can do
00:21 Daoski: is just manipulate the new combo
00:21 Daoski: not timed bad but since u put the newcombo before pause i thought notes were comin hot
00:21 Daoski: and prob tapped early thinking so
00:22 Yahuri: what if i get rid of the break?
00:22 Daoski: https://osu.ppy.sh/ss/6272008 maybe newcombo like dis
00:22 Daoski: no dont get rid of it cuz the pause is good
00:22 Daoski: just emphasize your newcombo for the 1st note after break
00:22 Daoski: and it should be A.ok
00:22 Yahuri: NC isnt consistent with the rest of section tho
00:23 Daoski: sounds ok to me
00:23 Daoski: ur ncs are prob based off the vocal emphasis
00:23 Daoski: but maybe reconsider it for this 1 case ;_;
00:23 Daoski: so u dont have to work more for small fix :)
00:23 Yahuri: lol
00:23 Daoski: ye
00:23 Yahuri: ill ask some other people too
00:24 Daoski: sure
00:24 Yahuri: thanks C:
00:24 Daoski: theres 1 more part that triggers me a bit
00:24 Daoski: 02:18:479 (3) -
00:24 Daoski: this could prob be better as 2 separate slider
00:24 Daoski: instead of 4x repeating :o
00:24 Yahuri: wouldnt that just make it harder tho?
00:24 Daoski: u dont have to intense spacing
00:24 Daoski: but i think there should be 2 click worth of slider for this
00:25 Yahuri: there would be 2 1/3 clicks
00:25 Daoski: mmm
00:25 Daoski: would it really be that hard?
00:25 Daoski: it just matches the hitsound u focus on
00:25 Yahuri: and the first note is the strongest, so i dont think a second would be necessary
00:25 Daoski: orly?
00:25 Daoski: well yes
00:25 Daoski: but it slowly decreases
00:25 Yahuri: exactly
00:25 Daoski: not 1 slider
00:25 Daoski: 1 slider doesnt show gradual decrease
00:26 Daoski: if we speak in this way
00:27 Yahuri: but neither does 2 identical sliders Dx
00:27 Daoski: x.x
00:27 Daoski: we in a tough spot den
00:27 Daoski: but id probably focus a fix there tho
00:27 Daoski: u can ask mapping but
00:27 Daoski: but im really against 1 slider only tbh
00:28 Yahuri: okay
00:28 Daoski: ye gl with ur map
00:28 Daoski: free kudosus kappapride
00:28 Daoski: i think its good other than those 2 part
00:28 Yahuri: thanks :D
00:28 Daoski: even tho 2 part very small problem ez 2 fix
00:28 Yahuri: ye

:( y graveyard y
Nao Tomori
d (cuz i secretly aspire to be lasse but i know i never will be so im on xanax)

[i]
intro not mapped =(
really seems like it should be, it's super duper loud and supports rhythm and all that jazz

00:04:833 (1) - seems like a really good place for a 1/1 slider to highlight the really really loud chord that happens that lasts for a measure
in fact tall through the intro, replacing the 1/2 slider + circle circle with 1/1 slider + circle seems to fit better, it accents the chords in the guitar more imo.
00:09:833 (1) - like here where you do it

for the next part, i thought the placement of stacks was rather random. not in the sense that the rhythm was random (as in they were always in the same place) but rather because there isnt a real reason for them to be stacks in the first place. 00:24:364 (2,3) - has two different piano notes, 00:26:864 (2,3) - as well. it seems like it would be better to replace them with sliders since neither beat is particularly strong, but you make them seem that way by stacking and making the player snap there.

00:30:302 (2) - just slide this down and left a bit to be even with 3 imo.

00:43:427 - the ignored beat here is irritating as a player because it feels like the 1/2 jump would be to your slider at 00:43:583 - but instead its just a float over, even though the song is still going. it doesnt help that the sound that that slider follows begins at 00:43:271 - but doesnt have the highlight it needs with a slider.

00:48:583 (5) - wew this is the biggest jump in the map so far and it's on this? better off stacking 5 under 2's slider end imo.

00:50:614 (2) - the effect created at 01:00:614 - by the 1/1 break is really nice, consider doing something like that here?

00:55:458 (2) - this thing just plays weirdly it's like a wide angle that gets slightly sharper then super sharp all of a sudden. better to just make it a normal jump pattern instead of switching from pentagon to star in the middle.

01:01:396 - cute

01:18:583 (4,5) - makes sense to ctrl g this imo, puts more force on the loud clap notes with sharp angles and makes the angle into the slider more comfortable.

also it makes sense to map where the break is and break where the map is up to 01:23:896 - from 01:13:583 -

01:29:989 (1) - easy symmetry with 01:29:677 (4) - ?

01:48:583 (5) - same thing, huge jump, not huge emphasis in song at all. better to move this somewhere like 1's tail then adjust the resulting massive wide angle jump to 01:48:896 (1) -

01:50:614 (2) - same thing as up there with the 1/1 pause

02:02:021 (3) - unnecessarily large jump, better to ctrl g this since the song is calming down here imo.

02:18:479 (3) - angle this like 3 degrees clockwise and you'll have it be a straight line from 2, which looks nice.

02:56:396 - ppppppppppppppppppppppppppppppppppppppppppppppppppppppp jumps plz thx

03:04:833 (4,5,6,7,8) - this is horrifically irritating to play, you make the cursor do the weirdest movement ever. please improve this by curving the stream and the triple that it corresponds to, or something, because it is so hard to hit

03:09:989 (4) - this seems a bit big as well, maybe bring 3 down to head of 03:09:208 (5) -

03:18:252 - rip guitar solo triples

03:23:114 (1,2) - this will throw everyone off cuz other times they were normal back and forths and this time you decided to use HW's amazing antijump style that makes it annoying as hell, just ctrl g this please (*triggered*)

yheaja.
Topic Starter
Yahuri

Nao Tomori wrote:

d (cuz i secretly aspire to be lasse but i know i never will be so im on xanax)

[i]
intro not mapped =(
really seems like it should be, it's super duper loud and supports rhythm and all that jazz going by video, the vid doesnt open up til where i start mapping

00:04:833 (1) - seems like a really good place for a 1/1 slider to highlight the really really loud chord that happens that lasts for a measure
in fact tall through the intro, replacing the 1/2 slider + circle circle with 1/1 slider + circle seems to fit better, it accents the chords in the guitar more imo.
00:09:833 (1) - like here where you do it hmmm ill think about it. i put this 1/2 pattern thing in Hard too, 00:09:833 (1) was a mistake XD

for the next part, i thought the placement of stacks was rather random. not in the sense that the rhythm was random (as in they were always in the same place) but rather because there isnt a real reason for them to be stacks in the first place. 00:24:364 (2,3) - has two different piano notes, 00:26:864 (2,3) - as well. it seems like it would be better to replace them with sliders since neither beat is particularly strong, but you make them seem that way by stacking and making the player snap there. i put normal stacks only for places that have two consecutive kick drums. idea is kinda weird so ill probably rework it

00:30:302 (2) - just slide this down and left a bit to be even with 3 imo. dont really see the need for that, also DS

00:43:427 - the ignored beat here is irritating as a player because it feels like the 1/2 jump would be to your slider at 00:43:583 - but instead its just a float over, even though the song is still going. it doesnt help that the sound that that slider follows begins at 00:43:271 - but doesnt have the highlight it needs with a slider. added 3/4 slider

00:48:583 (5) - wew this is the biggest jump in the map so far and it's on this? better off stacking 5 under 2's slider end imo. jump so big cuz it has clap+unique whistle thing, but yea the jump is huge. i still want this jump to bigger than 5-6 tho

00:50:614 (2) - the effect created at 01:00:614 - by the 1/1 break is really nice, consider doing something like that here? ill try that

00:55:458 (2) - this thing just plays weirdly it's like a wide angle that gets slightly sharper then super sharp all of a sudden. better to just make it a normal jump pattern instead of switching from pentagon to star in the middle. fixed

01:01:396 - cute cute =^.^=

01:18:583 (4,5) - makes sense to ctrl g this imo, puts more force on the loud clap notes with sharp angles and makes the angle into the slider more comfortable. 00:17:958 (2,3,4,5) - this is the same pattern. it WAS like you suggested, but i felt that the angle was too sharp from 2-3-4 and then i moved the slider too.

also it makes sense to map where the break is and break where the map is up to 01:23:896 - from 01:13:583 - wait what

01:29:989 (1) - easy symmetry with 01:29:677 (4) - ? no symmetry, but i made slider shapes the same

01:48:583 (5) - same thing, huge jump, not huge emphasis in song at all. better to move this somewhere like 1's tail then adjust the resulting massive wide angle jump to 01:48:896 (1) - fixed

01:50:614 (2) - same thing as up there with the 1/1 pause fixed

02:02:021 (3) - unnecessarily large jump, better to ctrl g this since the song is calming down here imo. rip symmetry ill try find something so i wont get a jump here 02:02:021 (3,4) too

02:18:479 (3) - angle this like 3 degrees clockwise and you'll have it be a straight line from 2, which looks nice. rotated 10 degrees

02:56:396 - ppppppppppppppppppppppppppppppppppppppppppppppppppppppp jumps plz thx not for this diff

03:04:833 (4,5,6,7,8) - this is horrifically irritating to play, you make the cursor do the weirdest movement ever. please improve this by curving the stream and the triple that it corresponds to, or something, because it is so hard to hit fixed

03:09:989 (4) - this seems a bit big as well, maybe bring 3 down to head of 03:09:208 (5) - fixed

03:18:252 - rip guitar solo triples going for other instruments rather than guitar, but maybe ill follow more guitar in Cursed Love

03:23:114 (1,2) - this will throw everyone off cuz other times they were normal back and forths and this time you decided to use HW's amazing antijump style that makes it annoying as hell, just ctrl g this please (*triggered*) i use 1/1 manual stacking pretty often but ok

yheaja.
Thanks~
MikasaSerket
boi get this ranked
Nao Tomori
hex grid? more like wolf grid ahahahHAHAHAa i want to die
osu file format v14

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Title:Ookami wa Akazukin ni Koi wo Shita
TitleUnicode:おおかみは赤ずきんに恋をした
Artist:Hitoshizuku x Yama
ArtistUnicode:ひとしずく×やま△
Creator:Yahuri
Version:Nao's Insane
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Tags:the wolf that fell love with naotoshi little red riding hood kagamine rin len vocaloid world EndlessroLL 鏡音リン 鏡音レン
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73,253,167177,2,0,P|116:250|159:263,1,88
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174,165,167802,1,0,0:0:0:0:
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157,261,181396,6,0,P|115:249|72:253,1,88
256,267,181708,1,0,0:0:0:0:
439,253,181864,2,0,P|396:249|354:261,1,88
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315,123,185614,1,0,0:0:0:0:
286,115,185927,1,0,0:0:0:0:
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225,133,187177,2,0,L|230:33,1,88
332,196,187489,1,0,0:0:0:0:
393,75,187646,6,0,P|347:138|334:234,1,176
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424,324,188427,1,0,0:0:0:0:
284,365,188583,2,0,P|207:377|98:363,1,176
48,272,189052,1,0,0:0:0:0:
163,265,189208,1,0,0:0:0:0:
163,265,189286,1,0,0:0:0:0:
168,266,189364,1,0,0:0:0:0:
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380,191,190614,1,0,0:0:0:0:
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326,123,197333,1,0,0:0:0:0:
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206,92,202333,2,0,P|147:63|123:60,1,66.0000025177003
109,62,202567,1,0,0:0:0:0:
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256,192,203817,12,0,204521,0:0:0:0:

feel better!

maybe 3 gds in qualified soon will help
Penguiness
I sorta wanna make a GD for this. Is that alright? It'll be insane or extra.
Topic Starter
Yahuri
no, i would like to keep this set small. insane and the top diff are permanently filled so adding another insane/extra diff is not needed.
i should finish this
BanchoBot
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