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yuikonnu - Hoshitachi no Melody

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Topic Starter
Synpoo
This beatmap was submitted using in-game submission on Friday, September 11, 2015 at 5:37:13 PM

Artist: yuikonnu
Title: Hoshitachi no Melody
Source: crossbeats REV.
Tags: utaite aerous CAPCOM
BPM: 182
Filesize: 3741kb
Play Time: 01:27
Difficulties Available:
  1. Aerous' Insane (5.06 stars, 426 notes)
  2. Easy (1.61 stars, 123 notes)
  3. Hard (3.51 stars, 308 notes)
  4. Insane (4.65 stars, 412 notes)
  5. Normal (2.18 stars, 199 notes)
Download: yuikonnu - Hoshitachi no Melody
Information: Scores/Beatmap Listing
---------------
星達のメロディ
RE-DOWNLOAD AUGUST 27, 2015 : NEW BG

Aerous' Insane : 100%
Insane : 100%
Hard : 100%
Normal : 100%
Easy : 100%

Thank you Aerous for accepting GD request
Aerous
Hope you like it !

http://puu.sh/jytCy/0188acc5bc.zip

( I'm bad at hitsound )
IamKwaN
Hi there, as requested.
Unicode Title: 星達のメロディ
Romanised Title: Hoshitachi no Melody
Unicode Artist: ゆいこんぬ
Romanised Artist: yuikonnu
Source: crossbeats REV.
Tags: 'CAPCOM', etc.
Reference: http://www.capcom.co.jp/arcade/rev/PC/music.html
Poke me if you have any other questions, good luck!
Sc4v4ng3r
Hello there~ NM as requested in my queue~
Yuikonnu <3

  1. Unrankable issues
  2. My opinion which I highly recommend changing it.
  3. Just small suggestions/nazi :/

[Easy]
  1. Nice 1/1 rhythm you are following :D
  2. 00:36:692 (2) - Curve this maybe, because for this part similar sliders are curved.
  3. 00:43:944 (1) - This should be below (2). If you insist to keep this though, blanketing (2) with this slider would clean things up.
  4. 01:14:604 (1) - This spinner blocks the potential for the important instruments to be mapped. I would try this instead of a spinner :

  5. 01:27:790 (1) - It's totally fine to have 1/2 beat spacing with the previous note.
  6. Overall, good difficulty :D
[Normal]
  1. Another good difficulty :D
  2. 00:31:911 (1) - Why a NC here?
  3. 01:12:626 (3,4) - This should be placed to the right, for the smoother flow.
  4. 01:19:384 (7) - Placing this higher seems bit unnatural, a straight line may work better.
[Hard]
  1. Yet again a good difficulty :D
  2. 00:31:911 (1) - Vocal is pretty strong here, maybe a jump would work.
  3. 01:15:428 (1) - I hear a cymbals (or something like that) here, maybe a jump would work here too.
Really, there is not much to point out from your mapset. All looks nice and clean :D Have a star.
GL! I hope to see more yuikonnu's song gets ranked.
-Atri-
\:D/

DAKARAKITTO

No need to put "yuikonnu" into tags
Arcane
Aerous' Extra

Arcane Mod's
————————————————


Aerous' Extra

SPOILER
- 00:33:065 (1) - 00:33:230 (2) - Put the (2) a little bit more to the left. (personal preference)
- 00:39:823 (1) - ctrl+g
- 00:46:252 (5,1) - the spacing is to short for the time so maby add a note or place them more from each other away, (plays more fluently in my opinion)
- 00:22:351 (5) - NC
- 00:27:790 (5) - NC
- 00:51:527 (7) - NC

I like this~! cool mapping style

Insane


SPOILER
-00:33:230 - Maby add a circle here because it plays more fluently but XD to be honest i dont know where, because of hidden players 00:33:725 (2) - is on top of 00:34:054 (3) - so maby they cant see ?? i dont know please tell me your opinion aswell im new to modding ~

-00:37:681 you are not doing it here aswell so yeh its in your patter so, maby add a note here as well or leave both like this ;D

I couldnt find much :| sorry

hard


found nothing
===============================

I tried my best i still need to learn :0 GL with your mapset i like playing them

its a simple mod but still i tried my best ! ~
Aerous
Arcane

Arcane wrote:

Aerous' Extra

Arcane Mod's
————————————————


Aerous' Extra

SPOILER
- 00:33:065 (1) - 00:33:230 (2) - Put the (2) a little bit more to the left. (personal preference) should be okay
- 00:39:823 (1) - ctrl+g this jump is on purpose
- 00:46:252 (5,1) - the spacing is to short for the time so maby add a note or place them more from each other away, (plays more fluently in my opinion) the pause here is on purpose , and the next red line has no sound to it
- 00:22:351 (5) - NC Its fine
- 00:27:790 (5) - NC ^
- 00:51:527 (7) - NC ^

I like this~! cool mapping style

I tried my best i still need to learn :0 GL with your mapset i like playing them

its a simple mod but still i tried my best ! ~

Thanks for the mod !
Hanburgeric
Hi! Dropping by from my queue!
I'm pretty new to modding, so if you feel my opinion to be wrong, then don't be afraid to get second opinions from others for confirmation!

~ Hanburgeric's Queue ~


Aerous' Extra
  1. 00:11:801 (4,5,6,7,8,9,1) - The spacing is fine, but it feels too linear relative to what the music tries to accomplish. There is a decrease in pitch in this section, so I think something like a curved stream spiraling downwards would be more suitable.
  2. 00:35:950 (6) - Since there is a slight beat here, you could put a triple here if you wanted to, but that's up to your preference.
  3. 00:39:164 (3,4,5,1,2,3,4,5,6,1) - I think this section lacks proper emphasis on the drum beats. I played through it multiple times and found it somewhat confusing to follow rhythm-wise, though I'm sorry to say I can't pinpoint the exact reason behind that. I think you should reconsider your approach to this section if you receive similar feedback from others.
  4. 00:41:225 (7) - Same note about a potential triple from before.
  5. 00:51:527 (7,8,9,10,1) - By this point, the linear bursts make me feel like there's a lack of variety in cursor movement, especially positioned so low on the screen. Again, the spacing is fine, but why not add a very slight curve that dips downwards and promptly rises? For example: http://puu.sh/jC3sb/f058b9f6c1.jpg (remember to shifting the sequence after this slightly if you end up doing this).
  6. 01:00:263 (3,4) - You have two overlapping notes as if to indicate there's some repetition in rhythm when there really isn't. In fact, 01:00:263 (3) is a normal hitsound, while 01:00:428 (4) employs a whistle. This discrepancy in rhythm and spacing feels unnecessary and is confusing for the player.
  7. 01:11:966 (2) - The spacing feels slightly too far to clearly indicate that there is only a 1/4 beat between these two objects. Maybe place them a little closer to each other.
  8. 01:08:999 (1,2,3,4,5,6,7) - Nothing inherently wrong with this pattern, but the horizontal back and forth movement felt too repetitive.
  9. 01:22:681 (4,5,1) - The first two are fine, but again, repeating 01:22:681 (4) as 01:23:340 (1) indicates some form of rhythmical repetition that isn't really there. Changing 01:23:340 (1) would probably work best, and move the following notes accordingly.
  10. 01:28:779 (2,3,4) - Listen to this at 1/4 speed and you'll notice that these are off-rhythm as a result of the song slowing down very slightly towards the end of the song. It needs a red timing point towards the end; make sure to apply this change to the entire set and not just this difficulty.
  11. 01:27:214 (1,2,3,1) - The increase in spacing is a little too much in combination with the sharp change in direction. Maybe bring it down to around 2.25?
Overall, a very solid difficulty with few issues to point out. However, the hitsounds used for this GD and the other difficulties are different (I'm new to modding, so I'm not entirely sure if this is permitted or not, but thought it was worth pointing out regardless), and I'm under the impression that a difficulty must be over 5.25 stars to be considered an Extra. You should get these things checked out!
If I had to criticize one thing, it would be the lack of variety in horizontal/vertical cursor movement. Streams are a little too linear, and most of the jumps (especially after the chorus begins) are some variation of the following pattern: http://puu.sh/jC54E/3c6f9cf7a7.jpg. You change the angle/distance every jump so there's more variation to be had, but as a player, I couldn't help but wish there was some more complexity involved in the jumps. Besides this, I really like what this difficulty has to offer. Good job!

Insane
  1. 00:14:933 (1,2,3,4,5,6) - No inherent problem with this pattern, but it did feel less interesting than what you did for other similar segments, such as 00:13:450 (1,2,3,4,5,6,7).
  2. 00:33:065 (7) - I really think you should put a quintuple here to emphasize the instrumentals.
  3. 00:37:845 (2) - NC this instead of 00:37:516 (1) to emphasize the short break in rhythm.
  4. 00:40:483 (2) - NC this instead of 00:40:153 (1) for the same reason.
  5. 00:55:483 (1) - I think that the piano here really suggests a downward slider that increases in velocity and has some interesting directional change. As a player, I couldn't help but wish for a bit more excitement. The lead-into it from the quadruple right before it is perfect, though.
  6. 01:05:538 (3,4,5,6,7,1) - The instrumentals suggest that the burst start directly after the end of the slider here, 01:05:950 (4), and not 01:06:032 (4). In fact, you can alternatively end the slider 01:05:703 (4) and begin the burst 01:05:785 (5) instead.
  7. 01:28:779 (1) - The same point from Aerous' Extra still applies here. Listen to this at 1/4 speed and you'll notice that these are off-rhythm as a result of the song slowing down very slightly towards the end of the song. It needs a red timing point towards the end; make sure to apply this change to the entire set and not just this difficulty.
Again, a very nice difficulty with very few problems to mention, but don't be afraid to experiment and add some surprising elements to the map when you feel that the song calls for it! :D

Hard
  1. 00:09:329 (5) - I think you could use something like a reverse slider instead to emphasize the instrumentals.
  2. 01:24:494 (5) - The same goes for here.
Sorry I can't be of much help with this difficulty, but I'm not too familiar with the standards for hard difficulties. :( You maintain a consistent level of spacing, which is good, but I think you can afford to add some more jumps when there is a strong emphasis on vocals/any particular instrument (don't make them too big, though). On notes like 00:10:153 (3) and 00:10:812 (1), I think you can afford to be more lenient with the spacing/directional changes, but I again know very little when it comes to difficulties lower than insane.
Aerous

Hanburgeric wrote:

Hi! Dropping by from my queue!
I'm pretty new to modding, so if you feel my opinion to be wrong, then don't be afraid to get second opinions from others for confirmation!

~ Hanburgeric's Queue ~


Aerous' Extra
  1. 00:11:801 (4,5,6,7,8,9,1) - The spacing is fine, but it feels too linear relative to what the music tries to accomplish. There is a decrease in pitch in this section, so I think something like a curved stream spiraling downwards would be more suitable.
    personally i like playing linear streams , its not that bad
  2. 00:35:950 (6) - Since there is a slight beat here, you could put a triple here if you wanted to, but that's up to your preference.
  3. 00:39:164 (3,4,5,1,2,3,4,5,6,1) - I think this section lacks proper emphasis on the drum beats. I played through it multiple times and found it somewhat confusing to follow rhythm-wise, though I'm sorry to say I can't pinpoint the exact reason behind that. I think you should reconsider your approach to this section if you receive similar feedback from others.
    should be okay with the vocals thoo , if another mod mention this i'll change
  4. 00:41:225 (7) - Same note about a potential triple from before.
  5. 00:51:527 (7,8,9,10,1) - By this point, the linear bursts make me feel like there's a lack of variety in cursor movement, especially positioned so low on the screen. Again, the spacing is fine, but why not add a very slight curve that dips downwards and promptly rises? For example: http://puu.sh/jC3sb/f058b9f6c1.jpg (remember to shifting the sequence after this slightly if you end up doing this).
    maybe later , i'll think of something else
  6. 01:00:263 (3,4) - You have two overlapping notes as if to indicate there's some repetition in rhythm when there really isn't. In fact, 01:00:263 (3) is a normal hitsound, while 01:00:428 (4) employs a whistle. This discrepancy in rhythm and spacing feels unnecessary and is confusing for the player.
  7. 01:11:966 (2) - The spacing feels slightly too far to clearly indicate that there is only a 1/4 beat between these two objects. Maybe place them a little closer to each other.
  8. 01:08:999 (1,2,3,4,5,6,7) - Nothing inherently wrong with this pattern, but the horizontal back and forth movement felt too repetitive.
  9. 01:22:681 (4,5,1) - The first two are fine, but again, repeating 01:22:681 (4) as 01:23:340 (1) indicates some form of rhythmical repetition that isn't really there. Changing 01:23:340 (1) would probably work best, and move the following notes accordingly.
  10. 01:28:779 (2,3,4) - Listen to this at 1/4 speed and you'll notice that these are off-rhythm as a result of the song slowing down very slightly towards the end of the song. It needs a red timing point towards the end; make sure to apply this change to the entire set and not just this difficulty.
    Yea I'm pretty sure its 1/8 or 1/6 snapped I'll just extend the slider to cover it up
  11. 01:27:214 (1,2,3,1) - The increase in spacing is a little too much in combination with the sharp change in direction. Maybe bring it down to around 2.25?
    no its fine
Overall, a very solid difficulty with few issues to point out. However, the hitsounds used for this GD and the other difficulties are different (I'm new to modding, so I'm not entirely sure if this is permitted or not, but thought it was worth pointing out regardless), and I'm under the impression that a difficulty must be over 5.25 stars to be considered an Extra. You should get these things checked out!
Its fine for different hitsounds lol , and also for extra diff it doesn't have to be higher above 5.25 . But I do agree that this isn't much of a Extra diff. Might change it

If I had to criticize one thing, it would be the lack of variety in horizontal/vertical cursor movement. Streams are a little too linear, and most of the jumps (especially after the chorus begins) are some variation of the following pattern:http://puu.sh/jC54E/3c6f9cf7a7.jpg. You change the angle/distance every jump so there's more variation to be had, but as a player, I couldn't help but wish there was some more complexity involved in the jumps. Besides this, I really like what this difficulty has to offer. Good job!
No Reply = Fixed

http://puu.sh/jC72m/c61515be08.zip
pishifat
aerous

your hitsounds
Peachtrees
double post woops

p/4427560
Battle
ya

[Hard]
01:20:703 (1) - real disruptive slider compared to the rest .3.

[Insane]
00:21:362 (1) - just an opinion, the slider shape seems disruptive compared to all the other sliders .3.
01:10:153 (1) - maybe make it a copy of 01:05:538 (3) - but tilt the angle so it's the same, I dunno it's a bit thinner than the one before it
01:14:109 (7,8,1) - Maybe make it a straight line?
01:16:087 (3) - maybe all you need to do is make 01:05:538 (3) - thinner because all the other shapes like this are thin .3.

[Aeorus' Extra]
01:00:263 (3,4) - blanket better

Real good diffs

Anyways that's all for me since I'm meh at modding .3.
Peachtrees
  • from Q

    c:

    Easy
  1. 00:04:384 (1,2) - perhaps just get a little more distance between the sliderbodies here like https://osu.ppy.sh/ss/3538430? Can just move the whole section of 00:01:747 (1,2,3,4,1) - up a bit to achieve this
  2. 00:12:296 (1) - missing finish
  3. 00:12:296 (1,2,3) - a rythm like https://osu.ppy.sh/ss/3538456 would be more intuitive to follow I think, properly catches the peaks in the song
  4. 00:18:230 (2) - would rather have the 2/3 repeat start on here, I think catching the peak on 00:18:725 (2) - is better than catching the peak on 00:19:384 (3) - , the last on is kinda 'fading out' anyways
  5. 00:26:801 (3) - de-curve this a little for the looks?:c
  6. 00:49:878 (2) - would consider starting a 2/3 to catch the cymbical on 00:50:373 (2) - missing out on this is kinda odd ><
  7. 00:52:516 (2) - would make this a 2/3 (suggesting so many 2/3's ;w; just feels like the most elegant way of catching the peaks in the song)
  8. 00:57:131 (3) - hmm might want to avoid such sharp turns in an EZ Diff, maps have been DQ'd over this
  9. 01:03:725 (1,2,3,4) - try https://osu.ppy.sh/ss/3538530 for a possible rythm?
  10. 01:27:790 (1) - isn't this one a little short for an Easy Diff?

    Normal
  11. 00:25:812 (2,3) - try http://osu.ppy.sh/ss/3538558 for a possible rythm? not mapping out vocals here feels a little odd imo
  12. 00:31:747 (3,1) - touches the hp bar :c some ppl don't mind but aah
  13. 00:34:549 (3) - would be waaay more intuitive if this was a slider I think, vocals here really makes the player expect something to hold http://osu.ppy.sh/ss/3538652 could be a possible rythm
  14. 00:37:186 (3) - ^
  15. 00:58:450 (1,2,3,4) - try https://osu.ppy.sh/ss/3538662 , feels more intuitive to follow. Current one follows drums for the circles and the suddenly starts with the vocals again on the slider, this catches both drums and vocals
  16. 01:06:362 (1,2,3,4) - ^

    Hard
  17. 00:51:362 (4,5,6,1) - would be nicer to get a little more distance between those, sudden decrease in spacing (not sure if this happened due to auto-stacking) doesn't make alot of sense when it feels like there should be more emphasize on the triplet
  18. 01:15:428 (1,2,3) - would play alot less clunky I think (could obviously still rotate 3 around a bit if you want, didn't really put alot of effort into perfect symmetry here ><)

    not much to say

    Insane
  19. 00:22:021 (3,4) - would be nice if these would be spaced out a little more I think, there is a lot of momentum when going into 3 and spacing this out more would make use of that. Could just move 3 up and 4 down to have them like 1.5~ apart https://osu.ppy.sh/ss/3538755
  20. 00:25:483 (1) - would be a liiittle nicer if this was moved to the right a bit, makes it a little smoother to catch after the drop from 00:25:318 (6) -
  21. 00:26:637 (1) - ctrl+g works very well on this I think
  22. 00:46:911 (2,3) - this one is probably alot about personal prefence, but I feel like swapping the rythm here to map the humming or whatever you wanna call it in the vocals feels bit more intuitive than following the drumtrack
  23. 01:02:406 (1,2) - ^ would swap the rythm here too, goes along better with the vocals

    Aerous' Extra
  24. 00:24:494 (2) - y not do something like https://osu.ppy.sh/ss/3538882 here? (I hope you get the idea, basically just keep continuing what you did with
  25. 00:25:153 (5,3,5,1) - ) feels nicer than the current one
  26. 00:41:637 (2,3,4) - https://osu.ppy.sh/ss/3538895 would be nicer to play I think
  27. 00:45:757 (3) - could trl+g here, would work nicely (requires some minor re-arranging of the following circles though)
  28. 01:17:900 (6,1) - kinda clunky, catching 1 here feels a little uncomfortable since the player has to adjust his movement instead of being able to catch this in on swift motion when coming from 6
  29. 01:27:461 (1,2,3,4) - this honestly just looks really crowded and messy to me ;w;

    what happened with the whistles in the kiai? 01:02:406 (1,2,3,4,5,6,7,8) - for example doesn't feel like they're accenting the song properly at all

    not gonna lie, I was sorta losing my motivation for the last bit of this, so be sure to double-check everything I ended up suggesting ><

    Good luck!
Topic Starter
Synpoo
no comment = applied

sc4

[Sc4v4ng3r] wrote:

Hello there~ NM as requested in my queue~
Yuikonnu <3

  1. Unrankable issues
  2. My opinion which I highly recommend changing it.
  3. Just small suggestions/nazi :/

[Easy]
  1. Nice 1/1 rhythm you are following :D
  2. 00:36:692 (2) - Curve this maybe, because for this part similar sliders are curved.
  3. 00:43:944 (1) - This should be below (2). If you insist to keep this though, blanketing (2) with this slider would clean things up. looks fine already
  4. 01:14:604 (1) - This spinner blocks the potential for the important instruments to be mapped. I would try this instead of a spinner :

    i'll consider it but there's so many missed beats on red ticks that are difficult to map on an easy so i think a spinner is a littttllee better here
  5. 01:27:790 (1) - It's totally fine to have 1/2 beat spacing with the previous note. lols ok, i wasn't sure about this
  6. Overall, good difficulty :D
[Normal]
  1. Another good difficulty :D
  2. 00:31:911 (1) - Why a NC here?
  3. 01:12:626 (3,4) - This should be placed to the right, for the smoother flow. exact same flow is used 01:02:076 (3,4) - and it flows fine to me already
  4. 01:19:384 (7) - Placing this higher seems bit unnatural, a straight line may work better.
[Hard]
  1. Yet again a good difficulty :D
  2. 00:31:911 (1) - Vocal is pretty strong here, maybe a jump would work. not necessary imo
  3. 01:15:428 (1) - I hear a cymbals (or something like that) here, maybe a jump would work here too. ^
Really, there is not much to point out from your mapset. All looks nice and clean :D Have a star.
GL! I hope to see more yuikonnu's song gets ranked.

Arcane

Arcane wrote:

Insane


-00:33:230 - Maby add a circle here because it plays more fluently but XD to be honest i dont know where, because of hidden players 00:33:725 (2) - is on top of 00:34:054 (3) - so maby they cant see ?? i dont know please tell me your opinion aswell im new to modding ~ nah, mapping the drums with this pattern and they stop here. And 2/3 are totally visible with hidden on.

-00:37:681 you are not doing it here aswell so yeh its in your patter so, maby add a note here as well or leave both like this ;D ya i'll leave them

I couldnt find much :| sorry

I tried my best i still need to learn :0 GL with your mapset i like playing them

its a simple mod but still i tried my best ! ~

Hanburgeric

Hanburgeric wrote:

Hi! Dropping by from my queue!
I'm pretty new to modding, so if you feel my opinion to be wrong, then don't be afraid to get second opinions from others for confirmation!

~ Hanburgeric's Queue ~


[Insane]
  1. 00:14:933 (1,2,3,4,5,6) - No inherent problem with this pattern, but it did feel less interesting than what you did for other similar segments, such as 00:13:450 (1,2,3,4,5,6,7). it's aight
  2. 00:33:065 (7) - I really think you should put a quintuple here to emphasize the instrumentals. nah, i'm emphasizing the pause in the drums here
  3. 00:37:845 (2) - NC this instead of 00:37:516 (1) to emphasize the short break in rhythm.
  4. 00:40:483 (2) - NC this instead of 00:40:153 (1) for the same reason.
  5. 00:55:483 (1) - I think that the piano here really suggests a downward slider that increases in velocity and has some interesting directional change. As a player, I couldn't help but wish for a bit more excitement. The lead-into it from the quadruple right before it is perfect, though. this slider does have an increased velocity lols
  6. 01:05:538 (3,4,5,6,7,1) - The instrumentals suggest that the burst start directly after the end of the slider here, 01:05:950 (4), and not 01:06:032 (4). In fact, you can alternatively end the slider 01:05:703 (4) and begin the burst 01:05:785 (5) instead. no, i'm mapping the drums that start on 4
  7. 01:28:779 (1) - The same point from Aerous' Extra still applies here. Listen to this at 1/4 speed and you'll notice that these are off-rhythm as a result of the song slowing down very slightly towards the end of the song. It needs a red timing point towards the end; make sure to apply this change to the entire set and not just this difficulty. lol yeah it's really off actually, i'll fix it soon.
Again, a very nice difficulty with very few problems to mention, but don't be afraid to experiment and add some surprising elements to the map when you feel that the song calls for it! :D

[Hard]
  1. 00:09:329 (5) - I think you could use something like a reverse slider instead to emphasize the instrumentals. placed some triples instead
  2. 01:24:494 (5) - The same goes for here.
Sorry I can't be of much help with this difficulty, but I'm not too familiar with the standards for hard difficulties. :( You maintain a consistent level of spacing, which is good, but I think you can afford to add some more jumps when there is a strong emphasis on vocals/any particular instrument (don't make them too big, though). On notes like 00:10:153 (3) and 00:10:812 (1), I think you can afford to be more lenient with the spacing/directional changes, but I again know very little when it comes to difficulties lower than insane.

Deemo

[-Deemo-] wrote:

ya

[Hard]
01:20:703 (1) - real disruptive slider compared to the rest .3. ya uh fixed

[Insane]
00:21:362 (1) - just an opinion, the slider shape seems disruptive compared to all the other sliders .3. this one is ok to me though
01:10:153 (1) - maybe make it a copy of 01:05:538 (3) - but tilt the angle so it's the same, I dunno it's a bit thinner than the one before it hmmmm ok
01:14:109 (7,8,1) - Maybe make it a straight line? nah
01:16:087 (3) - maybe all you need to do is make 01:05:538 (3) - thinner because all the other shapes like this are thin .3. made this one slighter wider

Real good diffs

Anyways that's all for me since I'm meh at modding .3.

Peachtrees

Peachtrees wrote:

  • from Q

    c:

    Easy
  1. 00:04:384 (1,2) - perhaps just get a little more distance between the sliderbodies here like https://osu.ppy.sh/ss/3538430? Can just move the whole section of 00:01:747 (1,2,3,4,1) - up a bit to achieve this
  2. 00:12:296 (1) - missing finish
  3. 00:12:296 (1,2,3) - a rythm like https://osu.ppy.sh/ss/3538456 would be more intuitive to follow I think, properly catches the peaks in the song i had a lot of trouble being able to hit the red ticks in this diff as you can see, so thx for these rhythms
  4. 00:18:230 (2) - would rather have the 2/3 repeat start on here, I think catching the peak on 00:18:725 (2) - is better than catching the peak on 00:19:384 (3) - , the last on is kinda 'fading out' anyways
  5. 00:26:801 (3) - de-curve this a little for the looks?:c
  6. 00:49:878 (2) - would consider starting a 2/3 to catch the cymbical on 00:50:373 (2) - missing out on this is kinda odd ><
  7. 00:52:516 (2) - would make this a 2/3 (suggesting so many 2/3's ;w; just feels like the most elegant way of catching the peaks in the song)
  8. 00:57:131 (3) - hmm might want to avoid such sharp turns in an EZ Diff, maps have been DQ'd over this
  9. 01:03:725 (1,2,3,4) - try https://osu.ppy.sh/ss/3538530 for a possible rythm?
  10. 01:27:790 (1) - isn't this one a little short for an Easy Diff? i don't know, is it?

    Normal
  11. 00:25:812 (2,3) - try http://osu.ppy.sh/ss/3538558 for a possible rythm? not mapping out vocals here feels a little odd imo enough vocals are already mapped with the current pattern imo, and it plays fine to me
  12. 00:31:747 (3,1) - touches the hp bar :c some ppl don't mind but aah
  13. 00:34:549 (3) - would be waaay more intuitive if this was a slider I think, vocals here really makes the player expect something to hold http://osu.ppy.sh/ss/3538652 could be a possible rythm i'd rather keep emphasis on the drums to maintain consistency throughout all my diffs
  14. 00:37:186 (3) - ^
  15. 00:58:450 (1,2,3,4) - try https://osu.ppy.sh/ss/3538662 , feels more intuitive to follow. Current one follows drums for the circles and the suddenly starts with the vocals again on the slider, this catches both drums and vocals
  16. 01:06:362 (1,2,3,4) - ^

    Hard
  17. 00:51:362 (4,5,6,1) - would be nicer to get a little more distance between those, sudden decrease in spacing (not sure if this happened due to auto-stacking) doesn't make alot of sense when it feels like there should be more emphasize on the triplet spacing seems correct to me?
  18. 01:15:428 (1,2,3) - would play alot less clunky I think (could obviously still rotate 3 around a bit if you want, didn't really put alot of effort into perfect symmetry here ><) idk what you mean

    not much to say

    Insane
  19. 00:22:021 (3,4) - would be nice if these would be spaced out a little more I think, there is a lot of momentum when going into 3 and spacing this out more would make use of that. Could just move 3 up and 4 down to have them like 1.5~ apart https://osu.ppy.sh/ss/3538755
  20. 00:25:483 (1) - would be a liiittle nicer if this was moved to the right a bit, makes it a little smoother to catch after the drop from 00:25:318 (6) - plays fine already imo
  21. 00:26:637 (1) - ctrl+g works very well on this I think not the pattern i intended on
  22. 00:46:911 (2,3) - this one is probably alot about personal prefence, but I feel like swapping the rythm here to map the humming or whatever you wanna call it in the vocals feels bit more intuitive than following the drumtrack this 1/1 slider does follow the hum though
  23. 01:02:406 (1,2) - ^ would swap the rythm here too, goes along better with the vocals i don't think so

    not gonna lie, I was sorta losing my motivation for the last bit of this, so be sure to double-check everything I ended up suggesting ><

    Good luck!
[/quote]

thx for the mods!
Peachtrees
01:15:428 (1,2,3) - http://osu.ppy.sh/ss/3543181 something like this is what I meant, not sure where my screenshot disappeard to ;_; sorry for the confusion
kunka
From my Q~
It's a rule of 4diffMOD in the my Q, However, you did mod all my MAP.
Therefore, I do all MOD, too.


General

※BG : 800*600 or 1024*768 or 1366*768 is better.
※Because the "kiai time" is a point of the climax, Would you like to volume-up of hitsound? (55%~60%)
Easy

01:01:087 (1) - Would you put tick-point at the halfway point?

01:14:604 (1) - Because there is the sound of cymbals, I want you to add finish.
Normal

very fine!!
Hard

00:55:483 (1) - I think that the NC is not necessary.

I think that I do not have any problem elsewhere. nice map.
Insane

00:36:527 (3) - Is placement not too high? I recommend movement to little under.

01:19:219 (6,7) - The "Ctrl+G" thinks that a flow improves.
Aerous' Extra

00:07:020 (1) - I hear the sound of cymbals here. Would you add finish?

00:11:801 (4,5,6,7,8,9) - I think that a flow of the curve is good. How about this?

00:19:878 (6) - You change for symmetry, and would you like to make a flow?

00:22:433 (6) - I think that the whistle is not necessary.

00:27:790 (5,6,7,8) - I think that a flow of the curve is good. How about this?

00:45:593 (2,3) - I think that rhythm is reverse.

00:48:230 (2,3) - ^

00:51:527 (7,8,9,10) - I think that a flow of the curve is good. How about this?

01:22:186 (1) - I hear the sound of cymbals here. Would you add finish?

I think it to be good MAP overall. GL ;)
Topic Starter
Synpoo
kunka

kunkakunkakunkakunka wrote:

From my Q~
It's a rule of 4diffMOD in the my Q, However, you did mod all my MAP.
Therefore, I do all MOD, too.


General

※BG : 800*600 or 1024*768 or 1366*768 is better. will fix shortly
※Because the "kiai time" is a point of the climax, Would you like to volume-up of hitsound? (55%~60%) sure, 60%
Easy

01:01:087 (1) - Would you put tick-point at the halfway point? yes

01:14:604 (1) - Because there is the sound of cymbals, I want you to add finish. ok
Normal

very fine!!
Hard

00:55:483 (1) - I think that the NC is not necessary. keeping to remain consistency with insane

I think that I do not have any problem elsewhere. nice map.
Insane

00:36:527 (3) - Is placement not too high? I recommend movement to little under. mmm oK

01:19:219 (6,7) - The "Ctrl+G" thinks that a flow improves. a little, but that's not the pattern i intend on here

I think it to be good MAP overall. GL ;)

thx for the mod
Seijiro
Hi~, here's the M4M from your queue :3 (Check the end of the mod for my map ;) )

[General]
  1. Your current BG hasn't the recommended proportions. Ask ringating for a better version from his queue: t/191777 (sorry, I'm not that good with that :/)
  2. All custom samples are used :3
  3. Hitsounding looks fine, beside the few things I mentioned where I had to
  4. Metadata checked by IamKwaN :3

[Aerous' Extra]
  1. Imo you should put slider tick rate 2 since there is a continuous sound playing every 1/2 (that's the guitar most of the times, but also the piano has some long 1/2 notes chain)
  2. 00:11:801 (4) - minor - what about a NC just to make the pattern more visible?
  3. 00:13:615 (1,2,3) - I didn't really like the passage from 2 to 3 since imo there should be more spacing, so what about a Ctrl + G on 1 and 2 separately? (Maybe it is enough to do it on 2...)
  4. 00:46:252 (5,1) - This is the only anti-jump in the whole map... :/ Maybe this isn't your style or whatever, but what about something like this (Basically, now you have a stack on the next slider)
  5. 01:13:285 (3,4,5) - I can't really hear any triplet at all here...
  6. 01:23:340 (6) - This finish seems really unnecessary to me
  7. 01:25:977 (1) - Same goes for this one on the slider's head, but it can be changed with the Normal finish imo. The best solution would be to not put such hitsounds on non-strong beats (red ticks) tho
  8. 01:27:461 (1) - Maybe add here a normal/soft finish, since it is the last note and it has a similar sound in the music

[Insane]
  1. Hm... what about increasing a bit HP and OD? It is an Insane after all, so what about HP to at least 6.5 and OD up to 7.5?
  2. 00:05:538 (5,6,1) - On which sound is this triplet based? Judging on how your whole combo was based, you were following the synth sound which has no such triplet there
  3. 00:13:779 (2,3,4) - I have a big concern with the slider above all, since it falls on a non-strong beat. Basically, you need to give more emphasis on it with the movement if you want to make it play well. Imo you should move 3 under 1's head and keep the DS constant between 2, 3 & 4 since you don't have a strong beat to make the jump with
  4. 00:26:637 (1) - What about a Ctrl + G on this one? Doing so you make the DS 1 -> 2 equal to the DS 3 -> 4 which gives more emphasis on the red ticks following the vocals. Basically, it is the opposite on when you're mapping the instruments: the jump has to end on a red tick instead of a white one
  5. 00:28:450 (2,3) - I have other similar patterns to this and based on those patterns I tell you that you should move 2 somewhere else, maybe around 170:206. Basically: 00:12:626 (2,3) - Movement (high pitch vocals); 00:15:263 (2,3) - Stack, still notes (lower pitch vocals); 00:17:900 (2,3) - Movement (high pitch vocals again); 00:20:538 (2,3) - Stack, still notes (this time the pitch is even higher than before but I didn't understand why you used again stacked notes); 00:23:175 (2,3) - Movement (high pitch vocals); 00:25:977 (2,3) - Stack, still notes (lower pitch vocals again as it should be); 00:28:450 (2,3) - (Stack, still notes) Here's what I pointed out from the start of this suggestion since it was strange to have stacked notes on high pitch vocals seeing you never used it before for this reason, therefore, you should move one of those circles somewhere else
  6. 00:31:911 (1) - Those really close anchor points make the slider look a bit too cramped imo. Try moving the one on the left more on the left, like this
  7. 00:33:395 (1) - I wonder what's about this slider end...
  8. 00:37:516 (7,1,2) - What about using the same pattern you used for 00:33:065 (7,1) - ? You can use 00:38:340 (3) - 's direction to make the first slider too, like this
  9. 00:40:153 (6,1,2) - Same ^ for consistency
  10. 00:43:120 (4,5) - Since both of these circles represent the same vocal and there is also a different spacing from before, what about a NC on 4?
  11. 00:50:373 (1) - Ugh... Maybe I just have different concepts regarding aesthetics, but this slider hasn't the best possible shape imo
  12. 01:13:285 (3) - After all those sliders starting on red ticks to emphasize vocals it is strange to find sliders on white ticks following the instruments xD

[Hard]
  1. A +0.5 for the OD wouldn't hurt imo...
  2. 00:45:757 (3,4) - What about a repeat on the slider instead?
  3. 00:53:999 (4) - Finding a 1/4 slider with so many repeats is strange, because till now you used only sliders with 1 repeat as separated objects, while all 1/4 sliders with 2 repeats were paired with another slider, like 00:22:516 (5,1) - or 00:01:417 (1,1) - , so I have 2 suggestions for this one: 1) remove the first 2 heads of the slider and put 2 circles instead or 2) add one more repeat to it and attach it to the next slider as you did for the other ones I already linked

[Normal]
  1. 01:04:219 - It feels strange to skip the vocal here after you used them so often earlier. I'd suggest putting a slider there (1/1 maybe?), but the pattern needs a bit of rework in that case...

[Easy]
  1. I'm just a bit upset about those metrics change, like 00:10:318 (2,3,4) - and such, but since it is consistent it can be like the personal style of this map i guess...

That's all :3
If you don't understand anything, just let me know and I'll try to clear things up :)
Good luck~

My map, btw: https://osu.ppy.sh/s/315125
dsco
m4m from your queue (on this map)

normal -> hard is big difficulty jump. might be a problem in ranking process.

Easy
00:16:252 (4,5,1) - pattern could flow/shape slightly better
00:18:230 (2) - blanket could be improved a tad (right edge too high)
00:19:549 (3,1,2) - could be shaped better (make 2 perpendicular to 3)

Normal
00:10:812 (4) - curve?
00:59:604 (4,5,6) - maybe curve 4 to blend angle between it and 5 more
01:05:538 (6,7) - slider doesn't point perfectly to 7 as i think was intention
01:15:428 (4,5,6) - shape could be improved with circle
well made difficulty!

Hard
AR could potentially be slightly lowered. 8 feels a bit high, but that might be in part due to jump in SR.
00:23:999 (1) - random big spacing?
00:57:626 (3) - i think slight curve up works better
01:12:955 (1,2,3,4) - could be a smoother curve
01:20:043 (2) - could be less spaced from previous

Insane
00:09:329 (5,6,7,1) - triplet could be reduced in spacing? awkward to keep direction but have to slow cursor down.
00:23:834 (5) - move slightly right to make spacing equal and pattern more fluid
00:38:340 (3,4,1) - reads the same as 00:33:065 (7,1) and 00:33:725 (2,3) spacing is confusing
00:45:593 (3) - perhaps slightly nerf
01:23:340 (1) - bigger than any jump in the map? needs nerf by a small bit. slider shape also creates an awkward go -> stop cursor which isnt fun
fun jumps :)

Aerous' Extra
some slight difficulty discrepancies within the difficulty. some jumps could be made bigger, some are oddly big. for example, 00:54:494 (1,2,3,4,1,2,3,4) - is way more difficult than the rest of the difficulty, which is as easy as the insane. could be improved in some places, though not a huge deal.
00:01:747 (1,3) - possible blanket which would give more flow to 00:02:076 (2)
00:04:384 (1,2) - slightly awkward, could be improved a bit
00:06:692 (7,8,9,1) - awkward cursor movement
00:11:883 (5,6,7,8,9,1) - maybe slightly too spaced for the energy level
00:57:626 (4,5,6,7) - flow could be better
00:59:604 (1) - blanket could be improved
01:06:197 (7,8,1) - i feel this should be nerfed slightly in spacing from previous
01:15:263 (5) - seems odd to me that you use kickslider here when hasn't been used like this in rest of map.
01:27:461 (1) - no need for slider shape to overlap the stream. could be rotated or shaped differently to prevent confusion and make map more cohesive.
i like this diff as well :) i like how you stuck to a theme of jumps rather than random.
Topic Starter
Synpoo
reminixe

reminixe wrote:

m4m from your queue (on this map)

normal -> hard is big difficulty jump. might be a problem in ranking process. it should be alright

Easy
00:16:252 (4,5,1) - pattern could flow/shape slightly better idk how it could flow any better than this
00:18:230 (2) - blanket could be improved a tad (right edge too high) ok
00:19:549 (3,1,2) - could be shaped better (make 2 perpendicular to 3) nah

Normal
00:10:812 (4) - curve? no
00:59:604 (4,5,6) - maybe curve 4 to blend angle between it and 5 more there is one, but curved a little more
01:05:538 (6,7) - slider doesn't point perfectly to 7 as i think was intention not intended to, look at the previous pattern and even the one following, nothing points exactly to the next circle
01:15:428 (4,5,6) - shape could be improved with circle seems fine already
well made difficulty!

Hard
AR could potentially be slightly lowered. 8 feels a bit high, but that might be in part due to jump in SR. anything lower than 8 is too low imo
00:23:999 (1) - random big spacing? mmm fixed
00:57:626 (3) - i think slight curve up works better nah
01:12:955 (1,2,3,4) - could be a smoother curve it's not really supposed to be that "smooth" per se
01:20:043 (2) - could be less spaced from previous meh, it plays just fine

Insane
00:09:329 (5,6,7,1) - triplet could be reduced in spacing? awkward to keep direction but have to slow cursor down. feels fine to me
00:23:834 (5) - move slightly right to make spacing equal and pattern more fluid spacing is already fairly equal and the jump to the slider needs more emphasis than this beat anyways
00:38:340 (3,4,1) - reads the same as 00:33:065 (7,1) and 00:33:725 (2,3) spacing is confusing surprised this is the first time someone pointed this out, changed
00:45:593 (3) - perhaps slightly nerf i think it's alright
01:23:340 (1) - bigger than any jump in the map? needs nerf by a small bit. ok slider shape also creates an awkward go -> stop cursor which isnt fun the pattern plays well and it's the same as it was in the beginning
fun jumps :)

MrSergio

MrSergio wrote:

Hi~, here's the M4M from your queue :3 (Check the end of the mod for my map ;) )

[General]
  1. Your current BG hasn't the recommended proportions. Ask ringating for a better version from his queue: t/191777 (sorry, I'm not that good with that :/)
  2. All custom samples are used :3
  3. Hitsounding looks fine, beside the few things I mentioned where I had to
  4. Metadata checked by IamKwaN :3

[Insane]
  1. Hm... what about increasing a bit HP and OD? It is an Insane after all, so what about HP to at least 6.5 and OD up to 7.5? ok
  2. 00:05:538 (5,6,1) - On which sound is this triplet based? Judging on how your whole combo was based, you were following the synth sound which has no such triplet there for emphasis on 00:05:538 (5) - as opposed to using a slider, it's not insanely overmapped or anything so it should be ok
  3. 00:13:779 (2,3,4) - I have a big concern with the slider above all, since it falls on a non-strong beat. Basically, you need to give more emphasis on it with the movement if you want to make it play well. Imo you should move 3 under 1's head and keep the DS constant between 2, 3 & 4 since you don't have a strong beat to make the jump with this vocal has the same emphasis that i gave to 00:16:747 (4) - and 00:19:384 (4) - it plays fine already
  4. 00:26:637 (1) - What about a Ctrl + G on this one? Doing so you make the DS 1 -> 2 equal to the DS 3 -> 4 which gives more emphasis on the red ticks following the vocals. Basically, it is the opposite on when you're mapping the instruments: the jump has to end on a red tick instead of a white one no, 2 doesn't even need emphasis compared to everything else in this pattern, it's the softest vocal here. 3 also needs more emphasis than 2 because a snare lands on it
  5. 00:28:450 (2,3) - I have other similar patterns to this and based on those patterns I tell you that you should move 2 somewhere else, maybe around 170:206. Basically: 00:12:626 (2,3) - Movement (high pitch vocals); 00:15:263 (2,3) - Stack, still notes (lower pitch vocals); 00:17:900 (2,3) - Movement (high pitch vocals again); 00:20:538 (2,3) - Stack, still notes (this time the pitch is even higher than before but I didn't understand why you used again stacked notes); 00:23:175 (2,3) - Movement (high pitch vocals); 00:25:977 (2,3) - Stack, still notes (lower pitch vocals again as it should be); 00:28:450 (2,3) - (Stack, still notes) Here's what I pointed out from the start of this suggestion since it was strange to have stacked notes on high pitch vocals seeing you never used it before for this reason, therefore, you should move one of those circles somewhere else ok
  6. 00:31:911 (1) - Those really close anchor points make the slider look a bit too cramped imo. Try moving the one on the left more on the left, like this that slider looks bleh, no change
  7. 00:33:395 (1) - I wonder what's about this slider end... wat
  8. 00:37:516 (7,1,2) - What about using the same pattern you used for 00:33:065 (7,1) - ? You can use 00:38:340 (3) - 's direction to make the first slider too, like this it isn't the same rhythm here so i'd rather not use the same pattern
  9. 00:40:153 (6,1,2) - Same ^ for consistency
  10. 00:43:120 (4,5) - Since both of these circles represent the same vocal and there is also a different spacing from before, what about a NC on 4? mmmmmm fine
  11. 00:50:373 (1) - Ugh... Maybe I just have different concepts regarding aesthetics, but this slider hasn't the best possible shape imo probably
  12. 01:13:285 (3) - After all those sliders starting on red ticks to emphasize vocals it is strange to find sliders on white ticks following the instruments xD

[Hard]
  1. A +0.5 for the OD wouldn't hurt imo... naaa
  2. 00:45:757 (3,4) - What about a repeat on the slider instead? naaaaaa
  3. 00:53:999 (4) - Finding a 1/4 slider with so many repeats is strange, because till now you used only sliders with 1 repeat as separated objects, while all 1/4 sliders with 2 repeats were paired with another slider, like 00:22:516 (5,1) - or 00:01:417 (1,1) - , so I have 2 suggestions for this one: 1) remove the first 2 heads of the slider and put 2 circles instead or 2) add one more repeat to it and attach it to the next slider as you did for the other ones I already linked o baby a triple

[Normal]
  1. 01:04:219 - It feels strange to skip the vocal here after you used them so often earlier. I'd suggest putting a slider there (1/1 maybe?), but the pattern needs a bit of rework in that case... it's fine, the other half of the chorus does this too

[Easy]
  1. I'm just a bit upset about those metrics change, like 00:10:318 (2,3,4) - and such, but since it is consistent it can be like the personal style of this map i guess...

That's all :3
If you don't understand anything, just let me know and I'll try to clear things up :)
Good luck~

My map, btw: https://osu.ppy.sh/s/315125

thx guys!
Lumael
Hello! M4M request on my queue

I really think the whistle isn't fitting the song

  • Easy

    00:02:406 (2) - as this is a normal indeed (so many 1/1s) I'd extend this to the red tick because it feels odd having the strong beat on the red tick unmapped, or do like you did here 00:12:955 (2) -
    01:01:087 (1) - I think it would look better if this one was like 00:59:768 (3) -
    01:08:999 (1,2) - blanket is off

  • Normal

    00:03:560 - This beat, map it, either extendin the next slider a bit or remaking the pattern
    00:43:450 (3,1) - perfect this blanket?
    00:49:219 (1,2) - lol ^
    01:02:076 (3,4) - This stack can be confusing because the slider is very short and reversed, idk, when I was very noob I used the click 3 times on that, same remains for all the other patterns like this
    01:18:725 - this beat :p


  • Insane

    01:17:406 (4,5) - I think this should be on the white tick

    Well I can't point anything else though :3 This insane is perfect and I suck at modding them..

  • Aerous' Extra

    PLEASE USE THE HS FROM THIS DIFF !! they make much more sense
    This beginning feels easier than the Insane aisjdiasjdi (00:12:296 - on)
    00:28:450 (2,1) - perfect this blanket
    00:30:757 (1,3) - ^ the last anchor is a bit off
    00:30:757 (1,4) - looks a bit ugly overlapped
    00:36:032 (1,3) - ^
    00:54:659 (2,3,4) - This is probably the hardest thing on this song lol
    00:59:274 (6,1) - fix blanket

This map is really good!! go ranking!

~Best wishes
Topic Starter
Synpoo
Lumael

Lumael wrote:

Hello! M4M request on my queue

I really think the whistle isn't fitting the song
i like it, and i personally don't like the hitsounds aerous used, they change the tone of the song too much for my taste

  • Easy

    00:02:406 (2) - as this is a normal indeed (so many 1/1s) I'd extend this to the red tick because it feels odd having the strong beat on the red tick unmapped, or do like you did here 00:12:955 (2) - just mapping the drums here, no need for any red tick action
    01:01:087 (1) - I think it would look better if this one was like 00:59:768 (3) - nah, it's nice like this because the red anchor represents the syllable it lands on
    01:08:999 (1,2) - blanket is off i think i just made it worse but w/e

  • Normal

    00:03:560 - This beat, map it, either extendin the next slider a bit or remaking the pattern not really necessary, but if someone else points it out then i will. I didn't map these beats either but you didn't say anything about them 00:02:241 01:17:406
    00:43:450 (3,1) - perfect this blanket? this isn't even supposed to be blanketed and it looks fine already
    00:49:219 (1,2) - lol ^ um ok
    01:02:076 (3,4) - This stack can be confusing because the slider is very short and reversed, idk, when I was very noob I used the click 3 times on that, same remains for all the other patterns like this it's not any more confusing than the other 1/2 stacks in the map imo
    01:18:725 - this beat :p

  • Hard

    00:37:021 (4,1) - I don't know but this is a bit weird, try this: http://puu.sh/jFFn0/040bbc7aeb.jpg mm changed a bit
    01:27:378 - circle i don't like streams in hard, no

    Well thats it for this hard, pretty good!

  • Insane

    01:17:406 (4,5) - I think this should be on the white tick nope, mapping the synth (or whatever the instrument actually is)

    Well I can't point anything else though :3 This insane is perfect and I suck at modding them..

This map is really good!! go ranking!

~Best wishes

thanks !
Speed of Snail
Hey, Late from my Queue.

EASY


General - Probably doesn't matter, but would be nice if you could nerf it to 1.5 stars to the get Easy star on the map.

The only issue I have with this map is that the ending spinner is too short. I'd suggest ending it at 01:30:098 instead.

NORMAL


00:22:351 - (4,1) This pattern is a little off putting to me. Maybe start with a circle and move into a slider?

00:42:626 - (1,2) If you do change it, this is the same pattern and it should probably be changed in the same way.

Finally, same thing with the Spinner as in the Easy.

HARD


Spread - This could be alright. but the difficulty gap from the normal to the hard is huge. It might even be fitting to look for a GD of a "light hard" or something along those lines to balance it out.

00:01:417 - (1) I don't like seeing maps starting with a tick slider like this. It's basically an easy way to cause a free restart for alot of people. I'd like this much better if it were a whole slider or if you halved the rate of repeats.

As in all diffs so far. I'd like the spinner to be longer.

INSANE


00:02:076 - (2,3,4,5,1) In this section there are two partial stacks here, 3 and 5 I think is the biggest example, 5 should either be pushed farther back as to not overlap or pulled forwards to stack under 3. Similar blanket issue with 2 and 1. 1 could be Moved up slightly to stack properly on the slider head of 2?

00:03:560 - (3,4,5) Same stacking with 3 and 5 here.

00:08:010 - (4,1) This feels weird, I'd want the 1 slider going from bottom to top.

00:24:988 - (4,5,6) I'd either stack 6 under 4 or pull 6 more downwards.

00:31:417 - (4,5,6) ^^^^^^

Again with the Spinner.

Largely my only issue was with the weird stacking in this diff, and often times it wasn't bothersome (ending on a slider, coming out of a triple) but my problems were really just one thing over and over.

I can tell this has already been cleaned up and modded a lot so far as I really didn't have a lot to poke at. I hope this helps and GL getting a map ranked.
Topic Starter
Synpoo
TheOnlyLeon

TheOnlyLeon wrote:

Hey, Late from my Queue.

EASY


General - Probably doesn't matter, but would be nice if you could nerf it to 1.5 stars to the get Easy star on the map. doesn't matter

The only issue I have with this map is that the ending spinner is too short. I'd suggest ending it at 01:30:098 instead. it currently ends on the piano which i'd like to keep unless the length makes it unrankable, same for every diff. The spot you suggested i end it at is completely random and doesn't make sense.

NORMAL


00:22:351 - (4,1) This pattern is a little off putting to me. Maybe start with a circle and move into a slider? nah

00:42:626 - (1,2) If you do change it, this is the same pattern and it should probably be changed in the same way.

Finally, same thing with the Spinner as in the Easy.

HARD


Spread - This could be alright. but the difficulty gap from the normal to the hard is huge. It might even be fitting to look for a GD of a "light hard" or something along those lines to balance it out. i've seen maps with similar spreads ranked like https://osu.ppy.sh/b/623793 and https://osu.ppy.sh/b/308492

00:01:417 - (1) I don't like seeing maps starting with a tick slider like this. It's basically an easy way to cause a free restart for alot of people. I'd like this much better if it were a whole slider or if you halved the rate of repeats. having a 3/4 slider here doesn't make sense, and halving the repeat doesn't really make sense either, it plays fine so i'll keep it

As in all diffs so far. I'd like the spinner to be longer.

INSANE


00:02:076 - (2,3,4,5,1) In this section there are two partial stacks here, 3 and 5 I think is the biggest example, 5 should either be pushed farther back as to not overlap or pulled forwards to stack under 3. Similar blanket issue with 2 and 1. 1 could be Moved up slightly to stack properly on the slider head of 2? all of these overlaps are done on purpose and they look (and play) completely fine, no change for any stacking mentioned below either

00:03:560 - (3,4,5) Same stacking with 3 and 5 here.

00:08:010 - (4,1) This feels weird, I'd want the 1 slider going from bottom to top. feels fine to me

00:24:988 - (4,5,6) I'd either stack 6 under 4 or pull 6 more downwards.

00:31:417 - (4,5,6) ^^^^^^

Again with the Spinner.

Largely my only issue was with the weird stacking in this diff, and often times it wasn't bothersome (ending on a slider, coming out of a triple) but my problems were really just one thing over and over.

I can tell this has already been cleaned up and modded a lot so far as I really didn't have a lot to poke at. I hope this helps and GL getting a map ranked.

thx for modding~
Shohei Ohtani
SYNPOO pt. 2: THE ELECTRIC BOOGALOO

ExtrA:
00:07:351 (3) - would be nice not to have this overlap
00:12:296 - For the hitsounding, I personally think it would be nicer to use drumfinishes on every white tick while having that woodblock sound be just in that first note. It makes a really cool effect but the drive of the song atm is primarily in the bass drum
01:20:867 - I have literally never pointed this out in a mod nor do I think it's an issue, but for some reason I feel that in this map, you're literally just utilizing only the bottom center of the map space when you have the entire map space to go to. I don't feel like I've traveled much. It's not an issue it's just. . . uhh. . . something I noticed :P
01:26:966 (5,6,7,1,2,3) - mehhh overlap ;w;
01:27:461 (1) - doesn't help that this looks like a teenage couple making out too (also a whistle at the end would be nice.)

Insane:
01:27:543 (1) - whistle pls?

This plays similarly to Extra and I'm hoping the diff spread isn't screwed (I do all of my mods real time so when I'm typing this, I've only looked at these 2 diffs)

Hard:
01:27:626 (1) - Whistle? (assuming this is going to be a thing for all diffs so just do that)

Easy:
01:14:604 (1) - finish pls?

Really good stuff. kudosu stars as an apology that this took so long and really didn't say much
Topic Starter
Synpoo

Reditum wrote:

SYNPOO pt. 2: THE ELECTRIC BOOGALOO hello

Insane:
01:27:543 (1) - whistle pls? umm i don't like it

This plays similarly to Extra and I'm hoping the diff spread isn't screwed (I do all of my mods real time so when I'm typing this, I've only looked at these 2 diffs)

Hard:
01:27:626 (1) - Whistle? (assuming this is going to be a thing for all diffs so just do that)

Easy:
01:14:604 (1) - finish pls? it has one on it D:

Really good stuff. kudosu stars as an apology that this took so long and really didn't say much
thank you cdfa
HappyRocket88

Hi! Synpoo! As request on my queue. I'm sorry for the one week late mod, but I had the midtherm week. (/u\) You're really a mapping machine XD

General

  1. Please, your current bg file is 1018x767 which differs of the recommended sizes for bg. So, better ask ringating (?)
  2. Increase the Audio Leadin in all the diff to 2000ms, I hope you know how to do this. :)
[Easy]Pretty nice diff!
  1. Is there any hidden or secret reason to make this slider 00:26:801 (3) like that?
  2. 00:42:626 (1) Remove NC or was it intentional to emphasize the lyrics? o3o
[Normal]
  1. 00:55:483 (4) I think here would fit better a 1/2 slider to make more emphasis in the drums.
  2. 01:07:186 (3,4) What about this to improve the flow? http://puu.sh/jNtbs/d2781b2804.jpg
[Hard] What a lovely hard! <3
  1. 00:21:197 (4,1) I'd rather go here to keep DS consistency as you did among the previous objects.
  2. 00:34:549 (1) Is there any secrect reason to have the middle point over that slider?
[Insane]
  1. 00:02:736 (5) Put it here 288|248 to keep lineal following point.
I really couldn't fin anything bad in this mapset. </3 I'm really sorry for the poor mod. ;__;
Topic Starter
Synpoo

HappyRocket88 wrote:


Hi! Synpoo! As request on my queue. I'm sorry for the one week late mod, but I had the midtherm week. (/u\) You're really a mapping machine XD no worries :)

General

  1. Please, your current bg file is 1018x767 which differs of the recommended sizes for bg. So, better ask ringating (?) my friend needs to fix this bg for me already... ;-;
  2. Increase the Audio Leadin in all the diff to 2000ms, I hope you know how to do this. :) ok
[Easy]Pretty nice diff!
  1. Is there any hidden or secret reason to make this slider 00:26:801 (3) like that? i don't really see what's wrong with it
  2. 00:42:626 (1) Remove NC or was it intentional to emphasize the lyrics? o3o yeah for vocals, and to stay consistent with the NC of other diffs
[Normal]
  1. 00:55:483 (4) I think here would fit better a 1/2 slider to make more emphasis in the drums. I don't think a 1/2 here actually works since there's nothing on the red tick and the drums pretty much stop on the white and don't really call for any sort of hold. maybe if I was mapping the bass guitar or piano here, sure
  2. 01:07:186 (3,4) What about this to improve the flow? http://puu.sh/jNtbs/d2781b2804.jpg marginal improvement, but sure :p
[Hard] What a lovely hard! <3
  1. 00:21:197 (4,1) I'd rather go here to keep DS consistency as you did among the previous objects. the DS here is consistent, not sure what you mean
  2. 00:34:549 (1) Is there any secrect reason to have the middle point over that slider? it's slightly more curved now :3
[Insane]
  1. 00:02:736 (5) Put it here 288|248 to keep lineal following point. oooo nice
I really couldn't fin anything bad in this mapset. </3 I'm really sorry for the poor mod. ;__;
thanks rocketeer <3
Troponoop
Howdy, M4M

[Aerous' Extra]

00:04:878 (2) - 00:04:384 (1) - 00:05:208 (3) - I think making those slider ends be equally distance snapped would look smoother

00:07:021 (1,2,3) - 00:09:658 (1,2,3) - why not make these have the same DS since the are repeating patterns?

00:02:076 (2,5) - 00:07:021 (1,3) - 00:09:658 (1,3) - i see the repeating stacking that is going on, but some of these are far more spaced than others, I'd say that it would be cleaner to equalize the DS between them (It happens throughout the map, but i'll only point out major differences in spacing from here on)

00:11:637 - imo, maybe start the stream with the piano on the white tick, it feels a little awkward to start after it and follow a different rhythm

00:11:472 (3,4) - 00:22:186 (4,5) - having different starting times for both of these identical streams feels off, because the player might expect the same setup into the stream

00:16:417 (2,5) - spacing overlap

00:33:065 (1,2,1) - I'd say that using equal DS for these three would make the abrupt change of pace more manageable

01:27:131 (7,1,2) - The curveball stream stacked on the slider is already funky enough, but the (1) tips the scales and makes it a little uncomfortable because the DS is so mismatched

[Insane]

00:11:472 (4,5,6,7,8,9) - Same thing about starting on the piano

00:16:417 (2,3,4) - this jump feels a bit extreme due to the previous overlapping and i think it should match the earlier patterns like 00:02:406 (3,4,5) - 00:03:560 (3,4,5) - OR if you do, then make the spacing the same as 00:19:054 (2,3,4) -

01:07:516 (1) - Looks like you are following the vocals here, but i feel like it this slider should be shortened to the white tick, and put a note where the current slider end is

[Hard]

00:41:307 (1,2,3,4,5,6) - just for this combo, the DS ws bumped to 1.5, and not kept at 1.3 (not even the kiai time has 1.5)

[Normal]

00:06:032 (5) - It's probably fine, but it does seem to be running away from the grid

---

Honestly, the mapset is awesome, but i'm sorry that i couldn't help out more with my mod, regardless i'll drop a star since it was gucci 8-) .
Topic Starter
Synpoo

Troponoop wrote:

Howdy, M4M

[Insane]

00:11:472 (4,5,6,7,8,9) - Same thing about starting on the piano no, the piano doesn't even have a streaming rhythm

00:16:417 (2,3,4) - this jump feels a bit extreme due to the previous overlapping and i think it should match the earlier patterns like 00:02:406 (3,4,5) - 00:03:560 (3,4,5) - OR if you do, then make the spacing the same as 00:19:054 (2,3,4) - why should it match those patterns when they aren't even the same sounds? and the spacing is the same between the two patterns, it's actually slightly less

01:07:516 (1) - Looks like you are following the vocals here, but i feel like it this slider should be shortened to the white tick, and put a note where the current slider end is nah, there's nothing to be mapped on the white

[Hard]

00:41:307 (1,2,3,4,5,6) - just for this combo, the DS ws bumped to 1.5, and not kept at 1.3 (not even the kiai time has 1.5) actually this whole part from 00:33:395 had the DS increased to counter the SV decrease to maintain proper spacing and avoid hideous overlaps

[Normal]

00:06:032 (5) - It's probably fine, but it does seem to be running away from the grid ya it's fine

---

Honestly, the mapset is awesome, but i'm sorry that i couldn't help out more with my mod, regardless i'll drop a star since it was gucci 8-) .
tanks
Aerous
CDFA

Reditum wrote:

SYNPOO pt. 2: THE ELECTRIC BOOGALOO

ExtrA:
00:07:351 (3) - would be nice not to have this overlap but i love overlaps :(
00:12:296 - For the hitsounding, I personally think it would be nicer to use drumfinishes on every white tick while having that woodblock sound be just in that first note. It makes a really cool effect but the drive of the song atm is primarily in the bass drum im gonan redo all the hitsounds later , maybe after 1 more mod
01:20:867 - I have literally never pointed this out in a mod nor do I think it's an issue, but for some reason I feel that in this map, you're literally just utilizing only the bottom center of the map space when you have the entire map space to go to. I don't feel like I've traveled much. It's not an issue it's just. . . uhh. . . something I noticed :P I'll look into it again :D
01:26:966 (5,6,7,1,2,3) - mehhh overlap ;w; ;w;
01:27:461 (1) - doesn't help that this looks like a teenage couple making out too (also a whistle at the end would be nice.) rip , i'll ask monstrata for slider art help later


Really good stuff. kudosu stars as an apology that this took so long and really didn't say much

Troponoop

Troponoop wrote:

Howdy, M4M

[Aerous' Extra]

00:04:878 (2) - 00:04:384 (1) - 00:05:208 (3) - I think making those slider ends be equally distance snapped would look smoother no it flows fine here so no changes

00:07:021 (1,2,3) - 00:09:658 (1,2,3) - why not make these have the same DS since the are repeating patterns? its should be okay wont affect much

00:02:076 (2,5) - 00:07:021 (1,3) - 00:09:658 (1,3) - i see the repeating stacking that is going on, but some of these are far more spaced than others, I'd say that it would be cleaner to equalize the DS between them (It happens throughout the map, but i'll only point out major differences in spacing from here on) they are fine in my opinion

00:11:637 - imo, maybe start the stream with the piano on the white tick, it feels a little awkward to start after it and follow a different rhythm theres like no sound on the white tick , the drums start on the red tick

00:11:472 (3,4) - 00:22:186 (4,5) - having different starting times for both of these identical streams feels off, because the player might expect the same setup into the stream its fine since it flows into the stream , no way its going to throw the players off unless they're new to the game

00:16:417 (2,5) - spacing overlap no thanks

00:33:065 (1,2,1) - I'd say that using equal DS for these three would make the abrupt change of pace more manageable dont like equal distance

01:27:131 (7,1,2) - The curveball stream stacked on the slider is already funky enough, but the (1) tips the scales and makes it a little uncomfortable because the DS is so mismatched the NC shoudl indicate to the players.


Honestly, the mapset is awesome, but i'm sorry that i couldn't help out more with my mod, regardless i'll drop a star since it was gucci 8-) .

Thanks for the mod ! Also did some self changes. http://puu.sh/jVWOM/803dc5d14f.zip
Chaoslitz
[Easy]
  1. 00:55:153 (3) - The current flow in 00:53:834 (3,1,2,3) is quite sharp, placing this higher can provide a more circular flow
[Normal]
  1. 00:12:626 (2,4) - Prevent overlapping, it is a bit untidy
  2. 01:10:153 (4) - Suggest moving red anchor more to the right, as the length of slider after red anchor is quite short
[Hard]
  1. 00:50:208 (4,1) - It is good to see a jump in this strong beat, like what you did in 00:48:889 (5,1)
[Insane]
  1. 00:33:395 (1) - Unsnapped slider
  2. 00:22:516 (5,6,7,8,1) - The curve of this stream looks weird, try to make a better one
  3. 00:33:889 - There is vocal so I recommend you map it out
  4. 00:37:681 - ^
  5. 00:38:340 (3,4) - Jump here is unnecessary when the music is soft
  6. 00:40:318 - Same as 00:33:889, a 1/2 slider starting at 00:40:153 would be fine
  7. 00:50:373 (1) - Unnecessary red anchors lol
  8. 00:55:483 (1,1) - Even music is entering chorus, still I think the ds need to be decreased as the current jump is too large
[Aerous's Insane]
  1. 00:06:856 (8,9,1) - Try rotating it a bit in anti-clockwise, since 00:06:692 (7,8) is in upward movement, having linear triplet don't really make the flow work well
  2. 00:06:692 (7,8) - Reverse the direction of this? The jump in 00:07:845 (5,1) is large which don't fit the intro of the music
  3. 00:09:494 (5,6,1) - Same reason as 00:06:856 (8,9,1), rotate this a bit in clockwise
  4. 00:09:823 (2,6) - Not stacked completely I guess?
  5. 00:55:153 (1,2,3,4,1,2,3,4,1) - The sound in 00:55:483 (1,2,3,4,1) is much stronger than 00:55:153 (1,2,3,4), it contradict music with spacing in stream

Good luck
Topic Starter
Synpoo
chaoslitz

Chaoslitz wrote:

[notice][Easy]
  1. 00:55:153 (3) - The current flow in 00:53:834 (3,1,2,3) is quite sharp, placing this higher can provide a more circular flow sure
[Normal]
  1. 00:12:626 (2,4) - Prevent overlapping, it is a bit untidy fixed
  2. 01:10:153 (4) - Suggest moving red anchor more to the right, as the length of slider after red anchor is quite short sure
[Hard]
  1. 00:50:208 (4,1) - It is good to see a jump in this strong beat, like what you did in 00:48:889 (5,1) ok
[Insane]
  1. 00:33:395 (1) - Unsnapped slider technically not unsnapped, just snapped to 1/16 for some reason :^)
  2. 00:22:516 (5,6,7,8,1) - The curve of this stream looks weird, try to make a better one yea
  3. 00:33:889 - There is vocal so I recommend you map it out no, it's very clear that i'm following the rhythm of the drums and i use a pause here to emphasize and represent that, and as long as it remains consistent throughout this section it's fine
  4. 00:37:681 - ^ ^
  5. 00:38:340 (3,4) - Jump here is unnecessary when the music is soft
  6. 00:40:318 - Same as 00:33:889, a 1/2 slider starting at 00:40:153 would be fine i explained my reasoning for this
  7. 00:50:373 (1) - Unnecessary red anchors lol ok fine xd
  8. 00:55:483 (1,1) - Even music is entering chorus, still I think the ds need to be decreased as the current jump is too large decreased a bit, it plays very naturally with spacing like this following the increased SV though imo
Good luck

thanks ~
Aerous

Chaoslitz wrote:

[Aerous's Insane]
  1. 00:06:856 (8,9,1) - Try rotating it a bit in anti-clockwise, since 00:06:692 (7,8) is in upward movement, having linear triplet don't really make the flow work well yea fixed
  2. 00:06:692 (7,8) - Reverse the direction of this? The jump in 00:07:845 (5,1) is large which don't fit the intro of the music it flows well and i dont think it gives that much stress to the players
  3. 00:09:494 (5,6,1) - Same reason as 00:06:856 (8,9,1), rotate this a bit in clockwise yup
  4. 00:09:823 (2,6) - Not stacked completely I guess? whoops ;w;
  5. 00:55:153 (1,2,3,4,1,2,3,4,1) - The sound in 00:55:483 (1,2,3,4,1) is much stronger than 00:55:153 (1,2,3,4), it contradict music with spacing in stream fixed
Good luck
'
Thanks !

http://puu.sh/jZpU0/103a9ede4b.osu
Topic Starter
Synpoo
up 2 dateeeeee
Sonnyc
[General]
  1. Hitsound for soft-hitfinish.wav is the same as the default soft-hitnormal.wav. This setting gives a disaster to the player's ears when both hitsounds are toggled simultaneously. Please use another Finish hitsound, or add a different hitnormal on your custom hitsound.
[Normal]
  1. 01:25:977 (4,5,6) - Removing (5) will be more effective in emphasizing the Finish hitsound of (4,6).
[Hard]
  1. AR7 is enough in reading. Also considering a healthy AR balance between normal and insane, 8 was too high.
  2. 00:42:296 (5,6,1) - Personally forming a regular triangle will look more organized.
[Insane]
  1. 00:38:587 (4,1) - Nazi aesthetic stuff, but please make some more space between these two objects so the players can see a bit more of the head of (1). 0.45x is a recommended value.
[Aerous' Insane]
  1. 00:11:472 (3,4) - I don't feel these two patterns belong in one combo. Consider adding a NC at 00:11:801.
  2. 01:18:065 (1) - Considering the perfect blankets that you've showed previously, I believe this blanket could be improved.
Fine map, and sorry for the delay.
Topic Starter
Synpoo

Sonnyc wrote:

[General]
  1. Hitsound for soft-hitfinish.wav is the same as the default soft-hitnormal.wav. This setting gives a disaster to the player's ears when both hitsounds are toggled simultaneously. Please use another Finish hitsound, or add a different hitnormal on your custom hitsound. o, deleted it
[Normal]
  1. 01:25:977 (4,5,6) - Removing (5) will be more effective in emphasizing the Finish hitsound of (4,6). definitely not enough of a reason to skip the snare though
[Hard]
  1. AR7 is enough in reading. Also considering a healthy AR balance between normal and insane, 8 was too high. i disagree, 8 is fine and a gap of 5-8 is used in plenty of ranked maps
  2. 00:42:296 (5,6,1) - Personally forming a regular triangle will look more organized. yea
[Insane]
  1. 00:38:587 (4,1) - Nazi aesthetic stuff, but please make some more space between these two objects so the players can see a bit more of the head of (1). 0.45x is a recommended value. ok
thx~
-Atri-
Me prays
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