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Ogura Yui - Honey Come!!

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Seijiro
Even if you have to give multiple replies you should put them all in one post. There is no point into making a new post after just an hour anyways :3

Also, would you like to do a M4M? The length is the same, but only one diff on my mapset, while I'll be modding all your diffs (I would have done a M4M on a full mapset, but I'm too slow and the diff I finished really needs modding)
Topic Starter
Doormat

MrSergio wrote:

Even if you have to give multiple replies you should put them all in one post. There is no point into making a new post after just an hour anyways :3

Also, would you like to do a M4M? The length is the same, but only one diff on my mapset, while I'll be modding all your diffs (I would have done a M4M on a full mapset, but I'm too slow and the diff I finished really needs modding)
I was actually in the middle of modding the first one when the second post was posted, which is why the mods are separated =w=;;

And sure, I'm down for an M4M! Refer to my modding queue for more information regarding M4Ms.
- Milhofo -
Hi, M4M from your queue ^^

[Easy]
  1. Imo some stats like HP drain, OD and AR should be nerfed a little
  2. The SV seems a bit too fast for an easy diff, but it's not too much of a problem I think
  3. 00:04:306 (2,3) - you can blanket these
  4. 00:10:176 (3,1) - in easy you should not use stacks, even it they have a big pause between them, always use the same DS if the grid size allows it
  5. 00:18:328 (2) - ctrl+g? because you break spacing with this slider, using ctrl+g would fix the spacing problem
  6. 00:27:459 (1,2) - careful with spacing, in easy it should be the same everywhere
  7. 01:29:741 (1) - this shouldn't stack under 01:28:437 (3) - either
  8. 01:36:589 (2) - ctrl+g, same reason as above
  9. 02:50:448 (1,2,3) - spacing is really inconsistent here, (3) should be a lot further from (2)
  10. 03:11:480 - another slider like 03:08:872 (1,2) - would fit better than the spinner imo
  11. 03:13:111 - if you changed the above, put a single note here
  12. Spacing needs some work, but flow and timing are just fine, so you just need these little spacing fixes
[Normal]
  1. 00:16:371 (3,1) - spacing should be a little bigger, this small spacing will lead to new players clicking (1) too fast
  2. 00:23:872 (2) - ugly positioning, try to blanket it with 00:22:567 (3) -
  3. 02:55:502 (3,1) - this is the only time you use a double like this in the map, it would be better to start a slider at 02:55:176 - and end it here, like 02:51:263 (2) -
[Hard]
  1. 01:34:306 (4,1) - spacing should be higher and not the same as 01:34:143 (3,4) -
  2. 01:35:611 (4,1) - ^
  3. 01:36:915 (4,1) - ^
  4. 03:48:654 (4) - the second reverse is unnecessary, it's not covering anything imo should be removed
  5. 03:49:958 (4) - ^
  6. Good diff, couldn't find much
[Bloom]
  1. 00:10:176 (1,2,3) - this part should be highlighted more, I'd say to make a bigger jump between the sliders, but it's up to you
  2. 00:05:937 (5) - try to curve it so it blankets 00:06:263 (1) - 's slidertail
  3. 01:28:437 (1,2,3) - same as first point
  4. 01:39:361 (4,1,2,3) - the flow entering this stream isn't the best, the best way to fix this would be to reposition the 01:38:872 (1,2,3,4) - pattern
  5. 03:14:578 - I think adding a note here would be good, stacking it with 03:14:741 (2) - even better
  6. 03:15:067 - same as above, but stacking on 03:15:230 (1) - instead
  7. 03:17:187 - ^
  8. 03:17:676 - ^
  9. I really like the diff though, at first I thought it was ok but it grew on me lol
Wish I had found more stuff, but I'm pretty tired and got to work tomorrow, if you have any questions feel free to pm / message me in game, good luck :D
Topic Starter
Doormat

- Milhofo - wrote:

Hi, M4M from your queue ^^

[Easy]
  1. Imo some stats like HP drain, OD and AR should be nerfed a little I think it's fine, but I'll nerf it if others make mention of this as well
  2. The SV seems a bit too fast for an easy diff, but it's not too much of a problem I think hopefully, heheh
  3. 00:04:306 (2,3) - you can blanket these nice idea!
  4. 00:10:176 (3,1) - in easy you should not use stacks, even it they have a big pause between them, always use the same DS if the grid size allows it fixed.
  5. 00:18:328 (2) - ctrl+g? because you break spacing with this slider, using ctrl+g would fix the spacing problem took some repositioning, but I think I fixed it.
  6. 00:27:459 (1,2) - careful with spacing, in easy it should be the same everywhere fixed the spacing.
  7. 01:29:741 (1) - this shouldn't stack under 01:28:437 (3) - either pointed out by an earlier mod and fixed.
  8. 01:36:589 (2) - ctrl+g, same reason as above fixed.
  9. 02:50:448 (1,2,3) - spacing is really inconsistent here, (3) should be a lot further from (2) DS is maintained, so I'm leaving it as is
  10. 03:11:480 - another slider like 03:08:872 (1,2) - would fit better than the spinner imo I'm keeping the spinner so that it's consistent with the previous chorus sections
  11. 03:13:111 - if you changed the above, put a single note here
  12. Spacing needs some work, but flow and timing are just fine, so you just need these little spacing fixes
[Normal]
  1. 00:16:371 (3,1) - spacing should be a little bigger, this small spacing will lead to new players clicking (1) too fastended up changing this pattern; I think it's better?
  2. 00:23:872 (2) - ugly positioning, try to blanket it with 00:22:567 (3) - fixed.
  3. 02:55:502 (3,1) - this is the only time you use a double like this in the map, it would be better to start a slider at 02:55:176 - and end it here, like 02:51:263 (2) - I think it's fine the way it is
[Hard]
  1. 01:34:306 (4,1) - spacing should be higher and not the same as 01:34:143 (3,4) - this was done intentionally in order to make the blankets look nice
  2. 01:35:611 (4,1) - ^ ^
  3. 01:36:915 (4,1) - ^^
  4. 03:48:654 (4) - the second reverse is unnecessary, it's not covering anything imo should be removed fixed.
  5. 03:49:958 (4) - ^ fixed.
  6. Good diff, couldn't find much awesome! I found this one the hardest to make actually lol
[Bloom]
  1. 00:10:176 (1,2,3) - this part should be highlighted more, I'd say to make a bigger jump between the sliders, but it's up to you I think it's fine the way it is
  2. 00:05:937 (5) - try to curve it so it blankets 00:06:263 (1) - 's slidertail nice idea!
  3. 01:28:437 (1,2,3) - same as first point I think it's fine the way it is
  4. 01:39:361 (4,1,2,3) - the flow entering this stream isn't the best, the best way to fix this would be to reposition the 01:38:872 (1,2,3,4) - pattern I think it's fine the way it is; playtesters didn't have an issue with this part either
  5. 03:14:578 - I think adding a note here would be good, stacking it with 03:14:741 (2) - even better nice idea! added.
  6. 03:15:067 - same as above, but stacking on 03:15:230 (1) - instead added.
  7. 03:17:187 - ^ added.
  8. 03:17:676 - ^ added.
  9. I really like the diff though, at first I thought it was ok but it grew on me lol that's good to hear. My aim was to try and create a map people will find fun to play
Wish I had found more stuff, but I'm pretty tired and got to work tomorrow, if you have any questions feel free to pm / message me in game, good luck :D
Thanks for the mod! I'll return the favour sometime tomorrow or the day after ;)
Seijiro
Hi~ here's the M4M (if you don't feel like modding my map don't worry. The only diff I have right now is an Extra and not everyone likes to take up those =w=/ )

[General]
  1. You don't need "ed" in tags when you already have "ending"
  2. Settings for Easy diff are a bit too high. We usually put HP and OD not above 3 or even 2 and AR not above 3
  3. Blossom diff is the only one with Widescreen Support disabled. Enable it just for consistency with the mapset

[Bloom]
  1. {Aesthetics} 00:01:535 (4) - Shouldn't this be a bit more to the bottom? The pentagon looks uneven
  2. {Flow} 00:08:872 (1,2) - I'd rather stack them. I can't hear anything telling me to move from there: it's the same sound. Instead, 00:09:850 (5,6) - this one is correct, since there is a different pitch for those 2 objects
  3. {Flow} 00:09:524 (4) - This is minor, but what about a Ctrl + G?
  4. {Pattern} 00:10:176 (1,2,3) - Another minor change, all these slider ends are just an overmapping: it's fine I guess, since it is consistent, but I'd suggest using some other hitsounds on these objects to create a difference between "real beat" and "overmapped beat"
  5. {pattern} 00:19:877 (4) - Another overmapped beat, but this time I don't really like it all since I have to click on it, while the previous ones were just holds
  6. {Pattern} 00:21:263 (1,2,3,4,5,6,7,8) - The real stream starts from 00:21:426 (3) - tho...
  7. {Flow} 00:23:056 (1) - Since you use a slider here it means that you want emphasis on its start, but you used a stacked note before it D: There is no emphasis at all this way. Try moving 00:22:893 (5) - at around 355|239. This one is fine instead, 00:25:502 (5,1) - , since there is less emphasis on it in the music.
  8. {Flow} 00:28:764 (2,3,4) - You use an oval flow for these objects, then I see 00:29:741 (1) - , which has the exact opposite direction :/ What about a Ctrl + G?
  9. {Pattern} 00:36:426 (2,3,4) - I wonder why you keep overmapping in places where it's hard to imagine a different rhythm from the music's one. Hitsounding or a little pattern change can fix this problem. As for the hitsounding, 3 whistles on 00:36:426 (2,3,4) - should work well for now (but this is by far the best option), as for the pattern, you could add a slider from 00:36:263 - to 00:36:752 - following the vocals, but this means you need to move things around for a bit. See what you can do
  10. {Pattern} 00:37:486 - You skipped the triplet here while you added a triplet at 00:37:812 - 00:38:464 - 00:39:116 - and 00:39:768 - where there actually isn't any triplet. Your sliders are consistent so the problem is minor I guess, but the first missed triplet feels really strange even while playing
  11. {Flow} 00:42:785 (1,2) - Better stacking them. I don't see the same DS for 00:43:274 (3,4,5) - which are in the same combo, so...
  12. {Flow} 00:50:611 (1,2,3,4) - What a rhythm-killer is this part, ugh :v With all that movement and the jumps before this part it feels really strange. This is even the kiai, come on xD Check all the other parts too, since this isn't the only one
  13. {Flow} 00:59:089 (3,4) - What I'm concerned about is the movement from 3 to 4. There is no strong beat on the slider's head which makes me want to either don't move at all or move slower than before. Imo the 2 objects I highlighted here should be stacked, but they have to be moved a bit
  14. {Flow} 01:06:100 (7,1) - Damn, there's a really strong beat on the slider's head yet there is less spacing than the rest of the pattern :/ Can't you do something?
  15. {Nazi} 01:07:730 (2,4) - Overlap :v
  16. {Flow} 01:08:709 (6,1) - Same as before ^
  17. {Aesthetics} 01:47:024 (3,4,5) - Why 3 is the only one with a curved line? It really stands off and it doesn't look nice :/
  18. {Pattern} 01:55:991 (2,3,4,2,3,4,2,3,4,2,3,4) - We already discussed this before, but since it is consistent, it's fine
  19. {Flow} 02:01:045 (1,2,3,4,5) - You have 2 different spacings in this combo, why?
  20. {General} Kiais have the same mistakes from what I saw, so check the others too, like irregular pentagons like 02:06:752 (2,3,4,5,1) -
  21. {Flow} 02:18:980 (6,7) - What about a Ctrl + G here?
  22. {General} From 02:37:567 - here on I'd rather avoid Claps, since they are really noisy
  23. {Nazi} 02:39:035 (2,6) - Overlap :v
  24. {Pattern} 02:50:855 (2,2) - There aren't such notes into the music at all :o
  25. {Pattern} 02:56:073 (2,2) - Same ^
  26. {Pattern} 03:00:475 (4,6) - Overmap, since there aren't such notes anywhere into the music + 03:00:964 - missed note
  27. {Pattern} 03:47:024 (3) - Overmap once again
  28. {Pattern} 03:47:839 (6,7) - Same ^
  29. {Pattern} 03:51:670 (6) - Same ^
  30. {Pattern} 04:02:513 (2,3) - Same ^
Overall, it is a nice diff, but there are a lot of unpolished patterns here and there, plus some random overmapped notes. Try to think more to the music and less to the patterns. If you don't follow the music there is not much sense to play a rhythm music game, right? xD

[Hard]
  1. {Aesthetics} 00:21:915 (1,2,3) - This spacing is way too short :/ It becomes a clutter, can't you increase it a bit?
  2. {Aesthetics} 00:37:567 (1,2,1,2,1,2,1,2) - What's with this NC spam? xD They are the same pattern repeated multiple times, why using a NC on each new slider?
  3. {Pattern} 00:43:926 (1) - I can't really hear a long note tho. Also, I'd prefer to click on that slider end since it is a strong beat
  4. {Flow} 00:43:926 (1,2) - Misleading spacing. It is too short: it's half the spacing you had for 00:43:600 (4,1) -
  5. {Flow} 00:46:045 (3) - What about a Ctrl + J (move the start back where it was tho)? It is a real waste not using that oval flow you created
  6. {Flow} 00:52:567 (2,1) - Another strange spacing out of nowhere, why? xD
  7. {Flow} 00:54:524 (1,2,3,4,5) - I could say the same thing here too ^
  8. {Pattern} 00:57:459 - Why not adding a circle here? It feels bad to have this decrease in note density :/
  9. {Flow} 01:04:959 (1,2,3,4,5) - You already know what I have to say here
  10. {Aesthetics} 01:55:828 (1,2,1,2,1,2,1,2) - Another frenzy combo-ing
  11. {General} Apply all suggestions to all kiais please
  12. {General} 02:38:709 - From here on I see that you use triplets, but the question is: Why did you start using them just now? You should have used them before too, not just on one half of the map D:
  13. {Nazi} 02:42:132 (4) - Stack it properly please
  14. {Pattern} 02:50:937 (2,2) - Other random overmapped notes like before
  15. {Pattern} 02:56:154 (2,2) - Same ^
  16. {Flow} 03:40:176 (1,2,3,4) - Really low spacing compared to the rest of the map
  17. {Nazi} 03:52:893 (3,2) - Not-so-nice overlap
This diff needs a bit of work: Firstly, there is that note density which is really noticeable when you use triplets. Secondly, most of the patterns/sliders just stay on their own, without any meaning for the whole combo, like 00:30:882 (1,2,3,4,5) - (you place a nice 1/1 curved slider but you don't use it for anything else. Just the last 2 sliders are fine one their own, but when you see the whole combo it's a bit meh :v) 00:44:904 (2,3,4,1,2,3) - (you could have used a different movement for the first circles since the vocals are pretty different there and also, there is a strange flow from the first to the second slider) 00:57:622 (3,4,5,1,2) - (what's the meaning of those 2 first sliders? What's the meaning of using that curved slider? All of these are questions you should ask yourself while mapping :3) and so on. I won't point out each single pattern anyways

[Normal]
  1. {Consistency} I wonder why you use stacked circles for 00:17:024 (1,2,3,1,2,3,1,2,3) - and you don't use them for 01:45:719 (1,2,3,1,2,3) - (I'd rather keep the second one)
  2. {General} This isn't really a big problem I guess, but those clustered 1/2 objects are really ugly to see :/ Like 01:49:959 (3,4,1) - 00:49:959 (2,3,1) - 01:14:741 (3,4,1) - and so on. Probably you get it
  3. {Pattern} 00:37:567 - 01:55:828 - Wherever you find such a note, please use it, since breaking the 1/1 rhythm feels still strange for beginners
  4. {Pattern} 02:50:448 (2,2) - You keep using that phantom note which feels way too strange top play, above all on the lower diffs like this one. Make all these similar sliders end 1/2 earlier
As for the Hard diff, a lot of patterns can be improved from a "reasoning" point of view, but I won't point anything, since on Normal diffs all the patterns are pretty condensed in a constant spacing. See if you can do something on your own, but I won't say anything to not impose anything.

[Easy]
  1. {General} 00:42:785 (1,1) - You need at least other 500 ms of rest on Easy diffs after every spinner as stated in t/241019&start=0
  2. {Pattern} 01:15:393 (1) - Try to avoid such unusual rhythm changes in an Easy. Just a circle is fine here
  3. {Pattern} 01:18:002 (1) - Same ^
  4. {General} 02:01:045 (1,1) - We discussed this before. This break is too short
  5. {Pattern} 02:33:654 (1) - You already know
  6. {Pattern} 02:36:263 (1) - Same ^
  7. {Pattern} 02:50:448 (1,2) - Same as for the Normal and Hard diff
  8. {Pattern} 02:55:665 (1,2) - Same ^
  9. {Pattern} 03:02:676 (2,2) - ...
  10. {Pattern} 03:07:894 (2) - ^
  11. {Pattern} 03:44:089 (3,3) - ^
  12. {Pattern} 03:51:915 (3) - ^

Alright that's all and I hope it helps.
Call me if you don't understand something and I'll explain the better I can


My map if you're up for it (I hope you like it :^) ): https://osu.ppy.sh/s/347596
Reminder: I need modding only for the Extra, the other diffs are still WIP and I don't want to receive mods half way through them

If you can't mod the Extra can I have like a ticket I can use when the full mapset will be ready?
Topic Starter
Doormat

MrSergio wrote:

Hi~ here's the M4M (if you don't feel like modding my map don't worry. The only diff I have right now is an Extra and not everyone likes to take up those =w=/ )

[General]
  1. You don't need "ed" in tags when you already have "ending" I have ed as a tag because some people shorten ending to ed. I'll take it off if a BN mentions this.
  2. Settings for Easy diff are a bit too high. We usually put HP and OD not above 3 or even 2 and AR not above 3 nerfed AR and HP. I'm keeping the OD as 3 though
  3. Blossom diff is the only one with Widescreen Support disabled. Enable it just for consistency with the mapset my bad; I meant to disable it for all difficulties. fixed.

[Bloom]
  1. {Aesthetics} 00:01:535 (4) - Shouldn't this be a bit more to the bottom? The pentagon looks uneven I purposely didn't make it a perfect pentagon (not all angles are 72 degrees), but I see what you mean. Fixed.
  2. {Flow} 00:08:872 (1,2) - I'd rather stack them. I can't hear anything telling me to move from there: it's the same sound. Instead, 00:09:850 (5,6) - this one is correct, since there is a different pitch for those 2 objects I think this is fine, so I'm leaving it as is
  3. {Flow} 00:09:524 (4) - This is minor, but what about a Ctrl + G? nice idea! makes the map flow better
  4. {Pattern} 00:10:176 (1,2,3) - Another minor change, all these slider ends are just an overmapping: it's fine I guess, since it is consistent, but I'd suggest using some other hitsounds on these objects to create a difference between "real beat" and "overmapped beat" I think it's fine the way it is
  5. {pattern} 00:19:877 (4) - Another overmapped beat, but this time I don't really like it all since I have to click on it, while the previous ones were just holds none of the play testers had an issue with this, so I'm leaving it as is. Will fix if another modder points this out
  6. {Pattern} 00:21:263 (1,2,3,4,5,6,7,8) - The real stream starts from 00:21:426 (3) - tho... I think it's fine the way it is; having it start at 00:21:426 makes this part feel segmented in my opinion
  7. {Flow} 00:23:056 (1) - Since you use a slider here it means that you want emphasis on its start, but you used a stacked note before it D: There is no emphasis at all this way. Try moving 00:22:893 (5) - at around 355|239. This one is fine instead, 00:25:502 (5,1) - , since there is less emphasis on it in the music. I don't think it's that big a deal if it's okay the second time but not okay the first time, so I'm leaving it as is
  8. {Flow} 00:28:764 (2,3,4) - You use an oval flow for these objects, then I see 00:29:741 (1) - , which has the exact opposite direction :/ What about a Ctrl + G? making it flow in the opposite direction feels a little awkward in my opinion, but I changed the straight sliders to move curved ones to try and fix some rigidity
  9. {Pattern} 00:36:426 (2,3,4) - I wonder why you keep overmapping in places where it's hard to imagine a different rhythm from the music's one. Hitsounding or a little pattern change can fix this problem. As for the hitsounding, 3 whistles on 00:36:426 (2,3,4) - should work well for now (but this is by far the best option), as for the pattern, you could add a slider from 00:36:263 - to 00:36:752 - following the vocals, but this means you need to move things around for a bit. See what you can do none of the play testers that played this map had an issue with this part, so I'm leaving it as is. I like the whistle hitsound idea though, so I added in the whistles
  10. {Pattern} 00:37:486 - You skipped the triplet here while you added a triplet at 00:37:812 - 00:38:464 - 00:39:116 - and 00:39:768 - where there actually isn't any triplet. Your sliders are consistent so the problem is minor I guess, but the first missed triplet feels really strange even while playing nice catch, but I think a small burst is more appropriate here than a triplet
  11. {Flow} 00:42:785 (1,2) - Better stacking them. I don't see the same DS for 00:43:274 (3,4,5) - which are in the same combo, so... I think it's fine the way it is, but I'll stack them if another modder points this out
  12. {Flow} 00:50:611 (1,2,3,4) - What a rhythm-killer is this part, ugh :v With all that movement and the jumps before this part it feels really strange. This is even the kiai, come on xD Check all the other parts too, since this isn't the only one I had one play tester complain that this part felt too slow, but that was it's intended purpose; it serves as a small build up to the second half of the chorus. Will fix if another modder has a similar complaint
  13. {Flow} 00:59:089 (3,4) - What I'm concerned about is the movement from 3 to 4. There is no strong beat on the slider's head which makes me want to either don't move at all or move slower than before. Imo the 2 objects I highlighted here should be stacked, but they have to be moved a bit nice idea! stacked these notes; also made the sliders blanket around the circles
  14. {Flow} 01:06:100 (7,1) - Damn, there's a really strong beat on the slider's head yet there is less spacing than the rest of the pattern :/ Can't you do something? increased the spacing by moving the blanket by a little bit
  15. {Nazi} 01:07:730 (2,4) - Overlap :v fixed.
  16. {Flow} 01:08:709 (6,1) - Same as before ^ moved the (6) so it's farther away from the (1)
  17. {Aesthetics} 01:47:024 (3,4,5) - Why 3 is the only one with a curved line? It really stands off and it doesn't look nice :/ yeah; don't know what I was thinking lol. Changed it into two stacked circles
  18. {Pattern} 01:55:991 (2,3,4,2,3,4,2,3,4,2,3,4) - We already discussed this before, but since it is consistent, it's fine
  19. {Flow} 02:01:045 (1,2,3,4,5) - You have 2 different spacings in this combo, why? pretty sure there's no rule saying that we need to stick to the same spacing throughout a combo
  20. {General} Kiais have the same mistakes from what I saw, so check the others too, like irregular pentagons like 02:06:752 (2,3,4,5,1) - as I said earlier, they're not perfect on purpose. However I did move some of the spacing around so hopefully it looks better
  21. {Flow} 02:18:980 (6,7) - What about a Ctrl + G here? I like how it currently transitions from a square pattern to a triangle pattern, so no
  22. {General} From 02:37:567 - here on I'd rather avoid Claps, since they are really noisy I don't think so :I
  23. {Nazi} 02:39:035 (2,6) - Overlap :v fixed.
  24. {Pattern} 02:50:855 (2,2) - There aren't such notes into the music at all :o fixed.
  25. {Pattern} 02:56:073 (2,2) - Same ^ :o fixed.
  26. {Pattern} 03:00:475 (4,6) - Overmap, since there aren't such notes anywhere into the music + 03:00:964 - missed note nice catch! ended up changing this pattern entirely to something I think fits better
  27. {Pattern} 03:47:024 (3) - Overmap once again fixed by making the (2) before it a slider
  28. {Pattern} 03:47:839 (6,7) - Same ^ I don't think it's that big a deal here since I think it still fits pretty well. Will fix if another modder points this out
  29. {Pattern} 03:51:670 (6) - Same ^ ^
  30. {Pattern} 04:02:513 (2,3) - Same ^ ^
Overall, it is a nice diff, but there are a lot of unpolished patterns here and there, plus some random overmapped notes. Try to think more to the music and less to the patterns. If you don't follow the music there is not much sense to play a rhythm music game, right? xD I'm pretty sure I am following the music?

[Hard]
  1. {Aesthetics} 00:21:915 (1,2,3) - This spacing is way too short :/ It becomes a clutter, can't you increase it a bit? this was intentional, so I'm leaving it as is
  2. {Aesthetics} 00:37:567 (1,2,1,2,1,2,1,2) - What's with this NC spam? xD They are the same pattern repeated multiple times, why using a NC on each new slider? reduced the combo count here
  3. {Pattern} 00:43:926 (1) - I can't really hear a long note tho. Also, I'd prefer to click on that slider end since it is a strong beat I think it's fine the way it is
  4. {Flow} 00:43:926 (1,2) - Misleading spacing. It is too short: it's half the spacing you had for 00:43:600 (4,1) - this was intentional
  5. {Flow} 00:46:045 (3) - What about a Ctrl + J (move the start back where it was tho)? It is a real waste not using that oval flow you created not entirely sure what you mean here, but I like how I currently have it, so I'm leaving it as is
  6. {Flow} 00:52:567 (2,1) - Another strange spacing out of nowhere, why? xD because blanket.
  7. {Flow} 00:54:524 (1,2,3,4,5) - I could say the same thing here too ^ this was intentional
  8. {Pattern} 00:57:459 - Why not adding a circle here? It feels bad to have this decrease in note density :/ this part is mapped to the vocals rather than the instrumental, so I'm leaving it as is
  9. {Flow} 01:04:959 (1,2,3,4,5) - You already know what I have to say here then you probably know that I'm not changing what is currently there
  10. {Aesthetics} 01:55:828 (1,2,1,2,1,2,1,2) - Another frenzy combo-ing fixed.
  11. {General} Apply all suggestions to all kiais please nope; I like it how it currently is
  12. {General} 02:38:709 - From here on I see that you use triplets, but the question is: Why did you start using them just now? You should have used them before too, not just on one half of the map D: this was intentional; triplets are only used during the instrumental solo.
  13. {Nazi} 02:42:132 (4) - Stack it properly please my bad; fixed.
  14. {Pattern} 02:50:937 (2,2) - Other random overmapped notes like before fixed.
  15. {Pattern} 02:56:154 (2,2) - Same ^ fixed.
  16. {Flow} 03:40:176 (1,2,3,4) - Really low spacing compared to the rest of the map I think it's fine the way it currently is
  17. {Nazi} 03:52:893 (3,2) - Not-so-nice overlap moved the (3) upwards to avoid the overlap
This diff needs a bit of work: Firstly, there is that note density which is really noticeable when you use triplets. Secondly, most of the patterns/sliders just stay on their own, without any meaning for the whole combo, like 00:30:882 (1,2,3,4,5) - (you place a nice 1/1 curved slider but you don't use it for anything else. Just the last 2 sliders are fine one their own, but when you see the whole combo it's a bit meh :v) 00:44:904 (2,3,4,1,2,3) - (you could have used a different movement for the first circles since the vocals are pretty different there and also, there is a strange flow from the first to the second slider) 00:57:622 (3,4,5,1,2) - (what's the meaning of those 2 first sliders? What's the meaning of using that curved slider? All of these are questions you should ask yourself while mapping :3) and so on. I won't point out each single pattern anyways thanks for the concern, but most of the curved sliders are there to avoid rigidity; if I used a bunch of straight sliders, then the map will feel radically different, and stiff to play.

[Normal]
  1. {Consistency} I wonder why you use stacked circles for 00:17:024 (1,2,3,1,2,3,1,2,3) - and you don't use them for 01:45:719 (1,2,3,1,2,3) - (I'd rather keep the second one) sometimes I think it that being too consistent isn't very fun, so I thought I would change it up a little bit for the second verse.
  2. {General} This isn't really a big problem I guess, but those clustered 1/2 objects are really ugly to see :/ Like 01:49:959 (3,4,1) - 00:49:959 (2,3,1) - 01:14:741 (3,4,1) - and so on. Probably you get it I see what you mean, but I think it's fine the way it is
  3. {Pattern} 00:37:567 - 01:55:828 - Wherever you find such a note, please use it, since breaking the 1/1 rhythm feels still strange for beginners I think it's fine the way it is, but I see your reasoning. Will fix it more modders point this out
  4. {Pattern} 02:50:448 (2,2) - You keep using that phantom note which feels way too strange top play, above all on the lower diffs like this one. Make all these similar sliders end 1/2 earlier I was trying to find a good compromise since I didn't want to break the 1/1 rhythm here, but I guess it doesn't work as nicely as I thought. Fixed.
As for the Hard diff, a lot of patterns can be improved from a "reasoning" point of view, but I won't point anything, since on Normal diffs all the patterns are pretty condensed in a constant spacing. See if you can do something on your own, but I won't say anything to not impose anything.

[Easy]
  1. {General} 00:42:785 (1,1) - You need at least other 500 ms of rest on Easy diffs after every spinner as stated in t/241019&start=0
    • Garven wrote:

      BPM 160

      Easy: 1 full measure of recovery time -> 1500 ms
      Normal: 2 beats recovery time -> 750 ms
      Hard: 1 beat recovery time -> 375 ms
      Insane or higher: Any (within musical reason)

      Having a hardline is unreasonable due to varying BPM however, so having a little leeway is fine, but this as a guideline should give sufficient recovery time for players of the respective difficulty levels.

      those wrote:

      Difficulty is not and should not be directly related to bpm of the music. Therefore, a millisecond amount of time as a basis is inappropriate.
      According to this post in the same thread you linked me, that's just a guideline for songs with 160 bpm. I'll leave it as is for now, since I still believe 1s is enough time to recover from a spinner on an Easy, but I'll correct this if a BN makes note of this.
  2. {Pattern} 01:15:393 (1) - Try to avoid such unusual rhythm changes in an Easy. Just a circle is fine here this part is mapped to the vocals; I think it's fine the way it is
  3. {Pattern} 01:18:002 (1) - Same ^ ^
  4. {General} 02:01:045 (1,1) - We discussed this before. This break is too short will fix if a BN makes note of this.
  5. {Pattern} 02:33:654 (1) - You already know yes I do, and no I'm not changing this
  6. {Pattern} 02:36:263 (1) - Same ^ ^
  7. {Pattern} 02:50:448 (1,2) - Same as for the Normal and Hard diff fixed.
  8. {Pattern} 02:55:665 (1,2) - Same ^ fixed.
  9. {Pattern} 03:02:676 (2,2) - ... ?? I don't get it; what is it you want me to fix here? If it's the slider being too short, this is because it's mapped to the vocals, so I'm leaving it as is.
  10. {Pattern} 03:07:894 (2) - ^ ^
  11. {Pattern} 03:44:089 (3,3) - ^ ^
  12. {Pattern} 03:51:915 (3) - ^ ^

Alright that's all and I hope it helps.
Call me if you don't understand something and I'll explain the better I can


My map if you're up for it (I hope you like it :^) ): https://osu.ppy.sh/s/347596
Reminder: I need modding only for the Extra, the other diffs are still WIP and I don't want to receive mods half way through them

If you can't mod the Extra can I have like a ticket I can use when the full mapset will be ready?
Thanks for the mod! If you don't think your map is ready for modding, then I can put your mod on hold; just send me a PM whenever it's ready.
nazzinoz
Sorry for being late :(
My mod from your queue

[General]
  1. When making blankets, you should work carefully. Don't be perfunctory
  2. Combo 2 and combo 3's colors are too similar, sometimes I didn't realize that I had entered a new combo.
  3. The spread is not really good. I can easily FC Hard in the first play, but can not pass Insane (I gave up trying after 15 times failed).
  4. You don't have storyboard, so remove "Widescreen Support" and "Letterbox during breaks" in every difficulties
[Easy]
  1. 00:03:002 (3,1) - https://osu.ppy.sh/ss/3696600. If you think that's good, make 00:01:698 (2) blanket with 00:03:654 (1)
  2. 00:04:306 (2,3,1) - Draw better: https://osu.ppy.sh/ss/3696609
  3. 00:06:915 (2,4) - I don't think stack this is a good idea. AR 3 is still too low for newbies can react with stacking like this
  4. 00:15:230 (2,3) - Draw
  5. 00:24:524 (1,2) - I think this is too close. Curve (1) more, that (2) can be farther from (1)'s tail
  6. 00:29:741 (1,2,3) - Flow break makes newbies go (1) (3) (2) and miss
  7. 00:42:785 (1,1) - Spinner recovery time is told here: t/288639
  8. 00:45:393 (1,2) - Draw better
  9. 01:07:567 (3,4,1) - The blanket look ugly if (3-1) is too closer than (3-4)
  10. 01:48:328 - I think the slider fit the music more if you put a red slider point here
  11. 02:50:448 (1) - http://puu.sh/kgsxr.jpg
  12. 02:52:567 (3) - Overmap. The vocal falls at 02:52:567 - , 02:52:812 and 02:53:056.
  13. 02:57:785 (3) - ^
[Normal]
  1. 00:25:665 (1,2) - Really ugly blanket
  2. 00:40:176 - If you ignored this sound at 00:37:567 , 00:38:872 , mapping this can cause some combo break :D
  3. 00:44:415 - Add something
  4. 00:46:535 - http://puu.sh/kgsRv.jpg
  5. 00:49:143 - ^
  6. 00:56:969 - ^
  7. 00:59:578 - ^
  8. 01:10:176 (1,2,3,4) - Normal diffs should not have flow break with such big angles
  9. 01:40:828 (3,1) - https://osu.ppy.sh/ss/3696739
  10. 01:43:437 (3,1) - ^
  11. 01:45:393 - http://puu.sh/kgtoA.jpg
  12. 01:55:828 - This missing sound, like I said before
  13. 02:02:676 - ^
  14. 02:42:132 (3) - Make this a repeat 1/2 slider
  15. 02:52:567 - Like I said in easy
  16. 03:13:111 - Add something
[Hard]
Use Distance Snap breaking wisely, Don't make traps :(
  1. 00:02:513 - This missing note makes me lost :(
  2. 00:11:480 (1,2,3) - Too close
  3. 00:20:285 (5,1) - Reverse each of them for better flow
  4. 00:27:785 (4,1) - Too close
  5. 00:29:090 (4,1) - ^
  6. 00:42:948 (2,3) - Stack them instead of (1-2) can avoid this DS trap
  7. 00:53:056 - Copy 00:53:219 (1) , paste here and remove NC
  8. 00:55:176 - Missing note
  9. 01:03:002 (2,1) - Reverse 2, and do the same thing I suggest at 00:53:056
  10. 02:52:567 (2,1) - Blanket
  11. 03:00:312 - Strong sound
  12. 03:40:176 (1,2,3,4) - Give each of them once more repeat
The last diff: too hard for me to mod :( Sorry
So that is my mod. Good luck with your map :)
Topic Starter
Doormat

noz1995 wrote:

Sorry for being late :(
My mod from your queue

[General]
  1. When making blankets, you should work carefully. Don't be perfunctory fancy word, but I see what you mean. I think I fixed most of them?
  2. Combo 2 and combo 3's colors are too similar, sometimes I didn't realize that I had entered a new combo. I think there's enough variation in them that distinguishes a difference, since one is orange and the other is yellow. If more people point this out though, I"ll change their hues slightly.
  3. The spread is not really good. I can easily FC Hard in the first play, but can not pass Insane (I gave up trying after 15 times failed). aww, sorry to hear that :c I think the difficulty spread is fine though.
  4. You don't have storyboard, so remove "Widescreen Support" and "Letterbox during breaks" in every difficulties woops, thought I got rid of them; fixed.


[Easy]

  1. 00:03:002 (3,1) - https://osu.ppy.sh/ss/3696600. If you think that's good, make 00:01:698 (2) blanket with 00:03:654 (1)
  2. 00:04:306 (2,3,1) - Draw better: https://osu.ppy.sh/ss/3696609
  3. 00:06:915 (2,4) - I don't think stack this is a good idea. AR 3 is still too low for newbies can react with stacking like this
    nice ideas, but I ended up changing this pattern to something I think would fit better and looks nicer
00:15:230 (2,3) - Draw I think I fixed it00:24:524 (1,2) - I think this is too close. Curve (1) more, that (2) can be farther from (1)'s tail I moved (2) a little farther away; I think i fixed this issue00:29:741 (1,2,3) - Flow break makes newbies go (1) (3) (2) and miss I changed the flow here to something I think is better00:42:785 (1,1) - Spinner recovery time is told here: t/288639 I still think it's fine, but whatever. Changed it so the spinner is shorter 00:45:393 (1,2) - Draw better fixed.01:07:567 (3,4,1) - The blanket look ugly if (3-1) is too closer than (3-4) fixed.01:48:328 - I think the slider fit the music more if you put a red slider point here I like how it currently is02:50:448 (1) - http://puu.sh/kgsxr.jpg I'm following the instruments rather than the vocals here, so no change02:52:567 (3) - Overmap. The vocal falls at 02:52:567 - , 02:52:812 and 02:53:056. Pointed out by another, but was unsure before. Fixed now.02:57:785 (3) - ^ fixed.[Normal]
  1. 00:25:665 (1,2) - Really ugly blanket fixed, I think..
  2. 00:40:176 - If you ignored this sound at 00:37:567 , 00:38:872 , mapping this can cause some combo break :D I think this is fine the way it is; it's not too flow breaking
  3. 00:44:415 - Add something This was left intentionally blank
  4. 00:46:535 - http://puu.sh/kgsRv.jpg I'm following the drums here rather than the vocals
  5. 00:49:143 - ^ ^
  6. 00:56:969 - ^ ^
  7. 00:59:578 - ^ ^
  8. 01:10:176 (1,2,3,4) - Normal diffs should not have flow break with such big angles I don't think this is flow breaking
  9. 01:40:828 (3,1) - https://osu.ppy.sh/ss/3696739 nice idea! fixed.
  10. 01:43:437 (3,1) - ^ done
  11. 01:45:393 - http://puu.sh/kgtoA.jpg I like how it's currently set up
  12. 01:55:828 - This missing sound, like I said before nope
  13. 02:02:676 - ^ ^
  14. 02:42:132 (3) - Make this a repeat 1/2 slider I like how I currently have it
  15. 02:52:567 - Like I said in easy fixed.
  16. 03:13:111 - Add something like the earlier two, this is intentionally missing
[Hard]
Use Distance Snap breaking wisely, Don't make traps :( I think this is fine for the most part, but ended up fixing some of the DS breaks
  1. 00:02:513 - This missing note makes me lost :( fixed.
  2. 00:11:480 (1,2,3) - Too close this was intentional
  3. 00:20:285 (5,1) - Reverse each of them for better flow nice idea! done.
  4. 00:27:785 (4,1) - Too close fixed.
  5. 00:29:090 (4,1) - ^ fixed.
  6. 00:42:948 (2,3) - Stack them instead of (1-2) can avoid this DS trap sure
  7. 00:53:056 - Copy 00:53:219 (1) , paste here and remove NC I like how it's currently set up
  8. 00:55:176 - Missing note this was intentionally set up like this
  9. 01:03:002 (2,1) - Reverse 2, and do the same thing I suggest at 00:53:056 nope; I like how it currently is
  10. 02:52:567 (2,1) - Blanket done.
  11. 03:00:312 - Strong sound nice observation, but I think it's fine how it's currently set up. Will fix if another modder points this out
  12. 03:40:176 (1,2,3,4) - Give each of them once more repeat nice idea, it fits really well! done.
The last diff: too hard for me to mod :( Sorry don't worry about it 8-)
So that is my mod. Good luck with your map :)Thanks for the mod! ;)
KASUM1
Hello~! As requested from my queue

Sorry for the delay :'(

[Bloom]

00:02:187 (1,4) - stack the trails
00:08:219 (4,3) - overlap
00:14:904 (2,4) - more neater blanket
00:16:698 (1,3) - ^
00:18:002 (1,3) - ^
00:29:415 (5,1) - move (5) away
00:29:089 (4,1) - overlap
00:33:817 (1,2) - more neater blanket
00:34:959 (1,5) - I don't think this overlap is intentional
01:48:817 (2,1) - fix blanket
01:49:143 (1,4) - overlap
02:03:654 (1,3) - more neater
02:04:795 (1,3) - I don't think this overlap is intentional too
02:15:230 (1,3) - overlap
03:26:317 (3,1) - fix blanket

That's all , I hope my mod helps :D
Topic Starter
Doormat

KASUM1 wrote:

Hello~! As requested from my queue

Sorry for the delay :'( don't worry about it

[Bloom]

00:02:187 (1,4) - stack the trails I think it'd be better if I stacked the start of the (4) slider to the slider tail of (1)
00:08:219 (4,3) - overlap fixed it by making them stack
00:14:904 (2,4) - more neater blanket I think I fixed it
00:16:698 (1,3) - ^ fixed
00:18:002 (1,3) - ^fixed
00:29:415 (5,1) - move (5) away ended up moving a few things around here; I think it's better now?
00:29:089 (4,1) - overlap fixed
00:33:817 (1,2) - more neater blanket fixed this, I think
00:34:959 (1,5) - I don't think this overlap is intentional yeah, it wasn't woops. fixed
01:48:817 (2,1) - fix blanket fixed
01:49:143 (1,4) - overlap fixed
02:03:654 (1,3) - more neater fixed
02:04:795 (1,3) - I don't think this overlap is intentional too fixed
02:15:230 (1,3) - overlap fixed
03:26:317 (3,1) - fix blanket I think i fixed it

That's all , I hope my mod helps :D
Thanks for the mod! :)
Jonarwhal
M4M on this queue.
Haven't done a mod in awhile. Sorry if this lacks quality.
General
  1. Breaks should be consistent across difficulties, especially if you made all of them. Make all of the breaks the same on all of your difficulties. (You may want to save a copy of the erased portions in case you want to add them back or play them later.)
Easy
SV with this BPM is almost too high for an easy. You may have to lower it.
  1. 00:24:524 (1) - Move the end to about x-222 y-122 for proper blanket
  2. 00:28:763 (2,1) - Spacing, these are too close together.
  3. 00:45:393 - Try a rhythm like this, to emphasize 00:46:045 - this time,
    If you do that ^^^ Also do it 00:55:828 - here and 02:03:654 - here and 02:14:089 - here and 03:24:524 - here.
  4. 01:14:089 (1) - Rotate this 90° anti-clockwise to easily avoid some overlap 01:15:882 (2) - here. (Example)
    Also do that ^^^ 02:32:350 (1) - here. (Example)
  5. 01:59:741 (1,2) - Correct blanket, and copy/paste again. (You can ignore the stack 01:58:437 (1) - here if needed. It can't be seen.)
Normal
  1. 00:32:350 (1) - Move the red tick so that it happens 00:32:676 - here: x-473 y-235. Also apply for the following slider.
  2. 00:40:828 (2,3) - Mapping these red ticks is unnecessary in normal, do a 1/1 slider like you do 00:42:132 (3) - here. The 1/2 slider sound nice in places like 00:01:046 - here and here, but they don't sound necessary here, or 01:59:089 - here.
  3. 01:14:415 (2,3,4) - Try a rhythm like this to emphasize 01:15:393 (1) - this.
    Apply this ^^^ 01:17:676 - here too.
  4. 01:50:937 - Move the red tick so that it happens 01:50:937 - here: x-347 y-184. Also apply for the following slider.
Hard
This is fun!
  1. 00:06:263 (1,2,3,4) - These should probably be jumps. It feels too relaxed without them.
  2. 00:15:719 (2,3) - Fix blanket.
  3. 01:12:459 - Instead of doing double-repeating sliders, which will be hard to notice, try doing this for all of them.
  4. Also, correct that ^^^ 02:29:741 - here and 03:40:176 - here.
Bloom
  1. 00:06:263 (1,2,3,4) - If you followed my suggestion here in hard, then definitely follow it here too.
  2. 00:55:013 - Try a different rhythm, like this.
(that's all I could find for Bloom. I'm not good at modding insane/extra)
Good Luck~!! :D
Topic Starter
Doormat

jonawaga wrote:

M4M on this queue.
Haven't done a mod in awhile. Sorry if this lacks quality. don't sweat it
General
  1. Breaks should be consistent across difficulties, especially if you made all of them. Make all of the breaks the same on all of your difficulties. (You may want to save a copy of the erased portions in case you want to add them back or play them later.) The breaks are consistent in where they start; each difficulty has shorter break times, so each harder difficulty is like an endurance test of some sorts. I'll change this if a BN mentions it.
Easy
SV with this BPM is almost too high for an easy. You may have to lower it. I think the SV is fine
  1. 00:24:524 (1) - Move the end to about x-222 y-122 for proper blanket fixed
  2. 00:28:763 (2,1) - Spacing, these are too close together. fixed
  3. 00:45:393 - Try a rhythm like this, to emphasize 00:46:045 - this time,
    If you do that ^^^ Also do it 00:55:828 - here and 02:03:654 - here and 02:14:089 - here and 03:24:524 - here. I think this is fine for an easy, so no change
  4. 01:14:089 (1) - Rotate this 90° anti-clockwise to easily avoid some overlap 01:15:882 (2) - here. (Example)nice idea! fixed
    Also do that ^^^ 02:32:350 (1) - here. (Example) done
  5. 01:59:741 (1,2) - Correct blanket, and copy/paste again. (You can ignore the stack 01:58:437 (1) - here if needed. It can't be seen.) fixed the blanket
Normal
  1. 00:32:350 (1) - Move the red tick so that it happens 00:32:676 - here: x-473 y-235. Also apply for the following slider. sure
  2. 00:40:828 (2,3) - Mapping these red ticks is unnecessary in normal, do a 1/1 slider like you do 00:42:132 (3) - here. The 1/2 slider sound nice in places like 00:01:046 - here and here, but they don't sound necessary here, or 01:59:089 - here. but I like the 1/2 sliders ;w; no change for now
  3. 01:14:415 (2,3,4) - Try a rhythm like this to emphasize 01:15:393 (1) - this.
    Apply this ^^^ 01:17:676 - here too. I'm folllowing the vocals here, so no change
  4. 01:50:937 - Move the red tick so that it happens 01:50:937 - here: x-347 y-184. Also apply for the following slider. sure
Hard
This is fun! nice to hear that, thanks!
  1. 00:06:263 (1,2,3,4) - These should probably be jumps. It feels too relaxed without them. I think it's fine for now, but I see what you mean. Will consider changing if more people feel this way
  2. 00:15:719 (2,3) - Fix blanket. fixed
  3. 01:12:459 - Instead of doing double-repeating sliders, which will be hard to notice, try doing this for all of them. nice idea!
  4. Also, correct that ^^^ 02:29:741 - here and 03:40:176 - here. fixed
Bloom
  1. 00:06:263 (1,2,3,4) - If you followed my suggestion here in hard, then definitely follow it here too. Like I said in Hard, I think it depends on more feedback. Will leave as is for now
  2. 00:55:013 - Try a different rhythm, like this. I think the current pattern is fine
(that's all I could find for Bloom. I'm not good at modding insane/extra) don't worry too much about it, you did your best
Good Luck~!! :D
Thanks for the mod! Been a little busy the past few days finishing up my own mods, and I got sick too :( But definitely going to check out your suggestions soon. I'll try and mod your map some time tomorrow or Wednesday.

edit: took a look at your suggestions and modded the map.
Kibbleru
surprisingly gud for a new mapper
Topic Starter
Doormat

Kibbleru wrote:

surprisingly gud for a new mapper
abababababa I don't do well with praise ;w; to be honest, I think it could be a lot better..
Fycho
good map, call me to mod when you are ready.
Topic Starter
Doormat

Fycho wrote:

good map, call me to mod when you are ready.
-incoherent loud screaming-

Kibbleru

Doormat wrote:

Fycho wrote:

good map, call me to mod when you are ready.
-incoherent loud screaming-

^wtfffffffffffffffffffffffffffffffffffffffffffff
@_@

notice me too xddddddddddd
Fycho
[General]
  1. What’s the purpose of using soft-hitfinish.wav? it’s not a crash but a weak default hitnormal, why do you add them on 00:11:480 - 00:21:915 - 00:45:393 –etc? I suggest you use a strong cymbal/crash hitsounds to replace it.
  2. soft-hitnormal.wav is a kick drum hitsound, which is too noisy to be a hitnormal in my opinion. These kick drums should only be added to beats like 00:45:393 -00:46:045 -00:46:698 –etc, which are kick drums in music, while it’s quite noisy when they are on red ticks and some quite parts. You may rearrange the hitsounds and manually add them to 1,3 white ticks.
  3. Please use blank as soft-sliderslide2.wav, soft-sliderslide3.wav, soft-sliderslide4.wav if needed too.
[Insane]
  1. 00:01:046 (1,2,3,4,5) –how about making a regular pentagon? current pattern is a bit random.
  2. 00:21:344 (2) –I strongly recommend you to delete this note, it’s overmapped and weird to play.
  3. 00:50:203 –add a circle? There is a triplet in music. Same for other similar parts.
  4. 00:10:176 (1,2,3) - 01:28:437 (1,2,3) –slider jumps can be used here to emphasize the strong beats
  5. 01:39:605 (2) –delete this and add a circle on 01:39:442 – to fit the music better.
  6. 02:47:431 (2) –same as above, overmapped
  7. 03:08:872 (1) –I suggest you make the sliderend clickable, because 03:09:035 - it’s even stronger than 03:08:790 –
  8. 03:09:035 –03:11:480 (1) - make it two circles for better clickable too
  9. 03:14:089 (1,2,3,4,1,2,3,4) –especially, these hitnormals in the part turn to very noisy.
  10. 03:18:002 –not a good idea to use a slider and miss the strong beat. Three circles or circle+1/2slider works better
[Hard]
  1. 00:21:915 (1,2,3,1) –why decrease the DS suddenly? The overlapping doesn’t fit the whole difficulty imo.
  2. 00:54:524 (1,2) –01:04:959 (1,2) - same, you may follow DS more to avoid such weird overlapping.
  3. 01:03:002 (2,1) –more space is required, it’s easy to misread them as 1/2 rhythm, especially the circle is after a sliderend, because sliderend is weak, and easy to hit usually used as jump beginning, so people tend to read this as a 1/2 jump.
  4. 01:54:524 (1) –this shape looks bad along with the other sliders. It’s curved too much. I mean, this isn’t weird itself, but it’s weird when looking it together with 01:54:198 (4) – and 01:55:176 (3,4) –. Maybe try this: http://puu.sh/kIuKI/8cf9243279.jpg
  5. 02:25:665 (1,2) –increase their space please. You could follow distance snap more rather than random reducing the space.
[Normal]
  1. 01:42:132 (2,3,1,2,3) –make them a diamond shape? For better looking
  2. 01:40:828 (3) –01:43:437 (3) - I don’t think curving too much looks good here, a straight horizontal slider looks much better
[Easy]
  1. OD-1, HP-1 to balance difficulty setting.
  2. 00:37:893 - 00:39:198 - tick hitsounds like these are too noisy, you need to reduce the volume to 45% ~55% in my opinion. Morever I recommend you to check the whole difficulty, reduce all the tick sounds volume to a proper value.
  3. 02:52:567 (3,1) –not a good idea to use 1/2 pattern in easy difficulty, it’s too hard to hit for newbies. Rhythm can be simplified like: http://puu.sh/kIvzd/ca48992ae9.jpg
    Not following vocal because you are following drums always. A quich shift between tracks doesn’t work well
  4. 02:57:785 (3) –^
Though the map can still be improved a lot imo, it's quite a good job for first map. Get three more mods then call me back.
samplefish
hi doormat!

this song is the best, also here from your mod on my last map

here is my mod of the last diff except its not really a mod just some thoughts but is that a mod? idk

03:14:089 (1) - 03:24:361 (6) - i feel this section should be much much slower. a lot of the music goes away when this part begins, so it definitely shouldnt be faster than the previous part its following

02:37:567 (1) - i think this section is the most intense part of the map by a long shot, big spacing, lots of circles and triplets in a row without sliders, was quite unexpected to come after the kiai just finished

03:54:850 (2,3) - ctrl-g arrange to something like http://puu.sh/kIvTw/9e2cf48fba.jpg would play better?

04:02:676 (3) - did you mean to put this in the center of 04:01:698 (3,4,5,6,7,8,9,10,1) -

00:55:013 (3) - i wouldve used this rhythm instead http://puu.sh/kIw4y/2a6dc6c033.jpg because there is a pause after 3, then stacked 4 on 3 with big spacing in between 4 5 6, and the next combo to emphasize these sections more since there is a lot of energy in the "honey come" sections that i feel the 2 sliders arent really capturing.

03:16:045 (4,5) - the instruments are very soft here, it is much better to follow the vocals in this section since it was specifically made to emphasize the vocals

just some thoughts, i know theyre hard to change but yeah ;w;

(i originally wanted to m4m but then i gave up)
Topic Starter
Doormat

Fycho wrote:

[General]
  1. What’s the purpose of using soft-hitfinish.wav? it’s not a crash but a weak default hitnormal, why do you add them on 00:11:480 - 00:21:915 - 00:45:393 –etc? I suggest you use a strong cymbal/crash hitsounds to replace it. yeah, I was planning on replacing the hitfinish anyways; doesn't sound completely appropriate with the song
  2. soft-hitnormal.wav is a kick drum hitsound, which is too noisy to be a hitnormal in my opinion. These kick drums should only be added to beats like 00:45:393 -00:46:045 -00:46:698 –etc, which are kick drums in music, while it’s quite noisy when they are on red ticks and some quite parts. You may rearrange the hitsounds and manually add them to 1,3 white ticks. I was also considering changing these since they conflict with the soft-hitclap.wav. Thanks for pointing that out! edit: ended up deleting the hitnormal
  3. Please use blank as soft-sliderslide2.wav, soft-sliderslide3.wav, soft-sliderslide4.wav if needed too. woops my bad. fixed-

    regarding hitsounds I might just get rid of the soft-hitnormal and soft-hitfinish
[Insane]
  1. 00:01:046 (1,2,3,4,5) –how about making a regular pentagon? current pattern is a bit random. okay, fine- A regular pentagon looks prettier anyways, so it worked out in the end =w=
  2. 00:21:344 (2) –I strongly recommend you to delete this note, it’s overmapped and weird to play. another modder mentioned this, but I wasn't entirely sure on how to make it flow; ended up making the (1) a 1/2 slider to help with flow
  3. 00:50:203 –add a circle? There is a triplet in music. Same for other similar parts. nice catch! added
  4. 00:10:176 (1,2,3) - 01:28:437 (1,2,3) –slider jumps can be used here to emphasize the strong beats Actually, I wanted these sliders to be identical and blanket each other, but the slider jump idea isn't bad either. I'll leave it as it is for now and give it some more thought; I'll probably change it if another modder suggests the same thing
  5. 01:39:605 (2) –delete this and add a circle on 01:39:442 – to fit the music better. nice catch; I did something similar to what I did at 00:21:344 (2)
  6. 02:47:431 (2) –same as above, overmapped fixed
  7. 03:08:872 (1) –I suggest you make the sliderend clickable, because 03:09:035 - it’s even stronger than 03:08:790 – why not
  8. 03:09:035 –03:11:480 (1) - make it two circles for better clickable too sure
  9. 03:14:089 (1,2,3,4,1,2,3,4) –especially, these hitnormals in the part turn to very noisy. changed the hitnormal to something more subdued; hopefully that fixes this issue
  10. 03:18:002 –not a good idea to use a slider and miss the strong beat. Three circles or circle+1/2slider works better ended up going with the circle + 1/2 slider idea; also ended up changing this entire section as samplefish pointed out that this section felt too quick for what should've been a slowed down section
[Hard]
  1. 00:21:915 (1,2,3,1) –why decrease the DS suddenly? The overlapping doesn’t fit the whole difficulty imo. yeahhh, don't know what I was thinking. fixed-
  2. 00:54:524 (1,2) –01:04:959 (1,2) - same, you may follow DS more to avoid such weird overlapping. ^
  3. 01:03:002 (2,1) –more space is required, it’s easy to misread them as 1/2 rhythm, especially the circle is after a sliderend, because sliderend is weak, and easy to hit usually used as jump beginning, so people tend to read this as a 1/2 jump. fixed
  4. 01:54:524 (1) –this shape looks bad along with the other sliders. It’s curved too much. I mean, this isn’t weird itself, but it’s weird when looking it together with 01:54:198 (4) – and 01:55:176 (3,4) –. Maybe try this: http://puu.sh/kIuKI/8cf9243279.jpg again, nice idea! ended up making the (4) a blanket and so it's less curved
  5. 02:25:665 (1,2) –increase their space please. You could follow distance snap more rather than random reducing the space. fixed this by changing the slider shape
[Normal]
  1. 01:42:132 (2,3,1,2,3) –make them a diamond shape? For better looking ended up changing the entire pattern at 01:40:828 (3,1,2,3,1,2,3,1,2) to get the diamond shape, but I think it looks a bit better now
  2. 01:40:828 (3) –01:43:437 (3) - I don’t think curving too much looks good here, a straight horizontal slider looks much better yeah, the curve here is a little ridiculous. Fixed-
[Easy]
  1. OD-1, HP-1 to balance difficulty setting. I believe it's okay as it is, but some earlier modders also pointed out that my original settings were too high, so I ended up changing these
  2. 00:37:893 - 00:39:198 - tick hitsounds like these are too noisy, you need to reduce the volume to 45% ~55% in my opinion. Morever I recommend you to check the whole difficulty, reduce all the tick sounds volume to a proper value. this was actually something I forgot to do, woops. fixed it by reducing volume of the ticks by 20% of their current value (e.g. 70% --> 50%)
  3. 02:52:567 (3,1) –not a good idea to use 1/2 pattern in easy difficulty, it’s too hard to hit for newbies. Rhythm can be simplified like: http://puu.sh/kIvzd/ca48992ae9.jpg
    Not following vocal because you are following drums always. A quich shift between tracks doesn’t work well well, I can't really argue with that logic. fixed
  4. 02:57:785 (3) –^ same as above
Though the map can still be improved a lot imo, it's quite a good job for first map. Get three more mods then call me back. you and me both. Thanks for offering to recheck it!
Thanks for the mod!

samplefish wrote:

hi doormat!

this song is the best, also here from your mod on my last map this song is indeed best, and awaaa thanks ;w;

here is my mod of the last diff except its not really a mod just some thoughts but is that a mod? idk

03:14:089 (1) - 03:24:361 (6) - i feel this section should be much much slower. a lot of the music goes away when this part begins, so it definitely shouldnt be faster than the previous part its following I agree; ended up changing it to 0.8x SV

02:37:567 (1) - i think this section is the most intense part of the map by a long shot, big spacing, lots of circles and triplets in a row without sliders, was quite unexpected to come after the kiai just finished i was actually unsure if I should use kiai time here because I didn't want to spam it, but I guess I'll add it here since it makes sense

03:54:850 (2,3) - ctrl-g arrange to something like http://puu.sh/kIvTw/9e2cf48fba.jpg would play better? I agree

04:02:676 (3) - did you mean to put this in the center of 04:01:698 (3,4,5,6,7,8,9,10,1) - woops; fixed

00:55:013 (3) - i wouldve used this rhythm instead http://puu.sh/kIw4y/2a6dc6c033.jpg because there is a pause after 3, then stacked 4 on 3 with big spacing in between 4 5 6, and the next combo to emphasize these sections more since there is a lot of energy in the "honey come" sections that i feel the 2 sliders arent really capturing. I actually had it set up like this in for Hard; I ended up changing the (3) into a 1/2 slider and using your (4,5,6) idea. Hopefully it still emphasizes the "honey come" section

03:16:045 (4,5) - the instruments are very soft here, it is much better to follow the vocals in this section since it was specifically made to emphasize the vocals I sort of went with this idea; I ended up making these circles 1/2 sliders instead- hopefully they fit better than the circles did

just some thoughts, i know theyre hard to change but yeah ;w;

(i originally wanted to m4m but then i gave up)
Oh hello again! Your mod is certainly a welcome surprise :) Thanks!
micchi_chi
Hi from my modding Q~

Wow, uploaded for two months and already noticed by nominator and QAT senpais, I'm sort of envious *^*
While I'm here still waiting for nominator to notice me >.<


Anyway let's mod...

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : dem, pls don't do dis

[General]
  1. 02:37:567 I think the kiai here is unnecessary since the chorus ends there. If you want to keep the star burst maybe just turn it on and turn it off again afterwards (not making a "kiai gap", lol what the hell xD)

[Easy]
  1. 00:16:698 You better add a note here, the sound here is pretty (if not very) big. There's even cymbal sound so you can add finish hitsound afterwards. But since you have it all over your map, maybe you don't want to change it xD
  2. 01:48:002 (3) - I think it would look and flow (?) better if you curve it the other way http://puu.sh/kKSL2/1b817143ec.jpg and maybe you could add finish to the three points (head, reverse, tail)
  3. 02:37:567 (1) - Nazi : this could flow to (2) better like http://puu.sh/kKSSx/21791afc22.jpg
  4. Yeah

[Normal]
  1. 00:17:676 (3,1) - Isn't this kind of stack a bit confusing for Normal? o^o
  2. 00:21:263 (5) - Lol, stack tail with (1)
  3. 00:44:415 Add a note~
  4. 03:13:111 ^
  5. good

[Hard]
  1. 00:04:795 (1,2) - The little jump don't really make sense imo .-. maybe just DS it
  2. 01:03:002 (2) - I prefer it Ctrl+g-ed
  3. 01:11:480 (1,2,3,4) - And so on, I think it would make more sense if the slider following the vocal like you did here 00:37:567 (1,2,3,4) -
  4. 04:02:350 (1,2) - Actually, you better use single 3/2 slider like you did in Easy and Normal. Ending the slider at white tick don't really make sense

I'll end this here since I don't think I can mod the Insane that well x-x
I want to give some stars, but since it's starred so it would be unnecessary right? lol xD

Good luck~^^
Sc4v4ng3r
Hello~ NM as requested in my queue~
The map caught my attention due to it being full size xD

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

[General]
  1. Combo colour 2 and 3 are almost similar to each other, consider adding a colour in between them to avoid confusion.
[Easy]
  1. 00:06:263 (1,2,3,4) - Just my opinion here, beginners could expect the flow and it would be much more neater if this was a perfect rhombus, instead of going bit random on the shape with the placement of (4).
  2. 00:20:611 (4,2) - I'm not really against red anchors on the end of sliders in Easy difficulties. It is just that it will be hard for beginners to read the sharp curve at the end of these sliders.(Not really sharp, but you get what I mean) Well although these sliders could avoid that by moving the red anchor more towards the middle of the slider, 01:01:045 (1,2) - these are bit more serious, as it is right in the beginning of the slider and beginners often will move literally according to the shape of the slider, so these kinds of slider shapes will make the difficulty harder.
  3. 00:40:176 (1,3) - I don't like the looks of the pattern here; (3) appears when (1) is being played out, which blocks vision for the hitcircle of (3), and that reduces readability for the players as they will look at the hitcircle first instead of the approach circle. You could move (3) down so that it creates a triangle with 00:40:176 (1,2,3) - these notes, and blanket (4) with (3) afterwards.
  4. 00:48:002 (1,2,3) - I'm not a fan of this kinds of flow, as beginners won't likely expect (2) to be on top of (1) instead of following the flow. They may even expect (2) to be on (3)'s place as flow is suggesting to move towards (3).
  5. 01:29:741 (1) - 1x DS out of nowhere when all others used 0.9x DS.
  6. 02:39:524 (4) - I don't like to use 1/2 repeated sliders in Easy, due to it being really short in length with the SV, and they won't really be able to figure out what time they are supposed to end the slider with the short react time it has. Since the difficulty isn't that hard in general, you wouldn't want to throw off a harder technique at them.
[Normal]
  1. 00:37:567 - I don't know about leaving this space not mapped, mapping this space with a circle will give a smoother transition towards the next musical section.
  2. 00:55:828 (1,2,3,4,5,6) - The flow here kinda struck me while I was testplaying as it gone literally in a anti-clockwise motion which does get boring overtime. I know you didn't use this kind of flow for the whole map so it would be fine, but seeing that other patterns weren't this type of flow, you could try to make this flow similar to them.
  3. 01:35:285 (1,2,3,1,2,3,1,2,3) - These stacks doesn't go well with the other stacks, as the other stacks were all having 2/1 gaps instead of 1/1, which may confuse newer players. You should distinguish between 2/1 rhythm and 1/1 rhythm at least to avoid confusion during gameplay.
  4. 02:58:763 (2,4) - Rhythm choice here is not that preferable, as these 2 notes belong to the same instruments as 02:58:437 (1,3) - , which makes these circles play out weirdly due to them being clickable.
  5. The difficulty itself is fine; But few flow improvements on parts such as 01:42:132 (5,6,1,2,3) - can improve the difficulty even more :D
Well due to me having not enough time to mod the other difficulty, I'll stop here. Hope to see this get ranked as it is starred :D
GL!
Topic Starter
Doormat

hanyuu_nanodesu wrote:

Hi from my modding Q~

Wow, uploaded for two months and already noticed by nominator and QAT senpais, I'm sort of envious *^*
While I'm here still waiting for nominator to notice me >.< awaaaa I'm still having a hard time believing it ;w;


Anyway let's mod...

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : dem, pls don't do dis

[General]
  1. 02:37:567 I think the kiai here is unnecessary since the chorus ends there. If you want to keep the star burst maybe just turn it on and turn it off again afterwards (not making a "kiai gap", lol what the hell xD) actually, this was originally not in kiai time, but I turned it on for this section because one modder mentioned how this part was "the most intense part of the map" and that it was unexpected because the kiai time just finished. I'll probably change it back if more people feel this way over the other though

[Easy]
  1. 00:16:698 You better add a note here, the sound here is pretty (if not very) big. There's even cymbal sound so you can add finish hitsound afterwards. But since you have it all over your map, maybe you don't want to change it xD this note skip was actually intentional because I planned to focus on the vocals during this part rather than the piano. The extra note here isn't a bad idea though, so I'll probably add it if more people feel this way
  2. 01:48:002 (3) - I think it would look and flow (?) better if you curve it the other way http://puu.sh/kKSL2/1b817143ec.jpg and maybe you could add finish to the three points (head, reverse, tail) sure; changed the curve. didn't add the finishes though
  3. 02:37:567 (1) - Nazi : this could flow to (2) better like http://puu.sh/kKSSx/21791afc22.jpg fixed
  4. Yeah okay

[Normal]
  1. 00:17:676 (3,1) - Isn't this kind of stack a bit confusing for Normal? o^o I don't think it's confusing-
  2. 00:21:263 (5) - Lol, stack tail with (1) woops; fixed
  3. 00:44:415 Add a note~ this was intentionally skipped
  4. 03:13:111 ^ ^
  5. good cool

[Hard]
  1. 00:04:795 (1,2) - The little jump don't really make sense imo .-. maybe just DS it sure
  2. 01:03:002 (2) - I prefer it Ctrl+g-ed me too; fixed
  3. 01:11:480 (1,2,3,4) - And so on, I think it would make more sense if the slider following the vocal like you did here 00:37:567 (1,2,3,4) - well it IS less confusing if the circle came before the slider, so why not
  4. 04:02:350 (1,2) - Actually, you better use single 3/2 slider like you did in Easy and Normal. Ending the slider at white tick don't really make sense yeah, I think another modder complained about the same thing? Ended up changing this to a 3/2 slider

I'll end this here since I don't think I can mod the Insane that well x-x you did your best!
I want to give some stars, but since it's starred so it would be unnecessary right? lol xD still, thanks for the star *w*

Good luck~^^
Thanks for the mod and star! :)

[Sc4v4ng3r] wrote:

Hello~ NM as requested in my queue~
The map caught my attention due to it being full size xD ayyy

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

[General]
  1. Combo colour 2 and 3 are almost similar to each other, consider adding a colour in between them to avoid confusion. I would if I could, but I'm already using the max of 8 combo colours ;w; I ended up changing the hues slightly so the yellow is slightly more yellow. Hopefully that fixed it?
[Easy]
  1. 00:06:263 (1,2,3,4) - Just my opinion here, beginners could expect the flow and it would be much more neater if this was a perfect rhombus, instead of going bit random on the shape with the placement of (4). actually, 00:06:263 (1,2,3) is a triangle, whereas 00:06:915 (2,3,4,1) is a square. I thought it was pretty neat, and it's not that flow breaking, so no change here-
  2. 00:20:611 (4,2) - I'm not really against red anchors on the end of sliders in Easy difficulties. It is just that it will be hard for beginners to read the sharp curve at the end of these sliders.(Not really sharp, but you get what I mean) Well although these sliders could avoid that by moving the red anchor more towards the middle of the slider, 01:01:045 (1,2) - these are bit more serious, as it is right in the beginning of the slider and beginners often will move literally according to the shape of the slider, so these kinds of slider shapes will make the difficulty harder. I don't think this is a problem, but I get what you mean. I'll consider changing it if more people point this out
  3. 00:40:176 (1,3) - I don't like the looks of the pattern here; (3) appears when (1) is being played out, which blocks vision for the hitcircle of (3), and that reduces readability for the players as they will look at the hitcircle first instead of the approach circle. You could move (3) down so that it creates a triangle with 00:40:176 (1,2,3) - these notes, and blanket (4) with (3) afterwards. sure
  4. 00:48:002 (1,2,3) - I'm not a fan of this kinds of flow, as beginners won't likely expect (2) to be on top of (1) instead of following the flow. They may even expect (2) to be on (3)'s place as flow is suggesting to move towards (3). I think the AR is low enough so that beginners can have enough time to register that the (2) is on top of the (1), so no change was applied here
  5. 01:29:741 (1) - 1x DS out of nowhere when all others used 0.9x DS. woops; fixed
  6. 02:39:524 (4) - I don't like to use 1/2 repeated sliders in Easy, due to it being really short in length with the SV, and they won't really be able to figure out what time they are supposed to end the slider with the short react time it has. Since the difficulty isn't that hard in general, you wouldn't want to throw off a harder technique at them. I don't think this is a problem; it goes along just fine with the music, and I believe there's enough time for beginners to register the pattern; no change was made here
[Normal]
  1. 00:37:567 - I don't know about leaving this space not mapped, mapping this space with a circle will give a smoother transition towards the next musical section. I think it's fine for now, but the extra circle here isn't bad either. I'll keep it as it is for now, and consider adding in a circle if others point it out as well
  2. 00:55:828 (1,2,3,4,5,6) - The flow here kinda struck me while I was testplaying as it gone literally in a anti-clockwise motion which does get boring overtime. I know you didn't use this kind of flow for the whole map so it would be fine, but seeing that other patterns weren't this type of flow, you could try to make this flow similar to them. I don't think this is a big issue, so no change was made here
  3. 01:35:285 (1,2,3,1,2,3,1,2,3) - These stacks doesn't go well with the other stacks, as the other stacks were all having 2/1 gaps instead of 1/1, which may confuse newer players. You should distinguish between 2/1 rhythm and 1/1 rhythm at least to avoid confusion during gameplay. changed the stacks so that it's something similar to 00:17:024 (1,2,3,1,2,3,1,2,3)
  4. 02:58:763 (2,4) - Rhythm choice here is not that preferable, as these 2 notes belong to the same instruments as 02:58:437 (1,3) - , which makes these circles play out weirdly due to them being clickable. I ended up deleting the (2,4) and changing this pattern slightly to accommodate the deleted notes
  5. The difficulty itself is fine; But few flow improvements on parts such as 01:42:132 (5,6,1,2,3) - can improve the difficulty even more :D
Well due to me having not enough time to mod the other difficulty, I'll stop here. Hope to see this get ranked as it is starred :D
GL!
Thanks for the mod! :)
Mercurial
Even if Fycho said that you needed 3 mods more, I'd wish to contribute as well.

You wanted me to check Hard and Insane, so that's what I'm going to do.

Okay, let's start.

[General]

  1. Clear. Noice!

[Hard]

  1. 00:41:154 (5,1) - Is there any reason for this "mini" jump? Sorry for being a little picky 'bout this, it just annoys me. It's okay if you want to keep that pattern like that.
  2. 01:54:198 (4,1) - Spacing inconsistency. Nothing relevant tbh.

[Bloomsane]

  1. Nothing really.
Am I seriously modding a map from a user without any ranked map yet? It seems unreal to me.

Very nice job, really hope to see this mapset ranked soon!.
Topic Starter
Doormat

Mercurial wrote:

Even if Fycho said that you needed 3 mods more, I'd wish to contribute as well. actually I wanted to collect a few more before calling Fycho to recheck it because the Hard/Insane didn't receive as much mods compared to the Easy/Normal

You wanted me to check Hard and Insane, so that's what I'm going to do.

Okay, let's start.

[General]

  1. Clear. Noice! ayyy

[Hard]

  1. 00:41:154 (5,1) - Is there any reason for this "mini" jump? Sorry for being a little picky 'bout this, it just annoys me. It's okay if you want to keep that pattern like that. not really; the (1) is a horizontal mirror of (5), so I thought that it'd be okay. However, readjusting the DS here makes it nicer in my opinion, so I changed it
  2. 01:54:198 (4,1) - Spacing inconsistency. Nothing relevant tbh. I think I fixed it; made the (1) a little bit closer

[Bloomsane]

  1. Nothing really. cool
Am I seriously modding a map from a user without any ranked map yet? It seems unreal to me. kyaaa thanks for the compliment ;w;

Very nice job, really hope to see this mapset ranked soon!.
Thanks for the mod! :)
Mercurial
Ya welcome, call me back if you need my services again.
Frostings
yeah you should probably change the background i dunno

[General]
  1. 02:37:567 - remove this kiai
  2. I think you should remove the "kiai toggle" in the middle of your chorus sections because star effect is kinda overused and the parts you use them in aren't really that unique to warrant one

[Easy]
  1. 02:58:437 (1,2) - I think you should either mirror these about the center exactly (ctrl+H) or not make them symmetric at all, because it looks obviously asymmetric and gives it bad structure
  2. 03:01:045 (1,2,1,2) - same thing here, except 180 degree rotations instead of ctrl+H
  3. 02:55:665 (1,2) - same as above, though not as noticeable
  4. 02:50:448 (1,2) - ^^^^^^^
  5. 00:04:306 (2,3) - small suggestion, probably rotate (3) counterclockwise a bit more to make 2+3 a better looking shape
  6. 00:42:785 (1) -
  7. 02:01:045 (1) -
  8. 03:11:480 (1) -
    these spinners are obviously too short for an Easy diff, spinners should ideally be at least two bars long
    You should probably map it out with circles and sliders instead, no need to force your map to have spinners
    or whatever
  9. 03:10:176 (3) - start the slider 1/2 earlier so it lands on the stronger beat

    You know what would be really cool? normal whistles. normal whistles everywhere.
  10. 00:10:176 (3) - normal whistles on all three ticks instead of claps :^)
  11. 01:28:437 (3) - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  12. 01:15:882 (4) - normal whistle on the body and tail (not on head)
  13. 01:18:491 (4) - ^^^^^^
  14. 02:34:143 (4,4) - ^^^^^^^^
  15. 03:44:578 (4,4) - ^^^^^^^^^^^^^^
  16. 02:50:448 (1,2) - whistlesssssadfafd (head body and tail) instead of boring ol' soft finishes
  17. 02:55:665 (1,2) - ^^^^^^^^^^^^^^
  18. 03:02:676 (2) - finish on tail to emphasize this k00l part $$$
  19. 03:05:285 (2) - ^^
  20. 03:07:893 (2) - not here tho
  21. 04:02:350 (3) - whistle on head and tail instead of the other hitsounds (maybe normal finish on tail)
  22. 03:19:306 - I think you should map starting from here since you do in the rest of your diffs, and similar parts are mapped in this diff as well

[Normal]
just some very general comments
I think relatively small CS with higher SV don't go well together in Normal maps
It doesn't allow room for creativity all that much, since you're constantly forced to make similar choices in patterning and note-placement (hindered by a general consensus on distance snap and to not break star difficulty), as well use similar rhythm to make it even look like a Normal and not a Hard
You should consider using 3~3.2 CS with SV scaling linearly (e.g 1.0 easy, 1.2 normal, 1.4 hard), or if you want to use smaller circles, make SV scale non-linearly (e.g. 1.0 easy, 1.1 normal, 1.4 hard etc) because smaller circles already makes SV seemingly faster
Doing this will make the difficulty curve suffer, but imo you can make better maps
just something to keep in mind

  1. 00:37:730 (1) - this first slider is really hard to hit since you miss the main beat. I think you should add a circle 1/2 earlier
  2. 01:55:991 (1) - same here

    Similar suggestions here with hitsounds and kiai as Easy :)

[Hard]
  1. 00:43:926 (1) - whistle on tail x)
  2. 02:02:187 (1) - ^
  3. 03:12:622 (1) - I agree!
  4. 04:02:350 (6) - uh maybe you should make this slider look nicer xd
  5. same hitsound suggestions

[Insane]
  1. 00:32:350 (1,2,3) - This pattern is too flat. Perhaps a sharper angle on (2) and space out 1+3 more
  2. 01:18:980 (3,4,1) - this is pretty hard to read, I would probably stack them directly on top of each other
  3. 01:18:002 (1,2) - looks kinda messy. after some experimenting, I found it looks better if you just move them away from each other a bit
  4. 01:20:448 (1) - probably should polish this slider or use a different style entirely
  5. 03:54:361 (1) - ^
  6. 02:39:687 (6,7) - I think you're missing the point, not emphasizing these at all
  7. 02:44:904 (6,7) - same here
  8. 03:18:002 - same with this beat
  9. 03:18:492 (4,7) - and these ones
  10. 03:45:393 (1,2,3,4,5,6,7,8) - nice idea, though I think you've put them too close to each other so it doesn't really achieve the effect you want
  11. 04:02:513 (2,3,4) - maybe try this to make the structure better
  12. 00:44:415 (1) - normal whistle on head and body :)
  13. 02:02:676 (1) - ^
  14. 03:13:111 (1) - ^
  15. and same hitsounds suggestion as other diffs
Topic Starter
Doormat

Frostings wrote:

yeah you should probably change the background i dunno it's related to the anime and it's safe for work- I don't see any problems with it

[General]
  1. 02:37:567 - remove this kiai still debating on whether I should delete this or not, since it's technically one of the most intense parts of the song; will give it more thought and get back to you on that
  2. I think you should remove the "kiai toggle" in the middle of your chorus sections because star effect is kinda overused and the parts you use them in aren't really that unique to warrant one I think it's fine because the star effect begins at every new section of the chorus (the chorus being divided into three parts), but you might be right as well; will consider doing so if somebody else points this out

[Easy]
  1. 02:58:437 (1,2) - I think you should either mirror these about the center exactly (ctrl+H) or not make them symmetric at all, because it looks obviously asymmetric and gives it bad structure doing so would break distance snap and then people will yell at me ;w; besides, (2) is a horizontal mirror of (1), so there is some symmetry; just not at the exact center
    edit: discussed this with you in IRC; ended up changing this because I misinterpreted what you meant. ended up having to change the pattern here to accommodate these changes, but I think it's better now-
  2. 03:01:045 (1,2,1,2) - same thing here, except 180 degree rotations instead of ctrl+H I tried doing so, but then 03:03:654 (1,2) would go out of bounds, so I tried for the next best solution (I think)
  3. 02:55:665 (1,2) - same as above, though not as noticeable sure; made these horizontal mirrors of each other
  4. 02:50:448 (1,2) - ^^^^^^^ I think this one is fine though
  5. 00:04:306 (2,3) - small suggestion, probably rotate (3) counterclockwise a bit more to make 2+3 a better looking shape altered the shape of (3) slightly; I think itès better now
  6. 00:42:785 (1) -
  7. 02:01:045 (1) -
  8. 03:11:480 (1) -
    these spinners are obviously too short for an Easy diff, spinners should ideally be at least two bars long I actually had them longer before,but then people were saying that there wasn't enough recovery time.. I'll leave it as is for now
    You should probably map it out with circles and sliders instead, no need to force your map to have spinners Not a bad idea, gonna give it some more thought first..
    or whatever
  9. 03:10:176 (3) - start the slider 1/2 earlier so it lands on the stronger beat this creates the problem of skipping the strong beat that's on the downbeat, and I'd rather avoid doubles for this difficulty

    You know what would be really cool? normal whistles. normal whistles everywhere.
  10. 00:10:176 (3) - normal whistles on all three ticks instead of claps :^) sure
  11. 01:28:437 (3) - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ why not
  12. 01:15:882 (4) - normal whistle on the body and tail (not on head) don't think that's appropriate here
  13. 01:18:491 (4) - ^^^^^^ ^
  14. 02:34:143 (4,4) - ^^^^^^^^ ^
  15. 03:44:578 (4,4) - ^^^^^^^^^^^^^^ ^
  16. 02:50:448 (1,2) - whistlesssssadfafd (head body and tail) instead of boring ol' soft finishes I prefer the finishes here though ;w;
  17. 02:55:665 (1,2) - ^^^^^^^^^^^^^^ ^
  18. 03:02:676 (2) - finish on tail to emphasize this k00l part $$$ it sounds like it should be a clap to me, which I already have
  19. 03:05:285 (2) - ^^ ^
  20. 03:07:893 (2) - not here tho
  21. 04:02:350 (3) - whistle on head and tail instead of the other hitsounds (maybe normal finish on tail) sure
  22. 03:19:306 - I think you should map starting from here since you do in the rest of your diffs, and similar parts are mapped in this diff as well actually I wanted to give new players more time to break here because the second section of the song is longer than the first; will give this some thought

[Normal]
just some very general comments
I think relatively small CS with higher SV don't go well together in Normal maps
It doesn't allow room for creativity all that much, since you're constantly forced to make similar choices in patterning and note-placement (hindered by a general consensus on distance snap and to not break star difficulty), as well use similar rhythm to make it even look like a Normal and not a Hard
You should consider using 3~3.2 CS with SV scaling linearly (e.g 1.0 easy, 1.2 normal, 1.4 hard), or if you want to use smaller circles, make SV scale non-linearly (e.g. 1.0 easy, 1.1 normal, 1.4 hard etc) because smaller circles already makes SV seemingly faster
Doing this will make the difficulty curve suffer, but imo you can make better maps
just something to keep in mind yeah, I agree with some points. lowered CS to 3.3, but kept the SV as what it is because changing it now would result in some heavy remapping

  1. 00:37:730 (1) - this first slider is really hard to hit since you miss the main beat. I think you should add a circle 1/2 earlier some other modders complained about this as well; added now
  2. 01:55:991 (1) - same here ^

    Similar suggestions here with hitsounds and kiai as Easy :)

[Hard]
  1. 00:43:926 (1) - whistle on tail x) sure
  2. 02:02:187 (1) - ^ ^
  3. 03:12:622 (1) - I agree! yes indeed!
  4. 04:02:350 (6) - uh maybe you should make this slider look nicer xd I think it's fine, but I'll consider changing it
  5. same hitsound suggestions

[Insane]
  1. 00:32:350 (1,2,3) - This pattern is too flat. Perhaps a sharper angle on (2) and space out 1+3 more I think I fixed it
  2. 01:18:980 (3,4,1) - this is pretty hard to read, I would probably stack them directly on top of each other sure
  3. 01:18:002 (1,2) - looks kinda messy. after some experimenting, I found it looks better if you just move them away from each other a bit changed the angle of the (2) a little bit; hopefully that did it?
  4. 01:20:448 (1) - probably should polish this slider or use a different style entirely changed the pattern here
  5. 03:54:361 (1) - ^ changed the pattern here as well
  6. 02:39:687 (6,7) - I think you're missing the point, not emphasizing these at all ? I changed the clap because hitclap2 was more appropriate here in my opinion
  7. 02:44:904 (6,7) - same here ^
  8. 03:18:002 - same with this beat I think it's fine here, but I see what you mean. Ended up making these claps, but I'm not entirely sure if it's appropriate..
  9. 03:18:492 (4,7) - and these ones ^
  10. 03:45:393 (1,2,3,4,5,6,7,8) - nice idea, though I think you've put them too close to each other so it doesn't really achieve the effect you want actually, this was the effect I wanted; the circle is slowly turning clockwise while moving up
  11. 04:02:513 (2,3,4) - maybe try this to make the structure better sure
  12. 00:44:415 (1) - normal whistle on head and body :)
  13. 02:02:676 (1) - ^
  14. 03:13:111 (1) - ^
  15. and same hitsounds suggestion as other diffs
Ayy thanks for the mod lol
Seijiro
I forgot to tell you in my previous mod to add a blank soft-sliderslide since the default one is really scratching my ears @.@
Topic Starter
Doormat

MrSergio wrote:

I forgot to tell you in my previous mod to add a blank soft-sliderslide since the default one is really scratching my ears @.@
Already did? Anyways, is your map ready yet, or do you have another map that needs modding, because I still owe you a M4M
Seijiro
Ops, my bad. I had to re-dl x)
And not yet, but almost done with my map :)
Fycho
Hi recheck here no kudosu.

A bit more hitsounds suggestions, which can be applied to all other similar patterns and all diffs, I won’t point all of them out.
Since you have a clap sound as snare drum, you can use default normal-hitnormal(normal-sampleset) as kick sound, as belowed mentioned.

[Bloom]
  1. 00:01:209 (2,3,4,5) –add whistle on some of them? Like each white tick or each red tick
  2. 00:02:187 (1) –whistle can be added to the sliderhead to emphasize the beat.
  3. 00:03:817 (2) -00:04:143 -00:04:469 -00:04:551 (5) –whistles
  4. 00:04:795 (1,2) –whistle on sliderhead
  5. There are some objects which you miss clap, like tail of 00:48:817 (4) -, head of 00:50:285 (7) -
  6. 00:11:154 -00:11:317 (4,5) –These drums in music can be emphasized with normal-sampleset, just select them then press shift+w
  7. 00:21:507 (2,3,4,5,6) –these drums can be emphasized with some hitsounds too, non-hitsound decrease the feeling of click
  8. 00:26:969 (7) - remove clap, for consistency with 00:24:361 –
  9. 00:54:524 (1,2,3,4) –add some hitsounds to emphasize drums like above, normal sampleset or drum clap or finish or anything you like
  10. 00:46:535 (1,2,3) –add whistle on each head of these slider to emphasize the vocals
  11. 00:48:491 (2) and 00:48:817 (4) –‘s head, whisle
  12. 00:49:143 (1) –slider on head and tail to emphasize the vocal
  13. 01:16:209 -01:17:513 –There are some strong kick drums in this area, you may add some hitsounds to emphasize instead of leaving them a blank
  14. 01:53:709 (2,4,6) –whistle to emphasize vocal and high pitch inst
  15. 01:55:502 (5,6,7,8) –add clap or normal-sampleset
  16. 01:58:111 (4,5) –do you mess their hitsounds? Seems clap should be added to (4)
  17. 02:42:295 (5,6) –these can be added the hitsounds like 02:39:687 (6,7) -. Alsoadding on 02:42:295 (5,7) –is a good choice instead of 02:42:295 (5,6) –
  18. 02:47:513 (6,7,8) -^
  19. 02:37:567 -02:49:143 –on this part, you can add a lot of whistles even each measure to emphasize the inst and vocals.
  20. 02:49:306 –Try this rhythm which follows music better, http://puu.sh/kPPgk/c9a8f41b17.jpg, and hitsounds should be whistles on 02:49:388 -02:49:632 -02:49:795 -02:49:877 –
  21. 02:50:448 –03:01:045 –for this part, drums like02:50:448 -02:50:774 –etc can be emphasized a lot too, I personally recommend, normal-sampleset+soft-additions+finish, 02:54:687 –02:55:013 - normal-sampleset; 02:59:741 -03:00:067 -03:00:312 -03:00:393 -03:00:719 (5,6,7,8) –as well
  22. 02:58:599 (2,3,4) –seems overmapped for me.
Topic Starter
Doormat

Fycho wrote:

Hi recheck here no kudosu.

A bit more hitsounds suggestions, which can be applied to all other similar patterns and all diffs, I won’t point all of them out.
Since you have a clap sound as snare drum, you can use default normal-hitnormal(normal-sampleset) as kick sound, as belowed mentioned.

[Bloom]
  1. 00:01:209 (2,3,4,5) –add whistle on some of them? Like each white tick or each red tick sounds good; added it to all circles
  2. 00:02:187 (1) –whistle can be added to the sliderhead to emphasize the beat. sure
  3. 00:03:817 (2) -00:04:143 -00:04:469 -00:04:551 (5) –whistles why not
  4. 00:04:795 (1,2) –whistle on sliderhead sure
  5. There are some objects which you miss clap, like tail of 00:48:817 (4) -, head of 00:50:285 (7) - woops, must've deleted them by accident when I remade the sliders here. fixed
  6. 00:11:154 -00:11:317 (4,5) –These drums in music can be emphasized with normal-sampleset, just select them then press shift+w nice idea
  7. 00:21:507 (2,3,4,5,6) –these drums can be emphasized with some hitsounds too, non-hitsound decrease the feeling of click I tried using whistles here, but I guess it didn't come off as intended; changed to normal sample-set
  8. 00:26:969 (7) - remove clap, for consistency with 00:24:361 – woops, thought I took this off
  9. 00:54:524 (1,2,3,4) –add some hitsounds to emphasize drums like above, normal sampleset or drum clap or finish or anything you like I think a normal sample-set is best here, aye
  10. 00:46:535 (1,2,3) –add whistle on each head of these slider to emphasize the vocals yo that actually sounds pretty awesome ;w;
  11. 00:48:491 (2) and 00:48:817 (4) –‘s head, whisle sure
  12. 00:49:143 (1) –slider on head and tail to emphasize the vocal why not
  13. 01:16:209 -01:17:513 –There are some strong kick drums in this area, you may add some hitsounds to emphasize instead of leaving them a blank I think this part is fine as it is, but I'll try messing around with the hitsounds here lateredit: played around with this; ended up adding whistles because it felt appropriate
  14. 01:53:709 (2,4,6) –whistle to emphasize vocal and high pitch inst sounds better with the whistles, aye
  15. 01:55:502 (5,6,7,8) –add clap or normal-sampleset went with the normal sample-set
  16. 01:58:111 (4,5) –do you mess their hitsounds? Seems clap should be added to (4) yeah I did, woops. fixed
  17. 02:42:295 (5,6) –these can be added the hitsounds like 02:39:687 (6,7) -. Alsoadding on 02:42:295 (5,7) –is a good choice instead of 02:42:295 (5,6) – agreed
  18. 02:47:513 (6,7,8) -^ ^
  19. 02:37:567 -02:49:143 –on this part, you can add a lot of whistles even each measure to emphasize the inst and vocals. not a bad idea
  20. 02:49:306 –Try this rhythm which follows music better, http://puu.sh/kPPgk/c9a8f41b17.jpg, and hitsounds should be whistles on 02:49:388 -02:49:632 -02:49:795 -02:49:877 – damn, that actually fits really really well x-x wish I'd thought of that. fixed
  21. 02:50:448 –03:01:045 –for this part, drums like02:50:448 -02:50:774 –etc can be emphasized a lot too, I personally recommend, normal- sampleset+soft-additions+finish, 02:54:687 –02:55:013 - normal-sampleset; 02:59:741 -03:00:067 -03:00:312 -03:00:393 -03:00:719 (5,6,7,8) –as well yeah, sounds better now
  22. 02:58:599 (2,3,4) –seems overmapped for me. This part also seems fine to me, but you might be right as well. I'll leave it as is for now because it still makes sense with the rhythm, and will probably change it if somebody else mentions itedit: made the pattern here something similar to Hard
Thanks for the recheck! I'm not very good with hitsounds ;w;
samplefish
is it here yet
Topic Starter
Doormat

samplefish wrote:

is it here yet
unfortunately, mr. cena, the time is not now.
-Lemons
🎺🎺🎺🎺 For your queue


  • Easy
  1. clean up your green ticks some of them are just like chillin in empty space cuz hitsound copierrrrrrr
  2. 02:15:393 (3,4,1) - I always get yelled at when I do this pattern in easy maps, cuz the path of movement isn't in a line or something Idk

    Normal
  3. ticks
  4. cool stuff

    Hard
  5. IGN rates this map 10/10

    Bloom
  6. 02:40:665 (4,5) - You could move this over to 112|280 just to make it a bit more dynamic but it's fine how it is now
Maps are fun, well made, and I couldn't even find useful things to gripe about
Good job you've made me feel inadequate as a Nazi modder have some stars
Little
Yo.
normal-hitwhistle.wav has more than 5ms delay before the sound.
Needs to be fixed, according to RC.
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
lit120
let's start with our "honeymoon" shall we :^)

[Easy]
  1. 00:42:459 (4) - 338|288
  2. 01:07:567 (3,4) - fix this blanket
  3. 03:25:828 (3,4,1) - fix this blanket
  4. 03:34:959 (1,3) - ^
[Normal]
  1. 00:09:524 (2) - 254|188
  2. 00:13:437 (5) - 234|146
  3. 00:25:665 (4,5) - fix this blanket
  4. 01:07:567 (3) - 338|146
  5. 01:27:785 (2,3,4,5) - wew. DS please
  6. 03:40:828 (2,3) - fix this blanket
[Hard]
  1. 00:15:719 (2,3) - fix this blanket (i removed (1) and (2) for this check)
  2. 01:06:915 (3,1) - neat this blanket
  3. 01:43:437 (3,1) - fix this blanket
  4. 02:52:567 (2,1) - neat this blanket a bit
  5. 03:10:665 (2,1) - almost neat for me
  6. 03:58:111 (5,1) - neat this blanket
[Bloom]
  1. 00:05:937 (5,1) - do something on this blanket
  2. 00:26:317 (3) - 196|254 for perfect blanket
  3. 00:34:959 (1,4) - neat this blanket
  4. 00:42:132 (5) - 162|199 for perfect blanket
  5. 00:48:817 (4,1) - fix this blanket
  6. 00:59:089 (3) - 343|227
  7. 00:58:926 (2) - 235|184
  8. 01:08:872 (1,3) - fix this blanket
  9. 01:30:393 (3,1) - almost neat blanket for me
  10. 01:48:817 (2,1) - fix this blanket
  11. 02:24:361 (7) - 389|216
  12. 02:26:969 (5) - 345|156
  13. 02:41:154 (6) - 317|169
  14. 02:49:306 (1) - 98|200
  15. 03:26:806 (5,1,3) - fix this blanket
  16. 03:38:219 (3) - 285|296
based on my view about this map, looks like that you used more blankets here, but i can find that there are many off blankets around. so, you better check them again by Ctrl+G them and 1/16 Beat Snap Divisor for that :D. GL!
Topic Starter
Doormat
Thanks for the mod! On mobile right now, so I can't edit my map, but I'll take a look as soon as possible. I'll try and mod your maps today or tomorrow by the latest edit (2015.10.29): finally able to take a look at your suggestions-

-Lemons wrote:

🎺🎺🎺🎺 For your queue


  • Easy
  1. clean up your green ticks some of them are just like chillin in empty space cuz hitsound copierrrrrrr lolwoops; fixed
  2. 02:15:393 (3,4,1) - I always get yelled at when I do this pattern in easy maps, cuz the path of movement isn't in a line or something Idk yeah, it doesn't really flow as intended. fixed, I think

    Normal
  3. ticks fixed
  4. cool stuff cool indeed

    Hard
  5. IGN rates this map 10/10 the secret is to not have too much water, otherwise you'd get 7.8/10

    Bloom
  6. 02:40:665 (4,5) - You could move this over to 112|280 just to make it a bit more dynamic but it's fine how it is now sure; it's pretty neat actually
Maps are fun, well made, and I couldn't even find useful things to gripe about
Good job you've made me feel inadequate as a Nazi modder have some stars
awwaaaa thanks for the mod and stars ;w; I'll try and mod your map today or tomorrow by the latest!

Little wrote:

Yo.
normal-hitwhistle.wav has more than 5ms delay before the sound.
Needs to be fixed, according to RC.
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
ayy, thanks for taking a quick look bud. Ended up replacing the normal-hitwhistle, because I felt it was too quiet and was lacking some impact; I think this new hitsound is better?

-Hakurei- wrote:

let's start with our "honeymoon" shall we :^) ababababa I don't think I'm ready for such a commitment (゚д゚)

[Easy]
  1. 00:42:459 (4) - 338|288
  2. 01:07:567 (3,4) - fix this blanket
  3. 03:25:828 (3,4,1) - fix this blanket
  4. 03:34:959 (1,3) - ^
[Normal]
  1. 00:09:524 (2) - 254|188
  2. 00:13:437 (5) - 234|146
  3. 00:25:665 (4,5) - fix this blanket
  4. 01:07:567 (3) - 338|146
  5. 01:27:785 (2,3,4,5) - wew. DS please
  6. 03:40:828 (2,3) - fix this blanket
[Hard]
  1. 00:15:719 (2,3) - fix this blanket (i removed (1) and (2) for this check)
  2. 01:06:915 (3,1) - neat this blanket
  3. 01:43:437 (3,1) - fix this blanket
  4. 02:52:567 (2,1) - neat this blanket a bit
  5. 03:10:665 (2,1) - almost neat for me
  6. 03:58:111 (5,1) - neat this blanket
[Bloom]
  1. 00:05:937 (5,1) - do something on this blanket
  2. 00:26:317 (3) - 196|254 for perfect blanket
  3. 00:34:959 (1,4) - neat this blanket
  4. 00:42:132 (5) - 162|199 for perfect blanket
  5. 00:48:817 (4,1) - fix this blanket
  6. 00:59:089 (3) - 343|227
  7. 00:58:926 (2) - 235|184
  8. 01:08:872 (1,3) - fix this blanket
  9. 01:30:393 (3,1) - almost neat blanket for me
  10. 01:48:817 (2,1) - fix this blanket
  11. 02:24:361 (7) - 389|216
  12. 02:26:969 (5) - 345|156
  13. 02:41:154 (6) - 317|169
  14. 02:49:306 (1) - 98|200
  15. 03:26:806 (5,1,3) - fix this blanket
  16. 03:38:219 (3) - 285|296
Eyy look at all these blanket fixes. Ended up fixing them all to the best of my ability; I think I got them all?

based on my view about this map, looks like that you used more blankets here, but i can find that there are many off blankets around. so, you better check them again by Ctrl+G them and 1/16 Beat Snap Divisor for that :D. GL!
Hello again, thanks for the mod! I'll try and mod your map today or tomorrow by the latest :P
Ozato Fumika
just passing by because I love this song.

00:34:795 (4) - this is actually 1/3 in insane diff.

I didn't check the other diffs so be careful!
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