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Mastermind(xi+nora2r) - Dreadnought [Osu|Taiko]

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wa_
Hi, aiming for M4M from your queue. This is my first mod since 2015 and I'm out of practice, so please don't bite :) Just few ideas...

[Normal]
  1. 00:34:391 (1) - This NC seems to be unnecessary.
  2. 01:03:766 (1,1) - My eyes are bleeding, please stack the head of first slider with tail of the second one :^)
  3. 01:41:891 (2) - I hope this slider won't be confusing for new players... especially with the next slider which use red ticks. Isn't it similar to having a spinner and a clickable object with very small distance between them? 01:47:516 (4) - 02:07:516 (4) - These sliders should be fine.
[Hard]
  1. Try to increase approach rate of this difficulty to 6.5-7. The song is quite fast so slightly higher AR will help players with reading patterns! You can try also increase OD for better spread between Normal and Hyper.
  2. 01:43:453 (1,2) - As similar as in Normal diff, these objects may be very confusing for players... Probably it's because of the previous slider may disturb the sense of rhythm... Dunno if higher AR will help with reading this particular pattern...
[Hyper]
  1. 00:19:000 (2) - Imho you can remove this circle (and rearrange sliders if necessary) for the sake of consistency. As you can see, there's no clickable object at blue tick in section before 00:23:766 and you ignored same drum sound at 00:20:250 which is also blue tick.
  2. 00:41:266 (1) - I don't know why this slider got reversed. Yeah, probably circular flow but there are no nearby objects that follow similar pattern... Ctrl+G on this slider would be good!
  3. 02:14:078 - Why this ultra-strong sound isn't clickable? This should be the final touch of the whole song but it's totally ignored!
[Another]
  1. 00:28:531 - Is there any reason for not mapping this sound other than very nice and aesthetic pattern appearing at 00:28:609? Imo the whole part 00:27:984 - 00:28:766 - should be mapped as a consistent stream without any gaps but it might be hard to implement right now...
  2. 00:30:328 (3,3) - According to increasing dynamics of music, try to increase spacing too. This section is a good place to make a some kind of "difficulty spike" for the early part of the map, but for now it feels very plain and it wastes the potential of these strong sounds appearing in the song. Comparing with stream section at 00:26:266 this part seems actually calm and relaxing. It shouldn't be hard to change, there's much place for these sliders (or maybe try something more aggresive?).
  3. 00:32:984 (2) - Remove NC? I don't see any reason to have a new combo here, it should be more consistent without that.
  4. 01:43:453 (1,2,3) - Hmmmm I'm concerned about this pattern... Does it follow anything? I see the purpose of this slowdown slider but that 1/4 triple? And the omitted sound at 01:43:766... that's weird.
  5. I see some triples which don't follow any particular sound (or am I just deaf?) like at 01:59:547 (5,6,7) or 02:01:109 (1,2,3). I have absolutely nothing against usage of this technique in this difficulty as the song is very intense, but sometimes triples following much stronger sounds like 02:02:984 (3,4,5) (three kick sounds) are treated exactly same way... Imho stronger sounds should be emphasized better than soft sounds or even silence.
  6. 02:14:078 - see Hyper diff, add clickable sound
[Final Destination]

  • I don't see anything bad with this diff as it looks very well done and I can't really play it, the only thing bugging me is the placement of 1/4 sliders at 00:30:641 (1,2,3) which was suggested before but got rejected :)
That's a great, consistent mapset. Sadly I'm not able to pass the last diff but I can see it perfectly fits to the intensity of song. Good job!
Lavender
[Normal]
  1. 00:25:016 (1) - 00:34:391 (1) - Remove NC
  2. 01:41:891 (2) - I don't like multi-reversed slider but that's just me
[Hard]
  1. 00:23:766 (1,1,1,3) - Current feedback is not strong enough, I think there should be Finish+Whistle(SC:2), like what you did at 00:21:266 (1,4) -
  2. 01:23:453 (5) - A 1/4 reversed slider would be better here cuz of music
  3. 02:12:516 (1,2) - ^ same, it's climax here
  4. 01:46:969 - You missed 1/4 here, simply repeat 01:46:266 (1,2) -
[Hyper]
  1. I have nothing to say I guess
[Another]
  1. 00:36:734 (3,4) - Clearly overmapped
  2. 00:37:203 (6) - Music features 1/2 here, that's different from 00:36:891 (5) -
  3. 00:40:641 (5) - missed 1/4 rhythm
  4. 00:48:453 (4,5,6,7) - 1/2 should be more distinct
  5. 01:42:828 (1) - I think you don't have to NC here
[Ex]
  1. 00:35:719 - 02:00:719 - I don't know why you still miss these beats in Extra diff
  2. 00:49:391 (3,4,5,6,7,4,5,6,7,8) - lol that looks forced(but no problem)
  3. 00:51:891 (5,6,7,8,9,10,11,12) - hitsound your stream pls, you might need a more intense hitsound for the 1/4s
  4. 01:22:516 (1,2,3) - really weird flow here
  5. 01:47:047 (6) - 02:07:047 (6) - try to make this slidertail clickable
  6. 01:55:641 (6) - missed 1/4 here
  7. 01:56:734 (4,5,6,7,8) - Pretty sure 1/4 rhythm is from 01:56:891 (6) - to 01:57:203 (9) - , there's no sound at 01:56:812 (5) -
Good Luck
Xiaolin
Hello!

Normal

  1. 00:23:141 (6) - Minor, but I'd give this slider a unique shape to emphasise the sound here better as there isn't really any sound like this throughout the song.
  2. 01:43:609 (2) - I don't know about this, the sound starts from the white tick after (1), and starting it from this point could be a bit confusing and players could click earlier than they should since the sound starts from the white tick. I'd either start the slider from the white tick or add a circle on the downbeat because that could possibly avoid confusion.
Hard

  1. 00:17:984 (2) - I'd move slider end a bit down to make it symmetrical with the first body before the first red anchor.
  2. 00:33:453 - Why is this not clickable yet it is in Normal?
  3. 00:33:641 (3,4) - I found this tricky as there's no sound on (4) and it sounded like as if (3) end should be clickable. How about trying this rhythm?
  4. 00:48:141 (3,4) - Same here.
  5. 02:11:578 (2) I personally think that this should be split into 2 circles as it's intense here.
Hyper

  1. 00:24:078 - Sound here sounds pretty strong and should probably be emphasised better, plus in Hard and Normal this sound was clickable, so it'd make sense to make this clickable too. How about this? (Same goes for this 00:25:328 -)
Nice map, good luck!
Topic Starter
Cherry Blossom
Hello, let's reply to all these mods @_@


-NeBu- wrote:

m4m [?]

Final Destination:

00:09:937 (8,1) - maybe 1/8 reverse? i can't really hear an audible sound on yellow ticks, so i prefer to keep these circles snapped on 1/4
00:17:047 (3,4) - swap rhythm? yea it can work, but i prefer to make the downbeat 00:17:203 - clicked , so i prefer to keep the current pattern
00:50:094 - maybe consider adding a circle here and making it stream from here 00:50:016 (1) - ? (ofc moving this note too) a stream here can work, but this 00:50:016 (1) - is played as a very strong beat, and imo it's better ephasized when it's player as 1/2 instead of 1/4 if you see what i mean.
01:39:312 - adding note on slider start of 01:39:391 (5) - would make a good connection with song change in here 01:39:703 (6,7) -
01:40:562 - same here i prefer to avoid using 1/4 here because after the slider there is a 1/6 which could be a little confusing.
02:03:297 (6,7) - im not sure of that, but I would make it kick slider, since there's a small change in song (I know you emphasized it with DS on those two notes, but its up to you anyway) i prefer to emphasize with the ds as you said, using a kick slider would make the stream started on a blue tick which is miscounted and avoidable.
02:04:312 - same as before, add circle on slider i prefer to keep the consistency with 01:34:391 (5,6) - , it's really intentional that i didn't use 1/4 and rather 1/2 with a big jump.
02:04:625 - ^ ^

Another:

00:14:703 (3,4) - I think if you try to follow this long background sound, you should make it long slider too. yeah you're right, done.
00:17:047 (3,4) - same here (but since you didnt made this on any diff, I think its pointless, but you could consider this on Hyper for example) as i said for Extra diff, i prefer to make the downbeat played here because there is a sound which should not really be skipped.

its well mapped, so hard to find anything.

Hyper:


00:31:266 (1) - make spinner here maybe? (you also made spinner on Hard here) i prefer to avoid using a spinner here because there's not enough time after the spinner for the player, if i give him time, then the spinner will be shorter and maybe too "challenging" for players.
00:33:766 (1,2,3,4) - you made this pattern here, then same pattern here 00:36:266 (1,2,3,4) - , but between its different? can I ask why? since I think you on first and third pattern here followed something different in terms of rhythm then in middle one and im little bit confused. I just vary patterns, it could be a little confusing, but they are not really difficult to read because they are still simple and they follow the song with emphasis.
01:13:453 (2) - maybe reverse slider? fit well for background sound. It would be 1/6 and i really want to avoid 1/6 between 2 patterns. Because it's difficult to place it, and to make it readable, and also it's 192 BPM.
01:41:891 (5) - may be stupid, but you could split it and make two reverse sliders here with same look and add note here 01:43:297 - (I know you use it two more times in map, but I feel like in here it could fit well) If i do this, the major issue here would be polarity issue which i want to avoid in all diffs under Insane.
01:55:016 (1,2,3,4) - you can make easier rhythm here I think by making this 01:55:328 (2) - slider and moving those two reverse sliders (up to you) after looking at other patterns, I found it pretty challening compared to them, so i simplified it, changed.

havent played this map for quite long time, not much changed I believe, good luck!

wa_ wrote:

Hi, aiming for M4M from your queue. This is my first mod since 2015 and I'm out of practice, so please don't bite :) Just few ideas...

[Normal]
  1. 00:34:391 (1) - This NC seems to be unnecessary. o.o fixed
  2. 01:03:766 (1,1) - My eyes are bleeding, please stack the head of first slider with tail of the second one :^) nooo, stacking would make things pretty harder to fix to get a good shape, and also, i find it really fine as it is currently ;w;
  3. 01:41:891 (2) - I hope this slider won't be confusing for new players... especially with the next slider which use red ticks. Isn't it similar to having a spinner and a clickable object with very small distance between them? 01:47:516 (4) - 02:07:516 (4) - These sliders should be fine. i tested it, if you click on the start and don't try to follow the sliderball (so you stay on the sliderstart, you don't combobreak, so it should be fine even if it's really "challenging" for beginners.
[Hard]
  1. Try to increase approach rate of this difficulty to 6.5-7. The song is quite fast so slightly higher AR will help players with reading patterns! You can try also increase OD for better spread between Normal and Hyper. increased to 6.5
  2. 01:43:453 (1,2) - As similar as in Normal diff, these objects may be very confusing for players... Probably it's because of the previous slider may disturb the sense of rhythm... Dunno if higher AR will help with reading this particular pattern... With the context around (192 BPM, 1/2 DS 1.20x and many angles (triangles and squares)) i consider that the player is ready to handle this kind of pattern and stacking 01:43:453 (1,2) - will give him recovery maybe...
[Hyper]
  1. 00:19:000 (2) - Imho you can remove this circle (and rearrange sliders if necessary) for the sake of consistency. As you can see, there's no clickable object at blue tick in section before 00:23:766 and you ignored same drum sound at 00:20:250 which is also blue tick. fixed, removed the circle on the blue tick.
  2. 00:41:266 (1) - I don't know why this slider got reversed. Yeah, probably circular flow but there are no nearby objects that follow similar pattern... Ctrl+G on this slider would be good! I don't really agree because i want to use sometimes jumps and spaced sliders to make this diff look like a hard+ or a soft insane, that's why i made this.
  3. 02:14:078 - Why this ultra-strong sound isn't clickable? This should be the final touch of the whole song but it's totally ignored! made it clicked with a circle
[Another]
  1. 00:28:531 - Is there any reason for not mapping this sound other than very nice and aesthetic pattern appearing at 00:28:609? Imo the whole part 00:27:984 - 00:28:766 - should be mapped as a consistent stream without any gaps but it might be hard to implement right now... It's not that hard, but it's just i didn't follow this note 00:28:609 in extra, in order to introduce the next pattern better with a triple or another stream (in extra). Using a 1/4 slider could be a solution but that's not what i'm looking for.
  2. 00:30:328 (3,3) - According to increasing dynamics of music, try to increase spacing too. This section is a good place to make a some kind of "difficulty spike" for the early part of the map, but for now it feels very plain and it wastes the potential of these strong sounds appearing in the song. Comparing with stream section at 00:26:266 this part seems actually calm and relaxing. It shouldn't be hard to change, there's much place for these sliders (or maybe try something more aggresive?). Yea i had this feeling too, it was too easy for what the song provides. i re-arranged this pattern.
  3. 00:32:984 (2) - Remove NC? I don't see any reason to have a new combo here, it should be more consistent without that. done
  4. 01:43:453 (1,2,3) - Hmmmm I'm concerned about this pattern... Does it follow anything? I see the purpose of this slowdown slider but that 1/4 triple? And the omitted sound at 01:43:766... that's weird. things were not arranged like Extra diff, it was just a little messed up, now it's fixed, nice catch.
  5. I see some triples which don't follow any particular sound (or am I just deaf?) like at 01:59:547 (5,6,7) or 02:01:109 (1,2,3). I have absolutely nothing against usage of this technique in this difficulty as the song is very intense, but sometimes triples following much stronger sounds like 02:02:984 (3,4,5) (three kick sounds) are treated exactly same way... Imho stronger sounds should be emphasized better than soft sounds or even silence. yea, you're right, but when mapping it, i just took extra diff as reference (rhythm). Another diff is like a "baby Extra", the same rhythm without the same difficulty. Another diff lacks a lot of emphasis as you mentioned, but i don't really know how to make these "non-emphasized" objects emphasized in a soft extra 4.5-5.25 stars for a 192 BPM song. Talking about what you mentioned, some triples should be emphasized better, but making them emphasized will make me get much headache because i would not really be able to merge solid structure and emphasis. that's a limit of my mapping skills sadly. But i will try to see what i can do here....
  6. 02:14:078 - see Hyper diff, add clickable sound done.
[Final Destination]

  • I don't see anything bad with this diff as it looks very well done and I can't really play it, the only thing bugging me is the placement of 1/4 sliders at 00:30:641 (1,2,3) which was suggested before but got rejected :) The reason is the same i gave to the previous modder, it's really me, i just want the last triple played with a linear flow.
That's a great, consistent mapset. Sadly I'm not able to pass the last diff but I can see it perfectly fits to the intensity of song. Good job!

Lavender wrote:

[Normal]
  1. 00:25:016 (1) - 00:34:391 (1) - Remove NC tidied up all NCs here, fixed.
  2. 01:41:891 (2) - I don't like multi-reversed slider but that's just me. If the BN says it is a problem then i'll change it
[Hard]
  1. 00:23:766 (1,1,1,3) - Current feedback is not strong enough, I think there should be Finish+Whistle(SC:2), like what you did at 00:21:266 (1,4) - yea, done and applied to all diffs.
  2. 01:23:453 (5) - A 1/4 reversed slider would be better here cuz of music yea it would, but i didn't want to use a kick slider in Hyper, Hard and Normal because i find it too much "dense".
  3. 02:12:516 (1,2) - ^ same, it's climax here Hard diff is a Hyper diff nerfed, i used simple 1/4 in Hyper diff.
  4. 01:46:969 - You missed 1/4 here, simply repeat 01:46:266 (1,2) - oh no it would be really dense and i don't want to do that. But this current pattern was sounding wrong and i changed it now, thanks for pointing it out wwww
[Hyper]
  1. I have nothing to say I guess
[Another]
  1. 00:36:734 (3,4) - Clearly overmapped not really, the stream starts on the red tick and not the downbeat after (where the kick sliders start) if you listen carefully.
  2. 00:37:203 (6) - Music features 1/2 here, that's different from 00:36:891 (5) - yea it might be too dense, changed into a 1/2
  3. 00:40:641 (5) - missed 1/4 rhythm using a stream here would be out of place (because i would have to use more streams, i prefer to keep the current density.
  4. 00:48:453 (4,5,6,7) - 1/2 should be more distinct i didn't get your point here ;w;
  5. 01:42:828 (1) - I think you don't have to NC here yeah you're right, i forgot to remove NC after doing symmetry.
[Ex]
  1. 00:35:719 - 02:00:719 - I don't know why you still miss these beats in Extra diff because i want a good emphasis without using 1/4 sliders. My idea is to use 1/2 with a high jump to emphasize the strong beat on the white tick, instead of using a stream with 1/4 sliders. That's the difference between old era and new era of mapping /me runs
  2. 00:49:391 (3,4,5,6,7,4,5,6,7,8) - lol that looks forced(but no problem) yeah it is my intention, this part becomes more instense with the hitsounds i provided, which was not used for patterns before. It gives a feeling of a more intense atmosphere
  3. 00:51:891 (5,6,7,8,9,10,11,12) - hitsound your stream pls, you might need a more intense hitsound for the 1/4s done.
  4. 01:22:516 (1,2,3) - really weird flow here yeah it might look weird through editor, but i always judge the pattern with the context around. I played it a lot of times and never missed or felt that this was "broken" here.
  5. 01:47:047 (6) - 02:07:047 (6) - try to make this slidertail clickable. It was my intention to make it just followed with a sliderend, to make this note 01:47:047 - gets the "priority" concerning emphasis, and i don't really hear that it's weird, and it looks natural.
  6. 01:55:641 (6) - missed 1/4 here this doesn't sound wrong to miss a 1/4 here, i'm not really forced to follow everything i can hear on the song as long at it plays natural and don't sound undermapped.
  7. 01:56:734 (4,5,6,7,8) - Pretty sure 1/4 rhythm is from 01:56:891 (6) - to 01:57:203 (9) - , there's no sound at 01:56:812 (5) - the current pattern works actually, even if your point is valid (and maybe better), the main problem would be to re-arrange the whole structure to include the ticks you want me to follow and the ticks you want me to not follow. And it is spending a lot of time to change something which already works, not really a nice deal, sorry ;w;
Good Luck

Xiaolin wrote:

Hello!

Normal

  1. 00:23:141 (6) - Minor, but I'd give this slider a unique shape to emphasise the sound here better as there isn't really any sound like this throughout the song. It's a real good idea, but i want to make things simple (maybe too simple), andi also don't have any good idea to make a good shape which changes, well i tried to do a "S" slider.
  2. 01:43:609 (2) - I don't know about this, the sound starts from the white tick after (1), and starting it from this point could be a bit confusing and players could click earlier than they should since the sound starts from the white tick. I'd either start the slider from the white tick or add a circle on the downbeat because that could possibly avoid confusion. this point is valid but you forgot the polarity issue that will be created and could be more confusing (that's why i made it started on the red tick). Well, I changed the slider shape to make a "V" and made the white tick "played" by the angle. This technique is sometimes used when the mapper doesn't have any choice.
Hard

  1. 00:17:984 (2) - I'd move slider end a bit down to make it symmetrical with the first body before the first red anchor. i adjusted it a bit.
  2. 00:33:453 - Why is this not clickable yet it is in Normal? i'll see if other people think it's weird, i'm not really fan of adding a circle after a spinner in lower diffs, and in Normal it was another case, because there was no spinner before
  3. 00:33:641 (3,4) - I found this tricky as there's no sound on (4) and it sounded like as if (3) end should be clickable. How about trying this rhythm? done.
  4. 00:48:141 (3,4) - Same here. not really, and it's another part and different sounds.
  5. 02:11:578 (2) I personally think that this should be split into 2 circles as it's intense here. using circles would make this part too dense compared to others, even if this part is intense.
Hyper

  1. 00:24:078 - Sound here sounds pretty strong and should probably be emphasised better, plus in Hard and Normal this sound was clickable, so it'd make sense to make this clickable too. How about this? (Same goes for this 00:25:328 -) i prefer to use a long kick slider here to start "slowly" instead of using 2 sliders as your idea showed, even if it is valid.
Nice map, good luck!
uuuuuh it took so long to answer, well thank you all !
Jonarwhal
hello~ here's some newby modding
hi arrival (sayaka's ghost)

[Kantan]
  1. 00:19:078 (23) - I don't fully understand why this is a d. k is easier to hit because of the drum there.
  2. 01:03:766 - / 01:12:516 - almost 10 seconds of purely back/forth colors, consider changing 01:08:766 (117) - this to k or 01:06:266 (114) - this to d
  3. 01:41:891 (19,20,21) - because you're starting to use complicated patterns over here, be sure to include a 4/1 break where possible to allow the kantan player time to recover. 1/4 is nasty in kantan, even when justified, so please include a break.
[Futsuu]
  1. 00:43:766 (101,102) - patterns like this made me think you were following d=kick k=snare at least somewhat, because this would be Kk or Dd if you went by the melody, yet you miss the snare 00:45:953 - here, marking it as a d. I think you should be a little more consistent there, either matching the similar melody pitches 00:43:766 (101,102) - / 00:46:266 (109,110) - , or marking the kick as a k 00:45:953 (108) - here.
  2. 01:32:828 - I could be wrong but a d feels missing here... because of the low pitch
  3. 01:33:766 - / 01:40:641 - repeating the same pattern like this doesn't do justice for the music because the pitches are different. Though you may disagree, which is fine, but it seems as though this pattern could benefit from mixing the colors here, such as d kk dd k d d.
    of course the same applies when the kiai repeats :3
[Muzukashii]
  1. imo this difficulty seems like quite a jump from futsuu, because futsuu used a lot of 1/1 and even 1/2, but you're getting into 5-let streams followed by triplets here, and I think this difficulty could benefit from being a little less dense in some places (00:32:516 (103,104,105,106,107,108,109,110) - )
  2. and also include more breaks so the patterns don't become to continuous
  3. 01:35:641 (18,19,20,21) - sort of the same as futsuu... very different from over 01:37:984 (30,31,32,33,34) - here but mapped completely the same, I think this could be changed
[Oni]
cool improvising

best of luck!
Nostalgic
o/ m4m!


  • disclaimer: i m no experienced modder so pls forgive me if those suggestions turn out to be shitty
    [normal]
  1. 00:08:766 imo vol. 30% to 60% is a bit too much
  2. 00:12:516 silence it or at least make it less auible?
  3. 01:23:766 (1) - nazi but this slightly little overlap triggers me lol


    [Final Denstination]
  4. 00:52:828 (2,3,4) - nc to signal the 1/3 snap?
  5. 00:47:828 (2) - ctrl g
  6. 01:28:141 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i don't quite get why the pitch's going upward but the ds is gradually decreasing
  7. 01:38:062 (4,5,1) - are they supposed to stack?
  8. 01:56:266 (1,2) - vertical slider? this 1/2 stack may be kinda hard to read


    [hard]
  9. 00:06:266 (1,2) - the fact that they are symmetrical in pairs but not by their own is kinda...
  10. 00:38:766 (1,2) - blanket?
  11. 00:43:141 (7,8) - slider fits better imo

sorry if i m not contributing much... GL :)
Topic Starter
Cherry Blossom

Nostalgic wrote:

o/ m4m!


  • disclaimer: i m no experienced modder so pls forgive me if those suggestions turn out to be shitty
    [normal]
  1. 00:08:766 imo vol. 30% to 60% is a bit too much, not really i feel it natural ;w;
  2. 00:12:516 silence it or at least make it less auible? made it less audible
  3. 01:23:766 (1) - nazi but this slightly little overlap triggers me lol fixed


    [Final Denstination]
  4. 00:52:828 (2,3,4) - nc to signal the 1/3 snap? not really necessary
  5. 00:47:828 (2) - ctrl g the current pattern already works well.
  6. 01:28:141 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i don't quite get why the pitch's going upward but the ds is gradually decreasing just for keeping the symmetrical style
  7. 01:38:062 (4,5,1) - are they supposed to stack? not really
  8. 01:56:266 (1,2) - vertical slider? this 1/2 stack may be kinda hard to read i never had any problem here


    [hard]
  9. 00:06:266 (1,2) - the fact that they are symmetrical in pairs but not by their own is kinda... i don't really get your point
  10. 00:38:766 (1,2) - blanket? done.
  11. 00:43:141 (7,8) - slider fits better imo i would add some variation, so i keep the current pattern

sorry if i m not contributing much... GL :)
Thanks for modding
Even if my queue was closed before you post i'll mod your map back, no worries.
Arrival

Jonawaga wrote:

hello~ here's some newby modding
hi arrival (sayaka's ghost)

[Kantan]
  1. 00:19:078 (23) - I don't fully understand why this is a d. k is easier to hit because of the drum there. The pattern is made alongside 00:20:016 (25,26,27) - which is the proper response to a d d k
  2. 01:03:766 - / 01:12:516 - almost 10 seconds of purely back/forth colors, consider changing 01:08:766 (117) - this to k or 01:06:266 (114) - this to d changing the colours is imo the best way to make the map more interesting for a new player
  3. 01:41:891 (19,20,21) - because you're starting to use complicated patterns over here, be sure to include a 4/1 break where possible to allow the kantan player time to recover. 1/4 is nasty in kantan, even when justified, so please include a break. Done
[Futsuu]
  1. 00:43:766 (101,102) - patterns like this made me think you were following d=kick k=snare at least somewhat, because this would be Kk or Dd if you went by the melody, yet you miss the snare 00:45:953 - here, marking it as a d. I think you should be a little more consistent there, either matching the similar melody pitches 00:43:766 (101,102) - / 00:46:266 (109,110) - , or marking the kick as a k 00:45:953 (108) - here. Here he's purely following the music's pitch and d at these places is way more fitting than a k
  2. 01:32:828 - I could be wrong but a d feels missing here... because of the low pitch Done
  3. 01:33:766 - / 01:40:641 - repeating the same pattern like this doesn't do justice for the music because the pitches are different. Though you may disagree, which is fine, but it seems as though this pattern could benefit from mixing the colors here, such as d kk dd k d d.
    of course the same applies when the kiai repeats :3 Done
[Muzukashii]
  1. imo this difficulty seems like quite a jump from futsuu, because futsuu used a lot of 1/1 and even 1/2, but you're getting into 5-let streams followed by triplets here, and I think this difficulty could benefit from being a little less dense in some places (00:32:516 (103,104,105,106,107,108,109,110) - ) Nerfed a bit
  2. and also include more breaks so the patterns don't become to continuous
  3. 01:35:641 (18,19,20,21) - sort of the same as futsuu... very different from over 01:37:984 (30,31,32,33,34) - here but mapped completely the same, I think this could be changed Changed
[Oni]
cool improvising

best of luck! Thank you :D
Topic Starter
Cherry Blossom
Updated all diffs.
Nozhomi
Okay so I was called for STD check~

  1. Widescreen support disable for all diffs thx.
[Normal :]
  1. 00:13:766 - Je ne trouve pas ça logique que tu ai augmenté le SV ici alors que techniquement la section suivante 00:23:766 - est plus intense et serait plus adapter à avoir ce léger up du SV (mais je ne suis pas fan des changements de SV sur les low diffs).
  2. 00:23:766 - T'as décalé tes NC ici, ils devraient être sur 00:26:266 - / 00:28:766 - / 00:31:266 - .
  3. 01:23:766 (1) - C'est très joli, mais trop complexe pour ce niveau. Tu risques de perdre un joueur débutant sur ce genre de slider si il découvre le jeu ou n'est pas encore habitué.
  4. 01:41:891 (2,4,4) - Je crois que tu m'avais mis en garde, mais oué clairement c'est non. Un débutant n'est pas encore familier avec les longs reverse sliders,
    et vu leurs vitesse et du rythme (1/2) ils ne seront pas capable de lire les reverse arrows correctement.
[Hard :]
  1. AR7 n'est pas déconnant vu le BPM.
  2. 00:47:828 - Ce son devrait être mappé avec un 1/1 slider comme tu l'as fait à 00:45:328 (2) - non ? Le rythme est inconsistant comme ça.
  3. 00:57:750 - Etonnant le custom break alors que tu n'en as pas fait dans la Normal ni la Hyper ^^
[Hyper :]
  1. 00:11:266 - Franchement ce beat serait mieux cliquable que joué passivement avec un slider end.
  2. 00:31:109 (6,1) - Imo le spacing pourrait être un poil plus grand vu que c'est le point d'orgue de cette montée en puissance.
  3. 01:23:766 (1) - Ca aurait été mieux si les boucles ne se touchaient pas mais bon c'est à toi de voir.
  4. 01:39:703 (5,1) - Ce gap me parrait un peu grand quand même. L'intensité du beat est semblable à 01:37:203 (5,1) - mais il est bien plus grand sans raison. Nerf thx.
[Another :]
  1. 00:51:578 (3,4) - Ce jump n'a aucun sens à part pour la symétrie, du coup ça ne colle pas à la musique. Le spacing devrait être constant entre 00:51:266 (1,2,3,4,5) - . Fait nous un pattern qui fonctionne avec cette contrainte.
  2. 01:03:766 (1,1) - Hi Monstrata
[Final Destination :]
  1. 00:09:937 - J'irais extend le reverse jusque là, avoir un doublet à la fin n'est pas agréable à jouer, et le son n'est pas assez dominant pour le faire jouer avec un circle ici 00:09:937 (8) - .
  2. 00:52:828 (1) - NC ici pour le rythme différent.
  3. 01:23:766 - Ca me semble un peu overdone ici, on n'entend pas vraiment les 1/4 au début de cette section, du coup je verrais plus un départ avec des reverses pour montrer au joueur que le rythme va suivre du 1/4 dense avant de commencer le long stream. Et en plus le spacing ne colle pas du tout à la musique, je sais que tu à fais un pattern symétrique, mais quelque chose qui augmentrait tout doucement avec l'intensité de la musique marcherait mieux.
  4. Imo j'irais NC 01:47:932 (5,7) - pour faire quelque chose de semblable à ce que tu as fait avec 01:41:891 (1,2,3,1,2,3) - mais cohérent avec le pattern.
  5. 01:50:641 (5,6,7) - et 01:51:578 (5,6,1) - n'ont pas de raison d'augmenter autant durant leurs patterns respectifs. L'intensité des drums reste constante dans les 2 cas, donc le spacing devrait l'être aussi. Et btw que 01:51:578 (5,6) - soit plus grand que 01:51:734 (6,1) - a encore moins de sens vu que ce beat 01:51:891 (1) - est plus fort.
    02:10:641 (5,6,7) - Même issue que précédente.

That's all for me.
Mukyu~
Topic Starter
Cherry Blossom

Nozhomi wrote:

Okay so I was called for STD check~

  1. Widescreen support disable for all diffs thx. done
[Normal :]
  1. 00:13:766 - Je ne trouve pas ça logique que tu ai augmenté le SV ici alors que techniquement la section suivante 00:23:766 - est plus intense et serait plus adapter à avoir ce léger up du SV (mais je ne suis pas fan des changements de SV sur les low diffs). C'est une normal diff, utiliser plusieurs SV est pas quelque chose que je ferais pour une Normal diff, car je dois considérer que la difficulté doit être linéaire et que le SR c'est n'importe quoi pour les lower diffs. C'est aussi un choix de na pas augmenter le sv sous peine de rentre le set unrankable (de base j'ai mappé avec un plus gros DS le Star rating était au dessus de 2.00)
  2. 00:23:766 - T'as décalé tes NC ici, ils devraient être sur 00:26:266 - / 00:28:766 - / 00:31:266 - . j'ai fait le ménage c'est bon.
  3. 01:23:766 (1) - C'est très joli, mais trop complexe pour ce niveau. Tu risques de perdre un joueur débutant sur ce genre de slider si il découvre le jeu ou n'est pas encore habitué. uuh, le CS est gros, la vitesse de la map aussi l'est (c'est du 192 BPM, ce qui influe sur le SV), mais perso c'est une Normal pas une easy, si c'était une easy oui j'aurais évité les long sliders comme ça, je garde.
  4. 01:41:891 (2,4,4) - Je crois que tu m'avais mis en garde, mais oué clairement c'est non. Un débutant n'est pas encore familier avec les longs reverse sliders,
    et vu leurs vitesse et du rythme (1/2) ils ne seront pas capable de lire les reverse arrows correctement. j'ai changé les sliders
[Hard :]
  1. AR7 n'est pas déconnant vu le BPM. ja
  2. 00:47:828 - Ce son devrait être mappé avec un 1/1 slider comme tu l'as fait à 00:45:328 (2) - non ? Le rythme est inconsistant comme ça. ja, changé le rythme du premier pattern
  3. 00:57:750 - Etonnant le custom break alors que tu n'en as pas fait dans la Normal ni la Hyper ^^ j'ai du bugué en mappant lol, removed
[Hyper :]
  1. 00:11:266 - Franchement ce beat serait mieux cliquable que joué passivement avec un slider end. ja
  2. 00:31:109 (6,1) - Imo le spacing pourrait être un poil plus grand vu que c'est le point d'orgue de cette montée en puissance. ja
  3. 01:23:766 (1) - Ca aurait été mieux si les boucles ne se touchaient pas mais bon c'est à toi de voir.rhoo tu fais chier ! , fixed
  4. 01:39:703 (5,1) - Ce gap me parrait un peu grand quand même. L'intensité du beat est semblable à 01:37:203 (5,1) - mais il est bien plus grand sans raison. Nerf thx. après avoir testé ça gêne pas vraiment, le grand gap est dû à la technique des slider à direction opposé, l'editeur voit bien un grand gap mais en jouant t'as pas l'impression qu'il est si grand. Le petit gap que tu as mentionné, on passe dans un mouvement + linéaire car la direction du premier slider est la direction du second donc il est nécéssaire de jouer le premier slider dans sa totalité et donc parcourir la distance exacte.. Juste pour te dire en gros, il y a pas une grande différence de difficulté, au contraire je trouve ça assez équilibré
[Another :]
  1. 00:51:578 (3,4) - Ce jump n'a aucun sens à part pour la symétrie, du coup ça ne colle pas à la musique. Le spacing devrait être constant entre
    00:51:266 (1,2,3,4,5) - . Fait nous un pattern qui fonctionne avec cette contrainte.Je vois pas, les beat de la musique sont vraiment intense, même si la distance n'est pas la même le pattern reste quand même jouable et naturel. De plus que j'ai voulu un jump ici pour emphasize le downbeat 00:51:891 (5) - et j'ai préféré foutre le jump avant pour moins créer un effet de surprise
  2. 01:03:766 (1,1) - Hi Monstrata comment te faire pomper le biscuit ? => papillon :D
[Final Destination :]
  1. 00:09:937 - J'irais extend le reverse jusque là, avoir un doublet à la fin n'est pas agréable à jouer, et le son n'est pas assez dominant pour le faire jouer avec un circle ici 00:09:937 (8) - . Impossible car les ticks 1/6 ne follow pas ce tick 00:09:937 -. Et si je l'avais prolongé j'aurais suivi du 1/4 avec des objets en 1/6, et tu vois ce que ça fera ensuite le méchant coeur brisé ;w;
  2. 00:52:828 (1) - NC ici pour le rythme différent. ja
  3. 01:23:766 - Ca me semble un peu overdone ici, on n'entend pas vraiment les 1/4 au début de cette section, du coup je verrais plus un départ avec des reverses pour montrer au joueur que le rythme va suivre du 1/4 dense avant de commencer le long stream. Et en plus le spacing ne colle pas du tout à la musique, je sais que tu à fais un pattern symétrique, mais quelque chose qui augmentrait tout doucement avec l'intensité de la musique marcherait mieux.
    - J'ai passé genre 30 minutes sur ça (remap), j'ai testé avec des reversed sliders a la place des premiers cercles, et j'ai vraiment trouvé ça.... bizarre. Parce que les notes qui se suivent en 1/4 sont "continus", je veux dire pour avoir la meilleure impression imo, soit il faut tout jouer avec des reversed slider seulement, ou soit tu joues avec des cercles seulement et pas les 2.
    - L'histoire du spacing c'est purement pour l'esthétique, le spacing progressif est certainement la chose la plus approprié, mais bon refaire un pattern qui "me correspond" et qui a un spacing progressif, sachant que je ne veut pas bouger les objets d'après d'un seul millimètre (sinon ça foire toute la structure mais clairement, genre les angles, les symmétrie et le distance snap) serait presque impossible ou possible mais en faisant un truc moche sans être harmonieux.
  4. Imo j'irais NC 01:47:932 (5,7) - pour faire quelque chose de semblable à ce que tu as fait avec 01:41:891 (1,2,3,1,2,3) - mais cohérent avec le pattern. Ici c'est intentionnel de pas respecter la cohérence des NC parce que j'utilise les NC en cas de difficulté à read, or y'a aucune difficulté là c'est pas comme si c'était 02:07:359 (1,2,3,4,1,2,1,2) - avec un plus grand spacing tous les 2 sliders. (d'ailleur y'avait un nc mal placé que je devais fix)
  5. 01:50:641 (5,6,7) - et 01:51:578 (5,6,1) - n'ont pas de raison d'augmenter autant durant leurs patterns respectifs. L'intensité des drums reste constante dans les 2 cas, donc le spacing devrait l'être aussi. Et btw que 01:51:578 (5,6) - soit plus grand que 01:51:734 (6,1) - a encore moins de sens vu que ce beat 01:51:891 (1) - est plus fort.
    02:10:641 (5,6,7) - Même issue que précédente.
    j'ai mappé en 2015 donc je risque de pas trop être très précis dans la réponse.
    - Ici le spacing qui change et tout c'est parce que j'ai instauré un hitsound (donc un élément externe à la musique) qui fait en sorte que la partie devienne plus intense, enfin', sert d'élément complémentaire à la partie la plus intense du kiai. Ajouter un élément et profiter de ce dernier pour "improviser" est une technique chinoise /me runs.
    - La réduction de la distance entre dernier cercle du jump pattern et le premier cercle du stream (d'ailleurs j'ai mis 5 mins à vouloir comprendre pourquoi le spacing était réduit jusqu'a que je vois que j'ai respecté la cohérence avec celui que tu as mentionné après) est certainement du au stream compressé, fin' l'idée est de réduire le spacing pour une meilleur impression en jouant le stream compressé puis en accélérant tout à coup avec le suivant qui est espacé.

That's all for me.
Mukyu~
Long à répondre sachant que ça a été mappé en 2015 ;w;
Merci !
Nozhomi
Ok changed the long slider in Normal to not overlap and being more readable.

Glad to see CB mapping back.

STD are rdy~
Topic Starter
Cherry Blossom
thanks :3
Kin
IRC with CB!
minor fix on Inner oni about a snap & just a change of color note.
Also fixed HP on easier diff

IRC
23:05 Kin: Futsuu HP6 pls
23:07 Kin: & kantan H7
23:07 Kin: HP7*
23:07 Cherry Blossom: et la muzukashii ?
23:07 Kin: c'est ok
23:07 Cherry Blossom: c'est logique un hp plus élevé pour les lower diff par rapport à la muzu ?
23:08 Kin: maintenant oui
23:08 Cherry Blossom: ok done
23:09 Cherry Blossom: et concernant la inner t'as des choses à dire?
23:14 Kin: inner Oni
23:15 Kin: kov tuj k 01:14:078 (452) - hloov d ?
23:16 Cherry Blossom: ok
23:17 Kin: kov tuj k 01:22:984 - hloov qhov chaw 01:23:297 -
23:16 Cherry Blossom: loool fixed
pishifat
do u need someone to qualify
Topic Starter
Cherry Blossom
lol yea.
I haven't started t2-spamming yet lol
pishifat
will qualify hwen i have a slot available then
pishifat
which is now
Topic Starter
Cherry Blossom
lol thanks
Ankanogradiel
grats

today i was thinking i wanted to see a mapset of this in osu aswell and here it is
Cellina
imo gap between insane and final destination is kinda large... asdfasd idk but gratz xd
Topic Starter
Cherry Blossom
idk about difficulty gap lol, the jump between Another -> Extra looks natural ;w;
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