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supercell feat. k*chan - Kimi no Shiranai Monogatari [ dj-Jo

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Topic Starter
pyun
This beatmap was submitted using in-game submission on Saturday, August 13, 2016 at 8:25:58 PM

Artist: supercell feat. k*chan
Title: Kimi no Shiranai Monogatari [ dj-Jo Remix ]
Source: 化物語
Tags: remix k*chan edm electronic bakemonogatari dj-jo
BPM: 165
Filesize: 5602kb
Play Time: 05:45
Difficulties Available:
  1. Mainichi (5.18 stars, 1089 notes)
Download: supercell feat. k*chan - Kimi no Shiranai Monogatari [ dj-Jo Remix ]
Information: Scores/Beatmap Listing
---------------
Completed

Mods
Athaleas
Fenza
Cheonshi
Athaleas
Heyy :^) here is your chat with things you fixed :) as i said great choice to choose that cool song :)

Here
19:42 Athaleas: gonna see ya map
19:42 Homework: okay! thank you ^.^
19:46 Athaleas: aren't the jumps little bit too hard?
19:47 Homework: well i want them to make them hard :P
19:47 Athaleas: Ah :P
19:50 Athaleas: 04:23:343 (1) - can you try to make that spinner little bit faster?
19:52 Athaleas: Wow
19:52 Athaleas: The other stuff are just perfect
19:53 Homework: slider?
19:53 Athaleas: Oh yeah slider xD
19:54 Athaleas: now gonna test it
19:55 Homework: hmm okay i fixed
19:55 Athaleas: yay
19:55 Athaleas: :)
19:58 Athaleas: and maybe this one also little bit faster
19:58 Athaleas: 00:53:615 -
19:59 Athaleas: i think this beatmap is really good :)
19:59 Athaleas: i like the song also
19:59 Homework: ahh okay fixed~
19:59 Athaleas: only that 2 things
20:00 Homework: ya me too haha
20:00 Athaleas: if i was a pro like cookiezi ill fc this hd dt xD
20:01 Homework: oh god
20:01 Homework: xD
20:02 Athaleas: Should i post it now?
20:02 Homework: yeah u can
20:03 Homework: thanks~


Thats all See you next time!
Cheonshi
Dont mind me just a doing a mod without being asked cause like the song :)

• 01:18:615 (11) - maybe a NC on that white tick here cause 16 is long?

• 01:26:615 (4,5) - spacing too small here and there 01:28:070 (1,2) - better here like this 01:29:525 (6,7) -

• consider lowering sound for that section starting @ 01:43:343 (1,2) -

• completely unreadable for me lmao 02:09:161 (1,2,3) - maybe im just too bad

• 02:15:343 (1,2) - i would have ended both slider one 1 tick earlier especially 2nd felt ultra long and syllable end at those white ticks ( wa on first white tick and tashi on 2nd just a suggestion if u like it like this keep it)

• 03:02:252 (7,9) - why do they have to overlap cant u move that kicksslider one inch to the right >:( u didnt do it here either 03:03:161 (1,3) -

• 03:13:161 (10) - how about NC?

• 03:14:979 (18,19,1) - why taking back so much spacing again?

• 03:16:615 (1,2,3,4,5,6,7,8) - that whole section is a desaster cause u have to use 1/3 snap here instead of 1/4 how can one play this from here on its fine again 03:22:252 (2) - but that really has to be done

• 04:14:615 (1,2,3,4,5) - boring to play with that low spacing ofc no huge spacing but a little just like before and after

• 04:21:525 (4,5) - again what is this low spacing compared to the rest of that pattern

• 04:21:888 (6) - NC?

• 04:29:161 (3) - please let this end on big white tick not on red ? u dont have to map the fade out of the syllable imo

• 04:56:070 (4,5,6,7,8,9,10) - again here has to be used 1/3 snap it just doenst fit like this
Fenza
I also posted in your modding queue!
beware massive mod
Mod
Flow and Playability

00:39:706 (6,7,8,9,10) - you're using such an acute angle for these jumps making alot harder than 00:41:161 (1,2,3,4,5,6) - is even though they are mapped to the same sound. Choose one of the patterns (or another one for that matter) and stick with it for both of them, atleast do 2 patterns of equal difficulty

00:48:070 (1,2,3,4,5,6,7,8) - This is really good! Use circular and dropoff flow like that more! :)

00:56:797 (8,1) - there should be a spacing between these

01:06:615 (7,8,9) - space this out more to fit in with the previous slider to circle jumps
https://osu.ppy.sh/ss/4266484 or do this to make the 7 use the acute angle for it's emphasizing to make a nice dropoff flow into a triangle that puts equal pressure on all 3 notes

01:08:434 (1,3,5,2) - all the reverse sliders here are killing the flow, and this entire part should have a higher slider velocity

01:30:252 (7,8,9,10,11) - imo this pattern doesn't fit well with the song because of how each note of the jump emphasizes each beat.
I think something like this would be an improvement https://osu.ppy.sh/ss/4267367 (same goes to soundpatterns similar to this)

01:32:615 (6,1,2) - this transition for the same soundpattern is just really off and doesn't make much sense, keep a leveled difficulty throughout identical soundpatterns in your map

01:54:434 (6,7) - this jump doesn't have an angle so it's not as hard as the previous ones even though the soundpattern is the same https://osu.ppy.sh/ss/4267709 i would do this to not break the flow but to keep a more rounded out difficulty of the jumps

01:55:706 (5,6,7,8) - this should be spaced out more to emphasize the strong beats on every slider-start

01:59:343 (9,10,11) - same

02:00:252 (11,1) - Something like this is good, nice flow and a good transition from weak beat to strong beat GJ :)

02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Increase slider velocity

02:28:797 (9,1,2,3,4) - overall larger spacing here, for the same reason as i have said in the other examples of this

02:34:252 (5,6) - space this out more for the exact same reason as earlier

02:34:797 (7,8,9,10) - i want you to take more advantage of the strong red notes here instead of having equal pressure on all of them.
https://osu.ppy.sh/ss/4267764 + https://osu.ppy.sh/ss/4267767
I would do something like this to put pressure on the red tick notes aswell as to keep a nice circular/drop-off flow combination

02:37:706 (9,1,2) - Spacing is too small again if you compare to the other jumps with a similar soundpattern

03:14:979 (19,20,1) - this spacing again, same reason as stated above

03:39:888 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - Doing repeat squares like this looks ugly and doesn't fit the song too well, use some sliders aswell.
You have mapped things of similar soundpattern in the map, just copy the slider+circle combination from that to get the clickable beats clicked and the not clickable beats unclicked

03:42:797 (1,2,3,4,5,6,7,8,9,10,11,12) - This style of symnetry mapping looks bad, is odd to read and does a horrible job of emphasizing the correct beats since this only emphasizes these beats 03:42:797 (1,4,7,10) -

03:48:434 (1) - i would map this entire section really

04:05:888 (1) - same here

04:11:706 (2) - higher slider velocity just as in the other identical parts of the song

04:56:797 (10) - map this section for buildup

Anything involving rhythm

00:13:706 (2,3,4) - This is not 1/3 it is actually 1/2 beats that would be most appropriate using 1/4 sliders on because of the sound inbetween the beats since they are not beats by themselves
http://puu.sh/mj6HH/76fa7fe849.jpg here's the correct rhythm

00:14:979 (3) - instead of doing the really slow long slider i would map to the beats 00:15:343 (4) - and 00:14:979 (3) - with 1/2 sliders

00:19:525 (6) - http://puu.sh/mj6Uu/f7c4f10e1b.jpg use this rhythm, 1/3 there is not the correct one

00:20:434 (11) - This needs to be a clickable beat

00:23:888 (7,8) - these should be regular circles placed something like https://osu.ppy.sh/ss/4266421 to properly emphasize the strong beats, best done in a vertical jump because vertical jumps have a bigger "impact" than horizontal do

00:45:161 (2,3,4,5,6,7,8,9) - so many missed clickable beats here D:
basicly all of the white ticks here should be clicked, same goes for red ticks so sliders just kill it

00:56:252 (4,5,6) - This is 1/8 not 1/4

01:17:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - there is literally no 1/4 ticks here, remove this entire stream and map to the same sound you did previously in the kiai

01:45:888 (9) - missed a note

01:48:979 (13) - missed a note

02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Instead of doing the weird breaks i would follow the vocals using a slider on every gap instead
http://puu.sh/mjjg7/f230e8818b.jpg
Like this (only for rhythm don't actually copy that horrible sliderpattern)

02:29:888 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - there is no 1/4 here, this is just overmapping
You can map the vocals and the drumbeats here instead.

02:34:615 (6) - missed a note

02:39:343 (7) - make this a regular 1/2 slider and put a note 02:39:706 (1) - with new combo instead of having the new combo on 02:39:888 (1) -

02:41:161 (7) - missed a clickable white tick, make it a circle

03:13:525 (11) - There's supposed to be a New combo note here because of the strong white tick and that it counts all the way to 19 which makes no sense

03:16:797 (9) - the rhythm here is super off, supposed to be 1/3
https://osu.ppy.sh/ss/4267822 1
http://puu.sh/mjk9f/f11ea13eb7.jpg 2

03:19:343 (1) - same thing here¨

04:28:979 (3) - this starts here

04:34:070 (8,9) - map this with this rhythm https://osu.ppy.sh/ss/4267868



The little things

00:13:161 (1) - New combo here

00:20:434 (11) - New combo here

00:27:706 (9) - this slider looks rather ugly and doesn't fit with the 2 previous sliders so i would have this be a straight line slider just for structural purposes

00:30:615 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12) - This whole part plays pretty well but it looks rather ugly because of the heavily curvedsliders and the jumps seeming like they are focusin on a center of some sort 00:34:433 (5,6,7,8,9,10) - or 00:28:797 (1,2,3,4,5,6,7,8,9,10) -
Space out your jumps a bit and don't have them focused on the same spot

01:04:797 (9) - this could be structured alot better, blankets and fitting it in with the mapstructure, like this pretty little triangle with a blanket https://osu.ppy.sh/ss/4266469

01:21:525 (1) - sliders curved like these don't look good, as said earlier up the silder velocity and use smaller curves on your sliders

01:26:979 (5) - New Combo on this because it covers over the next new combo and you basicly half the SV making it odd to play

01:30:252 (7) - New combo

03:22:252 (1) - New combo and soft hitsounds for this entire part

04:00:070 (1) - soft hitsound this part

04:51:525 (6) - New combo

The hitsounding

00:01:525 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - i don't like that fact that you ignored using soft hitwhistles on the stronger vocals here, do put some of them in there
00:07:343 (1,2,3,5) - all of these soft hitwhistles

00:10:979 (6,7,8,9,10,1,2,3,4,5,6,1) - all of this is poorly hitsounded, wrong usage of finishes and claps

put 00:10:979 (6,10,1,3) - soft clap and soft whistle on all these

00:12:434 (5) - soft whistle only on this

00:14:615 (2) - whiste here

00:14:979 (3) - finish here

00:16:070 (7) - no whistle and put a finish here

00:16:343 (8) - i don't like this finish, just have it be hitnormal

i'm basicly going to give up with the hitsounding here because it's going to turn into me hitsounding your map for you. But i'll give you tips on how to hitsound properly

Normal hitnormal - best usage on the notes with a low or medium tone kind of the notes in between the strong ones.
Say a song has a regular 1/4 sound pattern going.
Strong beat, weak beat x3, Strong beat, weak beat x3 .....etc
A normal hitnormal would fit for the weaker notes

Soft hitnormals are the same but are used on the more quiet parts of the song

Hitwhistles
Used on the strong beats with a high pitch
soft hitwhistles are used at quiet parts on notes with higher pitch than others

Hitfinishes
Used on either the cymbal noice of a drum or the "boom" kind of sound usually at the large white ticks you also want to click the claps, in other words claps are supposed to be on either sliderstars or circles
02:50:252 (5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - This is the correct sound for claps but you don't actually click most of them

Hitclaps
Hitclaps are generally what you use on buildups (just like 00:10:979 (6,10,1,3) - ) if you applied the mod.

Final thoughts
I decided i would cut it here because the map is very consistent so the same mistakes can be found over and over.¨
If you got around to mapping more songs so you had a better grasp on how to map certain rhythms and how to utilitze angles for difficulty etc and came back to this map i think you would get it ranked easily because the only mistakes i encountered were common newbie mistakes that everyone does sometimes.
Good luck with your mapping and i look forward to seeing the mod on my map soon :)
Topic Starter
pyun
Thanks Cheonshi and Fenza for the mods, It's gonna be a while til I'll be getting to fix the map. I'll probably get to modding your maps this weekend because school started again. So hang tight thanks!

I'll edit this post once I get a run through on the mods.


1/30/16 - omg I'm so sorry guys for taking so long. Cheonshi I'll get to mod your map now please forgive my lateness ;w;// School makes me very busy...

Cheonshi

Cheonshi wrote:

Dont mind me just a doing a mod without being asked cause like the song :)

• 01:18:615 (11) - maybe a NC on that white tick here cause 16 is long? Fixed

• 01:26:615 (4,5) - spacing too small here and there 01:28:070 (1,2) - better here like this 01:29:525 (6,7) - oh I see, fixed it.

• consider lowering sound for that section starting @ 01:43:343 (1,2) - yeah I redid that part and completely forgot about hitsounds :P

• completely unreadable for me lmao 02:09:161 (1,2,3) - maybe im just too bad Uhm I think it is fine

• 02:15:343 (1,2) - i would have ended both slider one 1 tick earlier especially 2nd felt ultra long and syllable end at those white ticks ( wa on first white tick and tashi on 2nd just a suggestion if u like it like this keep it) Fixed

• 03:02:252 (7,9) - why do they have to overlap cant u move that kicksslider one inch to the right >:( u didnt do it here either 03:03:161 (1,3) - Fixed

• 03:13:161 (10) - how about NC? Fixed

• 03:14:979 (18,19,1) - why taking back so much spacing again? I don’t realize :P Fixed

• 03:16:615 (1,2,3,4,5,6,7,8) - that whole section is a desaster cause u have to use 1/3 snap here instead of 1/4 how can one play this from here on its fine again 03:22:252 (2) - but that really has to be done -yeah should be ⅓ - fixed

• 04:14:615 (1,2,3,4,5) - boring to play with that low spacing ofc no huge spacing but a little just like before and after Made it bit more spaced

• 04:21:525 (4,5) - again what is this low spacing compared to the rest of that pattern fixed

• 04:21:888 (6) - NC? fixed

• 04:29:161 (3) - please let this end on big white tick not on red ? u dont have to map the fade out of the syllable imo fixed

• 04:56:070 (4,5,6,7,8,9,10) - again here has to be used 1/3 snap it just doenst fit like this - fixed


Fenza

Fenza wrote:

I also posted in your modding queue!
beware massive mod
Flow and Playability

00:39:706 (6,7,8,9,10) - you're using such an acute angle for these jumps making alot harder than 00:41:161 (1,2,3,4,5,6) - is even though they are mapped to the same sound. Choose one of the patterns (or another one for that matter) and stick with it for both of them, atleast do 2 patterns of equal difficulty - I chose to make em both jumpy

00:48:070 (1,2,3,4,5,6,7,8) - This is really good! Use circular and dropoff flow like that more! :) okay!

00:56:797 (8,1) - there should be a spacing between these fixed

01:06:615 (7,8,9) - space this out more to fit in with the previous slider to circle jumps
https://osu.ppy.sh/ss/4266484 or do this to make the 7 use the acute angle for it's emphasizing to make a nice dropoff flow into a triangle that puts equal pressure on all 3 notes I like that, made it like you did. okay!

01:08:434 (1,3,5,2) - all the reverse sliders here are killing the flow, and this entire part should have a higher slider velocity remaped

01:30:252 (7,8,9,10,11) - imo this pattern doesn't fit well with the song because of how each note of the jump emphasizes each beat.
I think something like this would be an improvement https://osu.ppy.sh/ss/4267367 (same goes to soundpatterns similar to this) - redid sections like these to have a similar pattern.

01:32:615 (6,1,2) - this transition for the same soundpattern is just really off and doesn't make much sense, keep a leveled difficulty throughout identical soundpatterns in your map changed jump pattern and evened out the spacing fixed

01:54:434 (6,7) - this jump doesn't have an angle so it's not as hard as the previous ones even though the soundpattern is the same https://osu.ppy.sh/ss/4267709 i would do this to not break the flow but to keep a more rounded out difficulty of the jumps ah okay - fixed

01:55:706 (5,6,7,8) - this should be spaced out more to emphasize the strong beats on every slider-start fixed

01:59:343 (9,10,11) - same fixed

02:00:252 (11,1) - Something like this is good, nice flow and a good transition from weak beat to strong beat GJ :) okay!

02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Increase slider velocity yep

02:28:797 (9,1,2,3,4) - overall larger spacing here, for the same reason as i have said in the other examples of this fixed

02:34:252 (5,6) - space this out more for the exact same reason as earlier fixed

02:34:797 (7,8,9,10) - i want you to take more advantage of the strong red notes here instead of having equal pressure on all of them.
https://osu.ppy.sh/ss/4267764 + https://osu.ppy.sh/ss/4267767
I would do something like this to put pressure on the red tick notes aswell as to keep a nice circular/drop-off flow combination - fixed

02:37:706 (9,1,2) - Spacing is too small again if you compare to the other jumps with a similar soundpattern fixed spacing

03:14:979 (19,20,1) - this spacing again, same reason as stated above changed it to be a jumpy pattern.

03:39:888 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - Doing repeat squares like this looks ugly and doesn't fit the song too well, use some sliders aswell.
You have mapped things of similar soundpattern in the map, just copy the slider+circle combination from that to get the clickable beats clicked and the not clickable beats unclicked remapped

03:42:797 (1,2,3,4,5,6,7,8,9,10,11,12) - This style of symnetry mapping looks bad, is odd to read and does a horrible job of emphasizing the correct beats since this only emphasizes these beats 03:42:797 (1,4,7,10) - remapped as well

03:48:434 (1) - i would map this entire section really - not sure how to map the whole thing?

04:05:888 (1) - same here -i think i like the tiny break cus of her lil solo there.

04:11:706 (2) - higher slider velocity just as in the other identical parts of the song remapped

04:56:797 (10) - map this section for buildup idk I like the pause, because it feels like there is nothing to map for the buildup or it’s just idk how to.

Anything involving rhythm

00:13:706 (2,3,4) - This is not 1/3 it is actually 1/2 beats that would be most appropriate using 1/4 sliders on because of the sound in between the beats since they are not beats by themselves
http://puu.sh/mj6HH/76fa7fe849.jpg here's the correct rhythm - yeah thats better

00:14:979 (3) - instead of doing the really slow long slider i would map to the beats 00:15:343 (4) - and 00:14:979 (3) - with 1/2 sliders - ah okay, done.

00:19:525 (6) - http://puu.sh/mj6Uu/f7c4f10e1b.jpg use this rhythm, 1/3 there is not the correct one fixed

00:20:434 (11) - This needs to be a clickable beat ?

00:23:888 (7,8) - these should be regular circles placed something like https://osu.ppy.sh/ss/4266421 to properly emphasize the strong beats, best done in a vertical jump because vertical jumps have a bigger "impact" than horizontal do - okay

00:45:161 (2,3,4,5,6,7,8,9) - so many missed clickable beats here D:
basicly all of the white ticks here should be clicked, same goes for red ticks so sliders just kill it - okay

00:56:252 (4,5,6) - This is 1/8 not ¼ - eh? but i think its better to play that 1/4

01:17:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - there is literally no 1/4 ticks here, remove this entire stream and map to the same sound you did previously in the kiai Uhmmm I’m not sure how to remap this part so I’m keeping it.

01:45:888 (9) - missed a note inserted slider

01:48:979 (13) - missed a note ?? gap is okay here

02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Instead of doing the weird breaks i would follow the vocals using a slider on every gap instead
http://puu.sh/mjjg7/f230e8818b.jpg
Like this (only for rhythm don't actually copy that horrible sliderpattern) yeah that’s seems better for that part. it felt weird and i didn’t know how to fix it.

02:29:888 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - there is no 1/4 here, this is just overmapping
You can map the vocals and the drumbeats here instead. not sure

02:34:615 (6) - missed a note inserted slider

02:39:343 (7) - make this a regular 1/2 slider and put a note 02:39:706 (1) - with new combo instead of having the new combo on 02:39:888 (1) - fixed

02:41:161 (7) - missed a clickable white tick, make it a circle - fixed

03:13:525 (11) - There's supposed to be a New combo note here because of the strong white tick and that it counts all the way to 19 which makes no sense forgot to do that, fixed

03:16:797 (9) - the rhythm here is super off, supposed to be 1/3
https://osu.ppy.sh/ss/4267822 1
http://puu.sh/mjk9f/f11ea13eb7.jpg 2 -yeah that’s better - fixed

03:19:343 (1) - same thing here¨^

04:28:979 (3) - this starts here think i fixed this in the prev mod

04:34:070 (8,9) - map this with this rhythm https://osu.ppy.sh/ss/4267868 ok



The little things

00:13:161 (1) - New combo here - k

00:20:434 (11) - New combo here - k

00:27:706 (9) - this slider looks rather ugly and doesn't fit with the 2 previous sliders so i would have this be a straight line slider just for structural purposes - ok fixed

00:30:615 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12) - This whole part plays pretty well but it looks rather ugly because of the heavily curvedsliders and the jumps seeming like they are focusin on a center of some sort 00:34:433 (5,6,7,8,9,10) - or 00:28:797 (1,2,3,4,5,6,7,8,9,10) -
Space out your jumps a bit and don't have them focused on the same spot - Made them less curvy. I kept the first set of jumps because I still like the expanding triangle jumps there. I changed the second set of jumps though.

01:04:797 (9) - this could be structured alot better, blankets and fitting it in with the mapstructure, like this pretty little triangle with a blanket https://osu.ppy.sh/ss/4266469 -fixed

01:21:525 (1) - sliders curved like these don't look good, as said earlier up the silder velocity and use smaller curves on your sliders fixed

01:26:979 (5) - New Combo on this because it covers over the next new combo and you basicly half the SV making it odd to play fixed

01:30:252 (7) - New combo fixed

03:22:252 (1) - New combo and soft hitsounds for this entire part fixed

04:00:070 (1) - soft hitsound this part fixed

04:51:525 (6) - New combo fixed

The hitsounding

00:01:525 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - i don't like that fact that you ignored using soft hitwhistles on the stronger vocals here, do put some of them in there
00:07:343 (1,2,3,5) - all of these soft hitwhistles

00:10:979 (6,7,8,9,10,1,2,3,4,5,6,1) - all of this is poorly hitsounded, wrong usage of finishes and claps

put 00:10:979 (6,10,1,3) - soft clap and soft whistle on all these

00:12:434 (5) - soft whistle only on this

00:14:615 (2) - whiste here

00:14:979 (3) - finish here

00:16:070 (7) - no whistle and put a finish here

00:16:343 (8) - i don't like this finish, just have it be hitnormal

i'm basicly going to give up with the hitsounding here because it's going to turn into me hitsounding your map for you. But i'll give you tips on how to hitsound properly

Normal hitnormal - best usage on the notes with a low or medium tone kind of the notes in between the strong ones.
Say a song has a regular 1/4 sound pattern going.
Strong beat, weak beat x3, Strong beat, weak beat x3 .....etc
A normal hitnormal would fit for the weaker notes

Soft hitnormals are the same but are used on the more quiet parts of the song

Hitwhistles
Used on the strong beats with a high pitch
soft hitwhistles are used at quiet parts on notes with higher pitch than others

Hitfinishes
Used on either the cymbal noice of a drum or the "boom" kind of sound usually at the large white ticks you also want to click the claps, in other words claps are supposed to be on either sliderstars or circles
02:50:252 (5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - This is the correct sound for claps but you don't actually click most of them

Hitclaps
Hitclaps are generally what you use on buildups (just like 00:10:979 (6,10,1,3) - ) if you applied the mod.

Final thoughts
I decided i would cut it here because the map is very consistent so the same mistakes can be found over and over.¨
If you got around to mapping more songs so you had a better grasp on how to map certain rhythms and how to utilitze angles for difficulty etc and came back to this map i think you would get it ranked easily because the only mistakes i encountered were common newbie mistakes that everyone does sometimes.
Good luck with your mapping and i look forward to seeing the mod on my map soon :)
I completely forgot about actually hitsounding this map. Thanks for the input I'll be working on the hitsounds soon o/ ^^
Also I reallllyyyy apprieciate your detailed mod, I can't thank you enough ;w;//
stUwUpid
Hai there. I will be doing a M4M mod request, which I have posted on your queue.

I'm also fairly new at modding, so if you disagree with anything I find, please tell me!

Before I start, I just want to say that you have great taste in songs for mapping, my friend ;)

Let's get started XD

_____________________________________________________________________

00:16:343 (7) - put this a bit closer to the slider right before it since it's only 1/4th of a beat after. It's a bit misleading and can lead to misjudgement.

00:44:252 (8,9) - these two should probably be one long slider that ends at 00:44:615 (9) - if you're mapping the vocal part. If not, it's fine.

00:47:161 (9) - should be two more circles or one slider after this to fill in the space with instrumental.

01:27:525 (6,2) - I feel like these two should start a new combo based on how the music is going. 01:26:979 (5,1) - that said, these two long sliders should also be their own combo since they're so prominent in the song.

01:36:615 (5,6) - These could be better as single circles based on the instrumental

01:54:070 (5) - Could also be improved by being a single circle, as the instrumental doesn't have anything for the second beat of the slider.

02:00:797 (1) - shorten this slider by 1/4th beat (end on blue tick) and add a single circle at where it currently ends (red tick). Also just an instrumental thing.

02:23:161 (6) - Better if this note is left out since there is nothing playing there

02:26:070 (3) - Same with this one

03:01:525 (5) - instrumental is in 1/6th notes here, so on the beat snap divisor, map it to 1/6th

03:05:706 (10) - This should be a slider ending on where the next slider 03:05:888 (1) - begins. 03:05:888 (1) - should be deleted as the end of the slider doesn't correlate to the music

03:06:434 (3,4) - 03:07:161 (6,7) - 03:10:797 (1,2) - Same with these three

03:12:252 (6) - no sound here, delete

03:12:615 (8) - beginning of slider is mapped where no sound correlates

03:13:161 (10) - same with this repeating slider

03:16:615 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12) - These all need to be mapped in 1/6th

03:28:979 (2,3) - slider should start on 2, end on 3, and another slider should start on end of 3 and go to beginning of slider 4

04:29:161 (3) - would be better with a circle on red tick right before this

04:46:615 (7) - start new combo here

______________________________________________________________________

Overall, a great map. The pattern is really fun and aesthetically, I couldn't find anything wrong.

One major thing to keep in mind though is that since Dj-jo is an electronic/dubstep composer, you must pay attention to the drum and instrumentals when you map. Often times, you switch between mapping vocals and instrumental, which can be confusing. Whenever the drum comes to a sudden stop, so must your slider or your circle; a slider shouldn't continue through the pause.

Another thing you should consider is having more combos. At one point, I believe your map had a 19 combo. While I think the ranking criteria says not to go over 20 (?) per combo, you should really separate your notes into more, smaller combos. A trick to find where to separate them is to look at the tick marks at the top. Usually, new combos start at the long white tick marks. Also, if there are very prominent notes that are emphasized a lot in the song, put those in a combo of their own.

________________________________________________________________________

That's it from me! I had a lot of fun playing your map and I hope to see it ranked soon!

(In case you forget, here's my M4M map: https://osu.ppy.sh/s/366026)

Good luck!
Athaleas
Gonna give u more Kudosu's!
Little
Hello from my queue... sorry for taking so long.

[Mainichi]
  1. I think the romanized artist should be formatted as Kimi No Shiranai Monogatari feat. k-chan (dj-Jo Remix) as it is formatted this way on the artist's SoundCloud. Artist should be supercell
  2. Disable countdown since it's not being used.
  3. Maybe add some custom combo colours?
  4. Try not to use 100% hitsound volume everywhere. You can adjust hitsound volume in the timing panel. You can make it follow the music's dynamics, and have less noise.
  5. 00:05:525 (1,2,3,4) - Maybe you can change this into a horizontal reflection of 00:04:252 (1,2,3,4) by copy/paste and Ctrl-H. It will look and play nicely.7
  6. 00:07:343 (1,2) - The claps don't really fit the music well here. I recommend using soft-whistle instead.
  7. 00:10:252 (5) - Would be cool if this was symmetrical too.
  8. 00:12:615 (4,5,6) - It would give a nice effect if you removed these circles and made a larger jump to (3), following the drums.
  9. 00:16:070 (7,8) - Make the distance spacing smaller. This has the same distance as 00:16:615 (9,1) which is 1/2 beat, so try to make the distance proportional to the timing so it's readable.
  10. 00:29:888 (7,8,9,10) - The music doesn't really call for these massive jumps here. Tone it down a bit.
  11. 00:47:706 - Fill this empty space with 1/2 beat to keep it moving! It will go well with the buildup of the song.
  12. 00:48:070 (1,2,3,4,5,6,7,8) - Could gradually increase the slider velocity here for a nice effect.
  13. 00:55:706 (1,2) - I think you should unstack these. It kills the flow of your jump pattern, and I think the spacing should only get larger as that pattern progresses because it's building the excitement in the music. Shouldn't suddenly decrease distance like that.
  14. 01:08:434 - Your usage of circles and sliders seems kinda random. I think it would be better if you used a rhythm pattern like this: http://puu.sh/mZXo9/86b19d0504.jpg to give stronger emphasis on the downbeat.
  15. 01:17:161 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) - The rhythm of this stream is really awkward. Repeat sliders like that should be used to emphasize the beat at their start. It doesn't make sense to emphasize those blue ticks. Here's a more proper representation of the music: http://puu.sh/mZXx5/98d50e604d.jpg Note the use of repeat sliders on the strong beats.
  16. 01:26:615 (4,1) - Spacing is awkward. Maybe you should stack them instead.
  17. 01:28:070 (5,1,5,1,5,1) - For these parts, I think it would be really cool if you stacked (1) under the end of (5) to give the map a stop and start feel kinda like how it is in the song.
  18. 01:53:525 (3,4) - Better to swap these around on the timeline to get stronger emphasis on the accented note: http://puu.sh/mZXIj/f0bdffd8dc.jpg
  19. 02:14:797 (12,1) - Really awkward to suddenly have such small distance spacing. Player will probably think it's 1/4 beat. Try to space it out more.
  20. 02:29:888 - Same thing I said about the other stream.
  21. 03:00:979 (4,5) - The correct rhythm to match the drums is this: http://puu.sh/mZXSb/89af7998d4.jpg (Use 1/6 beat snap divisor)
  22. 03:16:555 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Whole rhythm should be shifted earlier by 1/3 beat to align properly: http://puu.sh/mZXZ7/bc354d9366.jpg
  23. 03:28:979 (2,3,4) - This rhythm follows the piano better: http://puu.sh/mZY24/648b53ea23.jpg
  24. Try to use some consistent combo length, like every 8 beats. Some of your combos start and end in weird places. Try to make it match the phrasing of the music (usually 8 beats or 2 measures)
  25. It's cool that you have all the pattern ideas, but you should also consider the rhythm you're using and try to place your patterns in a way that respects the feel of the music. Strong beats should be emphasized with large jumps and/or long sliders. It will make the map feel tighter with the music, and more fun to play.
  26. A lot of things I said earlier in the mod can be applied to parts later in the map too. Try to figure things out for yourself.
Good luck.
BanchoBot
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