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I MY ME MINE - Troublemaker [CatchTheBeat]

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Topic Starter
Volta
Updated Himedose.

and changed artist name to: I MY ME MINE.
All GDers need to Re-download before checking the mods.

i will check my diffs soon.
Kagari
I tried to redownload the map back but it seems that the diffs arent even submitted lol (plus not updated as well).... D:
the only working solution I had at the moment is redownload each of the osu. files and placed it in the song folder

try to fix this issue for now
Topic Starter
Volta
have you try delete the map first?
Kagari

Flying Pan wrote:

have you try delete the map first?
yeah, I deleted them first before I redownload it back... still the same result :/


here's my screenshot of the file folder
Topic Starter
Volta
wtf. such a troublemaker map.
tocean

Kagari wrote:

o/
mod requested by equim =w=
these are all suggestions from me so dont kd me if my mods didnt help the map at all

[tocean's Salad]
  1. 00:10:494 (5) - move to x:96 fix
  2. 00:21:300 (2,3) - try moving them to x:112 :) fix
gl with ranking~! /o/
thx for mod :D
tocean

Ster wrote:

all suggestions >////<

[tocean's Salad]
00:17:429 (2,3) - Too large of a jump imo, reduce distance slightly. fix
Also, I've noticed that this diff does not use the same kiai times as the other diffs do, maybe use them also at this diff. fix
thx for mod :D
Equim

Ster wrote:

[Equim's Rain]
00:27:429 (1) - make it like this to emphasize the white tick in the middle ?? The image is too different from my current pattern.

Fast wrote:

Equim:
  1. 00:21:623 (1,2,3,4,5,6,7,8) - make more perfect stream i think u can I tried

OSUjanaiKATSURAda wrote:

[ Diffs Suggestions ]

Equim's Rain
00:05:655 (1) - NC
00:06:381 (5,6,7,8) - i Dont think Overmapping here is Creative because that part has no beats and no frequent vocals, so i suggest to remove 00:06:381 (5) - and 00:06:542 (7) - and replace with a 1/2 Slider at 00:06:462 (5) - on x472 direrction to left no it's okay here.
00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - overmapping here need some Hitsounds to make it more notiiceable and rhythmic ( Same as in std mapset ) and i suggest to increase the distance between circles here 00:11:300 (1,2,3,4) - a bit more than the first stream, this way fits to vocals imo
00:16:300 (3) - to x184
00:17:752 (3) - to x24
00:18:236 (1) - NC no
00:20:978 (1) - NC no NC spam
00:22:268 (7) - NC
00:22:591 (1) - Keep C
00:22:832 - add a circle here on x160 to represent that stream by moving 00:22:752 (2) - to x96 and 00:22:913 (4) - to x224 then 00:23:074 (5) - to x80 nah, if you test play it you will find this part very difficult. So I don't want to map that hard here.
00:23:236 (6) - Keep C
00:24:526 - NC no NC spam
00:24:203 (3) - Remove then replace with a 1/2 slider instead of the circle here 00:24:042 - direction to right then 00:24:526 - Copy it here and Ctrl+H it ? no.
00:25:494 (1,2,3,4) - Ctrl+H why? no.
00:28:720 (1) - Use only one Inheriting section and Decrease the whole slider volume to 5% as the guitar sound keep its pace without decreasing its volume and to avoid tick rates loud sounds .
Others are fixed.

So many mods at a time.

SPOILER
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.600001

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I My Me Mine
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean
BeatmapID:808854
BeatmapSetID:368989

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tocean

OSUjanaiKATSURAda wrote:

Hi Everyone ( Mod Req'ed By Equim )
And Sorry For Being Late Again :D

[ Diffs Suggestions ]

Tocean's Salad
Check Aimod : The Preview Time Conflicts with other Diffs & Same For Kiais Which seems that they are canceled in this diff
00:02:752 (1,2,3) - Ctrl+H to x288 it plays better imo it will be difficlut if Ctrl+H
00:02:752 (5) - Keep Combo ( yellow ) nope, i think it's ok
00:03:397 (8) - NC should be here fix
00:08:881 (1) - NC fix
00:09:687 (1,2) - a 1/2 slider fits to vocals better it's meaningless. Don't want to change that
00:10:171 (1) - NC fix
00:10:494 (5) - to x 64 i think a jump plays better and correlate to that guitar pitch I took Kagari's advice
00:10:978 (4) - Keep combo dont think so
00:19:203 (5) - NC fix
00:19:687 (6) - Keep C
00:19:203 (5) - Tilt the sliter Head a bit to left fix
00:20:978 (5) - Keep Combo I don't think so
00:21:462 (3) - to x112 I move it to x128
00:22:268 (1) - Keep C fix
00:25:494 (1) - NC fix
00:25:978 (8) - keep it on the same stream as there is no change in the rhythm ( x144)
00:26:139 (1) - Keep Combo fix, and i add nc on00:26:462 (1) -
00:26:139 (1) - x256 I dont think so, i made this four 00:26:139 (1,2,3,4) - into a group
00:26:462 (1) - NC ^
00:26:462 (2) - ^ ^


Well Goodluck With it ( i Modded it With A Damaged Keyboard ) 8-)
thx for mod!! :D

SPOILER
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Editor]
Bookmarks: 4203,10978,14526,17107,19203,23558
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:tocean's Salad
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari
BeatmapID:817333
BeatmapSetID:368989

[Difficulty]
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CircleSize:3
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ApproachRate:7
SliderMultiplier:1.2
SliderTickRate:1

[Events]
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tocean
...Network jam :?
Topic Starter
Volta
the map stil unupdated due to problem occured when changing artist's name. will try to fix that first.
Kagari
i think I got the same problem with my own mapset too
Topic Starter
Volta
that's right. i downloaded your mapset. and the Overdose still named BestFriends lol. and it said not submitted.

RIP BSS.
Topic Starter
Volta

Ster wrote:

all suggestions >////<

[Platter]
00:14:042 (5) - Jump from 00:14:526 (1) - to here is too difficult for a platter imo, reduce made a little closer.

[Cup]
Nothing here! A slight CS reduce (2.5~2.6) might be okay though. fixed

that is all~
lol i might map this, not as gd tho xd

OSUjanaiKATSURAda wrote:

Hi Everyone ( Mod Req'ed By Equim )
And Sorry For Being Late Again :D


General
Artist : It seems That the Ranked Standard Mapset Has it all Caps like ( I MY ME MINE ) i think maybe its the Correct Form.
00:23:558 - until 00:27:429 - i suggest a Kiai here considering that part sounds stronger and has Higher pitch from the rest

[ Diffs Suggestions ]
Cup
mod applied except below because i can't find clear reason.
00:21:300 (4) - Move it to next Tick then put it on x368
00:21:945 (5) - x352
00:23:881 (2) - x288
00:24:849 (4) - Ctrl+H to x144
00:25:494 (5) - x416


Platter
00:16:300 (5) - Replace it with a 1/2 Slider Copy 00:15:978 (4) - and put it on x368 maybe a bit confusing
00:22:591 - i think here there is an additional Beat which would fit better if u add a circle on x336 which create a triple same as the next pattern 00:22:913 (1,2,3) - now is also okay because vocal stopped at 00:22:429 -
others are fixed

Well Goodluck With it ( i Modded it With A Damaged Keyboard ) 8-)
thanks for mods! updated.

Deif wrote:

No problems on my side. The Artist was changed correctly and it's completely capitalised.



Good luck!
seems like it's only me and kagari.
Kagari
I forgot to inform you that the problem is already been resolved lol :p

I've deleted and redownload the map back and now it works fine as usual
SYAHME
From my modding queue.

General


■ None.

Cup


■ 00:13:881 (4) - Ctrl + G.
■ 00:11:945 (1,2,3,4,1,2,3,4,5) - maybe you should spread it to the left. You just only use on the right side.
■ Perfect, enjoyable.

tocean's Salad


■ 00:18:236 (1) - move to x:272, because the note before this is far. So, the distance should be far.
■ 00:19:203 (1) - Maybe you can horizontal it like *this is more fun.
■ I love this Salad.

Platter


■ 00:03:720 (5) - make this horizontal, because the pattern you did before too weird.
■ 00:04:203 (1) - move to x:320.
■ 00:10:978 (1,2,3) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat?
■ 00:17:107 (1,2,3) - maybe you can make it closer a little bit because its easy to miss, imo.
■ That all, perfect.

Equim's Rain


■ 00:02:268 (4) - maybe to the left a little bit.
■ 00:06:381 (2,3,4,5) - some part I can't hear a beat, check below.
■ 00:06:462 - 00:06:623 - 00:06:703 - I hear the beat here only, why don't you use this beat?
■ 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat?
■ 00:11:945 (1) - maybe to the right a little bit.
■ 00:17:107 (1,2,3) - its so hard maybe you can make it less horizontal.
■ 00:19:203 (1) - maybe to the left a little bit.
■ 00:21:623 (1,2,3,4,5,6,7,8) - some part I can't hear a beat, check below.
■ 00:21:623 - 00:21:703 - 00:21:784 - 00:21:945 - 00:22:107 - I hear the beat here only, why don't you use this beat?
■ 00:23:558 (1) - make it less horizontal until this slider inside the grid.
■ 00:24:849 (4) - maybe to the left a little bit.
■ Okay, fun.

Kagari's Himedose


■ 00:06:300 (1,2,3,4,5,6) - some part I can't hear a beat, check below.
■ 00:06:381 - only this part doesn't have a beat or sound.
■ 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:139 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat?
■ 00:16:623 (5,6,7,8,9,10) - some part I can't hear a beat, check below.
■ 00:16:623 - 00:16:784 - 00:16:945 - 00:17:026 - I hear the beat here only, why don't you use this beat?
■ 00:21:703 (2,3,4,5,6,7,8) - some part I can't hear a beat, check below.
■ 00:21:703 - 00:21:784 - 00:21:945 - 00:22:107 - I hear the beat here only, why don't you use this beat?
■ 00:22:268 (1) - I can slide to the right and hard to catch the note after this, make it closer to the left.
■ 00:22:832 (4) - move to x:184.
■ 00:22:913 (5) - make it horizontal and closer to the left.
■ 00:28:074 (1) - this pattern is weird, maybe you can Ctrl + H and back to the origin place.
■ Nice, very nerve wrecking.
Good luck on ranking this.
Topic Starter
Volta
.
Equim
requested by myself

[Cup]
00:04:525 (2) - x320.
00:04:848 (3) - x176.
00:07:913 (3) - ctrl+G and ctrl+H and then move to x272.
00:09:042 (1) - x248.
00:10:978 (1) - x208.
00:14:526 (1,2,3,4) - x272, x400, x248, x376.
00:15:816 (5) - x224.
00:18:236 (3) - ctrl+G and ctrl+H and then move to x32.
00:19:203 (1) - ctrl+G.

[tocean's Salad]
most underrated Chinese ctb mapper.
00:01:300 (3) - x176.
00:01:623 (1) - x336.
00:02:268 (3) - 这也太宽了吧,移到x176.
00:04:849 (4) - 往左一点,x352.
00:10:171 (1,2,3) - 好奇怪的梗,我建议用一个1/2的折返滑条代替这个。
00:16:300 (6) - x208.
00:18:236 (1,2,3,4) - ctrl+H然后移到x256.
00:19:203 (1) - 把这个滑条拉平,然后移到x448。
00:20:655 (4,1,2,3) - 这样的两个连续的大跳在Salad里算是很难的了,00:20:978 (1) - 移到x384,00:21:300 (2) - 移到x128,00:21:462 (3) - 移到x176
00:21:784 (1,2,3,4) - 建议弄成这个样子:http://osu.ppy.sh/ss/3957010

[Platter]
00:01:623 (2,3) - Please reduce this pixel jump. Move 00:01:623 (2) - to x416.
00:03:397 (4) - x368 is fine.
00:09:849 (5) - x112.
00:12:268 (2) - x296.
00:13:720 (4) - x400.
00:15:494 (1,2,3) - the dash should be at 00:15:655 (2,3) - instead of 00:15:494 (1,2) - . Move 00:15:655 (2) - to x88.
00:17:107 (1,2,3) - x384.
00:19:526 (2,3) - Please reduce this distance. You can move 00:19:687 (3,4,5) - to x192.
00:22:268 (1) - x432 and 00:22:429 (2) - x344, and make a slider like this: http://osu.ppy.sh/ss/3957065, and move 00:23:074 (3) - to x408.
00:27:107 (4) - x200.
The hitsounding of this diff needs to be improved.

[Equim's Rain]
huh?
I've checked it myself and here is the update:
SPOILER
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 4203,10978,14526,17107,19203,23558
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 8
TimelineZoom: 1.800003

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari
BeatmapID:0
BeatmapSetID:368989

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Kagari's Himedose]
garigari >_<
00:21:462 (1,2,3,4,5,6,7,8,1,2,3,4,5) - srsly this part needs some remapping:
00:21:139 (3,4,1) - HDash should be at 00:21:139 (3,4) - instead. Move 00:21:300 (4) - to x312.
00:21:703 (2,3,4) - Make this curved. 00:21:703 (2) - x464 and 00:21:784 (3) - x416.
00:22:187 (8,1) - This anti...... Add a circle here at 00:22:187 - x64, and add a circle at 00:22:268 - x408, add a circle at 00:22:429 (1) - x184.
00:22:591 (2,3,4) - This anti is even more crazy. 00:22:591 (2) - ctrl+H and move to x80, move 00:22:832 (3) - to x72.

00:24:042 (2,3) - add a HDash here?


Good luck with it!
Kagari

Equim wrote:

requested by myself
[Kagari's Himedose]
garigari >_< why garigari ;w;
00:21:462 (1,2,3,4,5,6,7,8,1,2,3,4,5) - srsly this part needs some remapping: orz
00:21:139 (3,4,1) - HDash should be at 00:21:139 (3,4) - instead. Move 00:21:300 (4) - to x312. - i'm not agreeing with this one... the jump felt weird with the music if using your mod... no change on this
00:21:703 (2,3,4) - Make this curved. 00:21:703 (2) - x464 and 00:21:784 (3) - x416. - okay
00:22:187 (8,1) - This anti...... Add a circle here at 00:22:187 - x64, and add a circle at 00:22:268 - x408, add a circle at 00:22:429 (1) - x184. - oooookay.... but this part is quite hard tho
00:22:591 (2,3,4) - This anti is even more crazy. 00:22:591 (2) - ctrl+H and move to x80, move 00:22:832 (3) - to x72. - ;w;

00:24:042 (2,3) - add a HDash here? - consider it done


Good luck with it! o/
thanks for the small nazi mod heu :P

updated himedose
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.300001

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
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//Storyboard Layer 1 (Fail)
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//Storyboard Sound Samples

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Sakary
Hello!

M4M Mod Request from Equim's thread p/4661937#p4661937

General
I think a song shorter than 30 seconds in terms of drain is unrankable.Oh wait, nevermind! Its 30 seconds.

Kagari's Himedose
  1. 00:05:010 (4,5) - ctrl+g
  2. 00:10:332 (4) - x:384
  3. 00:10:655 (6) - x:384
  4. 00:15:332 (4,5) - ctrl+g

Equim's Rain
  1. 00:15:332 (2) - ctrl+g
  2. 00:20:978 (4,5) - shorten its distance... this jump is for overdose.
  3. 00:22:913 (4) - x:352

Platter
  1. 00:03:236 (3) - x:288
  2. 00:12:591 (3) - its too far from 00:12:268 (2)
  3. 00:23:074 (2,3) - shorten its distance but still in hdash.
  4. 00:30:655 (1) -lower the hitsound volume to 5

I dont know how to mod lower difficulties.

Good Luck!
Topic Starter
Volta

Equim wrote:

requested by myself

[Cup]
basically all applied but
00:18:236 (3) - ctrl+G and ctrl+H and then move to x32. i can't put it in x32 after ctrl g ctrl h... so i changed the shape, and also with 00:19:203 (1)

[Platter]
00:19:526 (2,3) - Please reduce this distance. You can move 00:19:687 (3,4,5) - to x192. there is cymbal sound at 00:19:687 (3) so a jump is fit imo. reduce the distance a bit.
00:22:268 (1) - x432 and 00:22:429 (2) - x344, and make a slider like this: http://osu.ppy.sh/ss/3957065, and move 00:23:074 (3) - to x408. added slider. as for position i want to make it a little harder

The hitsounding of this diff needs to be improved. well, i mainly map taiko which is only don and kat xD will look for someone to hitsound improvement

Good luck with it!

Hi_Hello wrote:

Hello! Hi!

M4M Mod Request from Equim's thread p/4661937#p4661937


Platter
  1. 00:03:236 (3) - x:288 might be too far
  2. 00:30:655 (1) -lower the hitsound volume to 5 too low imo. 20 is fine.

I dont know how to mod lower difficulties.

Good Luck!
thanks!

updated and waiting for tocean.
Topic Starter
Volta

SYAHME wrote:

From my modding queue.

General


■ None.

Cup


■ 00:13:881 (4) - Ctrl + G. ok
■ 00:11:945 (1,2,3,4,1,2,3,4,5) - maybe you should spread it to the left. You just only use on the right side. alright
■ Perfect, enjoyable. ayy

Platter


■ 00:03:720 (5) - make this horizontal, because the pattern you did before too weird. hmm. alright almost horizontal then
■ 00:04:203 (1) - move to x:320. moved to 312 instead because might be too hard to reach
■ 00:10:978 (1,2,3) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat? the std set also have this kind of beat lol and i think it's cooler this way
■ 00:17:107 (1,2,3) - maybe you can make it closer a little bit because its easy to miss, imo. i i want a bit challanging in this part. but maybe you're right. made a bit closer
■ That all, perfect. yay

Good luck on ranking this.
thanks for mod
Equim

SYAHME wrote:

Equim's Rain


■ 00:02:268 (4) - maybe to the left a little bit. It's okay to keep.
■ 00:06:381 (2,3,4,5) - some part I can't hear a beat, check below.
■ 00:06:462 - 00:06:623 - 00:06:703 - I hear the beat here only, why don't you use this beat? okay
■ 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat? I refered to the std version.
■ 00:11:945 (1) - maybe to the right a little bit. It may break the HDash.
■ 00:17:107 (1,2,3) - its so hard maybe you can make it less horizontal. fine to keep
■ 00:19:203 (1) - maybe to the left a little bit. okay
■ 00:21:623 (1,2,3,4,5,6,7,8) - some part I can't hear a beat, check below.
■ 00:21:623 - 00:21:703 - 00:21:784 - 00:21:945 - 00:22:107 - I hear the beat here only, why don't you use this beat? I can't find a better pattern so far...
■ 00:23:558 (1) - make it less horizontal until this slider inside the grid. fixed
■ 00:24:849 (4) - maybe to the left a little bit. changed the pattern here.
■ Okay, fun.

Hi_Hello wrote:

Hello!

M4M Mod Request from Equim's thread p/4661937#p4661937 Next time you should ask me before M4M.

Equim's Rain
  1. 00:15:332 (2) - ctrl+g no, it'll be an anti-jump.
  2. 00:20:978 (4,5) - shorten its distance... this jump is for overdose. it's okay
  3. 00:22:913 (4) - x:352 reason?
SPOILER
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 4203,10978,14526,17107,19203,23558
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 8
TimelineZoom: 1.800003

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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1623,-100,4,2,0,60,0,1
1703,-100,4,2,0,60,0,0
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28720,-83.3333333333333,4,2,0,60,0,0
28800,-83.3333333333333,4,2,0,5,0,0


[Colours]
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Combo2 : 128,128,255
Combo3 : 255,255,128
Combo4 : 245,88,88

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Kagari

SYAHME wrote:

From my modding queue.

Kagari's Himedose


■ 00:06:300 (1,2,3,4,5,6) - some part I can't hear a beat, check below.
■ 00:06:381 - only this part doesn't have a beat or sound.
■ 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - some part I can't hear a beat, check below.
■ 00:10:978 - 00:11:139 - 00:11:300 - 00:11:381 - 00:11:462 - 00:11:542 - 00:11:623 - I hear the beat here only, why don't you use this beat?
■ 00:16:623 (5,6,7,8,9,10) - some part I can't hear a beat, check below.
■ 00:16:623 - 00:16:784 - 00:16:945 - 00:17:026 - I hear the beat here only, why don't you use this beat?
■ 00:21:703 (2,3,4,5,6,7,8) - some part I can't hear a beat, check below.
■ 00:21:703 - 00:21:784 - 00:21:945 - 00:22:107 - I hear the beat here only, why don't you use this beat?
these 1/4 stream notes felt very nice to me IMO, since it was a overdose... and I dont see how to make use of the beats that you've mentioned other than the ones that I've mapped, unless you have a better way to execute that part, I'll be willing to considerate. No change.

■ 00:22:268 (1) - I can slide to the right and hard to catch the note after this, make it closer to the left. - okay
■ 00:22:832 (4) - move to x:184. - okay
■ 00:22:913 (5) - make it horizontal and closer to the left. - a bit horizontal
■ 00:28:074 (1) - this pattern is weird, maybe you can Ctrl + H and back to the origin place. - it doesnt felt weird to me IMO, and the suggestion doesnt make it any better to me.
■ Nice, very nerve wrecking. - thanks bruh
Good luck on ranking this.

Hi_Hello wrote:

Hello!

M4M Mod Request from Equim's thread p/4661937#p4661937

Kagari's Himedose
  1. 00:05:010 (4,5) - ctrl+g - okay
  2. 00:10:332 (4) - x:384 - okay
  3. 00:10:655 (6) - x:384 - I think it's fine to not to change... no change
  4. 00:15:332 (4,5) - ctrl+g - okay
I dont know how to mod lower difficulties.

Good Luck!
thanks for the mod guys~! :D

hime-kun~!
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ArtistUnicode:あいまいみーまいん
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tocean

SYAHME wrote:

From my modding queue.

tocean's Salad


■ 00:18:236 (1) - move to x:272, because the note before this is far. So, the distance should be far. fix!
■ 00:19:203 (1) - Maybe you can horizontal it like *this is more fun. fix
■ I love this Salad. thank you~! :D

Good luck on ranking this.
tocean

Equim wrote:

[tocean's Salad]
most underrated Chinese ctb mapper.
00:01:300 (3) - x176. 开头这几个感觉没什么问题
00:01:623 (1) - x336. 同上
00:02:268 (3) - 这也太宽了吧,移到x176. 同上
00:04:849 (4) - 往左一点,x352. fix
00:10:171 (1,2,3) - 好奇怪的梗,我建议用一个1/2的折返滑条代替这个。改了一下,应该感觉好点了,但是没用1/2折返滑条
00:16:300 (6) - x208. 这里没什么问题,Grid Size:Medium下10个格的距离我感觉正合适
00:18:236 (1,2,3,4) - ctrl+H然后移到x256. 那样感觉就不好玩了
00:19:203 (1) - 把这个滑条拉平,然后移到x448。同上
00:20:655 (4,1,2,3) - 这样的两个连续的大跳在Salad里算是很难的了,00:20:978 (1) - 移到x384,00:21:300 (2) - 移到x128,00:21:462 (3) - 移到x176 fix
00:21:784 (1,2,3,4) - 建议弄成这个样子:http://osu.ppy.sh/ss/3957010 改了一下,现在弄成了这个样子https://osu.ppy.sh/ss/4028597我觉得比以前好玩了
SPOILER
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Topic Starter
Volta
alright updated
MBomb
Let's do this, requested from my modding queue.

[Cup]

Try AR6, works better with spread and makes those 1/2s look a bit better.

00:01:623 (1) - Slightly more distance on this, to emphasise it better? x:144 would be nice.
00:05:171 (4) - Could maybe ignore this note, as this could follow the vocals quite nicely without this?
00:05:494 (5) - I think this would sound better as two 1/1 sliders.
00:07:913 (3) - Maybe have a 1/1 slider repeating once instead.
00:11:945 (1) - x:304 on this, a greater distance works better to emphasise this section, and feels nice with the emphasis supplied by the kiai time.
00:17:107 (1,2) - These distances feel a bit high and difficult for a cup considering these notes aren't very strong compared to the rest of the song. Try 1 at x:336 and 2 at x:192.
00:23:558 (1) - x:168 please, same distance but this note being closer to the middle makes it better placed after a spinner, to avoid a note that cup players would miss due to this current positioning.
00:26:139 (6) - x:320, this distance feels a tiny bit too big how it is now, this makes it feel better.

[Salad]

00:01:623 (1,2) - Dash to 1 would be better, to emphasise that kiai section and the strong beat, and a dash to 3 doesn't really fit in my opinion, as the vocal here isn't too strong. Move 1 to x:128, and 2 to x:304.
00:02:591 (4) - This note is quite weak, there shouldn't really be a dash to this. Move this to x:288 to make a nice streamy pattern here.
00:07:429 (3) - x:432 please, just so that the average salad player recognises this as a dash.
00:08:397 (2,3) - A dash to 3 would be good for the strong vocal. 2 to x:272 and 3 to x:432 would make a nice flowing pattern to fit the music here.
00:09:687 (1,2) - Dash to here really doesn't fit imo, I think it'd be better to just move this section to x:272 to avoid any awkward movement.
00:11:945 (1,2,3) - Same as at the beginning of the map, it seems weird to not have a dash to the part where there's a kiai for extra emphasis, but have one straight afterwards. I think better placement would be 1 at x:112, 2 at x:304, 3 at x:160.
00:16:300 (6,7) - Double dash is highly not recommended in a salad, and I don't feel like the dash to 6 really fits the music anyway. I think it might be better to move this section to x:224.
00:18:881 (4) - Dash to here would be nice for the strong vocal, move this to x:416.
00:23:558 (1,2,3,4,1) - Dashes to both 1s here would be nice, as both are very strong notes. Move the first 1 to x:432, 00:23:881 (2,3,4) - section to x:256, and then the second 1 to x:208.
00:25:978 (4) - A dash to 1 instead of consistent movement would be better, as 1 is a strong note. Try moving this to x:320.
00:26:462 (2,3,4) - Distances here feel a bit strange to me. Try moving 2 to x:288, 3 to x:432, and 4 to x:240, feels better to me, as it avoids any weird to play dash patterns.
00:21:300 (2,3) - x:192 feels better to me, as this note doesn't feel that strong.

[Platter]

HP5 and CS3.5 would be better for spread.
Note: If CS is changed, some spacings will be slightly different, places with hypers may become timing dashes, make sure to fix those (This includes my suggestions).

00:00:655 (1,2) - A HDash to 2 would be nice, there's a reason 2 is emphasised with the kiai, and so a hyper would also fit well for the same strong sound. Move 1 to x:96 and 2 to x:480.
00:04:203 (1) - This dash fits nicely, but it's a bit strong how it is now, maybe weaken it slightly to make it slightly easier to catch, like x:296?
00:05:494 (2,3) - Kinda annoying to play how it is now, reduce it slightly to x:208.
00:07:752 (2) - Dash to this feels weird, note isn't strong at all. Move it to x:248 instead.
00:10:978 (8) - Please New Combo here.
00:11:300 (9,10,11,12,1) - HDash to 1 would sound a lot better than 12, 12 isn't even noticible compared to the extremely strong sound at one. Move 11 to x:344, 12 to x:480, 1 to x:96, and 2 to x:280, to keep nice flow here.
00:17:107 (1) - x:368, a HDash would feel nice here.
00:18:074 (4) - Distance is too strong, this feels weird to play. Try x:400.
00:19:687 (3) - Reduce this distance slightly, like x:128, to make flow feel better.
00:22:268 (1) - x:272 feels better to play.
00:23:558 (1,2,1,2) - Maybe remap this so that there's hypers to the 1s? They are very strong notes and would be well emphasised by a HDash. Try moving the first 1 to x:96, change the first 2 into 3 circles, with 2 at x:264, 3 at x:192, and 4 at x:120, then ctrl+H this pattern and put it at x:504, at 00:24:526 - .
00:27:429 (1) - x:456 please, a dash would make this section fit better with the music.

[Rain]

00:03:074 (2) - Weaken this HDash a bit please, strong HDashes followed by movement in the opposite direction can be weird. x:128 is better.
00:06:784 (1) - Please no, the strength of this hyper is ridiculous. Ctrl+g and move to x:208, feels a lot better.
00:17:429 (2) - A HDash to this would be good, as well, the vocal is quite consistentally strong here. Ctrl+H and then x:224 actually feels really nice, in my opinion.
00:20:332 (1,2) - Not really sure of having a HDash to 1 here, the note doesn't sound very strong in my opinion. Try moving this section to x:376 instead.
00:24:203 (3) - I think this feels a lot better if you split it up into 2 circles, and have the first HDashing to the second, as the current slider end is a very strong note where a HDash would fit very well. Put the first circle at x:8 and the second at x:464.
00:27:429 (1) - x:64 on this please, to make the jump more comfortable.
00:28:720 (1) - In my opinion, a spinner here would be a lot better, even in the overdose this is a spinner. However, if you decide to keep this as a slider, please move it to x:384 to make the jump to it easier.

Nice Rain diff overall!

[Himedose]

00:22:429 (2) - x:224 on this feels better to me for flow.
00:22:832 (4) - HDash to this doesn't feel right with the music, should just be a big HDash to 5, to fit the music better, in my opinion, seeing as this drumbeat is quite weak. Try moving this to x:104 and 5 to x:320.
00:24:203 (3,1) - HDash to 1 would be nice for the strong drumbeat there. Try 3 on x:64 and 1 on x:464, and then 2 on x:368 for nice flow with this new HDash pattern.
00:27:107 (3) - x:296 please, these jumps are currently so annoyingly awkward.
00:28:074 (1,2,1) - Move this section to x:488, to get the hyper away from the wall a bit.

Easily one of the best overdoses I've seen in a while, amazing job!

[Spread]

There is a very big difference between Platter and Rain, so much so that I'd probably recommend adding a difficulty between them, such as a Light Rain, to try and fix this issue. Buffing the platter needlessly would be weird, in my opinion, as it already fits a platter well, the but the rain also fits a harder rain quite well so nerfing that doesn't seem like the best idea either.

Accept this difficulty if you want, up to you, but I think it really helps out spread.
MBomb's Light Rain (If you want to accept it)
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Alright, done ;)
Kagari

- Magic Bomb - wrote:

Let's do this, requested from my modding queue. \o/
[Himedose]

00:22:429 (2) - x:224 on this feels better to me for flow. - okay~
00:22:832 (4) - HDash to this doesn't feel right with the music, should just be a big HDash to 5, to fit the music better, in my opinion, seeing as this drumbeat is quite weak. Try moving this to x:104 and 5 to x:320. - I'm not quite sure about this, the current placement is already sweet for me, and it does complement to the music IMO. No change tho, but I'll keep this part in my mind if there's few modders pointing this out. :)
00:24:203 (3,1) - HDash to 1 would be nice for the strong drumbeat there. Try 3 on x:64 and 1 on x:464, and then 2 on x:368 for nice flow with this new HDash pattern. - okay~ but I'll keep the previous distance between 1 and 2 okay~
00:27:107 (3) - x:296 please, these jumps are currently so annoyingly awkward. - x:312 instead :P
00:28:074 (1,2,1) - Move this section to x:488, to get the hyper away from the wall a bit. - okay~

Easily one of the best overdoses I've seen in a while, amazing job! - thanks for the compliment MBomb! :D

Alright, done ;) - :) :) :) :)
thanks for the mod MB~! :) :) :) :)

hime~
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Topic Starter
Volta

- Magic Bomb - wrote:

Let's do this, requested from my modding queue.

[Cup]

Try AR6, works better with spread and makes those 1/2s look a bit better.

00:01:623 (1) - Slightly more distance on this, to emphasise it better? x:144 would be nice.
00:05:171 (4) - Could maybe ignore this note, as this could follow the vocals quite nicely without this? but there is a beat there and it feels empty without the note
00:05:494 (5) - I think this would sound better as two 1/1 sliders. i'm trying to make consistency with 00:02:913 (3) -
00:07:913 (3) - Maybe have a 1/1 slider repeating once instead.
00:11:945 (1) - x:304 on this, a greater distance works better to emphasise this section, and feels nice with the emphasis supplied by the kiai time.
00:17:107 (1,2) - These distances feel a bit high and difficult for a cup considering these notes aren't very strong compared to the rest of the song. Try 1 at x:336 and 2 at x:192.
00:23:558 (1) - x:168 please, same distance but this note being closer to the middle makes it better placed after a spinner, to avoid a note that cup players would miss due to this current positioning. i still have no idea how the ctb editor generate those bananas.. fixed
00:26:139 (6) - x:320, this distance feels a tiny bit too big how it is now, this makes it feel better.
no reply=fixed
[Platter]

HP5 and CS3.5 would be better for spread.
Note: If CS is changed, some spacings will be slightly different, places with hypers may become timing dashes, make sure to fix those (This includes my suggestions).

00:00:655 (1,2) - A HDash to 2 would be nice, there's a reason 2 is emphasised with the kiai, and so a hyper would also fit well for the same strong sound. Move 1 to x:96 and 2 to x:480.
00:04:203 (1) - This dash fits nicely, but it's a bit strong how it is now, maybe weaken it slightly to make it slightly easier to catch, like x:296?
00:05:494 (2,3) - Kinda annoying to play how it is now, reduce it slightly to x:208.
00:07:752 (2) - Dash to this feels weird, note isn't strong at all. Move it to x:248 instead.
00:10:978 (8) - Please New Combo here.
00:11:300 (9,10,11,12,1) - HDash to 1 would sound a lot better than 12, 12 isn't even noticible compared to the extremely strong sound at one. Move 11 to x:344, 12 to x:480, 1 to x:96, and 2 to x:280, to keep nice flow here.
00:17:107 (1) - x:368, a HDash would feel nice here.
00:18:074 (4) - Distance is too strong, this feels weird to play. Try x:400. that'll be too close with next note imo, current distance is fine for me
00:19:687 (3) - Reduce this distance slightly, like x:128, to make flow feel better. x120 is fine to make a little emphasis to cymbal sound
00:22:268 (1) - x:272 feels better to play.
00:23:558 (1,2,1,2) - Maybe remap this so that there's hypers to the 1s? They are very strong notes and would be well emphasised by a HDash. Try moving the first 1 to x:96, change the first 2 into 3 circles, with 2 at x:264, 3 at x:192, and 4 at x:120, then ctrl+H this pattern and put it at x:504, at 00:24:526 - .i kinda didn't like the idea. current pattern also plays well and more fit to the diff
00:27:429 (1) - x:456 please, a dash would make this section fit better with the music.

[Spread]

There is a very big difference between Platter and Rain, so much so that I'd probably recommend adding a difficulty between them, such as a Light Rain, to try and fix this issue. Buffing the platter needlessly would be weird, in my opinion, as it already fits a platter well, the but the rain also fits a harder rain quite well so nerfing that doesn't seem like the best idea either.

Accept this difficulty if you want, up to you, but I think it really helps out spread. alright. i also think difficulty spread between platter-rain is too wide since i have kagari's himedose. can i really add this? xD added anyway
MBomb's Light Rain (If you want to accept it)
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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[Colours]
Combo1 : 255,217,217
Combo2 : 128,128,255
Combo3 : 255,255,128
Combo4 : 245,88,88

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Alright, done ;)
timing points
[TimingPoints]
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RIP double green lines in your diff. i fixed it for ya
boom! thanks for mod and Light Rain!
somehow i feel like this map has various personalities..
Kagari

Flying Pan wrote:

somehow i feel like this map has various personalities..
various "trap" personalities... :^)
-rage
Hi from my queue.

Cup
  1. 00:01:623 (1) - move to x:160 (or just 1 grid closer. This is just a tad too far in my opinion.
  2. 00:10:494 (4) - move a little closer to the end of slider (3), just to make it look/feel easier to catch.
  3. 00:15:171 (3,4) - make those two notes the same distance as (1,2)? wether they're closer or further is fine. \
  4. 00:22:268 (1) - short spinner like this even allowed?
tocean's salad
  1. 00:00:655 (1,2,3,1,2,3,4) - boring beginning in my opinion. just 8 circles like that doesn't feel like a solid beginning.
  2. 00:25:494 (1,2,3,4,1) - just my opinion, i feel like it would be a bit better if those were equally spaced? you could make (1,2,3) a little further away from eachother just like (3,4,1). it would feel better.
Platter
  1. 00:17:107 (1,2,3) - this diff feels pretty consistant until this paterns shows up. feels a bit tedious and boring.
  2. 00:05:494 (2,3,4,5) - make these equaly spaced? it doesn;t really matter to the gameplay itself, i just think when circles are spaced evenly it looks better to the eye. if no changes are made, it'f ine. Just thought i'd point it out
This diff is pretty fun, have a hard time trying to find something wrong out of it D:
Light Rain
  1. 00:06:623 (5) - i do not like this short slider to hyperdash. It would feel better to have 2 circles to hyperdash instead so it's better spaced out and doesn't feel so crammed. seriously, i miss this hyperdash like 90% of the time XD idk why
  2. 00:16:945 (5) - but SOMEHOW this one is easier to hit. so maybe i would suggest changing this one out too so the paterns match? if no changes, it's fine
  3. 00:17:349 - why the inherited timing point there? why put 10% volume there? is there a reason it's there? same for 00:17:671 - and some other places. Would it feel better without the random volume changes? honestly i can't notice anything difference
equim's rain
  1. 00:17:107 (1,2,3) - not a fan of anti-jumps (or whatever you call it) like that, and i'm not a 100% sure they fit in this difficulty. I would say reconsider a different patern? maybe something like CTRL+H the (2) to make cool slider jumps
  2. 00:23:074 (5) - This could be equaly spaced with 00:22:268 (1,2,3,4) - and maybe make these back and fowrth a little further away?

That's all i have to say! Good luck with this set!!
Equim

- Magic Bomb - wrote:

Let's do this, requested from my modding queue.

[Rain]

00:03:074 (2) - Weaken this HDash a bit please, strong HDashes followed by movement in the opposite direction can be weird. x:128 is better.
00:06:784 (1) - Please no, the strength of this hyper is ridiculous. Ctrl+g and move to x:208, feels a lot better.
00:17:429 (2) - A HDash to this would be good, as well, the vocal is quite consistentally strong here. Ctrl+H and then x:224 actually feels really nice, in my opinion. That may be too difficult for a Rain tho.
00:20:332 (1,2) - Not really sure of having a HDash to 1 here, the note doesn't sound very strong in my opinion. Try moving this section to x:376 instead. No, it'll be too difficult.
00:24:203 (3) - I think this feels a lot better if you split it up into 2 circles, and have the first HDashing to the second, as the current slider end is a very strong note where a HDash would fit very well. Put the first circle at x:8 and the second at x:464.
00:27:429 (1) - x:64 on this please, to make the jump more comfortable.
00:28:720 (1) - In my opinion, a spinner here would be a lot better, even in the overdose this is a spinner. However, if you decide to keep this as a slider, please move it to x:384 to make the jump to it easier.

Nice Rain diff overall!

Alright, done ;)

klonoa wrote:

Hi from my queue.
equim's rain
  1. 00:17:107 (1,2,3) - not a fan of anti-jumps (or whatever you call it) like that, and i'm not a 100% sure they fit in this difficulty. I would say reconsider a different patern? maybe something like CTRL+H the (2) to make cool slider jumps Already changed the pattern.
  2. 00:23:074 (5) - This could be equaly spaced with 00:22:268 (1,2,3,4) - and maybe make these back and fowrth a little further away?

That's all i have to say! Good luck with this set!!
Others are fixed.

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MBomb

klonoa wrote:

Hi from my queue.

Light Rain
  1. 00:06:623 (5) - i do not like this short slider to hyperdash. It would feel better to have 2 circles to hyperdash instead so it's better spaced out and doesn't feel so crammed. seriously, i miss this hyperdash like 90% of the time XD idk why - Moved it a bit to the right instead, to make the flow better.
  2. 00:16:945 (5) - but SOMEHOW this one is easier to hit. so maybe i would suggest changing this one out too so the paterns match? if no changes, it's fine - Changed the other one differently to how you said, so kept this the same.
  3. 00:17:349 - why the inherited timing point there? why put 10% volume there? is there a reason it's there? same for 00:17:671 - and some other places. Would it feel better without the random volume changes? honestly i can't notice anything difference - Removed, I copied hitsounds from another difficulty, that's why it was like that.

That's all i have to say! Good luck with this set!!
Thanks for the mod!

ayy
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Tyrell
This is from a m4m request. c:

General
  1. Goog job fixing the spread issues MB.

Cup
Opening thoughts: Flows well. Good job.
  1. 00:09:042 (1,2,3,4) - Would recommend moving to x:168. Jump to this before seemed to low so it was awkward.
Song Setup Recommendations: none

Closing Thoughts: Not much else to point out, everything else functions well to me.

Salad
Opening thoughts: This is a great salad, I like the style.
  1. 00:10:494 (3) - I feel this should go to the right insteadd, feels weird going to the left. Move to x:256. If you take my suggestion change the following pattern a bit
  2. 00:25:816 (3,4,1) - I feel the distancing for this is a bit weird in between dash and walk, would recommend making the spacing similar to other patterns used before.
Song Setup Recommendations: none
Closing Thoughts: Great salad. Really like it :D

Platter
Opening thoughts: Nice platter, some patterns are tricky.
  1. 00:20:655 (5) - I feel this should be a bit closer to 00:20:494 (4) - for easier catching.
  2. 00:21:300 (2) - Maybe move to x:184 for minor consistency.
Song Setup Recommendations: none
Closing Thoughts: Although some parts are pretyy tricky to me, I think they fit fine so i didn't point them out. Good diff

Light Rain
Opening thoughts: Although this doesn't present a spread issue, the light rain plays harder than the actual rain which is weird.
  1. 00:18:558 (2) - to x:216 so it's a bit easier to catch, feels weird where it was before.
Song Setup Recommendations: none
Closing Thoughts: i would reduce some of the patterns a bit around 00:17:752 (3,4,1,2,3,4,5) - and 00:20:978 (1,2,3,4,5,6,1,2,3,4) - I would suggest lowering the distance a bit on some jumps or reducing overall anti flow here.

Rain
Opening thoughts: This is amazing
  1. 00:17:429 (2,3) - I would highly recommend not making these hyper to each other. Feels very awkward to play. I would make it a dash similar to 00:17:107 (1,2) -
Song Setup Recommendations: none really
Closing Thoughts: Very good Rain, i really enjoyed this.
I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set. :)
Topic Starter
Volta

klonoa wrote:

Hi from my queue.

Cup
  1. 00:01:623 (1) - move to x:160 (or just 1 grid closer. This is just a tad too far in my opinion. fixed
  2. 00:10:494 (4) - move a little closer to the end of slider (3), just to make it look/feel easier to catch. fixed
  3. 00:15:171 (3,4) - make those two notes the same distance as (1,2)? wether they're closer or further is fine. \ i make (3) a little further to emphasis the vocal better
  4. 00:22:268 (1) - short spinner like this even allowed? i think it's not too short?

Platter
  1. 00:17:107 (1,2,3) - this diff feels pretty consistant until this paterns shows up. feels a bit tedious and boring. i intend to make it a bit tricky at the end.
  2. 00:05:494 (2,3,4,5) - make these equaly spaced? it doesn;t really matter to the gameplay itself, i just think when circles are spaced evenly it looks better to the eye. if no changes are made, it'f ine. Just thought i'd point it out i prefer to make more space to (4) for the drum sound
This diff is pretty fun, have a hard time trying to find something wrong out of it D:

That's all i have to say! Good luck with this set!!

Tyrell wrote:

This is from a m4m request. c:

General
  1. Goog job fixing the spread issues MB.

Cup
Opening thoughts: Flows well. Good job.
  1. 00:09:042 (1,2,3,4) - Would recommend moving to x:168. Jump to this before seemed to low so it was awkward.
Song Setup Recommendations: none

Closing Thoughts: Not much else to point out, everything else functions well to me.


Platter
Opening thoughts: Nice platter, some patterns are tricky.
  1. 00:20:655 (5) - I feel this should be a bit closer to 00:20:494 (4) - for easier catching.
  2. 00:21:300 (2) - Maybe move to x:184 for minor consistency.
Song Setup Recommendations: none
Closing Thoughts: Although some parts are pretyy tricky to me, I think they fit fine so i didn't point them out. Good diff

all fixed

I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set. :)
thanks for mod :3
MBomb

Tyrell wrote:

Light Rain
Opening thoughts: Although this doesn't present a spread issue, the light rain plays harder than the actual rain which is weird.
  1. 00:18:558 (2) - to x:216 so it's a bit easier to catch, feels weird where it was before. - Sure.
Song Setup Recommendations: none
Closing Thoughts: i would reduce some of the patterns a bit around 00:17:752 (3,4,1,2,3,4,5) - and 00:20:978 (1,2,3,4,5,6,1,2,3,4) - I would suggest lowering the distance a bit on some jumps or reducing overall anti flow here. - I think the lack of HDashes here makes this play fine for a light rain.

I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set. :)
Thanks for the mod!

Light Rain
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
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//Storyboard Sound Samples

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Topic Starter
Volta
light rain updated.
Raiden
map taiko unless you want me to skin you alive















:D
Topic Starter
Volta
ayyy
Sey
This is a CTB Modding Association mod. If you want your map checked and modded by the CMA, go to this link

General
  1. Platter has a really interesting way of hitsounding. I like the way you played around with samplesets here, you should seriously consider adapting this style to the other difficulties because their hitsounding is worse.

Cup
  1. Very clean Cup, I only have some minor suggestions (mainly hitsounding)
  2. No Whistles at all? For consistency make sure this difficulty gets some more whistles as done in the other difficulties.
  3. 00:01:623 (1) - Slider head should be emphasized with a Finish hitsound.
  4. 00:04:203 (1) - Finish or Clap
  5. 00:06:784 (1) - Slider head again.
  6. 00:08:881 - To better follow the vocals you can add a note on this tick. Make sure it's stacked with 00:09:042 (1) - to maintain an easy pattern.
  7. 00:10:494 (4) - This note should be emphasized with a Finish or Clap hitsound, whatever you prefer to emphasize the guitar(?).
  8. 00:17:107 (1) - Slider head should be emphasized with another Finish hitsound.

tocean's Salad
  1. 00:04:526 (3,4) - , 00:07:107 (2,3) - These two patterns should only be reachable through dashing to emphasize the song in a better way. You can reach them both without dashing, increase the distances please.
  2. 00:11:945 (1) - Why whistle? This should be a Finish. Same with similar sounding sections as the slider start of 00:14:526 (1) - , and so on. Please go through your difficulty again and see if you can add some Finishes instead.
  3. 00:19:203 (1,2,3,4,1,2,3,1,2,3,4) - Literally every single note here has a Clap hitsound, it's too much. Please lower this by erasing the Claps on the 1/2 ticks. The vocals are too low to be emphasized here that much.

Platter
  1. 00:10:171 (6,7) - Please add a Hyper between these 2 notes to emphasize the guitar better.
  2. 00:19:526 (2,3) - Hyper to emphasize the Finish.
  3. 00:22:429 (2) - Follows the vocals but 00:22:913 (3,4,5) - follows the background rhythm. Make yourself up wat you wanna map, I suggest to add a repeat on 00:22:429 (2) - to make it more fitting with the music.

Mbomb's Light Rain
  1. Meh, hitsounding could be much better, check out the Platter. It has a nice hitsounding and maybe you can copy a bit of stuff from it.
  2. Digit numbers do nothing on HP, do 5 or 6. Decide yourself.
  3. 00:07:429 (3) - CTRL+G and move it back to x176. Don't like the antiflow here at all.
  4. 00:23:558 (1) - Somehow this pattern feels untidy, I think this improves the flow a bit:
    I would also strongly recommend to add a note at 00:24:365 - , it feels so lacking otherwise.


Equim's Rain
  1. 00:11:865 (4,1) - Yeah, this is rankable, but I don't really encourage you to do this. Do you remember this discussion here: t/385492&start=0 x16 is very borderline, you might wanna move it slightly away from the screen border. I can understad 00:17:107 (1,2,3) - though because of the consecutive Hypers. The border helps a little to catch them in time, but maybe someone else will point this out anyway.
  2. 00:23:074 (5,6) - Meh wouldn't do a Hyper here already... Keep that for 00:23:236 (6,1) - when the music is finally getting louder again. The vocals are so weak here, it feels very surprising and doesn't emphasize the vocals too good.

Kagari's Himedose
  1. 00:10:816 (7,1) - I'd like to see another HDash here, it fits well. Try the following:
  2. 00:14:526 (1,2,3) - Really confusing pattern. I actually expected to see Hypers at 00:14:526 (1,2) - and 00:14:849 (2,3) - , why so low distances all in a sudden and making it so inconsistent with the previous pattern at 00:11:945 (1,2,3) - . You could map both of these sections with sliders and Hypers between each of them instead.
  3. 00:28:558 (2,1,1) - I don't know if QATs wanna see a Hyper that close on a spinner. You might wanna leave that out and make sure the spinner is a little easier to reach. The main problem is that after a strong Hyper like this one you need a while to fully orientate back to the spinner's direction and catch it completely.

Nice set actually. I did not really find much to point out!

I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set.
Kagari

Sey wrote:

This is a CTB Modding Association mod. If you want your map checked and modded by the CMA, go to this link

Kagari's Himedose
  1. 00:10:816 (7,1) - I'd like to see another HDash here, it fits well. Try the following: - Hyper added, but I keep the previous streams instead of your suggestion :D
  2. 00:14:526 (1,2,3) - Really confusing pattern. I actually expected to see Hypers at 00:14:526 (1,2) - and 00:14:849 (2,3) - , why so low distances all in a sudden and making it so inconsistent with the previous pattern at 00:11:945 (1,2,3) - . You could map both of these sections with sliders and Hypers between each of them instead. - remapped both sections with your suggestion
  3. 00:28:558 (2,1,1) - I don't know if QATs wanna see a Hyper that close on a spinner. You might wanna leave that out and make sure the spinner is a little easier to reach. The main problem is that after a strong Hyper like this one you need a while to fully orientate back to the spinner's direction and catch it completely. - I'll be keeping the hyper coz it looks good to me but I moved the spinner by a half beat so that the distance between the last note and the spinner is one beat long (I'm still not sure if the time is really sufficient enough to get to the spinner's position after the last note)

Nice set actually. I did not really find much to point out!

I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set.
thanks for the mod Sey~! /o/

hime~
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.300001

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Combo2 : 128,128,255
Combo3 : 255,255,128
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Topic Starter
Volta
added HDashes in platter and a note in Cup. Himedose updated
yeah finally have some feedback about my experimental hitsounding in platter. glad you like it :) will try to implement in other diffs later

thanks for the mod sey~
Equim

Tyrell wrote:

Rain
Opening thoughts: This is amazing
  1. 00:17:429 (2,3) - I would highly recommend not making these hyper to each other. Feels very awkward to play. I would make it a dash similar to 00:17:107 (1,2) - fixed

Sey wrote:

This is a CTB Modding Association mod. If you want your map checked and modded by the CMA, go to this link
[notice] Equim's Rain
  1. 00:11:865 (4,1) - Yeah, this is rankable, but I don't really encourage you to do this. Do you remember this discussion here: t/385492&start=0 x16 is very borderline, you might wanna move it slightly away from the screen border. I can understad 00:17:107 (1,2,3) - though because of the consecutive Hypers. The border helps a little to catch them in time, but maybe someone else will point this out anyway. fixed
  2. 00:23:074 (5,6) - Meh wouldn't do a Hyper here already... Keep that for 00:23:236 (6,1) - when the music is finally getting louder again. The vocals are so weak here, it feels very surprising and doesn't emphasize the vocals too good. fixed
thank you.

SPOILER
osu file format v14

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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
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MBomb

Sey wrote:

This is a CTB Modding Association mod. If you want your map checked and modded by the CMA, go to this link

Mbomb's Light Rain
  1. Meh, hitsounding could be much better, check out the Platter. It has a nice hitsounding and maybe you can copy a bit of stuff from it. - Hmm, Volta, could you possibly look at hitsounding on my diff? I'm not really sure about it myself, but if your hitsounding is good maybe you could give me some suggestions?
  2. Digit numbers do nothing on HP, do 5 or 6. Decide yourself. - HP6 I guess.
  3. 00:07:429 (3) - CTRL+G and move it back to x176. Don't like the antiflow here at all. - I think the antiflow plays well, honestly, but I reduced the distance slightly, hopefully it's more comfortable now.
  4. 00:23:558 (1) - Somehow this pattern feels untidy, I think this improves the flow a bit: - Screenshot has expired, rip, well, changed it a bit anyway.
    I would also strongly recommend to add a note at 00:24:365 - , it feels so lacking otherwise. - Made the 1/2 slider repeat here.


Nice set actually. I did not really find much to point out!

I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set.
Thanks for the mod! Sorry for taking so long to apply, Volta, didn't notice this.

osu file format v14

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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Flying Pan
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
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256,192,2591,1,0,0:0:0:0:
352,192,2752,1,0,0:0:0:0:
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352,192,3236,1,0,0:0:0:0:
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472,192,3881,1,0,0:0:0:0:
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280,192,5171,1,0,0:0:0:0:
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400,192,6623,2,0,L|352:192,1,36.25,2|0,0:0|0:0,0:0:0:0:
208,192,6784,5,4,0:0:0:0:
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Topic Starter
Volta
will revive this soon~

hmm..i'm hitsounding based on my feeling with possible sample hitsound..what can i suggest ;w;
maybe if you all agree i'll adapt my hitsounding to all diff?
Kagari

Volta wrote:

will revive this soon~

hmm..i'm hitsounding based on my feeling with possible sample hitsound..what can i suggest ;w;
maybe if you all agree i'll adapt my hitsounding to all diff?
I'm okay with your suggestion for my diff ( be sure to back up my previous hs first lol)
Topic Starter
Volta
resurrected and updated! pls redownload as i changed username in new year~

i hope i don't make trouble like before.
Topic Starter
Volta
changed some things in salad according to mods as tocean said i could do that

updated.
Kagari
\ :D /
-Sh1n1-


General


  1. Unify HS at all diffs if it's possible, at least keep the normal sampleset to follow drums at all diffs, and follow drums please, not vocal.

About structure and jumps the set is ready imo, but there are problems with HS and NC that should be fixed before rank. Let's start:

Cup


  1. I have a doubt with 2 sliders 'cause Cup means for newbies right? I remenber when I was newbie and I'm totally sure that 00:15:816 (5) - and 00:18:236 (3) - is hard to catch when you don't have the total control of ryuuta, this kind of diffs should be with simple sliders to avoid confusions, is not at all important and you can keep suchs sliders if you want but keep in mind for your future projects.
  2. It could be a bit weird but Idk why your SliderMultiplier is 0.999999999999999, to avoid confusions change it to 1 on .osu (notepad)
  3. 00:07:752 (2,3,1,2) - looks like too closer imo, why not the same distances as 00:18:074 (2,3,1) -.
  4. 00:09:365 - cymbal sound and you didn't add a jump here, increase the distance between 00:09:042 (2,3) -
  5. 00:09:365 (3,4) - the distance between such notes should be increased around +0.10x, take the distance between 00:01:623 (1,2) - as a reference.
  6. 00:11:945 (1,2) - what happened with this distance? should be around 1.60x right? you can take the same example as above ^
  7. 00:19:203 (1) - remove NC, is not necessary.
  8. I have one idea of NC, in my opinion NC should be added every 8 fruits and no more, cause the plate will be full and is not confortable for FL players, also lots of fruits generate lag (idk why but this is my case and I hear it lot of times when I talk to players), after my point of view I recommend you to add a NC at 00:25:494 -, could be at 00:26:139 - too but will be 9 fruits on the plate, also at 00:25:494 - start a new section, so is the better place imo.
  9. 00:20:655 (3,4) - increase the distance cause looks like stacked.
  10. 00:26:139 (6) - first of all change the sampleset into Auto, them add finish at the tail of such slider ( 00:27:429 - ) refer to MBomb's diff


tocean's Salad


  1. I read at the beginning of this thread, one of the first posts, Volta asked if it's possible that salad could have more notes than platter, the answer is: yeah, It's possible, this is possible when you have GDers in a set because mappers have different styles, there are mappers like you who prefers more notes than sliders, this is irrelevant but in my case I prefer sliders than notes because with more droplets, harder to SS'ed, that means, more fun, actually platter have 83 objects and salad 90, we can reduce the distance a bit, for example I recommend you to change 00:21:300 (2,3) - into 1 slider, 00:21:784 (1,2,3,4) - here you have two posibilities, 00:21:784 (1,2) - and 00:22:107 (3,4) - could be changed into sliders or 00:21:784 (1,2,3) - could be one slider with reverse, it's up to you, 00:02:591 (4,1) - is the same as 1 slider Idk why you choose notes, 00:02:913 (2,3) - same here, 00:05:332 (1,2,3) - one slider with reverse might looks nicer, 00:09:687 (1,2) - and 00:10:171 (1,2) - could be changed into vertical sliders. to fix this problem.
  2. I'm ok when GDers want different HS to their diffs, but, to be honest, this song sounds better with normal sampleset than clap, refer to Higher diffs, except Kagari's Overdose who has the same problem.
  3. 00:02:591 - add NC and remove at 00:02:752 -
  4. 00:03:074 (3,1) - increase the distance a bit, it looks like too closer. Refer to 00:05:655 (3,4) -
  5. 00:05:171 - you miss a clap, also add NC them delete NC at 00:05:332 -
  6. 00:08:881 - remove NC here, it's not necessary, at 00:09:365 - looks better.
  7. remove NC at 00:09:687 - and 00:10:171 -
  8. 00:09:365 - why you didn't enphasize cymbal sound with jump?
  9. 00:13:074 - remove NC, refer to 00:14:526 (1,2,3,4,5,6,7) - and if you want to keep your current NC add a new one at 00:15:494 - for consistency
  10. 00:21:784 - remove this NC and them add a NC at 00:22:268 -
  11. 00:25:816 (3,4) - reduce the distance a bit, I'm ok with the jump between 00:25:978 (4,1) - but not at 00:25:816 (3,4) -
  12. 00:27:429 - clap is not the best option imo, sounds better with Finish.

Platter


  1. 00:01:623 - add NC cause is the beginning of a new section.
  2. 00:02:752 (1,2,3,4) - transition is kinda weird at test, jump between 00:02:752 - and 00:02:913 - looks better, refer to 00:05:332 (1,2,3,4) - 00:13:074 (1,2,3,4) -
  3. 00:05:655 (3,4) - I'm not agree with this distance, isn't better between 00:05:816 (4,5) -? so 00:05:816 (4) - move to x:344
  4. 00:10:978 - add NC, the current one is too long. Remenber: 8 fruits
  5. 00:14:042 (5,1) - the distance between such sliders should be increased to enphasize high vocal pitch at 00:14:526 - also for better transition. I'm wonder because you did big distances on another pattern (00:03:720 (5,1) -) but you forgot here.
  6. 00:18:074 - add NC keeping consistency with your previous patterns.
  7. 00:22:429 (2) - you are following vocal, right? but at this part instrumental is stronger than voice imo, guitar deserve more enphasis. you could make something like 00:17:107 (1,2,3) -
  8. the distance between 00:23:236 (5,1) - is shorter than the distance between 00:23:881 (2,1) - but have the same sound, consistency please :3
  9. 00:27:429 (1) - change Drum for Normal Sampleset, then add finish, sounds better imo, also consistency with higher diffs.

MBomb's Light Rain


  1. HP should be 5.5 to be exact with spread as you did with CS, AR and OD.
  2. 00:01:623 - finish at auto sampleset sounds better imo.
  3. 00:13:074 (4,1) - don't you think that this little jump feels better between 00:13:236 (1,2) - to enphasize vocal?
  4. 00:17:752 (3,4,1,2,3,4) - at editor looks fine, structure looks nice, but at test transition seems not at all good, for example, in my opinion 00:18:236 (1) - should be from right to left keeping the current jump, it follows the song better at test.
    Nice!

Equim's Rain


  • 00:01:623 - add NC because another section start here.
  1. 00:02:268 (4) - I know that is the beginning but such slider is too long imo, what do you think if you finish this slider at 00:02:591 -? also add a note at 00:02:752 -
  2. 00:03:881 (3,1) - you forgot the hyperdash, here isn't the same strong sound as 00:01:623 - 00:06:784 - etc, but it looks kinda weird cause you did on 00:14:526 -
  3. 00:04:042 - here is normal sampleset but might sounds better at 00:03:881 -, follow the rhythm.
  4. I don't understand, are you following vocal with HS? Hs are to follow instrumental imo, for example: why normal sampleset at 00:04:203 -? 1 advice, could you listen carefully with "effect volume" at 0%, can you hear the following beats?: 00:01:945 - 00:02:591 - 00:03:236 - 00:03:881 - etc, it's like 1 white tick with normal sampleset and 1 white tick without normal sampleset. hope it helps to you and re-arrange the HS at your diff, structure and test seems ready, my doubt is about HS only.
  5. 00:22:832 - you miss a note here.
  6. 00:28:720 (1) - slider is good too but could be spin like other diffs, the map is short and will be too easy to get SS with HR+HD, at the first day of ranked one player will make SS, them? what will happen with other players? people wants the first place, where is the challenge? consider it as CtB player, not as mapper because slider is cool too.

Kagari's Overdose


  1. Please what's Himedose means? you are always changing the title of "overdose" at your diffs, sounds cool but the meaning is important imo, few days ago I saw "Pyondose" on another set and idk if it has meaning too, apologize if himedose and pyondose have meaning, I'll be waiting for your answer.
  2. I saw that tocean and you have the most different HS than other diffs, why not Normal Sampleset at 00:02:591 - 00:03:236 - 00:03:881 - etc, you know what I mean, refer to lower diffs, for me those Normal Samplesets are very important cause your whistles sounds too low, at first impresion I though that you forgot HS, also there are some players like me that likes strong HS, I play with effect volume at 100% and song volume at 80%, this is only an opinion, if you want to keep your whistles I'm agree but consider add more Normal Samplesets when it's really needed to follow instrumental better.
  3. 00:05:332 (1,2) - remove the hyperdash between such notes cuz there is anything to enphasize, take reference of 00:15:655 (1,2) -
  4. 00:06:300 - 00:16:623 - here is my doubt, you want to add NC or you prefer remove, choose one but keep consistency.
  5. 00:08:881 - the current combo are too long imo, you should cut and start a new combo at 00:10:332 -, if you feel that 4 notes doesn't deserve a NC, I recommend you to remove the NC at 00:10:978 -, only if you don't want to follow my first suggestion.
  6. 00:22:268 (1,2,3) - transition here is too straigh and 00:22:591 (3) - is on the screen wall, also like this is the harder diff you could add more movement, I suggest you one thing to keep the next jumps, 00:22:591 (3,4,5,6,1) - press Ctrl+H and move to x:368, I'm keeping the current distance but could be more or less depending of you.
  7. 00:26:462 - remove this NC cause 00:25:655 (1,2,3) - are too short also Idk why you added NC at 00:26:462 - if the new section is on 00:26:139 -.
  8. I can't find the sound that you are following at 00:28:558 -. It's necessary? listen carefully with effect sound on 0%
  9. 00:28:720 (1) - my previous doubt comes for this note, I'll ask you again, It's necessary? because spin should start here imo. Refer to lower diffs except Equim's Rain cause there isn't spin at such diff.

    Well song is xtremelly short and you are a great mapper, good job.

That's all from me, GL~~
MBomb

-Sh1n1- wrote:



MBomb's Light Rain


  1. HP should be 5.5 to be exact with spread as you did with CS, AR and OD. - As far as I know, decimal HP doesn't do anything, that's what I've been told any way. I'll do HP5 instead though.
  2. 00:01:623 - finish at auto sampleset sounds better imo. - I'll leave this to Volta, he did hitsounding.
  3. 00:13:074 (4,1) - don't you think that this little jump feels better between 00:13:236 (1,2) - to enphasize vocal? - Hmm, 1 sounds like a stronger vocal to me, so I think the dash should be to that.
  4. 00:17:752 (3,4,1,2,3,4) - at editor looks fine, structure looks nice, but at test transition seems not at all good, for example, in my opinion 00:18:236 (1) - should be from right to left keeping the current jump, it follows the song better at test. - Hmm, didn't do that, this general antiflow movement is my style at this level of difficulty, but I reduced the distances to make it slightly easier.
    Nice!

That's all from me, GL~~
Thanks for the mod!

code
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
333,322.58064516129,4,2,0,60,1,0
1623,-100,4,2,0,60,0,1
1703,-100,4,2,0,60,0,0
11945,-100,4,2,0,60,0,1
12026,-100,4,2,0,60,0,0
17429,-100,4,2,0,60,0,0
17752,-100,4,2,0,60,0,0
23558,-100,4,2,0,60,0,0
28074,-100,4,2,0,60,0,0


[Colours]
Combo1 : 255,217,217
Combo2 : 128,128,255
Combo3 : 255,255,128
Combo4 : 245,88,88

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Kagari

-Sh1n1- wrote:



About structure and jumps the set is ready imo, but there are problems with HS and NC that should be fixed before rank. Let's start:

Kagari's Overdose


  1. Please what's Himedose means? you are always changing the title of "overdose" at your diffs, sounds cool but the meaning is important imo, few days ago I saw "Pyondose" on another set and idk if it has meaning too, apologize if himedose and pyondose have meaning, I'll be waiting for your answer.
    tbh they do not have any significant meaning to the diff names BUT they do have direct connection to either the song or the anime series itself (if you watch both of the series "Gochuumon wa Usagi desu ka?" and "Himegoto", you would probably understand my references in naming the diffs).
    For example, the word "pyon" in pyondose referred to the lyrics at the beginning and the chorus of the song ("kokoro pyon pyon machi~").
    And as for the word "hime" in himedose, it refers to the name of the main character (arikawa hime) in the series Himegoto.
    *PROTIP: watch the series if you didnt watch it yet. :>
  2. I saw that tocean and you have the most different HS than other diffs, why not Normal Sampleset at 00:02:591 - 00:03:236 - 00:03:881 - etc, you know what I mean, refer to lower diffs, for me those Normal Samplesets are very important cause your whistles sounds too low, at first impresion I though that you forgot HS, also there are some players like me that likes strong HS, I play with effect volume at 100% and song volume at 80%, this is only an opinion, if you want to keep your whistles I'm agree but consider add more Normal Samplesets when it's really needed to follow instrumental better. - right now I'm using Volta's HS as I dont hitsound well lol (volta you can change the HS if you want to)
  3. 00:05:332 (1,2) - remove the hyperdash between such notes cuz there is anything to enphasize, take reference of 00:15:655 (1,2) - - I prefer the hyperdash instead of normal dash. No change on that. and since you mentioned about 00:15:655 (1,2) -, I shall add hyperdash between the notes for consistency
  4. 00:22:268 (1,2,3) - transition here is too straigh and 00:22:591 (3) - is on the screen wall, also like this is the harder diff you could add more movement, I suggest you one thing to keep the next jumps, 00:22:591 (3,4,5,6,1) - press Ctrl+H and move to x:368, I'm keeping the current distance but could be more or less depending of you. - instead of 00:22:591 (3,4,5,6,1) -, I ctrl+h all the notes from 00:22:591 (3) - until the end of the song, and I move 00:22:591 (3,4,5,6,1,2) - to the position that you mentioned. Really like this suggestion, thanks!
  5. I can't find the sound that you are following at 00:28:558 -. It's necessary? listen carefully with effect sound on 0% - there is a faint guitar scratching sound if you listened it closely
  6. 00:28:720 (1) - my previous doubt comes for this note, I'll ask you again, It's necessary? because spin should start here imo. Refer to lower diffs except Equim's Rain cause there isn't spin at such diff. - tried to put the spin in that position, seems that it felt weird with no circle that can end song before the spinner. Thus, it's kind of necessary to me.

    Well song is xtremelly short and you are a great mapper, good job. - thanks for the compliment owo

That's all from me, GL~~
other than that, I revised some of the NCs, applying all of the NC suggestions by -Sh1n1-. And also I revised some of the patterns a bit.

thanks for the mod -Sh1n1- ~! owo

Himedose~!
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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BeatDivisor: 4
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TimelineZoom: 1.700002

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

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-Sh1n1-
/me is watching Gochuumon wa Usagi desu ka? :3
Topic Starter
Volta
dem why ctb can't just don and kat
Topic Starter
Volta

-Sh1n1- wrote:



General


  1. Unify HS at all diffs if it's possible, at least keep the normal sampleset to follow drums at all diffs, and follow drums please, not vocal.

About structure and jumps the set is ready imo, but there are problems with HS and NC that should be fixed before rank. Let's start:

Cup


  1. I have a doubt with 2 sliders 'cause Cup means for newbies right? I remenber when I was newbie and I'm totally sure that 00:15:816 (5) - and 00:18:236 (3) - is hard to catch when you don't have the total control of ryuuta, this kind of diffs should be with simple sliders to avoid confusions, is not at all important and you can keep suchs sliders if you want but keep in mind for your future projects. oh ok, i'll keep that in mind. but because idk how to change the sliders i guess newbie can take this as challange lel
  2. It could be a bit weird but Idk why your SliderMultiplier is 0.999999999999999, to avoid confusions change it to 1 on .osu (notepad) holy how can it be x_x
  3. 00:07:752 (2,3,1,2) - looks like too closer imo, why not the same distances as 00:18:074 (2,3,1) -. fixed
  4. 00:09:365 - cymbal sound and you didn't add a jump here, increase the distance between 00:09:042 (2,3) - ^
  5. 00:09:365 (3,4) - the distance between such notes should be increased around +0.10x, take the distance between 00:01:623 (1,2) - as a reference.i think it's fine here. vocal a bit different
  6. 00:11:945 (1,2) - what happened with this distance? should be around 1.60x right? you can take the same example as above ^ the direction is different so i reduce the distance for easier catch. but make it a bit farther
  7. 00:19:203 (1) - remove NC, is not necessary. ok
  8. I have one idea of NC, in my opinion NC should be added every 8 fruits and no more, cause the plate will be full and is not confortable for FL players, also lots of fruits generate lag (idk why but this is my case and I hear it lot of times when I talk to players), after my point of view I recommend you to add a NC at 00:25:494 -, could be at 00:26:139 - too but will be 9 fruits on the plate, also at 00:25:494 - start a new section, so is the better place imo.added NC at 25:494
  9. 00:20:655 (3,4) - increase the distance cause looks like stacked. yes
  10. 00:26:139 (6) - first of all change the sampleset into Auto, them add finish at the tail of such slider ( 00:27:429 - ) refer to MBomb's diff fixd

tocean's Salad


  1. I read at the beginning of this thread, one of the first posts, Volta asked if it's possible that salad could have more notes than platter, the answer is: yeah, It's possible, this is possible when you have GDers in a set because mappers have different styles, there are mappers like you who prefers more notes than sliders, this is irrelevant but in my case I prefer sliders than notes because with more droplets, harder to SS'ed, that means, more fun, actually platter have 83 objects and salad 90, we can reduce the distance a bit, for example I recommend you to change 00:21:300 (2,3) - into 1 slider, 00:21:784 (1,2,3,4) - here you have two posibilities, 00:21:784 (1,2) - and 00:22:107 (3,4) - could be changed into sliders or 00:21:784 (1,2,3) - could be one slider with reverse, it's up to you, 00:02:591 (4,1) - is the same as 1 slider Idk why you choose notes, 00:02:913 (2,3) - same here, 00:05:332 (1,2,3) - one slider with reverse might looks nicer, 00:09:687 (1,2) - and 00:10:171 (1,2) - could be changed into vertical sliders. to fix this problem. i think it's better to have his style c:
  2. I'm ok when GDers want different HS to their diffs, but, to be honest, this song sounds better with normal sampleset than clap, refer to Higher diffs, except Kagari's Overdose who has the same problem. i have trouble hitsounding the style so i leave it to the original...
  3. 00:02:591 - add NC and remove at 00:02:752 - ok
  4. 00:03:074 (3,1) - increase the distance a bit, it looks like too closer. Refer to 00:05:655 (3,4) - ^
  5. 00:05:171 - you miss a clap, also add NC them delete NC at 00:05:332 - ^
  6. 00:08:881 - remove NC here, it's not necessary, at 00:09:365 - looks better. ^
  7. remove NC at 00:09:687 - and 00:10:171 - ^
  8. 00:09:365 - why you didn't enphasize cymbal sound with jump? the distance with the next note will be too far, it think
  9. 00:13:074 - remove NC, refer to 00:14:526 (1,2,3,4,5,6,7) - and if you want to keep your current NC add a new one at 00:15:494 - for consistency revised the NCs
  10. 00:21:784 - remove this NC and them add a NC at 00:22:268 -
  11. 00:25:816 (3,4) - reduce the distance a bit, I'm ok with the jump between 00:25:978 (4,1) - but not at 00:25:816 (3,4) - ok
  12. 00:27:429 - clap is not the best option imo, sounds better with Finish. ya

Platter


  1. 00:01:623 - add NC cause is the beginning of a new section. alrite.
  2. 00:02:752 (1,2,3,4) - transition is kinda weird at test, jump between 00:02:752 - and 00:02:913 - looks better, refer to 00:05:332 (1,2,3,4) - 00:13:074 (1,2,3,4) - i think variation is nice here
  3. 00:05:655 (3,4) - I'm not agree with this distance, isn't better between 00:05:816 (4,5) -? so 00:05:816 (4) - move to x:344 hmm ok
  4. 00:10:978 - add NC, the current one is too long. Remenber: 8 fruits ok ,i remember
  5. 00:14:042 (5,1) - the distance between such sliders should be increased to enphasize high vocal pitch at 00:14:526 - also for better transition. I'm wonder because you did big distances on another pattern (00:03:720 (5,1) -) but you forgot here. added distance
  6. 00:18:074 - add NC keeping consistency with your previous patterns. yep
  7. 00:22:429 (2) - you are following vocal, right? but at this part instrumental is stronger than voice imo, guitar deserve more enphasis. you could make something like 00:17:107 (1,2,3) - revised the pattern
  8. the distance between 00:23:236 (5,1) - is shorter than the distance between 00:23:881 (2,1) - but have the same sound, consistency please :3 oh, ok :3
  9. 00:27:429 (1) - change Drum for Normal Sampleset, then add finish, sounds better imo, also consistency with higher diffs. ok

That's all from me, GL~~
thank you~ :3
Equim

-Sh1n1- wrote:



Equim's Rain


  • 00:01:623 - add NC because another section start here.
  1. 00:02:268 (4) - I know that is the beginning but such slider is too long imo, what do you think if you finish this slider at 00:02:591 -? also add a note at 00:02:752 -
  2. 00:03:881 (3,1) - you forgot the hyperdash, here isn't the same strong sound as 00:01:623 - 00:06:784 - etc, but it looks kinda weird cause you did on 00:14:526 - no, better keep it here, don't want to make it too dashy.
  3. 00:04:042 - here is normal sampleset but might sounds better at 00:03:881 -, follow the rhythm.
  4. I don't understand, are you following vocal with HS? Hs are to follow instrumental imo, for example: why normal sampleset at 00:04:203 -? 1 advice, could you listen carefully with "effect volume" at 0%, can you hear the following beats?: 00:01:945 - 00:02:591 - 00:03:236 - 00:03:881 - etc, it's like 1 white tick with normal sampleset and 1 white tick without normal sampleset. hope it helps to you and re-arrange the HS at your diff, structure and test seems ready, my doubt is about HS only.
  5. 00:22:832 - you miss a note here.
  6. 00:28:720 (1) - slider is good too but could be spin like other diffs, the map is short and will be too easy to get SS with HR+HD, at the first day of ranked one player will make SS, them? what will happen with other players? people wants the first place, where is the challenge? consider it as CtB player, not as mapper because slider is cool too. lol, you are probably right, but I think a slider here works better than a spinner. plus, I thik Habin can HRFL it.
[/notice]

That's all from me, GL~~
the rest is fixed.

Sorry for my lateness!!!!

SPOILER
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Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
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Topic Starter
Volta
updated~
it's ok i'm also late sometimes
SYAHME

Volta wrote:

dem why ctb can't just don and kat
CtB is special.
-Sh1n1-

SYAHME wrote:

Volta wrote:

dem why ctb can't just don and kat
CtB is special.
to be honest, CtB is the most difficult mod to map imo, I'm all mods player, so I'm a 100% certain u.u
Topic Starter
Volta
tfw you make horisontal slider, but in gameplay the fruit droplets bend because of the vertical scroll #coriolis-effect-in-action
that makes ctb so unique and make me want to map and rank this trap map! /summon modder who have ability to qualify
autofanboy
Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Hitsounds
  1. 00:26:784 - In my opinion the clap sounds weird here as it doesn't match the audio well. I would suggest removing the clap and keep it with the 'Auto' sampleset.

[ Cup]

  • Gameplay
  1. 00:00:655 (1,1) - The jump is a bit far, please reduce it. In addition you may refer to the distance of 00:10:978 (1,1) - and try to change them to the same distance, it will be more consistent.
  2. 00:22:268 (1,1) - The distance between the spinner and circle is way too close because of the 1/1 gap in timeline and the fast BPM of the song. Please try to keep at least a 2/1 gap. It is recommended to map the spinner with notes though.

    Solid Cup, keep it up!

[ tocean's Salad]

  • Gameplay
    * The Salad can be FC'ed without any dashing if the players are timed enough. Hence I would suggest increasing 1-2 jumps to ensure that only dashing can FC the difficulty. I will suggest some below.
  1. 00:01:300 (3,1) - What about increasing the gap a bit here?
  2. 00:02:591 (1,2,3,4) - I think the stream gaps can be enlarged, like 00:05:171 (1,2,3,4) - as the current one lacks movements and you are able to catch without moving.
  3. 00:08:881 (1,2,3,4) - This is hard because the stream gaps are way too large, some players may even dash in middle of the stream, which impedes the rhythm right here. Hence shorten the stream gaps, you can use the same gap as 00:05:171 (1,2,3,4) - .
  4. 00:10:171 (3,4,5) - This is fine but it is also hard to catch as the movement of (3,4) swipes players away from (5), most of the beginners may miss right the way. Hence I suggest Ctrl+G'ing 00:10:171 (3,4) - .
  5. 00:11:623 (3,1) - You may increase the gap slightly for this one if you did the same in 00:01:300 (3,1) - .
  6. 00:13:074 (1,2,3) - Shorten the stream gap with the problem similar to 00:08:881 (1,2,3,4) - , also doing so is for consistency so it won't hurt.
  7. 00:15:494 (1,2,3,4) - ^
  8. 00:18:558 (2,3,4) - Oh this is too hard too, (2,3) is going to drag people away from (4). In my opinion the dash at (3,4) can be removed because (4) is not really sounding prominent to be emphasized.
  9. 00:19:687 (2,3,4) - Stream gap.
  10. 00:22:429 (5,1) - Increase the distance between the two notes?
  11. 00:23:881 (2,3,4) - Stream gap, and this is really big here considering the movement of 00:23:558 (1,2) - as well. In addition, try to keep consistency with the distance of 00:24:849 (2,3,4) - , they sound equally strong right at this point.

[ Platter]

  • Gameplay
    * The difficulty gap between Salad and Platter is a bit large, please reduce the difficulty of Platter. I will list out the points below.
  1. 00:01:623 (2,3) - Please remove the dash, it is really difficult for players to catch consecutive double dashes (HDash + dash here) and (3) don't sound that strong so it is not necessary to add dash here. You may move 00:00:655 (1,2) - to the left if you don't know how to fix.
  2. 00:03:720 (5,1) - The jump is hard because they are far apart without any aid of HDashes. While adding a HDash do not sense well so what about reducing the distance here?
  3. 00:07:752 (2,3,4) - This is a weird movement because of the wiggling moves. Also the movement at 00:07:913 (3,4,5) - is also hard to be managed as (3,4) is dragging players away from (5). You may want to fix like this: * screenshot.
  4. 00:11:462 (4,5,1) - This is also a hard part because (4,5) also kind of requiring dash and so double dashing appears here. It is quite difficult to turn the direction suddenly after the dash at (4,5). Please fix this part, perhaps reworking here would be a possible solution.
  5. 00:17:107 (1,2,3) - Not going to say such patterns are unrankable, but it feels better with normal jumping, instead of left-right jumping like this in a Platter. It is much advisable to keep it easy to suit a Platter difficulty.
  6. 00:18:236 (5,6,7) - Same as 00:11:462 (4,5,1) - . Try not to use dash before a HDash happens.
  7. 00:19:203 (1,2,3) - ^
  8. 00:20:655 (5,1) - The distance is big and easy to be missed, obviously it needs to be lowered.

[ MBomb's Light Rain]

  • Difficulty Settings
  1. What about changing HP to 5.5?

    Gameplay
  2. 00:06:623 (5,1,2) - In my opinion the jump here is a bit hard because the HDash at (5,1) will drag players away from (2), thus they will miss. It is better to move (2) closer to make it easier, to fit the title of Light Rain.
  3. 00:16:945 (5,1,2) - ^. You may change the distance to be the same as above one for consistency.

    The Light Rain is nice as always.

[ Equim's Rain]

  • Design
  1. Uncheck 'Widescreen Support'.

    Gameplay
  2. 00:03:881 (3,1) - Why not having a HDash here? Refer to 00:14:203 (4,1) - , they are consistent.
  3. 00:05:332 (3,1) - HDash? Consistent with 00:02:913 (1,2) - and 00:07:591 (2,1) - .
  4. 00:28:720 (1) - Consider mapping this into spinner instead, as every difficulties include a spinner, so why not for this one?

    The Rain is good.

[ Kagari's Himedose]

  • Gameplay
  1. 00:12:913 (4,1) - What about adding a HDash here? Without the HDash, the movement here is forced and hard to catch (1) with such dash.
  2. 00:16:623 (1,2,3,4,5,6) - This part is consistent with 00:06:300 (1,2,3,4,5,6) - but you added HDashes here, and not for the latter one. Consider removing the HDash here though, it feels so forced at this point.
  3. 00:20:332 (3,4) - In my opinion a HDash suits well here as the vocal at (4) sounds stronger than before.

    Neat Overdose.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
Kagari

alienflybot wrote:

[ Kagari's Himedose]

  • Gameplay
  1. 00:16:623 (1,2,3,4,5,6) - This part is consistent with 00:06:300 (1,2,3,4,5,6) - but you added HDashes here, and not for the latter one. Consider removing the HDash here though, it feels so forced at this point. - tho both of the section is consistent-wise, but the song progress is not. I deliberately added hypers on 00:16:623 (1,2,3,4,5,6) - since it's more appropriate than adding none and also to show that 00:16:623 (1,2,3,4,5,6) - emphasize more than 00:06:300 (1,2,3,4,5,6) - . No change on this

    Neat Overdose. - thanks~! :3

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
the other two's suggestion are applied accordingly.

thanks for the mod AFB~!

himedose~
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.700002

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Surono

Volta wrote:

dem why ctb can't just don and kat
haha haha, hah, teletong semut xd

just don kat but you need conection of de pattern oderwis is experience :U if this like ex: "not really fit with teh music" maybe that would forcing to play :U bla

makanya ngemap map itu di suara random pasang kddkddkddkddkddkddkddkddkddkddkddkddkddk aja biar SRnya sampe 6.9 :U atau 69.0 biar gw bisa dapet pp 10ribu, break teh sistem tako osshh!1!!
Topic Starter
Volta
all suggestion in cup applied. will be working on salad and platter on weekend....
MBomb

alienflybot wrote:

Hello!

[ MBomb's Light Rain]

  • Difficulty Settings
  1. What about changing HP to 5.5? - Whilst it basically makes no difference in actual play, I've been suggested this multiple times, and I guess it looks nice with spread, so done.

    Gameplay
  2. 00:06:623 (5,1,2) - In my opinion the jump here is a bit hard because the HDash at (5,1) will drag players away from (2), thus they will miss. It is better to move (2) closer to make it easier, to fit the title of Light Rain. - Reduced distance already.
  3. 00:16:945 (5,1,2) - ^. You may change the distance to be the same as above one for consistency. - Made this distance consistent, but that meant making it stronger...? Either way, more consistent now and the jump is still easy so yeah.

    The Light Rain is nice as always.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
Thanks for the mod!

1000th post lol

osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Equim

alienflybot wrote:

Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ Equim's Rain]

  • Design
  1. Uncheck 'Widescreen Support'.

    Gameplay
  2. 00:03:881 (3,1) - Why not having a HDash here? Refer to 00:14:203 (4,1) - , they are consistent. fixed
  3. 00:05:332 (3,1) - HDash? Consistent with 00:02:913 (1,2) - and 00:07:591 (2,1) - . no, they are different. In 00:05:332 (3,1) - the vocal is smooth, while the latter two are pitching up.
  4. 00:28:720 (1) - Consider mapping this into spinner instead, as every difficulties include a spinner, so why not for this one? so many modders have suggested this... but I think the jump 00:28:558 - works perfectly, also a spinner also means a sort of movement here.

    The Rain is good.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
AFB抱抱>.<

SPOILER
osu file format v14

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Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Equim's Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818061
BeatmapSetID:368989

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Topic Starter
Volta

alienflybot wrote:

Hello!

[ tocean's Salad]

  • Gameplay
    * The Salad can be FC'ed without any dashing if the players are timed enough. Hence I would suggest increasing 1-2 jumps to ensure that only dashing can FC the difficulty. I will suggest some below.
  1. 00:01:300 (3,1) - What about increasing the gap a bit here? %increased and made a dash
  2. 00:02:591 (1,2,3,4) - I think the stream gaps can be enlarged, like 00:05:171 (1,2,3,4) - as the current one lacks movements and you are able to catch without moving. %fixed
  3. 00:08:881 (1,2,3,4) - This is hard because the stream gaps are way too large, some players may even dash in middle of the stream, which impedes the rhythm right here. Hence shorten the stream gaps, you can use the same gap as 00:05:171 (1,2,3,4) - . %fixed
  4. 00:10:171 (3,4,5) - This is fine but it is also hard to catch as the movement of (3,4) swipes players away from (5), most of the beginners may miss right the way. Hence I suggest Ctrl+G'ing 00:10:171 (3,4) - . %i think it's fine to create the rhythm and give emphasis to (5). swapping the notes would make the movement only going left and plain boring
  5. 00:11:623 (3,1) - You may increase the gap slightly for this one if you did the same in 00:01:300 (3,1) - .%fixed
  6. 00:13:074 (1,2,3) - Shorten the stream gap with the problem similar to 00:08:881 (1,2,3,4) - , also doing so is for consistency so it won't hurt.%it's already consistent?
  7. 00:15:494 (1,2,3,4) - ^ %fixed
  8. 00:18:558 (2,3,4) - Oh this is too hard too, (2,3) is going to drag people away from (4). In my opinion the dash at (3,4) can be removed because (4) is not really sounding prominent to be emphasized. %moved (4) to x:176 to have linier movement
  9. 00:19:687 (2,3,4) - Stream gap. %i think this stream is different, it's not following vocal but the drum, so i keep it as it is
  10. 00:22:429 (5,1) - Increase the distance between the two notes? %why not
  11. 00:23:881 (2,3,4) - Stream gap, and this is really big here considering the movement of 00:23:558 (1,2) - as well. In addition, try to keep consistency with the distance of 00:24:849 (2,3,4) - , they sound equally strong right at this point. %fixed

[ Platter]

  • Gameplay
    * The difficulty gap between Salad and Platter is a bit large, please reduce the difficulty of Platter. I will list out the points below.
  1. 00:01:623 (2,3) - Please remove the dash, it is really difficult for players to catch consecutive double dashes (HDash + dash here) and (3) don't sound that strong so it is not necessary to add dash here. You may move 00:00:655 (1,2) - to the left if you don't know how to fix. %someone told me tu put hdash here to emphasis the kiai, also for consistency with 00:06:462 (6,1) -
  2. 00:03:720 (5,1) - The jump is hard because they are far apart without any aid of HDashes. While adding a HDash do not sense well so what about reducing the distance here? %reduced a bit
  3. 00:07:752 (2,3,4) - This is a weird movement because of the wiggling moves. Also the movement at 00:07:913 (3,4,5) - is also hard to be managed as (3,4) is dragging players away from (5). You may want to fix like this: * screenshot. %fixed...i think. it's hard to see the screenshot. usually it's only red and blue in taiko x_x
  4. 00:11:462 (4,5,1) - This is also a hard part because (4,5) also kind of requiring dash and so double dashing appears here. It is quite difficult to turn the direction suddenly after the dash at (4,5). Please fix this part, perhaps reworking here would be a possible solution. %idk, i also want to emphasis the finish at (5) with dash, but also want to make HDash at (5,1) so it'd consistent with 00:06:462 (6,1) - . only reduced (4,5) distance for now.
  5. 00:17:107 (1,2,3) - Not going to say such patterns are unrankable, but it feels better with normal jumping, instead of left-right jumping like this in a Platter. It is much advisable to keep it easy to suit a Platter difficulty. ok, changed to normal jump
  6. 00:18:236 (5,6,7) - Same as 00:11:462 (4,5,1) - . Try not to use dash before a HDash happens. %reworked here and below
  7. 00:19:203 (1,2,3) - ^
  8. 00:20:655 (5,1) - The distance is big and easy to be missed, obviously it needs to be lowered.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
thanksss!!!!

/ updated
JBHyperion
General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 00:22:913 (2) - in Platter, Light Rain and Overdose - Is this supposed to be a default soft clap? Seems a bit weird since apart from 00:21:784 (3,7) and 00:26:784 (3)in Rain (which doesn't have a clap here), I think it's the only place you use it. Normal sampleset drums would fit the song better imo
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
  1. 00:08:881 (1,2,3) - Strong antiflow patterns such as these can often catch new players out as they don't expect to have to change direction so quickly. It would be best to create a more normal flow here for easier readability, e.g. Ctrl+H 00:09:365 (3,4) - and move to x-344, then move 00:10:494 (5) to x-272
  2. 00:19:203 (4,5) - ^ Ctrl+G (3) and move to the left of (2), then Ctrl+G (4) and move to around x-168
toecan's Salad
  1. 00:00:978 (2,3,1,2) - Starting out with two dashes and a borderline jump will seriously throw off Salad players and is way too difficult to start a diff without warning. Move 00:00:655 (1,2) to x-336, then move all of 00:00:655 (1,2,3,1) - to x-400
  2. 00:10:978 (1,2,3,1,2) - Similar problem here, 00:10:978 (1,2) to x-312, 00:11:945 (1) to x-160
  3. 00:13:720 (5,6) - In isolation, this double dash is more comfortable to play and could be acceptable, though beware that the spacing 00:13:397 (4,5) could be mistaken for a normal movement rather than a dash. Might be good to increase this spacing a tiny bit to make dash more clear
  4. 00:19:203 (1,2) - If you intend to have a 1/2 dash here, consider increasing the spacing a little to make this more clear. (1) to x-312 would be fine
  5. 00:26:139 (1,2,3,4) - Spacing here is very ambiguous on the border of requiring dash. Having increased spacing to 00:26:139 (1,1) - for the cymbal sounds would give better emphasis here, so move 00:26:462 (2) - to x-292, (4) to x-272 and 00:27:429 (1,2) to x-500
Platter
  1. 00:13:074 (1,2) - Spacing could be increased here to emphasize the downbeat and strong vocal sound, e.g. (1) at x-256
  2. 00:14:042 (5,1) - If you do the above, move (1) to around x-242 for consistency
  3. 00:15:655 (2,3) - This is a little unexpected, I'd reduce the distance a little here, e.g. 00:15:494 (1,2) to x-228
  4. 00:22:268 (1,2) - This spacing is a little unexpected after the previous wiggle, which obviously had identical spacing. It feels a little too high to walk without dash and could lead to confusion, so moving it to x- 336 would be more comfortable
  5. 00:27:429 (1) - For consistency, this would be good as a 1/2 slider as in the previous diffs since you decided to map the long guitar sound on the next beat at 00:28:074 (2)
MBomb's Light Rain
  1. 00:05:978 (3) - Antiflow seems a little strong here, easy to miss the tail when returning to the next object so I'd recommend a 45 degree rotation
  2. 00:09:042 (5) - Move this left slightly? It's a pretty strong beat so more spacing would be cool, and I also think it gives a nicer curve to 0:08:881 (4,5,6)
  3. 00:16:623 (4) - Perhaps this at 45 degrees too, the repeated antiflow in this pattern is quite a difficulty spike and it would make the 1/4 hyper 00:16:945 (5,1) following more comfortable to react to
  4. 00:17:752 (3,1) - ^ Even without the previous pattern this is really tricky for a supposedly "easy" Rain
  5. 00:24:042 (2) - Shouldn't this just be a regular 1/2 slider like 00:25:010 (2) -? Repeat sounds unnecessary to me
  6. 00:28:397 - Noticeable beat here, would recommend mapping if only with another circle with minimal spacing from 00:28:074 (2)
Equim's Rain
  1. 00:13:074 (1) - Keep this to a circle, the 1/4 beat is really forced here and you already just had a 1/4 stream so sticking to a 1/2 rhythm for this section would be a nice contrast
  2. 00:16:784 (4,1) - Would reduce this spacing a little, the antiflow and SV makes this a strong hdash into strong return dash which is awkward to play. Try (1) at x-464
  3. 00:18:236 (4,5) - Confusing since the spacing appears not to need dash, but it actually does. Consider increasing this a little please, since the vocal strength supports the use of a combined dash pattern. Try x-112
  4. 00:18:881 (6,1) - Flowstop is very unexpected, especially right after a hyper. Move (1) somewhere else to create some movement here that will play much better
  5. 00:22:268 (1,2,3,4,5,6,7) - Spacings are kinda weird here, not sure if the intention is to stream with/without dash or if there should be some more defined jumps here. Personally, I'd opt for a more challenging jump pattern, focusing on 00:22:268 (1,2) and 00:23:074 (6,7) - e.g. https://osu.ppy.sh/ss/4904870
  6. 00:28:720 (1) - This diff is the only one without a spinner to end. Would be nice to provide score differentiation and consistency with other diffs
Kagari's Himedose
  1. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - These would work better as curved streams to avoid an uncomfortable flowstop each time you jump. Atm it's very easy to overshoot and miss
  2. 00:16:623 (1,2,3,4,5,6,1) - This is seriously overdone, there's nothing in the music to support a hyper pattern of this intensity, and 00:16:703 (2,4) aren't enough noticeable beats. Would be much more fitting to remove these and move (3) to x-216 for a double 1/2 dash into 1/4 hyper
  3. 00:21:945 (1,2,3,4) - More curved stream would flow better here similar to 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4)
  4. 00:23:236 (6,1) - Super strong hyper into antiflow is difficult to control and subsequently really easy to miss on. Recommend weakening this significantly, Creating a less antiflowing slider, or both
  5. 00:24:203 (3,1) - 00:25:010 (2,3) - ^
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Topic Starter
Volta

JBHyperion wrote:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 00:22:913 (2) - in Platter, Light Rain and Overdose - Is this supposed to be a default soft clap? Seems a bit weird since apart from 00:21:784 (3,7) and 00:26:784 (3)in Rain (which doesn't have a clap here), I think it's the only place you use it. Normal sampleset drums would fit the song better imo normal sample set sounds weird imo. changed to soft-whistle
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
  1. 00:08:881 (1,2,3) - Strong antiflow patterns such as these can often catch new players out as they don't expect to have to change direction so quickly. It would be best to create a more normal flow here for easier readability, e.g. Ctrl+H 00:09:365 (3,4) - and move to x-344, then move 00:10:494 (5) to x-272 fixed
  2. 00:19:203 (4,5) - ^ Ctrl+G (3) and move to the left of (2), then Ctrl+G (4) and move to around x-168 i think it's fine here because i give 2/1 break after this movement so even if it is a bit unexpected they can prepare to read next pattern
toecan's Salad
  1. 00:00:978 (2,3,1,2) - Starting out with two dashes and a borderline jump will seriously throw off Salad players and is way too difficult to start a diff without warning. Move 00:00:655 (1,2) to x-336, then move all of 00:00:655 (1,2,3,1) - to x-400 fixed
  2. 00:10:978 (1,2,3,1,2) - Similar problem here, 00:10:978 (1,2) to x-312, 00:11:945 (1) to x-160 fxed
  3. 00:13:720 (5,6) - In isolation, this double dash is more comfortable to play and could be acceptable, though beware that the spacing 00:13:397 (4,5) could be mistaken for a normal movement rather than a dash. Might be good to increase this spacing a tiny bit to make dash more clear increased (4,5) a bit
  4. 00:19:203 (1,2) - If you intend to have a 1/2 dash here, consider increasing the spacing a little to make this more clear. (1) to x-312 would be fine fixed
  5. 00:26:139 (1,2,3,4) - Spacing here is very ambiguous on the border of requiring dash. Having increased spacing to 00:26:139 (1,1) - for the cymbal sounds would give better emphasis here, so move 00:26:462 (2) - to x-292, (4) to x-272 and 00:27:429 (1,2) to x-500 fixed
Platter
  1. 00:13:074 (1,2) - Spacing could be increased here to emphasize the downbeat and strong vocal sound, e.g. (1) at x-256 ok
  2. 00:14:042 (5,1) - If you do the above, move (1) to around x-242 for consistency eh, this is a bit different. pitch is lower, so lower distance
  3. 00:15:655 (2,3) - This is a little unexpected, I'd reduce the distance a little here, e.g. 00:15:494 (1,2) to x-228 fixed
  4. 00:22:268 (1,2) - This spacing is a little unexpected after the previous wiggle, which obviously had identical spacing. It feels a little too high to walk without dash and could lead to confusion, so moving it to x- 336 would be more comfortableok, with a bit change by my own
  5. 00:27:429 (1) - For consistency, this would be good as a 1/2 slider as in the previous diffs since you decided to map the long guitar sound on the next beat at 00:28:074 (2) changed (2) into a note instead

This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
thanks JBH!! sorry for late reply )): RIP me and GDers

/summon GDer
Kagari
my laptop HDD died last saturday orz... I have replaced my HDD but for now I'm too busy with assignments ;_;

will apply it asap
MBomb

Kagari wrote:

my laptop HDD died last saturday orz... I have replaced my HDD but for now I'm too busy with assignments ;_;

will apply it asap
my laptop's also dead, will apply when I can but if it takes too long you can apply for me
Kagari
intentional doublepost lol

JBHyperion wrote:

Kagari's Himedose
  1. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - These would work better as curved streams to avoid an uncomfortable flowstop each time you jump. Atm it's very easy to overshoot and miss - aye
  2. 00:16:623 (1,2,3,4,5,6,1) - This is seriously overdone, there's nothing in the music to support a hyper pattern of this intensity, and 00:16:703 (2,4) aren't enough noticeable beats. Would be much more fitting to remove these and move (3) to x-216 for a double 1/2 dash into 1/4 hyper - bla bla bla, refer to my previous reply on afb's mod. but i did reduced the distance hyper in 00:16:623 (1,2,3,4,5,6) - as long as the hyper is still there.
  3. 00:21:945 (1,2,3,4) - More curved stream would flow better here similar to 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - aye
  4. 00:23:236 (6,1) - Super strong hyper into antiflow is difficult to control and subsequently really easy to miss on. Recommend weakening this significantly, Creating a less antiflowing slider, or both - I'll try to manage something
  5. 00:24:203 (3,1) - 00:25:010 (2,3) - ^ - ^
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (: thanks jbabe~
thanks for the mod jbh~! :D
himedose
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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
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Topic Starter
Volta
i can wait. i'm afraid i'll destroy your diff MB. lol
MBomb

JBHyperion wrote:

MBomb's Light Rain
  1. 00:05:978 (3) - Antiflow seems a little strong here, easy to miss the tail when returning to the next object so I'd recommend a 45 degree rotation - Yup, rotated quite a bit.
  2. 00:09:042 (5) - Move this left slightly? It's a pretty strong beat so more spacing would be cool, and I also think it gives a nicer curve to 0:08:881 (4,5,6) - Moved both 5 and 6 to the left, i feel the curve is nicer this way.
  3. 00:16:623 (4) - Perhaps this at 45 degrees too, the repeated antiflow in this pattern is quite a difficulty spike and it would make the 1/4 hyper 00:16:945 (5,1) following more comfortable to react to - Not quite 45 degrees, but rotated a bit.
  4. 00:17:752 (3,1) - ^ Even without the previous pattern this is really tricky for a supposedly "easy" Rain - Moved 4 to the left a bit instead, i feel like this fixes the issue too, in a way I prefer.
  5. 00:24:042 (2) - Shouldn't this just be a regular 1/2 slider like 00:25:010 (2) -? Repeat sounds unnecessary to me - Drumbeat on this slider end sounds strong enough to be mapped imo, whereas the one on the second slider sounds slightly weaker so I didn't map it there.
  6. 00:28:397 - Noticeable beat here, would recommend mapping if only with another circle with minimal spacing from 00:28:074 (2) - Added 2 circles instead, the first on the 1/2 tick before that, and then one where you said, and instead decided to add a dash to this drum beat, and have normal movement to the previous one to meet note strengths.
Thanks for the mod! Sorry for taking so long Volta ;w;

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ArtistUnicode:あいまいみーまいん
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Topic Starter
Volta
updated light rain and himedose.

if equim doesn't come in few days i'll apply it myself ._.
Topic Starter
Volta
apllied changes to equim's rain! but not changed the last 3 points as i personally liked how it is and equim always insist to not used spinner in several mods.

can i get bubble now?
Kagari

Volta wrote:

can i get bubble now?
H Y P E
Surono

Kagari wrote:

Volta wrote:

man i get bubble nya~
H U H ?
BoberOfDarkness
no kd cause nazi



Kagari can you fix this 00:27:429 (1) - slider? I find it very flow-less.




something like this flows A LOT better

no kd cause nazi
Kagari
dem nazis

fixed :v (also remapped one of the jumps a bit to complement the changes made from bober's nazi)

trapdose
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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
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Topic Starter
Volta
hime kun updated!
JBHyperion
Recheck by request - no kudosu

toecan's Salad
  1. 00:07:107 (2,3) - Spacing is a bit confusing, as this can just be caught without dash. Move (3) to x-416 to make the dash more clear
  2. 00:13:397 (4,5) - ^ but the opposite here, dash shouldn't be necessary for the weaker vocal note. Move (5) to x-360
Platter
  1. 00:19:526 (2,3) - Strong hyperdash into antiflow is likely to cause droplet misses. Making the slider more vertical or even rotating it 180 degrees for a natural flow would be more appropriate
MBomb's Light Rain
  1. 00:06:623 (5,1) - 1/4 hyper strength is unexpected here, might catch some players by surprise. For more comfortable movement and more reaction to the next note, I think (1) at x-220 works better
  2. 00:16:945 (5,1) - Although it's stronger, this one's not quite as bad since the next note is closer and the player will be prepared for it having seen the pattern before. Personally, I think (1) at x-304 is better, but it's up to you
Kagari's Himedose
  1. 00:24:042 (2,3,1) - Placing two hdash of such different strength back to back is very uncomfortable to play. Please reduce the strength of (2,3) slightly - example https://osu.ppy.sh/ss/5338593
  2. 00:22:591 (3,4,5) - Including a one-directional chain here is really unexpected for me as the hdash strength aren't even the same, so you can be thrown off very easily - I get you want a big finale but at least reduce and balance the strengths so it's not so absurd. Try 00:22:268 (1) at x-304, 00:22:429 (2) at x-208, (3) at x-336 and (4) at x-264
That should be all. Call me back.
Topic Starter
Volta
fixed salad and made slider more vertical in platter.
Kagari
applied all of the suggestions~

hime-kun
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ArtistUnicode:あいまいみーまいん
Creator:Volta
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MBomb

JBHyperion wrote:

MBomb's Light Rain
  1. 00:06:623 (5,1) - 1/4 hyper strength is unexpected here, might catch some players by surprise. For more comfortable movement and more reaction to the next note, I think (1) at x-220 works better - x:216 instead.
  2. 00:16:945 (5,1) - Although it's stronger, this one's not quite as bad since the next note is closer and the player will be prepared for it having seen the pattern before. Personally, I think (1) at x-304 is better, but it's up to you - Done.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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1703,-100,4,2,0,60,0,0
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[Colours]
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Combo2 : 128,128,255
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Topic Starter
Volta
update!
JBHyperion
Okay, let's give this s shot.

Next BN: Make sure you're okay with 00:24:042 (2,3,1) - in Kagari's diff - the 1/2+1/1 cross-screen hyper can be pretty uncomfortable if your timing isn't spot on, but it's a short map so I don't see the need to retry a couple of times being much of a deterrent from nailing this pattern.

Bubbled~
Xinely


wooo grats dulu deh dah ke bub :p #phpmodeon
autofanboy
Hello!
This time as a check, so I am trying to go a bit more nitpicky.

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]
  1. Great!

[ Cup]

  • Gameplay
  1. 00:07:752 (2,3) - I think the distance between them can be smaller and have same distance as 00:19:203 (4) - , you may move (2) to x:240. There are also inconsistent distances for each 1/2 notes like the followings, I think it is not difficult to fix them and it is short so consistency is beginners' friend.
  2. 00:18:074 (2,3) - Distance can be larger here and make it same as the above-mentioned, because they are with same rhythm but this one is with less distance, I would say moving (2) to x:192 would be good.
  3. 00:25:494 (1,2) - Distance between them can be slightly reduced, basically due to a small bending of (1), beginners may not be able to catch up (2). Reducing distance a bit would help and also be friendly to beginner players. You may move 00:26:139 (2,3) - together to x:304.

    New Combos
  4. 00:08:881 (1) - Remove the NC here and add the NC at 00:09:365 (3) - because of the Finish and also an obvious stanza change by the vocal. You may also remove the NC of 00:10:978 (1) - to connect the combo together.
  5. 00:25:494 (1) - Remove the NC and add the one at 00:26:139 (2) - because there is a clear instrumental change.

    Great Cup, I have to be very picky to get some minor flaws.

[ tocean's Salad]

  • Gameplay
  1. 00:07:913 (1,2,3) - This is a difficult jump, at least for beginners, due to a sharp turn + dash movement after (1,2). You may want to switch the places here, maybe you may try something like this: *screenshot. Note that this is just one of the suggestions, you may change to another patterns you like as well, just as long as the turn jump is omitted and distance between 00:08:558 (3,1) - is small enough, it will be fine.
  2. 00:10:171 (3,4,5) - Another weird movement. It doesn't require any dashing to catch (5) yet the movement of (3,4) tends to cause players to dash suddenly here, which is not fitting the rhythm too well. What about something like this: *this? Distance of 00:09:365 (4,1) - is shorter to cater for the change of the smaller distance at 00:09:849 (2,3) - , and also reduced the jump at 00:10:171 (3,4,5) - without removing the dash at 00:10:494 (5,1) - .
  3. 00:19:203 (1,2) - Are you intended to add a dash here? If you are, then don't create such distance because they will give hesitant feelings to players as the jump basically doesn't require dashing to catch. If not then you should reduce the distance to a convenient degree. If you want to add a dash here, refer to the distance at 00:08:397 (2,3) - so consistency can be made for easier flow.

    New Combos
  4. 00:02:591 (1,2,3,4,1,2) - They should be in a combo. Break them with a NC at 00:04:526 (3) - too, like what you did at 00:01:623 (1,2,3) - .
  5. 00:07:913 (1,2,3,1,2,3,4) - In a combo.
  6. 00:19:203 (1) - Remove the NC and add one at 00:19:687 (2) - instead.

[ Platter]

  • Gameplay
  1. 00:01:623 (2,3) - This jump is really difficult to catch because the distance is very large. I think you should reduce it because players may hurry themselves after catching the HDash at 00:00:655 (1,2) - and miss the slider end of (2). To give more time for them to react, reducing distance is a good option. You may try moving 00:00:655 (1,2) - to x:60. Jump at (2,3) still require dashing but it is less forced.
  2. 00:03:720 (5,1) - Well, this is also a hard jump to manage, very easy to miss (5) if the player are feeling hasty too. You may want to move (1) closer, say x:248. And then, distance for 00:04:526 (2,3) - can be larger like what you did for 00:01:623 (2,3) - or it will be really inconsistent.
  3. 00:06:462 (6,1) - That can be a trouble here, because (1) is a straight-pointing slider so it is really easy to overshoot here and miss at (1), which is not recommended to have in a Platter. You may want to bend (1) a bit by increasing the slope.
  4. 00:14:042 (5,1) - There should be a dash like what you did for 00:03:720 (5,1) - ! Please add one for consistency.

    New Combos
  5. 00:01:623 (2) - Add NC because of the start of new vocal.
  6. 00:08:881 (1) - You may remove the NC here and add the one at 00:09:365 (4) - because (4) is the note starting a new stanza here.
  7. 00:18:074 (4) - Add NC. You can refer to the previous rhythms, which has this note NC'ed.
  8. 00:19:203 (1,2,3) - Same as 00:08:881 (1) - .
  9. 00:26:139 (3) - Add NC.

[ MBomb's Light Rain]

  • Gameplay
  1. 00:04:203 (1,2,3) - By referring to Equim's Rain, this part seems to be much harder than it does, because this requires dash-holding while Equim's Rain does not. As this is supposed to be an easier difficulty, what about shortening the distance to make it easier? It is also easy to miss after catching HDash and in a hassle. What about moving (2) to x:256?
  2. 00:07:107 (2) - ^, so move it to x:408, which will have same distance as above-mentioned.
  3. 00:14:849 (3) - ^, to x:368.
  4. 00:17:429 (3) - ^, to x:112.
  5. 00:25:332 - It sounds strange to not having a note here, because you added a note end at 00:24:365 - which is with the same rhythm, but not here. I think you may want to do this: *screenshot. There will still be a dash at 00:25:010 (2,3) - like what you did originally.

[ Equim's Rain]

  • Gameplay
  1. 00:09:849 (3,4,5) - Reduce the distance between (3,4), it is really easy to miss because of a sharp turning movement. You may refer to the distance of 00:07:913 (1,2) - so moving (4) to x:128 would be good.
  2. 00:15:816 (2) - Any reason to increase the slider velocity here? Honestly I don't think it is necessary, in fact it is quite easy to miss because of a sudden enhancement in slider velocity, some players will dash without following the rhythm here. Keeping the distance like 00:14:203 (4) - is already enough.
  3. 00:23:558 (1,2,3,4,5,6,1,2,3,4,1) - Is it really needed to push the patterns far away to the edges? Can you shorten those distances to the minimum that those HDash jumps are not too forced? Also, avoid mapping at the border edges if they are bonded to a HDash. It is because sticking to a wall makes it hard to react and turn rapidly and sharply to continue on. 00:25:494 (1,2,3,4,1) - is just too exaggerated, I don't think you need such big distances to include a HDash.
  4. 00:28:720 (1) - As the ranking criteria says:

    Catch The Beat Ranking Criteria wrote:

    Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    You may consider adding a spinner here, I deem it is quite fit, increasing combo doesn't do much here because it is just an easy slider.

    New Combos
  5. 00:08:881 (1) - Remove NC here and add the NC at 00:09:365 (2) - because it is the note for starting a new stanza.
  6. 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - I suggest merging them into one single combo because it can be very confusing to read the stream, as the jumps are going on yet fruits are splashing out to block the players' views.
  7. 00:18:236 (4) - NC? Also remove NC at 00:19:203 (1) - and add one at 00:19:687 (2) - .
  8. 00:19:687 (2,3,4,1,2) - They should be in one combo.
  9. 00:28:074 (1) - Nah, don't break combos like that, it is not necessary to see fruit suddenly splashes out here.

[ Kagari's Himedose]

  • Gameplay
  1. 00:04:849 (3,4,5,6) - The distance of (4,5) is way too small that can confuse players. I think you need to enlarge it quite a bit because someone may overshoot here and thus miss. You may fix it while maintaining the HDash at 00:05:332 (6,1) - .
  2. 00:11:945 (1,2) - In order to keep consistency with 00:01:623 (1,2) - , which is the same part of the rhythm, please use the same note pattern in the timeline, so 1/1 timeline distances would fit. You may need to alter distances after changing to circles.
  3. 00:15:171 (3,4,5) - Woah, this is a scary jump because of (4,5). Really easy to miss (5) because it is preceded by 2 consecutive HDashes so players may not notice this coming, yet the jump requires a focused dash so reduce the jump a bit please.
  4. 00:17:107 (1,2) - Mind bending them more like *this? The current ones can be difficult because it is kind of requiring the momentum given by the HDash 00:17:026 (6,1) - and 00:17:107 (1,2) - respectively for each slider.
  5. 00:28:074 (1) - That's so troll lol

    New Combos
  6. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - You may want to merge them into one single combo so players will not get blocked by the fruit splashes while catching the HDashes.
  7. 00:21:462 (4,5,6,7,1,2,3,4) - ^
  8. 00:27:429 (1,1,2) - I think they can be in same combo. Not necessary to split a combo at 00:28:074 (1) - .

That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
Kagari

alienflybot wrote:

Hello!
This time as a check, so I am trying to go a bit more nitpicky.

█ Optional to change --- █ Suggested to change --- █ Unrankable
[ Kagari's Himedose]

  • Gameplay
  1. 00:04:849 (3,4,5,6) - The distance of (4,5) is way too small that can confuse players. I think you need to enlarge it quite a bit because someone may overshoot here and thus miss. You may fix it while maintaining the HDash at 00:05:332 (6,1) - . - 1.00x distance should be sufficient to maintain the hdash afterwards
  2. 00:11:945 (1,2) - In order to keep consistency with 00:01:623 (1,2) - , which is the same part of the rhythm, please use the same note pattern in the timeline, so 1/1 timeline distances would fit. You may need to alter distances after changing to circles. - i dont think it's acceptable, since 00:11:945 (1,2) - on the second kiai, which in my opinion, doesnt need to have such consistency (it's a short map btw and it's a overdose for trap's sake, why not?) :3
  3. 00:15:171 (3,4,5) - Woah, this is a scary jump because of (4,5). Really easy to miss (5) because it is preceded by 2 consecutive HDashes so players may not notice this coming, yet the jump requires a focused dash so reduce the jump a bit please. - 1.6x distance should be enough i think
  4. 00:17:107 (1,2) - Mind bending them more like *this? The current ones can be difficult because it is kind of requiring the momentum given by the HDash 00:17:026 (6,1) - and 00:17:107 (1,2) - respectively for each slider. - that's my main reason why they are shaped like that, but the one's that you suggested are much easier to execute so I'll go with that /o/
  5. 00:28:074 (1) - That's so troll lol - IT'S A TRAP ayyyyyy lmao changed

    New Combos
  6. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - You may want to merge them into one single combo so players will not get blocked by the fruit splashes while catching the HDashes. - k
  7. 00:21:462 (4,5,6,7,1,2,3,4) - ^ - k
  8. 00:27:429 (1,1,2) - I think they can be in same combo. Not necessary to split a combo at 00:28:074 (1) - . - k

That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
thx for the check afb~

hime-kun
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.700002

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
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0,0,"bg.jpg",0,0
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Volta

Xinely wrote:



wooo grats dulu deh dah ke bub :p #phpmodeon
hi xinely owo


alienflybot wrote:

Hello!
This time as a check, so I am trying to go a bit more nitpicky.

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]
  1. Great!

[ Cup]

  • Gameplay
  1. 00:07:752 (2,3) - I think the distance between them can be smaller and have same distance as 00:19:203 (4) - , you may move (2) to x:240. There are also inconsistent distances for each 1/2 notes like the followings, I think it is not difficult to fix them and it is short so consistency is beginners' friend.
  2. 00:18:074 (2,3) - Distance can be larger here and make it same as the above-mentioned, because they are with same rhythm but this one is with less distance, I would say moving (2) to x:192 would be good.
  3. 00:25:494 (1,2) - Distance between them can be slightly reduced, basically due to a small bending of (1), beginners may not be able to catch up (2). Reducing distance a bit would help and also be friendly to beginner players. You may move 00:26:139 (2,3) - together to x:304.

    New Combos
  4. 00:08:881 (1) - Remove the NC here and add the NC at 00:09:365 (3) - because of the Finish and also an obvious stanza change by the vocal. You may also remove the NC of 00:10:978 (1) - to connect the combo together.
  5. 00:25:494 (1) - Remove the NC and add the one at 00:26:139 (2) - because there is a clear instrumental change.

    Great Cup, I have to be very picky to get some minor flaws. fixed all :)

[ tocean's Salad]

  • Gameplay
  1. 00:07:913 (1,2,3) - This is a difficult jump, at least for beginners, due to a sharp turn + dash movement after (1,2). You may want to switch the places here, maybe you may try something like this: *screenshot. Note that this is just one of the suggestions, you may change to another patterns you like as well, just as long as the turn jump is omitted and distance between 00:08:558 (3,1) - is small enough, it will be fine. applied
  2. 00:10:171 (3,4,5) - Another weird movement. It doesn't require any dashing to catch (5) yet the movement of (3,4) tends to cause players to dash suddenly here, which is not fitting the rhythm too well. What about something like this: *this? Distance of 00:09:365 (4,1) - is shorter to cater for the change of the smaller distance at 00:09:849 (2,3) - , and also reduced the jump at 00:10:171 (3,4,5) - without removing the dash at 00:10:494 (5,1) - . i thought so... changed to other pattern movement.
  3. 00:19:203 (1,2) - Are you intended to add a dash here? If you are, then don't create such distance because they will give hesitant feelings to players as the jump basically doesn't require dashing to catch. If not then you should reduce the distance to a convenient degree. If you want to add a dash here, refer to the distance at 00:08:397 (2,3) - so consistency can be made for easier flow. made same distance as 00:08:397 (2,3) and bend ths slider at 00:19:687 (2) - for easier catch

    New Combos
  4. 00:02:591 (1,2,3,4,1,2) - They should be in a combo. Break them with a NC at 00:04:526 (3) - too, like what you did at 00:01:623 (1,2,3) - .
  5. 00:07:913 (1,2,3,1,2,3,4) - In a combo.
  6. 00:19:203 (1) - Remove the NC and add one at 00:19:687 (2) - instead. fixed all.

[ Platter]

  • Gameplay
  1. 00:01:623 (2,3) - This jump is really difficult to catch because the distance is very large. I think you should reduce it because players may hurry themselves after catching the HDash at 00:00:655 (1,2) - and miss the slider end of (2). To give more time for them to react, reducing distance is a good option. You may try moving 00:00:655 (1,2) - to x:60. Jump at (2,3) still require dashing but it is less forced. fixed
  2. 00:03:720 (5,1) - Well, this is also a hard jump to manage, very easy to miss (5) if the player are feeling hasty too. You may want to move (1) closer, say x:248. And then, distance for 00:04:526 (2,3) - can be larger like what you did for 00:01:623 (2,3) - or it will be really inconsistent. i think current distance is more suitable to emphasis the phrase 'Happy Time'
  3. 00:06:462 (6,1) - That can be a trouble here, because (1) is a straight-pointing slider so it is really easy to overshoot here and miss at (1), which is not recommended to have in a Platter. You may want to bend (1) a bit by increasing the slope. fixed
  4. 00:14:042 (5,1) - There should be a dash like what you did for 00:03:720 (5,1) - ! Please add one for consistency. added one and also bend next slider.

    New Combos
  5. 00:01:623 (2) - Add NC because of the start of new vocal.
  6. 00:08:881 (1) - You may remove the NC here and add the one at 00:09:365 (4) - because (4) is the note starting a new stanza here.
  7. 00:18:074 (4) - Add NC. You can refer to the previous rhythms, which has this note NC'ed.
  8. 00:19:203 (1,2,3) - Same as 00:08:881 (1) - .
  9. 00:26:139 (3) - Add NC. fixed all omg i'm so noob with NC

[ Equim's Rain]

  • Gameplay
  1. 00:09:849 (3,4,5) - Reduce the distance between (3,4), it is really easy to miss because of a sharp turning movement. You may refer to the distance of 00:07:913 (1,2) - so moving (4) to x:128 would be good.
  2. 00:15:816 (2) - Any reason to increase the slider velocity here? Honestly I don't think it is necessary, in fact it is quite easy to miss because of a sudden enhancement in slider velocity, some players will dash without following the rhythm here. Keeping the distance like 00:14:203 (4) - is already enough.
  3. 00:23:558 (1,2,3,4,5,6,1,2,3,4,1) - Is it really needed to push the patterns far away to the edges? Can you shorten those distances to the minimum that those HDash jumps are not too forced? Also, avoid mapping at the border edges if they are bonded to a HDash. It is because sticking to a wall makes it hard to react and turn rapidly and sharply to continue on. 00:25:494 (1,2,3,4,1) - is just too exaggerated, I don't think you need such big distances to include a HDash. equim said to apply all except this, he said this last part needs such intensity
  4. 00:28:720 (1) - As the ranking criteria says:

    Catch The Beat Ranking Criteria wrote:

    Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    You may consider adding a spinner here, I deem it is quite fit, increasing combo doesn't do much here because it is just an easy slider.

    New Combos
  5. 00:08:881 (1) - Remove NC here and add the NC at 00:09:365 (2) - because it is the note for starting a new stanza.
  6. 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - I suggest merging them into one single combo because it can be very confusing to read the stream, as the jumps are going on yet fruits are splashing out to block the players' views.
  7. 00:18:236 (4) - NC? Also remove NC at 00:19:203 (1) - and add one at 00:19:687 (2) - .
  8. 00:19:687 (2,3,4,1,2) - They should be in one combo.
  9. 00:28:074 (1) - Nah, don't break combos like that, it is not necessary to see fruit suddenly splashes out here.


That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
HYPE
Kagari
something's bothering me after did some testplays on my diff this morning

Kagari wrote:

alienflybot wrote:

  1. 00:28:074 (1) - That's so troll lol - IT'S A TRAP ayyyyyy lmao changed
i thought it was okay to change the direction of the slider but apparently i was wrong... so i decided to keep the direction but make the slider a lil bit more vertical than it was previously....

hime update
osu file format v14

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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
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BeatmapSetID:368989

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Xinely
Afb lol im still in exams so not going to mod for while

So early grats for qualify volta :p
Underforest
You won me the race lol
gl with your map
MBomb

alienflybot wrote:

[ MBomb's Light Rain]

  • Gameplay
  1. 00:04:203 (1,2,3) - By referring to Equim's Rain, this part seems to be much harder than it does, because this requires dash-holding while Equim's Rain does not. As this is supposed to be an easier difficulty, what about shortening the distance to make it easier? It is also easy to miss after catching HDash and in a hassle. What about moving (2) to x:256? - Reduced distance slightly, but I like the dashes here for the strong vocals so I didn't weaken it much.
  2. 00:07:107 (2) - ^, so move it to x:408, which will have same distance as above-mentioned. - ^
  3. 00:14:849 (3) - ^, to x:368. - ^
  4. 00:17:429 (3) - ^, to x:112. - ^
  5. 00:25:332 - It sounds strange to not having a note here, because you added a note end at 00:24:365 - which is with the same rhythm, but not here. I think you may want to do this: *screenshot. There will still be a dash at 00:25:010 (2,3) - like what you did originally. - Put a repeat instead, there wasn't intended to be a dash here.

did I ninja'd xinely
Thanks for the mod!

osu file format v14

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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
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Source:ひめゴト
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360,192,16300,2,0,L|440:192,1,72.5,2|0,0:0|0:0,0:0:0:0:
192,192,16623,2,2,L|264:160,1,72.5,2|0,0:0|1:0,0:0:0:0:
112,192,16945,2,0,L|160:192,1,36.25,0|0,1:0|1:0,1:0:0:0:
304,192,17107,5,4,0:0:0:0:
80,192,17429,1,0,1:0:0:0:
352,192,17752,2,0,L|272:192,1,72.5,2|0,0:0|0:0,0:0:0:0:
416,192,18074,1,0,1:0:0:0:
288,192,18236,6,2,L|368:192,1,72.5,0|0,3:0|0:0,0:0:0:0:
224,192,18558,1,0,3:0:0:0:
360,192,18720,1,0,1:0:0:0:
96,192,18881,2,0,L|24:192,1,72.5,2|0,0:0|0:0,0:0:0:0:
184,192,19203,2,0,L|104:192,2,72.5,0|0|2,3:0|1:0|0:0,0:0:0:0:
448,192,19687,6,0,P|376:128|256:104,1,217.5,4|0,0:0|0:0,0:0:0:0:
152,192,20332,2,0,L|224:192,1,72.5,0|0,3:0|0:0,0:0:0:0:
384,192,20655,2,0,L|312:192,1,72.5,0|0,1:0|0:0,0:0:0:0:
48,192,20978,6,0,L|128:192,1,72.5,2|0,0:0|3:0,0:0:0:0:
280,192,21300,1,0,1:0:0:0:
440,192,21462,2,0,L|368:192,1,72.5,0|0,3:0|1:0,1:0:0:0:
328,192,21703,1,0,1:0:0:0:
288,192,21784,1,0,1:0:0:0:
128,192,21945,2,0,L|48:192,1,72.5,8|0,3:0|0:0,0:0:0:0:
224,192,22268,6,0,L|152:192,1,72.5,0|0,2:0|2:0,2:0:0:0:
240,192,22591,2,0,L|312:192,1,72.5
160,192,22913,2,2,L|80:192,1,72.5,2|0,0:0|0:0,0:0:0:0:
352,192,23236,2,0,L|432:192,1,72.5,0|0,3:0|0:0,0:0:0:0:
128,192,23558,6,0,P|64:112|80:88,1,145,4|0,0:0|1:0,0:0:0:0:
176,192,24042,2,0,L|96:192,2,72.5,0|0|0,0:0|1:0|0:0,0:0:0:0:
488,192,24526,6,0,P|456:120|392:104,1,145,6|0,0:0|1:0,0:0:0:0:
312,192,25010,2,0,L|392:192,2,72.5,0|0|0,0:0|1:0|0:0,0:0:0:0:
192,192,25494,2,0,L|112:192,1,72.5,0|2,1:0|0:0,0:0:0:0:
208,192,25816,2,0,L|296:192,1,72.5,0|0,1:0|0:0,0:0:0:0:
16,192,26139,6,0,L|88:192,1,72.5,4|0,0:0|0:0,0:0:0:0:
240,192,26462,2,0,L|152:192,1,72.5,0|0,1:0|0:0,0:0:0:0:
328,192,26784,2,0,L|416:192,1,72.5,0|0,3:0|0:0,0:0:0:0:
240,192,27107,2,0,L|328:192,1,72.5,0|0,1:0|0:0,0:0:0:0:
144,192,27429,5,4,0:0:0:0:
496,192,28074,1,2,0:0:0:0:
424,192,28236,1,0,0:0:0:0:
264,192,28397,1,0,0:0:0:0:
256,192,28720,12,0,30655,0:0:0:0:
Topic Starter
Volta
updated!
autofanboy
Recheck because I am free now! \:D/

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ Cup]

  • Hitsounds
  1. 00:21:300 (3) - The clap at the head sounds not fitting in my opinion, I would suggest changing it to Finish - OR - Whistle, they sound much better and match that part.
  2. 00:23:558 (1) - Would you consider adding a Finish here? I think it can indicate the stanza change which is quite nice, don't forget to change the sample set at that part if you decided to do so.
  3. 00:26:139 (1) - The head of the slider can include a Finish in my opinion, with a smaller volume. In my opinion this is quite fit.

[ MBomb's Light Rain]

  • Inherited Sections
  1. Remove them, they are redundant and have no contributions in your map, or you change something to keep them: 00:17:429 - , 00:17:752 - , 00:23:558 - , 00:28:074 - .

[ Equim's Rain]

  • Hitsounds
  1. 00:21:623 (1,2,3,4,5,6,7,8) - Both (3) and (7) sounds strange with the claps, I suggest removing them. If you intended to add hitsounds at this point, use drum hitsounds for (1) and (5) so the hitsounds will match the particular period of the song.

That should be it!
Find me after the fix!

Good luck!

AFB
Topic Starter
Volta

alienflybot wrote:

Recheck because I am free now! \:D/

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ Cup]

  • Hitsounds
  1. 00:21:300 (3) - The clap at the head sounds not fitting in my opinion, I would suggest changing it to Finish - OR - Whistle, they sound much better and match that part. cahnged to whistle
  2. 00:23:558 (1) - Would you consider adding a Finish here? I think it can indicate the stanza change which is quite nice, don't forget to change the sample set at that part if you decided to do so. added
  3. 00:26:139 (1) - The head of the slider can include a Finish in my opinion, with a smaller volume. In my opinion this is quite fit.added finisher

[ MBomb's Light Rain]

  • Inherited Sections
  1. Remove them, they are redundant and have no contributions in your map, or you change something to keep them: 00:17:429 - , 00:17:752 - , 00:23:558 - , 00:28:074 - . oh lol. i removed the unneccesary green line for you mbomb

[ Equim's Rain]

  • Hitsounds
  1. 00:21:623 (1,2,3,4,5,6,7,8) - Both (3) and (7) sounds strange with the claps, I suggest removing them. If you intended to add hitsounds at this point, use drum hitsounds for (1) and (5) so the hitsounds will match the particular period of the song. ok, fixed

That should be it!
Find me after the fix!

Good luck!

AFB
ayy
autofanboy
Your daily dosage of moe

: https://osu.ppy.sh/forum/p/5211258/

Qualified!
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