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Qrispy Joybox - Sorairo concerto [Osu|CatchTheBeat]

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Rizia
[Insane]
  1. 00:06:823 (4) - you can move to x240 y272 for balance distance with 00:06:271 (1) - and 00:07:375 (7) -
  2. 00:11:424 (4) - like this, you can choose blanket with 00:10:136 (6) -
  3. 00:15:658 (4,6) - imo they are not clean at all
  4. 00:17:314 (4) - how about symmetry with 00:16:762 (2) - ? (also you can choose stack 00:17:129 (3) - under 00:16:762 (2) - tail
  5. 00:17:682 (5,6) - i think stack here is perfect to fit the sound
  6. 00:18:050 (1,2,3,4,5) - here, they are very fit to be a symmetry pattern
  7. 00:46:946 (1,2,3) - hitsound here is a little bit noise
  8. 00:49:891 (1,2,3) - 00:52:835 (1,2,3) - 00:55:964 (5,6,7,8,9) - same
  9. 01:26:148 - actually i expect have a stream part here
many place need some improve, especially the placement on slider and the connection between slider and circle
overall the diff is fun
Topic Starter
Grrum
Sorry for late response

Okorin wrote:

So why is Cartoon Heroes not ranked, Im wondering because your style fits that song way better than this one, cuz this song has conflicting melody and strong drums so they end up being a pain to map -- Hmm, I actually think this song is similar to Cartoon Heroes because they both have strong melodies, just that Concerto is slower and with more sections of rest. Cartoon Heroes had some problems that I wasn't willing to fix until now. In addition, having 4/5 BN's say it's not ready encouraged me to work on other maps until I was more confident about ranking. If you think Cartoon Heroes is ready for ranking, I'd love to M4M, but something tells me you'll find something wrong with it.

im supposed to ignore ctb but it has different tags

important
rest is opinion and me being me.

[general]
I don't really think the way you comboed your insane makes that much sense, as of now i don't know if it's present in the rest of the diffs, but sticking to one measure combos if the measure resets in 00:08:480 - to 00:09:216 - with a 2/4 metronome, doent make too much sense to me. same with 00:11:424 - and basically most of the song...
I'd either combo everything on 00:07:375 - (so swap the combo from 00:07:743 - over to there) and combo on 00:08:480 -
so either:
http://puu.sh/ooxBT/ef46139643.jpg
or
http://puu.sh/ooxJZ/95cea9c618.jpg
I don't really know if you need different metronomes for this because it'd be a ton and they would slowly shift offset into nonsense so …

same with 00:13:633 - 00:13:817 - i think these should be swapped in terms of comboing wherever this thing happens, as the red tick is the beginning of something else and that "downbeat" isn't even noteworthy

I tried, probably made it worse though XD.

[insane]
00:00:382 (1,2,3,4,1,2,3,4,1,2,3,4) - spacing and patterning seem to be all over the place and focused in the bottom middle only, are you sure that with that symmetrical style of yours that you want to keep this as is? – I don't understand how this creates a problem, and so I can't understand what I need to do in order to improve it. The flow and spacing makes sense to me and it looks visually fine, what more should I be doing?
00:20:259 (1,2) - i like how you did this, why not do it for 00:23:388 (5,6) - 00:26:333 (5,6) - etc as well to get a sense of consequency into your diff – because the later ones have a certain chime on them and come after a different sound in the music, so I think these sound different enough in the music that I want to express them differently. Also, I like the way the stack works in the later ones but not the first one.
00:44:369 - slidertick is somewhat loud, consider makign it more quiet ? – sure
ok the rest of the diff looks literally ok (im usually more nitpicky but i can see a really really REALLY clear concept behind anything i want to point out so there's that)
the only thing i thoroughly disagree with is 01:25:780 - this part
either you decide that the song is doing a crescendo and use crescending rhythms or you decide that the song is doing the same all along but what you did is you decided that the song just does ~something~ and did speedups and slowdowns all over the place
like what's so special about 01:30:197 (1,2,3,4,5,6,1) - that they suddenly get sliders and low spaced 1/2, why do you ignore that stream starting in 01:31:302 - , which is one of the few things that could make that section more interesting?
like you just said that the thing is 2 crescendos while it's just one big thing..
also to be somewhat memorable 01:37:559 (1,2) - should have some kind of special spacing, i'd recommend bigger than the rest because that fits the crescendo thought you seem to have
if you want a "better" - open for interpretation - crescendo, id recommend starting with sliders and then ascending into circles and then playing around with escalating spacing like you did in the very end

After testing sliders at beginning – no. The sliders at 01:25:412 (6,1) – provide enough rest to the player that they now expect something stronger, and making large jump sliders wouldn't make sense, so I have to increase the pacing by making these circles

After testing circles at 01:30:197 (1,2,3,4,5,6,1) - – yeah, I like circles better.
However, I'm still keeping the low spacing. My idea about spacing comes from how intense a section is, and how intense a section is generally depends on the volume and change in pitch in the melody. So this third part at 01:28:725 (1,2,3,4,5,6,7,8) - is higher in pitch, which is why it is spaced stronger, and 01:30:197 (1,2,3,4,5,6,1) – is lower in pitch, so it feels like it ought to have more of a rest feeling to it, which is why the spacing is lower. I overestimated how much I needed to rest by making sliders here, but the intention was to make this a rest section within these 8 measures. I think the only problematic section is 01:25:780 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) – since the second measure isn't currently strong, but strengthening it or weakening the first measure has a few problems of its own. I tried something and it kind of works here, but other than these sections, I think my intentions reflect these nicely.

I don't like a stream at 01:31:302 – or anywhere. Like you said, the melody and the drum are in conflict, and I think only one can win. It really wouldn't make sense anywhere in these last 8 measures to make the player listen to the drums and then switch to the melody, or vice-versa, since once the player locks in to a certain instrument, they will focus on it for the rest of the song and expect the same rhythm of whatever they are doing. So I could make this whole section be stream section and follow the drums. This might make for an interesting map for the right audience, but not to me and my intended audience. The question becomes, is there enough demand in the osu population for a map that focuses more on the melody and on expressing it through ½ rhythms and jumps as opposed to the drum expressed through streams? I'd like to think there is, and I'd like to think that I've executed it well.

01:37:559 (1,2) – (2) is not a strong note though. I don't want these two notes to be the climax because I don't think they're the climax in the song, they're the resolution. So the strong note at (1) can have high spacing into it, but in order to make 01:36:087 (1,2,3,4,5,6,7,8) – the climax, (2) need to have low DS.

[intense]
again, the crescendo feels all over the place
other than that i like this more with ar 8 – compromise, 8.3
00:27:069 (2,3,4) - would try to not have these go over the sliderbody of 00:28:173 (1) - as im sure that would look better – fixed
00:57:621 (1,5,6,1) - look like you could arrange them more neatly, the current arrangement looks quite messy – I think 00:57:621 (1,5) – is passable, but cleaned up the others.
01:03:694 (1,2,3) - going for a cleaner tornadopattern might look nicer http://puu.sh/ooDLS/eb6c565010.jpgfixed
01:06:823 (2,4) - eyy do you HAVE to do this? they could be easily arranged in a less...odd manner? – “easily” is a bit strong, considering I have to account for (5) as well, so changing this would create a significant change in flow that would have it's own benefits and weaknesses. Comparing this to similar patterns, I like this one because the overlap at least makes sense since it overlaps on the midpoint. I can't find a placement that keeps this desired flow and looks better than this, so if you can show me one I will consider it.
01:15:105 (5,6,7,1) - back forth movement can be quite unexpected as you never really rely on it before, so i think doing a zigzag to the top right like http://puu.sh/ooDSa/052e35a501.jpg changed the set up instead.
01:16:946 (1,2,3) - you had such nice symmetry, this looks actually very noticabaly off when playing it, normal ppl might notice that it looks somewhat like symmetry but will wonder whky you didnt go through with your idea, is this what you intend – yeah this is inconsistent with what I do later too. fixed


[hard]
01:01:854 (5) - can you like not?? this is like putting a 3/4 slider into this all of a sudden, it doesn't fit the rest of your map because it requires a completely unexpected hold time, take off one of its repeats and reposition the thing to make it easier to comprehend by having an 1/2 breakI was worried I'd be undermapping it and was considering making this a stream. Since you feel strongly about this, I feel more confident in adopting your rhythm.
00:59:461 (2) - especially since the repeat arrow is white on a bright color consider unstacking this from 00:58:541 (3) - to give players more time to notice that this is a repeat – sure
01:28:725 (1,2,3,4) - you've been on an AVOID OVERLAPS OR STACK THEM IF YOU HAVE TO-plicy for the enitre rest and then :(this section is a bit different, I like this flow a good amount, and changing the above sets a precedent for this kind of overlap.

[normal]
AR 5.5 or even 6 would fit the density of this diff better >_< beginners have trouble reading things if the screen is filled with objects so keeping the amount of objects moderate by using a higher AR can make the diff easier to comprehend – 5.5 looks good
If you argue spread omg ar stuff against this: AR doesn't have anything to do with making an even AR spread among diffs or something, AR is supposed to fit density in some way, so if density is very different then so will AR be, if that's good or bad spread is a decision that follows :D
00:00:382 (1) - since there isn't a reference beat or timeframe for the player to make out where this circle is, it is generally more friendly to start songs like that off with a slider, as they won't require an ~all accurate~ hitwindow to be played correctly until scorev2 is implemented – I can't find a way to make this a slider while still having this make sense in the music. A circle fits the note too nicely.
00:12:713 (2,3) - 00:15:657 (2,3) - i think these would have a better effect if they were trying to be symmetrical – fixed
00:18:050 (1,2) - should at least give this simplification a try to see if that plays better than what you have http://puu.sh/ooFGz/e443449bf7.jpg the ½ rhythm is too radical for me.
00:44:737 (1,2) - 00:47:682 (1,2) - etc would tit the atmosphere of this part better if they were just 1/2 repeat sliders because the song is more calm in this part than the other sections lol – I agree with the sentiment, but I want this section to feel more distinct from 00:56:516 (1) - . Having both of these sections start with two reverse sliders doesn't feel expressive of these differences.


[easy]
00:00:382 (1) - since there isn't a reference beat or timeframe for the player to make out where this circle is, it is generally more friendly to start songs like that off with a slider, as they won't require an ~all accurate~ hitwindow to be played correctly until scorev2 is implemented – I can't find a way to make this a slider while still having this make sense in the music. A circle fits the note too nicely.
01:00:934 (2,3) - this could look better as these 2 are visible together – fixed
the usage of short 1/2 slides worries me a lot since these tend to be REALLY difficult for beginners to comprehend, so i'd use them only if you really have to instead of like... spamming a few here and there – how would you fix some of the polarity issues in the melody after changing these ½ sliders?


zz im not very interested in iconing this because i don't really find this to be an interesting map >_> – That's something I can respect. Thank you very much for the mod, it's improved some key things in the maps.

Rizia wrote:

[Insane]
  1. 00:06:823 (4) - you can move to x240 y272 for balance distance with 00:06:271 (1) - and 00:07:375 (7) - -- fixed
  2. 00:11:424 (4) - like this, you can choose blanket with 00:10:136 (6) - – wouldn't the blanket on 00:10:688 (1) – make more sense since these are closer in time, like it currently is?
  3. 00:15:658 (4,6) - imo they are not clean at all -- tried blanketing these sliders better, but I'd prefer to keep my flow and not have the slider where you have it
  4. 00:17:314 (4) - how about symmetry with 00:16:762 (2) - ? (also you can choose stack 00:17:129 (3) - under 00:16:762 (2) - tail -- the angle is rather important, so I emphasized the angle more instead. I don't like the stack
  5. 00:17:682 (5,6) - i think stack here is perfect to fit the sound -- I think the current low spacing fits better
  6. 00:18:050 (1,2,3,4,5) - here, they are very fit to be a symmetry pattern -- fixed
  7. 00:46:946 (1,2,3) - hitsound here is a little bit noise -- reduced
  8. 00:49:891 (1,2,3) - 00:52:835 (1,2,3) - 00:55:964 (5,6,7,8,9) - same
  9. 01:26:148 - actually i expect have a stream part here – the melody and the drum are in conflict, and I think only one can win. It really wouldn't make sense anywhere in these last 8 measures to make the player listen to the drums and then switch to the melody, or vice-versa, since once the player locks in to a certain instrument, they will focus on it for the rest of the song and expect the same rhythm of whatever they are doing. So I could make this whole section be stream section and follow the drums. This might make for an interesting map for the right audience, but not to me and my intended audience. The question becomes, is there enough demand in the osu population for a map that focuses more on the melody and on expressing it through ½ rhythms and jumps as opposed to the drum expressed through streams? I'd like to think there is, and I'd like to think that I've executed it well.
many place need some improve, especially the placement on slider and the connection between slider and circle – It's a lot more helpful to have an example of this. One of the places that kind of bugs me is 01:19:707 (3,4,1,2,3,4) - , but I'm not sure how to fix it. Could you help me with that in game?
overall the diff is fun – glad you like it! Thanks for the mod, it's helped clean up some places nicely.
Aka
hey!
my m4m part, apologies for being so late :o
i haven't modded anything for like 6 months woa


general
・tag conflict with Jusen's Rain diff
・00:44:737 - can you make this section be 40% or so? the hitsounds are standing out way too much


easy
i was going to suggest increasing the distance spacing but ended up not doing it lol.

・00:00:382 (1,2) - stuff like this would be hard to get from first sight as a player haven't heard the beats yet. i mean yeah, they heard the melody when they downloaded the map but what people do on this lvl is playing by their eyes, and eyes are going nuts when you have 2-3 circles so close to eachother at the very beginning. in most of cases they start to mess up with circles and end up simply spamming them. the best way to start easy diff is to place a slider, so they get into rhythm a bit easier. i keep saying this theory everytime i see something like this, though you have a right to refuse. i'd suggest changing the elements here:
・00:06:271 (1,2,3,4) - this is a thing which better totally not to do in easiest diffs OR represent such rhythm with sliders at first time, then replicate it with circles. what i mean is that you didn't have such rhythm here before, it was all 1/1 and suddenly it went like that. the person who is going to play it would have clearly no idea how to press these circles. but if you had this part with sliders instead, it could get players prepared for rhythm changes.
・00:44:553 (1,2) - are you sure you want to keep this shape and not something a bit neater? like copying this slider for example 00:56:516 (1) - ?
・00:50:443 (1,2) - you could curve these sliders a little bit to follow 00:48:970 (2) - 's angle. i think it would look pretty good



normal

・00:43:265 (4) - it would be more logical to end it there 00:44:185 - instead. there is nothing on red tick and the normal sampleset makes this moment a bit awkward. at least make it soft please
00:57:989 (2,3) - 00:59:461 (2,3) - why they have to be soooo curved D: im honestly not a fan of too curved ones, why not to keep them like 00:57:069 (2) - ?
・01:07:191 (6,7) - sudden minor 1,1x
・01:33:142 (5,6,1) - thaaaaaaaaaaaaat is kind of visually cramped, maybe try this instead?


hard

・00:37:375 (2,3,4) - sudden DS change? what about rearranging it into something like this?
・00:58:541 (3,2) - the overlap is pretty visible here, you could get (3)'s sliderend out of (2)'s body and make a nice pattern instead
・01:24:492 (2,5) - intended stack?
・01:28:725 (1,2,3,4) - D: are you sure
・01:36:087 (1,2,3,4,5,6,1,2) - this pattern feels forced for some reason.. perhaps because of angle of the pattern, not sure i can explain it D: also, expected last 2 notes be with bigger spacing






intense

・00:01:854 (1,2,3,4) - the pattern doesn't look appealing IMO. i like the flow though the angles look kinda random, but i get what you wanted to do there, i think. try to curve them less and make the movements move wide?:
・00:55:412 (2,1) - sudden DS change looks/feels kinda strange. i get the tone change though i think the DS of stream is already enough to emphasize and pass to this quiet section
・00:57:437 (6,1) - such places are better be emphasized with different angles. i mean, 00:57:253 (5,6) - goes left and up, and slider goes following the same line but down, in parallel. ctrl-h'd slider gives more like.. intense emphazis or smth like that
・00:57:989 (2,3,4,5,6,7) - 00:17:682 (5,6,1,2,3,4,5) - 00:39:952 (1,2,3,4) - 01:02:222 (1,2,3,4,5) - 01:03:694 (1,2,3) - 01:06:823 (3,4,1) - 01:09:768 (2,5,6) - 01:14:737 (3,4,5,6,7,1) - 01:30:197 (1,2,3,4) - i think your main problem is that you're placing a lot of stuff in one corner/place and placing them so close so patterns have compressed feeling. like, trying stay at one place, making all out of it but at the end it doesnt really work. i'm not sure i can explain it correctly but it comes to your mind in time, lol. when you get more experience, you can cleeeearly get it. the thing is, try not to stack everything to latest notes, try to use every piece of the field, enable hit animations if they're disabled for you. 'cause stack is nice in some situations, yeah, but you are locked, in this case, at the middle and left side of the screen https://osu.ppy.sh/ss/5501334
・00:00:382 (1,2,3,4) - 00:03:326 (1,2,3,4) - 00:13:817 (2,3,4,5,6,7,8,1) - 01:08:111 (1,2,3,4,5,1,2) - 01:11:056 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,1) - liked these moments pretty much


last diff a bit later pls D:
Topic Starter
Grrum
Responding now and posting my mod of the rest of the diffs of Borealis since I'm about to take a small break from osu, and I think this has been one of the highest quality mods I've received. Looking forward to hearing the rest.

Aka wrote:

hey!
my m4m part, apologies for being so late :o
i haven't modded anything for like 6 months woa


general
・tag conflict with Jusen's Rain diff -- will look at this later
・00:44:737 - can you make this section be 40% or so? the hitsounds are standing out way too much – change to 45


easy
i was going to suggest increasing the distance spacing but ended up not doing it lol.

・00:00:382 (1,2) - stuff like this would be hard to get from first sight as a player haven't heard the beats yet. i mean yeah, they heard the melody when they downloaded the map but what people do on this lvl is playing by their eyes, and eyes are going nuts when you have 2-3 circles so close to eachother at the very beginning. in most of cases they start to mess up with circles and end up simply spamming them. the best way to start easy diff is to place a slider, so they get into rhythm a bit easier. i keep saying this theory everytime i see something like this, though you have a right to refuse. i'd suggest changing the elements here: – you are very correct, my intentions are not suited for this audience, thanks for the pattern
・00:06:271 (1,2,3,4) - this is a thing which better totally not to do in easiest diffs OR represent such rhythm with sliders at first time, then replicate it with circles. what i mean is that you didn't have such rhythm here before, it was all 1/1 and suddenly it went like that. the person who is going to play it would have clearly no idea how to press these circles. but if you had this part with sliders instead, it could get players prepared for rhythm changes. – at first I thought putting in 1/1 sliders and leaving a ½ break in between was good. Then I realized two 3/2 sliders would be better, and that makes a lot of sense.
・00:44:553 (1,2) - are you sure you want to keep this shape and not something a bit neater? like copying this slider for example 00:56:516 (1) - ? – Nah, I like this asymmetrical design
・00:50:443 (1,2) - you could curve these sliders a little bit to follow 00:48:970 (2) - 's angle. i think it would look pretty good – okay



normal

・00:43:265 (4) - it would be more logical to end it there 00:44:185 - instead. there is nothing on red tick and the normal sampleset makes this moment a bit awkward. at least make it soft please – there's not enough on your suggested tick either, though I think you're right that it needs to be quieter using the soft hitsound
00:57:989 (2,3) - 00:59:461 (2,3) - why they have to be soooo curved D: im honestly not a fan of too curved ones, why not to keep them like 00:57:069 (2) - ? – so true, fixed
・01:07:191 (6,7) - sudden minor 1,1x – woops fixed
・01:33:142 (5,6,1) - thaaaaaaaaaaaaat is kind of visually cramped, maybe try this instead? – yep, fixed


hard

・00:37:375 (2,3,4) - sudden DS change? what about rearranging it into something like this? – I actually would prefer to keep this DS change and the intention behind it, but looking at the rest of the map, I would have to add more DS changes, and then it's too close to an Insane. So yes, fixed
・00:58:541 (3,2) - the overlap is pretty visible here, you could get (3)'s sliderend out of (2)'s body and make a nice pattern instead – great suggestion
・01:24:492 (2,5) - intended stack? – This is the way I prefer it. Fully stacking gives very marginal benefits to the design which is not worth the value of having this be more readable.
・01:28:725 (1,2,3,4) - D: are you sure – absolutely. It makes too much sense and the design isn't bad.
・01:36:087 (1,2,3,4,5,6,1,2) - this pattern feels forced for some reason.. perhaps because of angle of the pattern, not sure i can explain it D: also, expected last 2 notes be with bigger spacing – Agreed, did a variation on your third suggestion which keeps it mostly the way it is.






intense

・00:01:854 (1,2,3,4) - the pattern doesn't look appealing IMO. i like the flow though the angles look kinda random, but i get what you wanted to do there, i think. try to curve them less and make the movements move wide?: – “Make them less curved” is a really subtle but really good change. Fixed this
・00:55:412 (2,1) - sudden DS change looks/feels kinda strange. i get the tone change though i think the DS of stream is already enough to emphasize and pass to this quiet section – agreed
・00:57:437 (6,1) - such places are better be emphasized with different angles. i mean, 00:57:253 (5,6) - goes left and up, and slider goes following the same line but down, in parallel. ctrl-h'd slider gives more like.. intense emphazis or smth like that – I couldn't flip the slider because the following patterns didn't work, so I changed what came before to do a similar effect
・00:57:989 (2,3,4,5,6,7) - 00:17:682 (5,6,1,2,3,4,5) - 00:39:952 (1,2,3,4) - 01:02:222 (1,2,3,4,5) - 01:03:694 (1,2,3) - 01:06:823 (3,4,1) - 01:09:768 (2,5,6) - 01:14:737 (3,4,5,6,7,1) - 01:30:197 (1,2,3,4) - i think your main problem is that you're placing a lot of stuff in one corner/place and placing them so close so patterns have compressed feeling. like, trying stay at one place, making all out of it but at the end it doesnt really work. i'm not sure i can explain it correctly but it comes to your mind in time, lol. when you get more experience, you can cleeeearly get it. the thing is, try not to stack everything to latest notes, try to use every piece of the field, enable hit animations if they're disabled for you. 'cause stack is nice in some situations, yeah, but you are locked, in this case, at the middle and left side of the screen https://osu.ppy.sh/ss/5501334 Like you said, I'm going to need more time and experience to understand your intention. I mean I can logically see what you're getting at, I'm just not sure how impactful it really is when some of these mentioned patterns have good design by themselves.
・00:00:382 (1,2,3,4) - 00:03:326 (1,2,3,4) - 00:13:817 (2,3,4,5,6,7,8,1) - 01:08:111 (1,2,3,4,5,1,2) - 01:11:056 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,1) - liked these moments pretty much – yay, I'm glad you liked them!


last diff a bit later pls D:
Aka
sorry for not finishing it for so long.. D:
i've got 5 working days in a row 12h each and kept getting tired everyday.. but now im having free days and hopefully being able to finish the mod :?
such words are pretty motivating btw, thanks >:


insane

・the first thing which was bothering me is why you stopped using finish hitsounds after like 11th second of the map? like, perhaps this 00:17:314 (5) - , 00:18:050 (1) - this for sure, 00:20:259 (1,2) - , 00:23:940 (1) - , 00:26:885 (1) - , 00:29:829 (1) - , 00:32:774 (1) - , 00:35:719 (1) - , 00:38:664 (1) - , 00:41:608 (1) - , 01:04:431 (3,4) - , 01:07:375 (1) - , 01:14:001 (1) - , 01:16:210 (3,4) - , 01:19:155 (1) - , 01:37:559 (1,2) - somewhere here - these place are asking for finishers but left unhitsounded, why?
・00:02:958 (4) - this slider is kinda standing out from this whole 00:01:854 (1,2,3,4,1) - pattern. maybe just ctrl-h this 00:01:854 (1) - one and then make 00:03:326 (1,2,3) - this one a bit wider? so the patterns would be wide->narrow->wide



・00:22:283 (1,2) - i think more horizontal angle for first slider would feel better there. for some reason, it feels more natural if the transition was like that after this 00:21:731 (5,6,7) - pattern
・ 00:18:050 (1) - more emphazis could be given to this circle
・00:31:486 (1,2) - swap ncs? also, more vertical angle would visually fit 00:29:829 (1,2,3) - this pattern imo
・00:37:007 (1) - when i played this section, it felt like the circle was in wrong place, like, wouldn't it be more logical to completely change the direction here and not follow the 00:36:455 (5,6,7) - 's pattern line? direction changes like that on downbeat notes feel really cool

and placing (2) somewhere there

・ 00:59:093 (1) - 01:00:566 (1) - imo more horizontal angles suit better here >: the transition into them is kinda sharp, just spacing growth is already pretty much enough, unlike i suggested for previous 00:37:007 (1) - point, it's a bit different
the whole structure 00:56:516 (1,2,3,4,5,6,1,2,3,4,5,6,7) - could be moved to the right side a bit, to provide some space to the slider ↓



then 2-7 one


smth like this
・01:08:664 (4) - 01:11:608 (4) - could be ctrl-g'd, so you won't have a too much of direction changes but just on downbeats (11:608 could be also moved a bit up if yes)
・01:17:498 (3) - same for this one
・01:18:602 (3,4,1) - worked good

i don't really have a lot of complaints about this one, you just need to lvlup your transitions between patterns + what i said in previous post and you're good

good luck :D
Topic Starter
Grrum
Hey, sorry for the late reply, I've been (and still am) a little moody over irl issues.

Aka wrote:

sorry for not finishing it for so long.. D:
i've got 5 working days in a row 12h each and kept getting tired everyday.. but now im having free days and hopefully being able to finish the mod :?
such words are pretty motivating btw, thanks >: -- I totally understand. The mod was well worth the wait, and I'm glad you made time for me!

insane

・the first thing which was bothering me is why you stopped using finish hitsounds after like 11th second of the map? like, perhaps this 00:17:314 (5) - , 00:18:050 (1) - this for sure, 00:20:259 (1,2) - , 00:23:940 (1) - , 00:26:885 (1) - , 00:29:829 (1) - , 00:32:774 (1) - , 00:35:719 (1) - , 00:38:664 (1) - , 00:41:608 (1) - , 01:04:431 (3,4) - , 01:07:375 (1) - , 01:14:001 (1) - , 01:16:210 (3,4) - , 01:19:155 (1) - , 01:37:559 (1,2) - somewhere here - these place are asking for finishers but left unhitsounded, why? -- I'm terrible at histsounding XD. This is a good suggestion, applied basically everywhere. I remember neonat saying that finishes and whistles don't work well together, but I'm going to ignore that advice and hope it's ok or someone helps me more
・00:02:958 (4) - this slider is kinda standing out from this whole 00:01:854 (1,2,3,4,1) - pattern. maybe just ctrl-h this 00:01:854 (1) - one and then make 00:03:326 (1,2,3) - this one a bit wider? so the patterns would be wide->narrow->wide -- yeah, this has been bugging me for a while, reworked the pattern



・00:22:283 (1,2) - i think more horizontal angle for first slider would feel better there. for some reason, it feels more natural if the transition was like that after this 00:21:731 (5,6,7) - pattern -- I can't agree here. The flow you're suggesting doesn't play nicely to me, and I don't think the transition is too bad as is.
・ 00:18:050 (1) - more emphazis could be given to this circle -- I'd rather keep more on the emphasis on the (2) circle after it, but I nudged it a little bit
・00:31:486 (1,2) - swap ncs? also, more vertical angle would visually fit 00:29:829 (1,2,3) - this pattern imo -- very good suggestions, though I didn't go quite as vertical
・00:37:007 (1) - when i played this section, it felt like the circle was in wrong place, like, wouldn't it be more logical to completely change the direction here and not follow the 00:36:455 (5,6,7) - 's pattern line? direction changes like that on downbeat notes feel really cool -- yeah, I can really start to feel this kind of problem you're suggesting (especially if I look back on some of my older maps), and I found a nice solution to this

and placing (2) somewhere there

・ 00:59:093 (1) - 01:00:566 (1) - imo more horizontal angles suit better here >: the transition into them is kinda sharp, just spacing growth is already pretty much enough, unlike i suggested for previous 00:37:007 (1) - point, it's a bit different -- This is a really good lesson you taught me. I'll make sure to use this technique more in future maps
the whole structure 00:56:516 (1,2,3,4,5,6,1,2,3,4,5,6,7) - could be moved to the right side a bit, to provide some space to the slider ↓



then 2-7 one


smth like this
・01:08:664 (4) - 01:11:608 (4) - could be ctrl-g'd, so you won't have a too much of direction changes but just on downbeats (11:608 could be also moved a bit up if yes) -- I can understand why you feel this way, but these direction changes are important to me to go with certain changes in the music that I'd rather keep them
・01:17:498 (3) - same for this one -- ^
・01:18:602 (3,4,1) - worked good

i don't really have a lot of complaints about this one, you just need to lvlup your transitions between patterns + what i said in previous post and you're good -- thanks, you're suggestions helped a lot as well

good luck :D -- Thank you so much for all your help! I can tell you put in real effort into the mod, and I'm very glad to have learned a few valuable lessons from you!
William K
Hi, random modder comes :3

I'll go with the highest diff then...

[Insane]

  1. 01:28:909 (2,4,6,8) - These doesn't look to good, 01:29:278 (4,6) - These two overlaps are kind of weird.
  2. 00:21:179 (2,6) - These two overlaps looks bad too.
  3. 01:09:216 (1) - Fix shape to make it parallel.
  4. 01:17:866 (4,2,4) - Stack these please.
[Intense]

  1. 01:32:038 (2,3,4) - I don't have an idea why you put sliders :V
  2. 01:36:639 (4,5,6,7) - This shape doesn't seem to good
[Easy]

  1. 00:20:259 (3) - Putting a note here seems weird. Since you made this 00:17:130 (3) - 1/2, I think it's fine to make a 1/2 slider there.
That's all I think, for insane, the SV at kiai is way too big, you may try lightening it a bit. (Wait, should I say 'lightening'. My english sucks orz). Yeah you know what I mean. Kiai's not that intense, so yeah... I recommend using a lower one. That's all. :3
Monstrata
Insane

00:04:799 (1,2,3) - Since you've picked a rhythm with lower note density, you could try increasing the spacing here to keep intensity up, since I don't really hear any change in the music yet (not until 00:05:535 - anyways).
00:09:400 (2,3,5,6,2,3) - Space them further apart. With stacking enabled they are so close they're basically touching. Give them some room so the placement doesnt seem so claustrophobic xD.
00:17:314 (5,6) - There isn't much impact onto 6 musically so I would recommend a smaller DS
00:17:866 (7,1) - Opposite here, emphasize 1 more :D. Well, what you have here is already good, if you nerf 5>6
00:52:099 (2,3,4) - The structure just looks a bit off for me. Ctrl+G 3 and 4, and you see the spacing is slightly off (its nazi, but well, iw as able to notice just skimming so it might be worth fixing).
01:17:866 (4,1) - I think there should be more emphasis onto here than 01:18:418 (2,3) - just considering how well you've been following the main instrument up until now. 2>3 feels stronger though because of the spacing and flowbreak. See if you can rearrange the pattern a bit to allocate emphasis back onto 1.
01:21:547 (2,3,4,5,6,7) - I feel like this was a missed opportunity at some symmetrical-based jumps. Instead, the pattern you have here doesn't realy look like anything. See if you can improve the placement here
01:27:621 (3,5) - Space them farther apart too, They are actually overlapping slider-borders and with stuff like this, it just looks really bad imo because the hit animation in-game makes them overlap quite a bit xP.
01:28:909 (2,4,6,8) - Same^
01:37:559 (1,2) - Larger jumps here and smaller jumps building up to it? I mean, with that many jumps and increasing spacings, you're setting the player up with all this momentum so end big :D

Intense

Why Intense? Is there a naming system you are following somewhere? I'm probably not aware of it, but if there isn't, then Intense doesn't really fit the current difficulty naming scheme.
00:58:542 (5,6) - I would go with a square pattern instead of a small trapezoid pattern. Squares are just cleaner
00:59:830 (4,5,6,7) - I bit odd that the spacing is different here
01:00:934 (2,3,4,5) - This square just doesn't look perfect. Can you remake it? The angles just seem a bit off.
01:06:823 (3,1) - Overlap is slightly off. You can see slider 1's tail just sticking out a bit.

Really impressed with your placement on this difficulty. I still think some circles could be spread apart a bit more, but it's not as important here as you don't use a lot of large jumps so the low spacing structure is more warranted.

Hard

00:14:737 (5) - I wish you did some 1/4 repeat slider or something here for the drum roll, instead of the same 1/2 sliders xD. I think you can do something more special here.
00:32:038 (3,4) - Blanket curve is slightly off if you wanna fix that.
00:57:621 (1,2) - I really feel like NC's should be swapped.,,, with NC'ing beginning at 00:57:989 - etc... the same for 00:59:093 (1,2) - and onwards. Please reconsider the NC rhythm since ending the instrumental notes on an NC and having a break in between seems a bit odd for me. Actually, this applies to all the other diffs too. I just didn't notice it until here, but yea, do reconsider, or give me your thoughts on this NC rhythm.

Normal

AR 5 instead? The BPM is rather low. I usually associate 5.5 on a Normal with ~195-200 bpm (thinking Miiro)
00:44:737 (1,2,3,4,5) - Since the song has quieted down, see if you can trim the rhythm here so its a bit less dense to match the tone of the music,

Easy

Settings are pretty low... AR 3 and OD 2?


[]

I'm still learning ctb, i'll poke someone for an opinion on it, but as for standard, you can call me back!
Topic Starter
Grrum

William K wrote:

Hi, random modder comes :3

I'll go with the highest diff then...

[Insane]

  1. 01:28:909 (2,4,6,8) - These doesn't look to good, 01:29:278 (4,6) - These two overlaps are kind of weird. – Moved around 2,4 and 6,8 but the 2,4 overlap is too crucial to the pattern and overall not that bad to change
  2. 00:21:179 (2,6) - These two overlaps looks bad too. – fixed
  3. 01:09:216 (1) - Fix shape to make it parallel. – fixed
  4. 01:17:866 (4,2,4) - Stack these please. – I don't like full stacking because it hides information, so I like this stack instead
[Intense]

  1. 01:32:038 (2,3,4) - I don't have an idea why you put sliders :V – the overall reason is that I'm worried how much stamina the Light Insane player has. I'm not sure that they can click for four full measures of ½ circles, so giving a little bit of rest helps ease the pacing of the map. I can also kind of get away with this musically because the ½ notes on the red ticks at 01:32:222 (3) – etc. aren't so strong, so slider ends are kind of okay, though I can really understand why you might prefer ½ circles.
  2. 01:36:639 (4,5,6,7) - This shape doesn't seem to good – square looks fine to me. What doesn't seem good?
[Easy]

  1. 00:20:259 (3) - Putting a note here seems weird. Since you made this 00:17:130 (3) - 1/2, I think it's fine to make a 1/2 slider there. – hmm, yeah I think you're right
That's all I think, for insane, the SV at kiai is way too big, you may try lightening it a bit. (Wait, should I say 'lightening'. My english sucks orz). Yeah you know what I mean. Kiai's not that intense, so yeah... I recommend using a lower one. – I disagree. I think the kiai is strong musically, and if anything I don't think it's mapped strong enough. The SV isn't that much higher than at 00:06:271 (1) – anyway.

That's all. :3 – thanks for the mod!

Monstrata wrote:

Insane

00:04:799 (1,2,3) - Since you've picked a rhythm with lower note density, you could try increasing the spacing here to keep intensity up, since I don't really hear any change in the music yet (not until 00:05:535 - anyways). – There is a change in the music that I'd like you to consider a little bit. Note that at 00:04:431 (4) - , the melody hits a pretty high note, and then at 00:04:799 (1) – etc, the notes get kind of low. The intention behind this note density and spacing was to lower the intensity to go with the lower pitch (since the lower pitch feels weaker to me). However, I recognize that my execution was a bit flawed in making my spacing a bit too weak. I still want the spacing to feel weak overall, but I increased the spacing from 1.3 to 1.4, which keeps the intensity at a (hopefully) more reasonable level
00:09:400 (2,3,5,6,2,3) - Space them further apart. With stacking enabled they are so close they're basically touching. Give them some room so the placement doesnt seem so claustrophobic xD. – Yep, going to have to pay more attention to this in the future
00:17:314 (5,6) - There isn't much impact onto 6 musically so I would recommend a smaller DS – fixed
00:17:866 (7,1) - Opposite here, emphasize 1 more :D. Well, what you have here is already good, if you nerf 5>6 – fixed
00:52:099 (2,3,4) - The structure just looks a bit off for me. Ctrl+G 3 and 4, and you see the spacing is slightly off (its nazi, but well, iw as able to notice just skimming so it might be worth fixing). – nice catch
01:17:866 (4,1) - I think there should be more emphasis onto here than 01:18:418 (2,3) - just considering how well you've been following the main instrument up until now. 2>3 feels stronger though because of the spacing and flowbreak. See if you can rearrange the pattern a bit to allocate emphasis back onto 1. – Yeah, made these have the same DS to keep the emphasis the same between them
01:21:547 (2,3,4,5,6,7) - I feel like this was a missed opportunity at some symmetrical-based jumps. Instead, the pattern you have here doesn't realy look like anything. See if you can improve the placement here – Yikes, you've put me in a design pickle. I see now how my pattern isn't ideal, but I can't use symmetry for this part of the music since 01:22:098 (4) – is a much stronger note than 01:22:651 (7) - , so making these have equal spacing wouldn't feel right. The idea behind the structure of this pattern was to keep 90 degree angles between 01:21:914 (3,4,5,6) – http://puu.sh/qQ6Oj/b386c9e754.jpg. I found that I could make 01:22:282 (5,7) – be the same spacing as 01:22:099 (4,5) - , but this really doesn't fix the issue you mentioned. This leads me to think that I can't use this flow in this way for this pattern without making it look unideal. If you can find a simple solution that keeps this pattern working, I'd be happy to hear it, but for now see the edited version, and if you really insist it can't get ranked than I can rework the flow to set up a nicer design.
01:27:621 (3,5) - Space them farther apart too, They are actually overlapping slider-borders and with stuff like this, it just looks really bad imo because the hit animation in-game makes them overlap quite a bit xP. – fixed
01:28:909 (2,4,6,8) – Same^ – fixed, but the 4,6 overlap is important for the pattern and I think looks fine
01:37:559 (1,2) - Larger jumps here and smaller jumps building up to it? I mean, with that many jumps and increasing spacings, you're setting the player up with all this momentum so end big :DThe idea behind this was to put the emphasis on (1) by making it's spacing bigger and let (2) be weaker as more of a resolution rather than the climax of the song. After actually testing both ways though, I agree that I need bigger spacing here, so I fixed up this and a little bit before this to make it nicer.
Have to mention this, I changed a few spacings/objects throughout the map:
00:08:480 (1) – Increased spacing here to give more emphasis
01:00:934 (2,3,4,5,6) - ^
01:04:431 (3) - ^ , though the design isn't as nice

01:12:713 (2) – Changed slider shape for better flow into next object

01:34:615 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) – decreased spacing to have a less spikey level of pacing.


Intense

Why Intense? Is there a naming system you are following somewhere? I'm probably not aware of it, but if there isn't, then Intense doesn't really fit the current difficulty naming scheme. – Light Insane sounds bad. The official naming scheme should use a better, more unique name for this level of difficulty (especially one that starts with an 'I' to match the red icon), and I think Intense does a good job of that. However, I'm not going to actually rock the boat, I just wanted to spread the idea, so I changed the name even if I disagree.
00:58:542 (5,6) - I would go with a square pattern instead of a small trapezoid pattern. Squares are just cleaner – I think a trapezoid is only marginally less clean, and the advantage is that I get to keep (5,6) as 1.10x spacing to match the 1.10x spacing at (2,3,4) where as a square would force me to use higher, inconsistent DS.
00:59:830 (4,5,6,7) - I bit odd that the spacing is different here – Made (5,6,7) all 1.30x to match (2,3,4). The jump at (5) seems warranted to me.
01:00:934 (2,3,4,5) - This square just doesn't look perfect. Can you remake it? The angles just seem a bit off. – Sure thing
01:06:823 (3,1) - Overlap is slightly off. You can see slider 1's tail just sticking out a bit. -- fixed

Really impressed with your placement on this difficulty. I still think some circles could be spread apart a bit more, but it's not as important here as you don't use a lot of large jumps so the low spacing structure is more warranted. – thanks! Structure is one of the things I most struggled with in earlier maps, so I'm glad to hear this compliment.

Hard

00:14:737 (5) - I wish you did some 1/4 repeat slider or something here for the drum roll, instead of the same 1/2 sliders xD. I think you can do something more special here. -- interesting idea. Added
00:32:038 (3,4) - Blanket curve is slightly off if you wanna fix that. – fixed
00:57:621 (1,2) - I really feel like NC's should be swapped.,,, with NC'ing beginning at 00:57:989 - etc... the same for 00:59:093 (1,2) - and onwards. Please reconsider the NC rhythm since ending the instrumental notes on an NC and having a break in between seems a bit odd for me. Actually, this applies to all the other diffs too. I just didn't notice it until here, but yea, do reconsider, or give me your thoughts on this NC rhythm. – I generally associate NC's with new measures of the music and use the different measures to split the different combos. Here, the melody syncopates which puts the downbeat and start of the new measure at 00:57:621 (1) - , which is why I put the NC here. Take 00:22:283 (1) - for example. Here we have a syncopated downbeat which means I put the NC here. Doing the above suggestion would mean I would have to be consistent and put the NC at 00:22:651 (2) - . Which seems right to you?. Personally, I don't care about NC's all that much, so if you pm me that you insist, I'll change it, though give me an outline of other NC's since this will affect basically all of them.
Normal

AR 5 instead? The BPM is rather low. I usually associate 5.5 on a Normal with ~195-200 bpm (thinking Miiro) – Used to be 5, then Okorin insisted on a higher AR. I'm not the best judge of this stuff, so I'm fine taking your side.
00:44:737 (1,2,3,4,5) - Since the song has quieted down, see if you can trim the rhythm here so its a bit less dense to match the tone of the music, – yeah, good point, reworked this section. Used the first two objects from your suggestion but kept the last three objects I had:

Easy

Settings are pretty low... AR 3 and OD 2? – okay
00:20:259 (3) -changed this to a 1/2 slider from William K's suggestion.

[]

I'm still learning ctb, i'll poke someone for an opinion on it, but as for standard, you can call me back! -- Wow! I'm really excited to hear that form you. Thank you so much for the mod! I'll talk to Jusenkyo and see if we can find a CTB BN to also to take a look at this.
Cowboy
Modding myself
Fixed:
-Some jumps, streams and sliders.
-HP Drain reduced to 6.

Update
osu file format v14

[General]
AudioFilename: Qrispy Joybox - [Reflec Beat limelight ORIGINAL SOUNDTRACK].mp3
AudioLeadIn: 2000
PreviewTime: 61762
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.299999

[Metadata]
Title:Sorairo concerto
TitleUnicode:空色コンチェルト
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:pinataman
Version:Jusen's Rain
Source:REFLEC BEAT limelight
Tags:Konami rhythm game Tatsuya Iyama Twinkle World plus Jusenkyo
BeatmapID:884365
BeatmapSetID:377582

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

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Pentori
hey

[General]
your offset sounds a little late, try -6ms and use 376 instead

[Insane]
00:18:234 (2) - 00:44:001 (2) - for this entire section i was kinda disappointed that you decided to follow the melody when you could of done a lot of interesting stuff with all those snares in the music. using 1/4 introduces variety in patterns and is a lot more interesting to play imo, this of course is just my opinion and your take on the music may be completely different
00:50:811 (2,3,4) - quite a wide angle and the jump to 00:51:179 (4) - causes the cursor to snap uncomfortably. perhaps u could make it more like 00:48:234 (4,5,6)
00:51:179 (4,5,6) - i would also prefer if you didn't make this directly vertical as it gives it a sense of rigidness while mapping should be more freehand
00:58:910 (6,7) - maybe u could use a repeating reverse slider to capture the trill here
01:00:934 (1,2,3,4,5) - spacing here is pretty large considering that the kiai pretty much uses the same spacing yet is way more intense musically. so i'd try reducing spacing a little to be on par with the musics intensity so that the kiai can feel like the hardest part of your map
01:08:019 (5,4) - would look better if stacked imo
01:31:486 (8,1) - flow is quite uncomfortable here as it uses very wide angles with different spacing, try improve the flow here

[Light Insane]
00:04:062 (3,2) - u could probably avoid this overlap, also increasing the ds of these 1/1 gaps isn't a bad idea either to keep the same amount of movement going
01:06:823 (3,1) - hm can you try prevent this overlap. you could use the right side of the playfield
01:23:204 (3) - putting this on 01:22:466 (5) - would work a lot nicer imo to continue the back and forth flow you had from 01:22:282 (4,5,6,1)
01:31:670 (1,2,3,4) - this combo contrasts other rhythms (since this uses sliders while other combo's use circles) while music stays the same so doesn't really make sense.
in fact the last section could be improved if you used a mix of sliders and circles instead of having very long chains of circles like 01:33:142 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) . this is a light insane, and having that much single tapping is pretty demanding on the player
01:37:559 (1,2) - also i'd let this have the most spacing for emphasis

[Hard]
01:01:854 (1) - nc isn't really needed

lower diffs are fine

overall, i feel you could improve rhythms in the top diffs by using the snares presented by the music instead of following the melody that doesn't really change much. also your beat placement tends to be quite crowded at times, in these scenarios, i would aim to keep visually equal distance between beats for neater patterns. good luck!
Topic Starter
Grrum

Pentori wrote:

hey

[General]
your offset sounds a little late, try -6ms and use 376 instead – very good

[Insane]
00:18:234 (2) - 00:44:001 (2) - for this entire section i was kinda disappointed that you decided to follow the melody when you could of done a lot of interesting stuff with all those snares in the music. using 1/4 introduces variety in patterns and is a lot more interesting to play imo, this of course is just my opinion and your take on the music may be completely different – I'm very happy with the current rhythm. I tested out mapping a snare in this section until 00:19:707 (6) - , but this feels inconsistent with the way I mapped the section starting at 00:06:271 (1) - . So I have two choices in terms of the rhythm here and everywhere. Always go with the melody, or always go with the snares, since I don't think a combination of the two makes sense. To me, melody is king, and I believe there is a target audience that feels the same way. I'm not a mapper who's going to budge on this, so I guess that means I have to find the right BN's or just take this to the grave.
00:50:811 (2,3,4) - quite a wide angle and the jump to 00:51:179 (4) - causes the cursor to snap uncomfortably. perhaps u could make it more like 00:48:234 (4,5,6) – made this angle slightly more acute
00:51:179 (4,5,6) - i would also prefer if you didn't make this directly vertical as it gives it a sense of rigidness while mapping should be more freehand – feels better to me being vertical, especially since it's placed right in the middle of the map.
00:58:910 (6,7) - maybe u could use a repeating reverse slider to capture the trill here – This would be quite an awkward transition between rhythms since doing so would make the note at (7) not clickable. (7) is THE strong note of the measure for the melody, and any player following the melody would be upset that the melody isn't expressed well.
01:00:934 (1,2,3,4,5) - spacing here is pretty large considering that the kiai pretty much uses the same spacing yet is way more intense musically. so i'd try reducing spacing a little to be on par with the musics intensity so that the kiai can feel like the hardest part of your map – I've been trying to find the right balance for this. I think this pattern should be higher spaced in general, and if I were to map this again I would make the kiai have generally higher spacing, but I think nerfing this slightly should do it.
01:08:019 (5,4) - would look better if stacked imo – woops, fixed
01:31:486 (8,1) - flow is quite uncomfortable here as it uses very wide angles with different spacing, try improve the flow here – agreed, fixed

[Light Insane]
00:04:062 (3,2) - u could probably avoid this overlap, also increasing the ds of these 1/1 gaps isn't a bad idea either to keep the same amount of movement going – I'd like to keep the DS smaller to make this part calmer, but fixed the overlap
01:06:823 (3,1) - hm can you try prevent this overlap. you could use the right side of the playfield – going counterclockwise is more important to me and the overlap doesn't look that bad
01:23:204 (3) - putting this on 01:22:466 (5) - would work a lot nicer imo to continue the back and forth flow you had from 01:22:282 (4,5,6,1) – what do you want to accomplish by continuing the old flow? That doesn't feel expressive of what's going on in the music to me. There's some cool finish at (5) that makes me want to use a different flow, and the back and forth works nicely, but at (3) its continuing the new feeling that the downbeat brought and doesn't need any emphasis with a back and forth flow.
01:31:670 (1,2,3,4) - this combo contrasts other rhythms (since this uses sliders while other combo's use circles) while music stays the same so doesn't really make sense.
in fact the last section could be improved if you used a mix of sliders and circles instead of having very long chains of circles like 01:33:142 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) . this is a light insane, and having that much single tapping is pretty demanding on the player – These are valid points. I reworked this last part to make more sense and address these issues.
01:37:559 (1,2) - also i'd let this have the most spacing for emphasis – (1) is the stronger note. I don't want (2) to have more spacing than (1), and these are already higher DS than usual.

[Hard]
01:01:854 (1) - nc isn't really needed – Wanted to stay consistent with the higher difficulties. If you think that's not necessary, than I will change.

lower diffs are fine

overall, i feel you could improve rhythms in the top diffs by using the snares presented by the music instead of following the melody that doesn't really change much. also your beat placement tends to be quite crowded at times, in these scenarios, i would aim to keep visually equal distance between beats for neater patterns. good luck! – Thank you very much for your quality mod. I respect that we have different values when it comes to playing and mapping in osu. I do believe there is an audience who would appreciate following the melody more, so for their sake, I will continue the map with the current rhythm.
Xinely
hello from my queue to check ctb diff

Jusen's Rain :
- 00:04:425 (5) - reduce the jump a bit, imo its a bit too far for relax part ;_;
- 00:18:044 (1) - how about x:400? at least to give a movement to catch next stream since imo the current spacing is kinda low till i dont need to move my ryuuta
- 00:19:701 (4) - idk how to give suggestion but at least i will tell this spot is nice to make a normal jump due the music
- 00:20:253 (2) - how about x:472? the anti flow 1/4 hdash feels weird for a rain diff imo. i think hdash for last note feels nicer as well
- 00:22:645 (3) - why inconsistency spacing? if its supposed for dash due the flute music then please increase it xD
- 00:28:719 (2) - x:280? a nice spot to make normal jump
- 00:29:823 (3,4,1) - omg, please add sampleset soft to their tails. normal-hitnormal sounds very awful
- 00:29:823 (3) - nc for consistency
- 00:37:737 (7) - please increase spacing due the music's tone strength. i would say x:488 here
- 00:40:682 (3) - same as above. x:80 also for consistency with 00:28:167 (1,2,3) -
- 00:41:602 (3) - nc for consistency
- 00:41:602 (3,4,5) - same as before. please add sampleset soft for all their slider tails

its good for me but i think still can improve a bit. try find a ctb modder and i will back to apple it
Cowboy

Xinely wrote:

hello from my queue to check ctb diff

Jusen's Rain :
- 00:04:425 (5) - reduce the jump a bit, imo its a bit too far for relax part ;_; Distance reduced without losing the HDash.
- 00:18:044 (1) - how about x:400? at least to give a movement to catch next stream since imo the current spacing is kinda low till i dont need to move my ryuuta Moved, same reason above ^.
- 00:19:701 (4) - idk how to give suggestion but at least i will tell this spot is nice to make a normal jump due the music Is something difficult to organize that part, I will leave it as is.
- 00:20:253 (2) - how about x:472? the anti flow 1/4 hdash feels weird for a rain diff imo. i think hdash for last note feels nicer as well Ok, HDash moved to (3)(4)
- 00:22:645 (3) - why inconsistency spacing? if its supposed for dash due the flute music then please increase it xD (4) moved to the right.
- 00:28:719 (2) - x:280? a nice spot to make normal jump I prefer leave it as is.
- 00:29:823 (3,4,1) - omg, please add sampleset soft to their tails. normal-hitnormal sounds very awful I didn't applied hitsounds
- 00:29:823 (3) - nc for consistency Added.
- 00:37:737 (7) - please increase spacing due the music's tone strength. i would say x:488 here You're right, increased.
- 00:40:682 (3) - same as above. x:80 also for consistency with 00:28:167 (1,2,3) - Moved to x: 91.
- 00:41:602 (3) - nc for consistency Added.
- 00:41:602 (3,4,5) - same as before. please add sampleset soft for all their slider tails I didn't applied hitsounds, but i can try.

its good for me but i think still can improve a bit. try find a ctb modder and i will back to apple it Thanks for the mo, i'll try to get some mods and maybe i can call you later.
Update
osu file format v14

[General]
AudioFilename: Qrispy Joybox - [Reflec Beat limelight ORIGINAL SOUNDTRACK].mp3
AudioLeadIn: 2000
PreviewTime: 61762
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.799999

[Metadata]
Title:Sorairo concerto
TitleUnicode:空色コンチェルト
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:pinataman
Version:Jusen's Rain
Source:REFLEC BEAT limelight
Tags:Konami rhythm game Tatsuya Iyama Twinkle World plus Jusenkyo
BeatmapID:884365
BeatmapSetID:377582

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

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

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300,148,32952,5,2,0:0:0:0:
188,140,33136,1,2,0:0:0:0:
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32,136,33872,1,2,0:0:0:0:
344,44,34056,6,0,P|384:116|301:124,1,198.000006042481,2|2,0:0|0:0,0:0:0:0:
152,116,34609,1,2,0:0:0:0:
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140,188,36449,2,0,L|240:188,1,99.0000030212403,2|2,0:0|0:0,0:0:0:0:
120,252,36817,1,2,0:0:0:0:
440,172,37001,2,0,P|508:200|448:296,1,198.000006042481,2|2,0:0|0:0,0:0:0:0:
340,296,37553,1,2,0:0:0:0:
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432,96,38290,1,10,0:0:0:0:
176,184,38658,1,4,0:0:0:0:
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348,280,39762,1,2,0:0:0:0:
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80,216,45652,1,2,0:0:0:0:
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Tyrell
This is a mod for the CTB GD.

Rain
Overall this rain is fun, which is good in any map. :D I just feel like some spacing is a bit much and can be reduced for more comfortable play.

00:10:682 (2) - i feel like this should be moved closer to 00:10:314 (1) - for more comfortable play, seems a bit much t have to hold dash on a pattern like that for a rain
00:10:866 (3,4) - similar problem to ^ move the circle closer to the previous slider
00:23:382 (1,2) - move to x:400 to reduce the jump to this, feels a bit forced and tight to catch for a rain
00:38:106 (1,2) - move to x:200 for similar reason to ^ seems a bit forced and tight for a rain
01:04:793 (2) - move to x:160 to make the jump to the next pattern easier to hit, felt too forced before
01:25:774 (1) - from this point onward, i think you should have lower intensity that gradually increases until the end because the way it is mapped now lacks consistency when the music is slightly ramping up. I feel this would be an amazing ending to this map to do this. :D

I feel this ctb diff is well done, might need another mod to help check spacing on jumps. Hopefully i helped with this mod. :D
Cowboy

Tyrell wrote:

This is a mod for the CTB GD.

Rain
Overall this rain is fun, which is good in any map. :D I just feel like some spacing is a bit much and can be reduced for more comfortable play.

00:10:682 (2) - i feel like this should be moved closer to 00:10:314 (1) - for more comfortable play, seems a bit much t have to hold dash on a pattern like that for a rain Moved a bit, since i like this pattern.
00:10:866 (3,4) - similar problem to ^ move the circle closer to the previous slider Moved a bit too.
00:23:382 (1,2) - move to x:400 to reduce the jump to this, feels a bit forced and tight to catch for a rain Ok, moved.
00:38:106 (1,2) - move to x:200 for similar reason to ^ seems a bit forced and tight for a rain Moved too.
01:04:793 (2) - move to x:160 to make the jump to the next pattern easier to hit, felt too forced before Moved too here.
01:25:774 (1) - from this point onward, i think you should have lower intensity that gradually increases until the end because the way it is mapped now lacks consistency when the music is slightly ramping up. I feel this would be an amazing ending to this map to do this. :DI'l try to improve a bit.

I feel this ctb diff is well done, might need another mod to help check spacing on jumps. Hopefully i helped with this mod. :D Thanks, and thanks for the mod, was helpful.
Update
osu file format v14

[General]
AudioFilename: Qrispy Joybox - [Reflec Beat limelight ORIGINAL SOUNDTRACK].mp3
AudioLeadIn: 2000
PreviewTime: 61762
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.799999

[Metadata]
Title:Sorairo concerto
TitleUnicode:空色コンチェルト
Artist:Qrispy Joybox
ArtistUnicode:Qrispy Joybox
Creator:pinataman
Version:Jusen's Rain
Source:REFLEC BEAT limelight
Tags:Konami rhythm game Tatsuya Iyama Twinkle World plus Jusenkyo
BeatmapID:884365
BeatmapSetID:377582

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"background.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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62216,-76.9230769230769,4,1,1,70,0,1
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Combo2 : 89,238,198
Combo3 : 74,208,232
Combo4 : 95,106,214

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367,265,68013,1,2,0:0:0:0:
60,200,68106,6,0,L|176:200,1,116.999994644165,10|10,0:0|0:0,0:0:0:0:
312,192,68474,1,10,0:0:0:0:
60,200,68658,1,10,0:0:0:0:
272,284,69026,1,2,0:0:0:0:
24,80,69210,1,10,0:0:0:0:
432,168,69762,5,10,0:0:0:0:
208,104,70130,1,10,0:0:0:0:
464,112,70314,1,10,0:0:0:0:
24,64,70682,1,4,0:0:0:0:
328,192,71050,6,0,L|472:192,1,116.999994644165,10|8,0:0|0:0,0:0:0:0:
176,280,71418,2,0,L|36:280,1,116.999994644165,8|10,0:0|0:0,0:0:0:0:
312,200,71971,1,10,0:0:0:0:
60,176,72155,1,10,0:0:0:0:
144,144,72707,5,10,0:0:0:0:
352,132,73075,1,10,0:0:0:0:
100,268,73259,1,10,0:0:0:0:
360,280,73627,5,2,0:0:0:0:
407,248,73719,1,2,0:0:0:0:
414,192,73811,1,2,0:0:0:0:
377,150,73903,1,2,0:0:0:0:
136,200,73995,6,0,L|264:200,1,116.999994644165,6|0,0:0|0:0,0:0:0:0:
112,272,74363,1,2,0:0:0:0:
256,272,74547,1,0,0:0:0:0:
314,272,74639,1,0,0:0:0:0:
373,272,74731,1,2,0:0:0:0:
296,72,74915,1,2,0:0:0:0:
120,216,75099,6,0,L|32:120,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
100,76,75375,1,0,0:0:0:0:
152,48,75468,2,0,L|280:48,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
443,192,75836,6,0,L|359:288,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
88,232,76204,2,0,L|224:232,1,116.999994644165,6|0,0:0|0:0,0:0:0:0:
360,288,76572,1,6,0:0:0:0:
208,288,76756,1,0,0:0:0:0:
488,192,76940,2,0,L|360:192,1,116.999994644165,6|0,0:0|0:0,0:0:0:0:
224,192,77308,5,0,0:0:0:0:
171,171,77400,1,0,0:0:0:0:
152,117,77492,1,2,0:0:0:0:
180,68,77584,1,0,0:0:0:0:
432,72,77676,2,0,L|312:72,1,116.999994644165,0|0,0:0|0:0,0:0:0:0:
416,184,78044,5,2,0:0:0:0:
144,216,78228,1,0,0:0:0:0:
85,216,78320,1,0,0:0:0:0:
27,216,78412,1,0,0:0:0:0:
232,112,78596,5,2,0:0:0:0:
104,80,78780,1,0,0:0:0:0:
232,112,78964,1,0,0:0:0:0:
60,296,79149,2,0,L|8:168,1,116.999994644165,4|0,0:0|0:0,0:0:0:0:
344,168,79517,2,0,L|420:56,1,116.999994644165,4|2,0:0|0:0,0:0:0:0:
160,156,79885,6,0,L|80:72,1,116.999994644165,10|10,0:0|0:0,0:0:0:0:
216,96,80253,1,10,0:0:0:0:
404,260,80437,1,10,0:0:0:0:
156,292,80805,1,8,0:0:0:0:
432,204,80989,1,10,0:0:0:0:
148,160,81541,5,10,0:0:0:0:
280,240,81909,1,10,0:0:0:0:
36,244,82093,1,10,0:0:0:0:
180,216,82277,1,0,0:0:0:0:
472,192,82461,1,4,0:0:0:0:
464,207,82829,6,0,L|384:292,1,116.999994644165,10|10,0:0|0:0,0:0:0:0:
272,176,83198,1,10,0:0:0:0:
28,172,83382,1,10,0:0:0:0:
336,128,83750,5,8,0:0:0:0:
80,16,83934,1,10,0:0:0:0:
344,52,84486,1,10,0:0:0:0:
148,136,84854,1,10,0:0:0:0:
392,176,85038,1,14,0:0:0:0:
264,236,85222,2,0,L|140:236,1,116.999994644165,2|2,0:0|0:0,0:0:0:0:
376,172,85774,6,0,L|488:88,1,116.999994644165,0|0,0:0|0:0,0:0:0:0:
372,36,86142,1,2,0:0:0:0:
280,28,86326,1,0,0:0:0:0:
184,48,86510,1,2,0:0:0:0:
104,112,86695,1,0,0:0:0:0:
256,160,86879,6,0,L|376:160,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
112,140,87247,2,0,L|36:48,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
312,80,87615,1,2,0:0:0:0:
416,28,87799,1,0,0:0:0:0:
328,180,87983,1,2,0:0:0:0:
232,180,88167,1,0,0:0:0:0:
328,72,88351,6,0,L|472:72,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
52,168,88719,2,0,L|169:168,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
344,272,89087,2,0,L|224:272,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
400,224,89455,2,0,L|504:296,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
320,160,89823,2,0,L|437:160,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
96,48,90191,5,2,0:0:0:0:
40,112,90375,1,0,0:0:0:0:
32,204,90560,1,10,0:0:0:0:
84,284,90744,1,0,0:0:0:0:
176,336,90928,1,2,0:0:0:0:
288,228,91112,1,0,0:0:0:0:
136,256,91296,5,2,0:0:0:0:
96,224,91388,1,0,0:0:0:0:
88,176,91480,1,0,0:0:0:0:
128,136,91572,1,0,0:0:0:0:
344,88,91664,6,0,L|472:88,2,116.999994644165,2|0|2,0:0|0:0|0:0,0:0:0:0:
240,88,92216,1,0,0:0:0:0:
136,92,92400,1,2,0:0:0:0:
292,168,92584,1,0,0:0:0:0:
184,172,92768,1,2,0:0:0:0:
352,224,92952,6,0,L|488:224,1,116.999994644165,0|2,0:0|0:0,0:0:0:0:
176,312,93320,2,0,L|328:312,1,116.999994644165,0|2,0:0|0:0,0:0:0:0:
164,216,93688,1,0,0:0:0:0:
312,120,93872,2,0,L|424:48,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
200,64,94241,1,2,0:0:0:0:
143,78,94333,1,0,0:0:0:0:
98,115,94425,1,0,0:0:0:0:
73,167,94517,1,0,0:0:0:0:
344,240,94609,6,0,L|488:240,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
408,192,94977,1,2,0:0:0:0:
349,192,95069,1,0,0:0:0:0:
291,192,95161,1,0,0:0:0:0:
176,168,95345,5,2,0:0:0:0:
56,168,95529,1,0,0:0:0:0:
232,200,95713,1,2,0:0:0:0:
290,200,95805,1,0,0:0:0:0:
349,200,95897,1,0,0:0:0:0:
44,80,96081,6,0,L|180:80,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
440,144,96449,2,0,L|304:144,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
28,300,96817,2,0,L|164:300,1,116.999994644165,2|0,0:0|0:0,0:0:0:0:
280,296,97185,1,2,0:0:0:0:
338,296,97277,1,0,0:0:0:0:
397,296,97369,1,0,0:0:0:0:
112,136,97553,5,6,0:0:0:0:
408,136,97737,1,6,0:0:0:0:
BoberOfDarkness
CTB mod here

Rain
  1. 00:00:744 (3) - the dash to it feels like too much for start of a song move to grids right to x:192
  2. 00:07:553 (4,5,6) - I don't like how you place that triplet. I sugest you to change it I did here. The pattern flows much better.
  3. 00:17:676 (5) - the jump to (6) feels uncomfortable you might want place (5) at x:232
  4. 00:20:069 (1,2,3) - like I point triplets like that doesn't flow well
  5. 01:05:621 - feels empty without note here

well looks good to me!

gl
Cowboy

BoberOfDarkness wrote:

CTB mod here

Rain
  1. 00:00:744 (3) - the dash to it feels like too much for start of a song move to grids right to x:192 Need to be marked with that sound.
  2. 00:07:553 (4,5,6) - I don't like how you place that triplet. I sugest you to change it I did here. The pattern flows much better. I like my current pattern, have more movement, but i can improve a bit.
  3. 00:17:676 (5) - the jump to (6) feels uncomfortable you might want place (5) at x:232 Have 1,00x of distance between these notes, but is increased to make a HDash to (1).
  4. 00:20:069 (1,2,3) - like I point triplets like that doesn't flow well Have sounds strongers on (3) & (4), but i decide to make hdash between these notes.
  5. 01:05:621 - feels empty without note here It's without note because need space between (1) & (2).

well looks good to me!

gl
Thanks for taking a look, but not changes now.
Seijiro
working...

5 mod project
Beware that this is most likely a mod and not a BN check.


how to read the mod
there are 2 parts:
- first part is made by Rhythm, Patterning & flow and Aesthetics
- second part is made by Comboing and Hitosunding

Comboing and Hitosunding are irrelevant with the map per se, so you can apply them without really having to look at the above parts.
Rhythm, Patterning and Aesthetics are in order of importance, like a pyramid.
Rhythm errors are usually more "heavy" while aesthetics ones are less important due to subjectivity.
Also, stuff that appears in the Aesthetics section most likely doesn't have problems with the rhythm and flow in general.


Insane


  • Rhythm:
  1. 00:00:376 (1,2,3,4,1,2,3,4,1,2,3,4) - first off, rhythm here can be expressed better. So far as I can tell (I'm mapping this song myself too, but for mania) the rhythm here doesn't have all those 1/2 beats at all. The only 1/2 beats are 00:03:320 (1,2) - these guys and nothing else.
    Imo you should use circles instead for this part (except the 2 objects I pointed out)
  2. 00:09:118 - such a cute flute wasted
  3. 00:12:155 - from here on the music is a bit less intense and some instruments stop playing too so it would be better to reduce note density (aka, remove some of those useless 1/2 slider ends). Stuff like 00:12:891 - this shouldn't be here, it's too much and it makes the map "plain", as in "there is no change from the previous section, which was different"
  4. 00:14:731 (6,7,8,9,1) - this is just a one-time note: be careful with 1/6 snaps, since they are everywhere in here. Simplification is fine, but uhhhh...
  5. 00:17:676 - starting from here, there is a 5-notes stream in the song (that soft bells in the background) which would be cool mapped imo
  6. 00:18:228 (2,3,4,5,6) - this whjole pattern feels a whole lot less emphasized than the rest, due to sliders starting on red ticks only. It's not a big problem, but the difference in playability is noticeable
  7. 00:20:069 - this is purely personal, but I hate starting any kind of stream with a slider end, for the sole reason that a stream usually has emphasis on all notes, but by starting it with a sliderend you skip the first and most important note of such stream.
  8. 00:20:621 - again personal, but there is an even softer sound in the background here. I bet it is possible to incorporate it into the rest, with proper spacing and directions
  9. 00:29:455 (6) - first time having the beat on that red tick there... Maybe you were following the drum roll in background here? Well, in that case I suggest following the whole stream with circles, otherwise it feels like 00:29:639 - is supposed to be part of the same rhythm of 00:28:167 (1,2,3,4,5) - , while it clearly isn't
  10. 00:32:400 (4) - after this I can clearly see you DID follow the drum roll with 00:29:455 (6) - but I can also see an inconsistency, since it is the same drum roll in both cases, but 00:29:455 (6) - this is just 1/2, while 00:32:400 (4) - this is 1/1. Unless the song provides new rhythms or something exceptional, consistency dominates everything
  11. 00:41:234 (6) - this is surely not the same as 00:29:455 (6) - so don't use the same sort of rhythm/pattern please (for consistency's sake)
  12. 00:44:547 - again, from here on the overall tone of the song calms down, but note density, spacing and intensity of your patterns is All - The - Same
  13. 01:25:406 (6) - I usually avoid suggesting this stuff, but a 3/4 slider with the end silenced would fit way better here, since you waste the long sound on 01:25:406 -
Patterning & flow:
  1. 00:00:376 (1,2,3,4,1,2,3,4) - along with the rhythm issue I want to point out how structure here is non-existent. What I mean is that these 2 patterns, even tho they are following the same sort of rhythm in the music, are completely random. What comes to my mind while hearing this part is that 00:00:376 (1,2,3,4) - and 00:01:848 (1,2,3,4) - should be the same, yet it is not
  2. 00:07:737 (3,4) - I understand you wanted to keep that square (00:07:369 (1,2,3,4) - ) but your slider's direction makes all the emphasis go to waste. Please read this
  3. 00:12:155 (1,2,3,4,5) - isn't this pattern a bit too random here? How can you link those objects one to each other? Maybe I'm missing something, but I can't find any particular links there
  4. 00:13:259 (1,2) - considering the rhythm issues with this part, you can actually stack the circle under the slider's tail, to create a better movement without the need of removing the slider end, although I highly suggest doing what I pointed out in the section above ^
  5. 00:17:676 (6,7,1) - again, rhythm of the song is not properly expressed. This part should have less spacing.
    What are you basing your beats on here? That little sound in the background, right? Then you should really consider that similar spacings to 00:16:756 (3,4) - can't be used for this one, it's a different instrument
  6. 00:20:989 (1,2,3,4,5,6,7) - this might as well be in the Aesthetics section, but oh well... What I have to say here is that those 2 groups of notes feel a bit... "random" once again. I've been using this word a lot and I know it doesn't tell you much, but there are a lot of possible patterns which are also consistent here. It's up to you to pick one.
    The one you have here is surely not consistent. Check: 00:23:934 (1,2,3,4,5,6,7) - 00:26:879 (1,2,3,4,5,6,7) - 00:32:952 (1,2,3,4,5,6) - 00:35:713 (1,2,3,4,5,6,7) - 00:38:658 (1,2,3,4,5,6,7) - and tell me what's the link between all of these D:
  7. 00:25:222 (1,2,3,4,5,6) - similar concept goes for this pattern. Check 00:22:277 (1,2,3,4,5,6) - ... Apart from the rhythm, which is fortunately used the same way, I can't visually tell the links between the 2 patterns. Unless you consider random patterns as a link, then well, we're on 2 opposites sides of a river here x)
  8. 00:25:774 (3,4) - little bracket to point out how this jump is similar to 00:07:737 (3,4) -
  9. 00:28:719 (3,4) - didn't you have a bigger jump for this beat earlier? Well, checking made me realize it wasn't everywhere, so that's one more inconsistency, but a bigger spacing would reeaaaaally help here
  10. 00:37:001 (1,2,3,4,5,6) - again, the whole pattern lacks in structure or cal it even aesthetics if it's easier. I can't see strong links between your objects. Suggestion
  11. 00:44:731 (1,2,3,4,5,6,1,2,3,4,1,2,3) - this part/rhythm is repeated 3 times in a row, yet you use 3 different patterns even tho barely anything changes. Maybe just 00:49:333 (3,4) - these 2 beats are slightly different form the other 2 patterns, but the rest is identical
  12. 00:53:934 (3,4) - see 00:07:737 (3,4) - and the screen I provided
  13. 00:56:510 (1,2,3,4,5,6) - this pattern is repeated again 3 times, but flow changes between them after each time. The spacing increase is perfectly fine (it's actually a really cool addition) but that flow is misleading and has no rule as far as I can see
  14. 01:02:952 (3,4,5,6) - remember the screen where I identified that rhombus? Well, you could do the same here: look
  15. 01:06:265 (1,2,3,4,1) - I guess I don't really need to spell it out... but: structure is weak again. Try to create links between objects
  16. 01:10:498 (5,7) - how about you stack 5 under 7? To better express that change in rhythm. Notice that the whole combo's structure can obviously be improved as always.
  17. 01:11:234 (2,3) - let me show you something cool here: press ctrl + g. I noticed that you keep doing these "large" curves with your patterns, but truth be told, they are quite weak emphasis-wise. As a consequence, specific emphasis on each object becomes unclear and sometimes is eve misunderstood, so be careful.
  18. 01:22:828 (1,3) - same as for 01:10:498 (5,7) -
  19. 01:25:774 - from here on it's just... jump spam. Not sure what was the rule behind all jumps but they surely look inconsistent. Actually, 01:33:136 (1,2,3,4,5,6,7,8) - these are good, 01:34:609 (1,2,3,4,5,6,7,8) - these too, but they still lack connection between them as patterns.
    It may easily be just me here (I generally hate 1/2 jump spams), but well, I believe it can be better structure-wise here. And yeah, I can't suggest much here since, as I said already, there are a lot of possibilities and I can easily point out what doesn't work so well. Check my final comment for more concrete pattern and structure suggestions.
Aesthetics:
  1. 00:00:376 (1,2,3,4) - on top of rhythm and structure, here comes the aesthetics part: what is the meaning of this pattern? It aesthetically is disorganized, so I should assume it had a particular meaning? But I can't find it D:
    Even symmetrical stuff works or make sure to make 00:00:376 (1) - more meaningful to the whole pattern. Right now it just stands there with no relation to the other sliders apart from the blanket (and it's not enough as a reason)
  2. 00:01:848 (1,2,3,4) - similar improvement can be applied here, even if this one feels a bit stronger in structure
  3. 00:03:320 (1,2) - that micro spacing between them is a bit ugly
  4. 00:29:823 (1,2,3) - let me point out good things too. Well done here. Although simple, it's easier to identify as a "pattern" due to the links between all of the sliders in this section. You should strive for this sort of thing more on the rest of the patterns
  5. 00:43:995 (2,2) - another micro spacing that has no particular meaning :/ Can you use this sort of spacing for a new pattern maybe? It would be cool imo. You use such spacing anyway, so why not using it with a proper reason instead?
  6. 01:03:688 (1,2,3,4) - just reduce AR for a moment and try to put all these sliders visible at once on the screen... What relations do you see between them? Answer: I can see only the same shape for all of them. That's all. That's not enough.
  7. 01:12:707 (2,4) - first time seeing an overlap like this, and I mean, exactly like this: with first object being a slider and the second one a circle with that exact amount of overlapping area between them. Something like this feels way more "consistent" with the rest, similar to stuff as 01:08:105 (1,4) - or 01:22:828 (1,3) - where at least they somehow have the same overlapping area, even tho the order is different
  8. 01:15:468 (1,2,3,4) - it seems like only symmetrical patterns are somehow solid in structure here. It's good, but the overall style doesn't seem like a "symmetric style" at all, so even if these parts actually are solid, they are inconsistent with the rest of the map
  9. 01:19:885 (1,2,3,4) - how about trying to make another 4-sides shape which is easily noticeable here? Always refer to my screen with the rhombus
  10. 01:20:437 (4,5) - one of those micro-ugly-spacings sometimes pop up in the map. Is there a rule as to when you put these or...
Hitsounds:
  1. 00:05:897 (4,5,6,7) - just soft whistles are enough here imo. You're following that delicate flute in the song after all, not the drum
  2. 00:09:210 (1,4,1,5) - try adding a whistle on all of these and see how it is like
  3. 00:14:731 (6,7,8,9) - if you plan on following drums, keep the normal-hitnormal but use 1/6 snaps, otherwise keep the 1/4 stream and use whistles only
  4. 00:21:909 (6) - whistle not needed considered how the flute in the song plays: it goes on a graver note here, which therefore needs less active emphasis through hitsounding
  5. 00:24:854 (6) - same
  6. 00:25:590 (2,3) - remove these whistles too for the reasoning above ^
  7. 00:27:799 (6) - same
  8. 00:28:719 (3,4) - same
  9. 00:33:872 (6) - same
  10. 00:34:425 (2) - same
  11. 00:33:688 (5,6) - same. Actually, removing both of them and not just the one of 6 feels better. Do the same for the previous ones too ^
  12. 00:37:369 (2) - remove whistle here too
    Well... just do the same where this stuff occurs. Not gonna point it out 20 times lol
  13. 00:44:547 - calmer section, calmer hitsounds. Get rid of that normal sample set and put the soft one. This is one more reason why the map feels "plain": on top of not varying right, spacing and type of pattern, you don't change hitsound either. The song changes, and the map should do the same
  14. 00:55:958 (1,2,3,4) - whistles are enough. Keep the finish for just the last one
  15. 01:01:848 (1,2,3,4) - for consistency with the rest, just whistles are enough here, remove the normal-hitnormal
  16. 01:08:105 (1) - missing finish?
  17. 01:13:627 (6,7,8,9) - whistles only
  18. 01:19:701 (3,4,1) - no whistles and a finish on the last one
  19. what's with that in-audible normal clap? Why is it even used if it makes no difference if it's there or not? .-.
Combo-ing:
  1. 00:05:897 (4) - optional, but a NC here feels nice
  2. 00:13:259 (1,2) - NC should be swapped, but seeing your pattern, the current comboing is probably better
  3. 00:16:204 (1,2) - same
  4. 00:17:676 (6) - if you fix this point from the Rhythm section, a NC on this one is highly suggested due to the use of a different sintrument
  5. 00:31:480 (4,1) - the new musical stanza is starting from 4 tho, so swap NC here
  6. 00:43:259 (4,1) - same ^
  7. 00:45:836 (1) - this NC is not needed imo. The song is calming down here, which means that musical stanzas are inevitably going to be longer
  8. 00:48:781 (1) - same
  9. 00:51:726 (1) - same
  10. 00:55:222 (1) - same, it's also not consistent at all, wut
  11. 01:05:161 (1,2,3,4,1,2,3,4,1,2,3,4,5,1) - well, this part is using a different pattern than what I had in mind, so this suggestion I'm about to make may not be relevant here: 01:06:265 (1,1) - remove NCs; 01:06:817 - add NC.
    Ideally, that's how the music's stanzas are but you seem to not follow that at all with your patterns/combos
  12. 01:09:210 (1,2) - similar here, the NC would most likely should fall on 2 instead
  13. 01:12:155 (1,2) - same ^
  14. 01:16:940 (1,2,3,4,1,2,3,4,1,2,3,4,1) - again, section in which you prioritize your patterns instead of the music's stanzas:
    01:18:044 (1,1) - remove NCs; 01:18:596 (3) - add NC
  15. 01:20:989 (1,2) - same as for 01:09:210 (1,2) -
  16. 01:23:933 (1,2) - same

________________



Alright, that's most of the stuff I can point out on my own.
In my mod I brought up a lot of "structure", "random" and stuff like that, but didn't give that many examples, right? That was because I can't really try to fix one pattern at a time when the whole structure needs some fixes. Since it's still not so helpful anyway, take a look at this. I was about to hitsound it too but I got lazy since it was all the same. I'm not giving you that to just copy stuff from it or something like that.
Use it as a reference for rhythm choices, pattern choices related to rhythm choices, structure blocks, overall aesthetics and how Combo-ing should be if we follow the music's stanzas.
It's basically all the stuff I tried to mention in my mod, but applied directly into a map.

The other diffs have more or less the same problems: structure is weak, aesthetics can be a lot better and in some cases your rhythms just don't match the strong sounds in the music (for example on the Hard you have a lot of stuff like 00:36:449 (3,4) - , which uses the opposite rhythm of the natural one: first the slider on the white tick and then the circle lol). Since I mentioned the Hard, mind also how you overlap stuff: 00:41:602 (1,2) - meh :v
Lower diffs seem to be more or less fine so the stuff I mentioned in this mod mostly applies to Hard, Light Insane and Insane.
Btw, the diff I gave you is ideally an Insane tailored for this sort of BPM. You didn't realize this, but your Insane is actually an Extra and your Light Insane is an Insane.

If you have more questions send me a PM, either in game or on forum and I'll try to clarify.
Once you fix all this stuff feel free to poke me again for a new check/mod. Sorry if I didn't mod the whole thing, but really, it's the same stuff applied to all diffs in the end.
Topic Starter
Grrum
I can see that you put a lot of effort and time into your mod, and I really respect you as a modder for that, so thank you.

I'd like to be honest and say that I have both irl problems and osu problems to the point that I've lost my will to map, and I've lost my will to grow as a mapper. So, this response will only highlight a few reasons why I disagree with most of your suggestions and why I will not bother to update the map since I can't move this forward.

  • Sliderends =/= beats in the song – Slider ends are pretty passive elements of the map. I don't think it is necessary to have each sliderend correspond to a strong note in the music. As long as the note is held enough, a slider should make sense.
  1. 00:00:376 (1,2,3,4,1,2,3,4,1,2,3,4) - first off, rhythm here can be expressed better. So far as I can tell (I'm mapping this song myself too, but for mania) the rhythm here doesn't have all those 1/2 beats at all. The only 1/2 beats are 00:03:320 (1,2) - these guys and nothing else.
    Imo you should use circles instead for this part (except the 2 objects I pointed out) – Using circles is way too calm. Using sliders allows for a more interactive gameplay here which I think this section deserves. Let me put it this way. You can't make 14 cents using only dimes, but if you give yourself the tool of a nickel, you can get a little closer to 14. I can't capture the music using only circles, it'd be too weak, but I can capture it better using passive slider ends that perhaps overshoot the intensity in the music, but end up closer to the desired level than not.

    I'm following the melody, and at times I feel like you don't even consider what I'm trying to accomplish. I really don't think you hear what I hear in the song. I tried mentioning this in my mod request, but I'm not going to budge away from the strong melody throughout the song.
  2. 00:18:228 (2,3,4,5,6) - this whjole pattern feels a whole lot less emphasized than the rest, due to sliders starting on red ticks only. It's not a big problem, but the difference in playability is noticeable – each sliderhead is on a strong note in the melody. Why does it feel bad to map the rhythm of the song?
    00:20:989 (1,2,3,4,5,6,7) - this might as well be in the Aesthetics section, but oh well... What I have to say here is that those 2 groups of notes feel a bit... "random" once again. I've been using this word a lot and I know it doesn't tell you much, but there are a lot of possible patterns which are also consistent here. It's up to you to pick one. – (2,3,4) all have the same pitch. (5,6,7) is starting to descend in pitch. This is a very clear difference in the melody that deserves different patterns. That goes for times where you ask to repeat the same mapping technique, but the melody usually has a different set of pitches that justify the change I want to make.

    You want to enforce structure at the cost of more unique flows which I think is going too far, and your suggestions would hurt the play experience of the map:
  3. 00:12:155 (1,2,3,4,5) - isn't this pattern a bit too random here? How can you link those objects one to each other? Maybe I'm missing something, but I can't find any particular links there – I like the way this plays. I like the flow, I like the spacing. What ways can I create these 'links' without compromising these two other important elements of gameplay? If you have suggestions, I'd love to hear them, but I don't think I can. I think if I were to establish a structure here, I would create some other pattern that's been seen and tried before that lacks the nuances of what I have. Now, what exactly is wrong with the positioning and aesthetics of this pattern? It's not some cookie-cutter pattern that looks super polished like a rhombus? Okay, I don't care, that's asking too much to get too little in return. Does it look good enough to be a recognizable pattern in the map? I think so.
    This is what I had before talking with you in chat. There's been a bit of miscommunication with the word structure. I use the word structure to mean that a pattern has some geometric alignment that makes the pattern aesthetically pleasing and makes sense overall. Note that with this definition of structure, it is not a necessary condition to have structure to make a pattern aesthetically pleasing and make sense overall. What I think you were trying to get at is “how does this pattern relate to the rest of the map or how does it relate to itself?” Again, I don't find these to be a necessary condition to be a good pattern. A relation doesn't have to exist, and yet a pattern can still accomplish the goals that the music is trying to lay out for it, it can still be fun to play, and it can still make sense within the map. So that made me think you were asking “in what way does this pattern represent the music?” I think this is an important question, but when it comes to down to determine is this rankable, I don't think I even need to answer this question. There's a lot of ranked maps where I find important aspects of the music ignored or not expressed well. I feel like as long as I say “well, I think the flow and spacing represent the music,” I have just as strong as a defense as them.
    Now the thing you mentioned that I can agree with is that 00:12:155 (1,2,3,4,5) – and 00:15:099 (1,2,3,4,5) – are actually the same in the music yet not in the map. I can concede that using repetition here will probably be a good thing (though it's hard to do when I can't emphasize 00:15:099 (1) – due to the stream before it), so I will give this the attention it deserves, but if this was the heart of your concern, I think it could have been better communicated.

    You're not giving me enough credit for the structure I do have:
  4. 00:00:376 (1,2,3,4) - on top of rhythm and structure, here comes the aesthetics part: what is the meaning of this pattern? It aesthetically is disorganized, so I should assume it had a particular meaning? But I can't find it D: – Rotate this 21 degrees. The symmetry is slightly off, so I fixed it, but (2,3,4) is symmetrical.
  5. 01:03:688 (1,2,3,4) - just reduce AR for a moment and try to put all these sliders visible at once on the screen... What relations do you see between them? – (2) is blanketing the (6,7,1) stream, (1,3) are symmetrical, and (3,4) are symmetrical. I was having trouble with this pattern though because I had it a lot more symmetry with something like this http://puu.sh/suB5P/d768ad3b61.jpg where (3,4) was a copy flip of (1,2), (3) was blanketing (1)'s head, and (2,3) had symmetry. I don't like this pattern though because the DS between (2,3) wasn't expressive of the strong cymbals which is why I changed it to its current version with the larger DS. It'd be nice to have (3,4) still be a copy paste of (1,2) or vice-versa, but I don't have enough room on the map to get what I want. So I'm lazy and tried ignoring the repetition of the (1,2), (3,4) by using this symmetry. It's the best I got without remapping the pattern, though if you want to try to guide me in a specific direction, I'd be open to it. I will need to change this up before moving forward, but you should have attacked the (3,4) repetition instead.

    Some other things I want to mention:
  6. 00:20:621 - again personal, but there is an even softer sound in the background here. I bet it is possible to incorporate it into the rest, with proper spacing and directions – I think it would be a mistake to go with these soft sounds, especially in my map where I'm focused on the melody. This moment of the song is a moment of rest, and increasing the note density to a stream is bad pacing. The soft sounds are exactly that, too soft to warrant an increase in intensity.
  7. 00:07:737 (3,4) - I understand you wanted to keep that square (00:07:369 (1,2,3,4) - ) but your slider's direction makes all the emphasis go to waste. Please read thisI know exactly what you mean. I think I've grown too attached to this pattern to change it, but I also don't think the issue is serious enough to deny some of the good things about this pattern. After all, https://osu.ppy.sh/s/35773 is one of my favorite maps (what I mean is, square flow can be acceptable). But as for the other instances like 00:53:934 (3,4) – I think the lower DS allows for this flow to play naturally.

    I didn't look at the NC or Hitsound sections, though I'm sure I'll accept a lot of advice about hitsounds when I get there. Here are the things that I do think need some attention, though not necessarily a change whenever I revisit the map:
  8. 00:14:731 (6,7,8,9,1) - this is just a one-time note: be careful with 1/6 snaps, since they are everywhere in here. Simplification is fine, but uhhhh... – there's a ¼ chime in the background, and ¼ plays way better, so I don't want to change this, but I see your point
  9. 00:41:234 (6) - this is surely not the same as 00:29:455 (6) - so don't use the same sort of rhythm/pattern please (for consistency's sake)
  10. 00:03:320 (1,2) - that micro spacing between them is a bit ugly -- fixed here and others
  11. 01:19:885 (1,2,3,4) - how about trying to make another 4-sides shape which is easily noticeable here? Always refer to my screen with the rhombus – did something

pishifat wrote:

mapping wise it's structured really nicely (which is why i have nothing to say lol). surprised you haven't ranked anything yet since you easily could
This stings.
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