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Halozy - Masshiro na Yuki

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Bonsai
m4m \o/ (btw I just noticed that my set has more than double the drain rate, don't feel forced to mod all diffs, the higher two are more important ofc)

Everlasting Snow
  1. 00:04:491 (1,2) - were mentioned in one of the first mods already but I still find it very hard to read, there hasn't been a straight 1/1-or 1/2-slider that you could compare it to so it just looks like it's 1/1, and it seems very forced to play anyways, soo dunno, overlapping them would really be a lot easier, and since you have rather much overlapping in the later map I don't think it would look off or anything like that. same for 00:11:550 (1,2) - obv
    Generally for the very intro it confuses me a bit that 00:00:961 (1,2,3,4,1,2,3,4) are so smooth to play but 00:06:609 (1,2,3,4,1,2,3,4) have sharp jumps although they're pretty much equivalent, and 00:04:138 (2,3) plays harsh too while 00:05:373 (2,3) is pretty smooth since slider lenince and no need to change direction at the head of (3), so it just all seems a bit imbalanced
  2. 00:19:314 (1,2,1,2,1,2,1,2) - Why aren't those increasing anymore, and starting lower-spaced than 00:18:961 (1,2) - ? To me it seems like the music continues to intensify (in case you continue increasing it, maybe a sliiiight SV-increade at 00:20:726 (1,2,1,2) would be cool too?)
  3. 00:28:138 (3,4,1) - I'm not sure if 'hiding' a circle after a 1/8-slider is good bc you need to make very quick movements to avoid sliderbreaking, and if the next note isn't clearly visisble immeadiately that might be a bit difficult - I generally don't really get your stacking-system bc for example 00:32:373 (2,4) is shifted when other stacks of the same interval are completely stacked, but I guess in cases like that it would be better to shift it
  4. 00:46:138 (1,3) - This overlap is kinda lonely bc the next of its sort happens at 00:52:314 (2,4) which is kinda far away, so I'd suggest adding one more of them earlier so it doesn't seem like it's an accident ^^
  5. 00:59:020 (2,3,4,5,6) - Since the patterns there are kinda symmetric or straight-forward (dunno how to call it) I'd suggest moving (6) to around 87|370 so (4) and (6) have the same distance to (2), or are symmetric along the (1,2)-axis or something like that
  6. 01:11:550 (1,2,3,4,5,6,7,8,10,1) - The low spacing here, with just two jumps, is pretty much contrary to 01:13:491 (3,4,5,6,1) with a lot of sliderjumps with awkward direction changes, seems very imbalanced. Also, 01:12:432 (8,9) holy moly that's huge - how about something like [url=http://puu.sh/ngFwo/9de812ae5c.jpg this[/url] for this combo?
  7. 01:41:197 (2,3,4) - spacing and sharp direction turn on (4) seems a bit much, I don't hear anything particularly stronger on (4) than on (3) so I'd suggest spacing them similarly
  8. 01:31:314 (1,2,3) - Seems very low compared to equivalent patterns like 01:32:726 (1,2,3) - 01:36:961 (1,2,3) - 01:38:373 (1,2,3) -
  9. 01:48:256 (1,2,3) - 01:49:667 (1,2,3) - You usually emphasize the upbeats more, but here the offbeats are higher spaced than the upbeats, why?
  10. 01:55:667 (3) - 02:01:314 (3) - I think the whislte on the tail is missing. Also at 02:02:991 (4,5,6,7) -? also 03:17:903 (5) - better check all those sections again (also 05:03:697 (4) - and 05:07:844 -, just listing what I randomly notice ^^)
  11. The whistles at 02:19:491 - 02:20:903 - 02:31:138 seem pretty random / inconsistent with their equivalent secitons o:
  12. 01:30:079 (2,3) - is way more spaced than 01:30:608 (2,3) - O: also, these jumps in general are imo a bit too big bc as a player I expect to play them like the 1/8s where you had 1/4 to jump, but here it's only 1/6 but some have even higher spacings than the 1/8 ones, why? same for 03:00:432 (2,3,2,3) -
  13. 00:25:844 (5,1) - 00:39:785 (3,4) - 00:41:726 (6,1) - all other 1/8-sliderjumps have a maximum of three visible followpoints between them while those have four, consider nerfing them
  14. 03:59:197 (8,9) - why is this one spaced when the others are either stacked 04:02:020 (8,9) - 04:03:432 (8,9) - or a slider 04:00:609 (8) -?
  15. 04:03:785 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - uuuh keep it similar to the one before the very first Kiai? They are increasing and then going back there, but here it's constantly the same spacing o:
  16. 04:47:550 (1,2) - I don't think you stacked anything else in these Kiais, at least not the equivalent section of this, so space them out too
  17. 05:23:197 (3,4) - again you didn't stack those at 05:17:550 (2,3) -
  18. 05:32:373 (3,4) - same for these although in a calmer section, I think making them like this would work great again
That's it, very nice style, good luck! :D
Topic Starter
Seijiro
Wow, so many mods while I was asleep. Gonna check them this afternoon probably :3
Nvm, I'll check everything this weekend. Sorry, but you'll have to wait both my replies and mods :/
Yuii-
01:08:726 - Obligatory preview point, please.
Move it and I mod it.
Topic Starter
Seijiro

Yuii- wrote:

01:08:726 - Obligatory preview point, please.
Move it and I mod it.
Yessir (I wanted to avoid previewing the first kiai twice, but it's not a problem :3)

Lumin wrote:

Okayyy M4M, lets see if I can do anything here

[Everlasting Snow]
  1. 00:01:491 (4,4) - I don't really like these, bad for flow imo I find them quite fitting tho x)
  2. 00:07:138 (4) - why this sudden space? Music has a stronger beat there, even if just slightly
  3. 00:17:903 (1,2,1,2,1,2,1,2) - raise of spacing here is a bit inconsistent If you'rereferring to values, I didn't even look at them since I just needed the pattern to be clean visually
  4. 00:19:314 (1,2,1,2,1,2,1,2) - and here jumps become smaller onwards, but still music intesfies Because I needed some sort of intro for those first 1/8 repeat sliders
  5. 00:26:020 (1,2) - overlap that isn't really noticable while playing but it still disturbs me pretty much.. :D Moved
  6. 00:28:138 (3,4) - 00:29:197 (1,2) - why no proper stack? I wanted to distinguish one combo from another
  7. 00:34:491 (1) - sound better to me if this would be 1/1 slider I want that last beat clickable tho so nope
  8. 00:44:373 (7) - It's not really pretty to have like one over 10 combo in a map so I'd NC this I follow a 4 measures basis to put my NCs outside the complex parts. Ugly or not, they are consistent too
  9. 00:46:667 (2,4) - why no proper stack Wait, they are stacked o.O
  10. 01:06:961 (10) - same as before, I'd NC one or other note from this combo because lonesome over 10 combos are not pretty, same for all other over 10 combos, there might not be any kind of method to "fix" them but for me they aren't really pretty :D
  11. 01:20:726 (5,6) - these curve a bit too much imo On such short sliders it doesn't really matter for the flow I guess
  12. 01:34:491 (2,6) - I'd probably stack these The previous object disappears before the second appears, no need
  13. 01:46:844 (1,4) - overlap which caught my eye, not necessary to fix but consider I'll see if I can move it from there
  14. 02:11:638 (6) - last anchor to x:426 y:103 for perfect blanket that's a circle o.O
  15. 02:13:138 (6) - too curved imo Not really seeing any problem with it tho x)
  16. 02:15:609 (6) - x:249 y:234 if you want this slider to be like part of that stream earlier 2 pixels for what? =w=
  17. 02:37:314 (10) - lonesome 10 combo
  18. 03:11:903 (4) - a bit lame to be just a straight imo that pattern uses spacing more than slider art. It is fine like that since there aren't any vibration into the vocals anyway
  19. 03:12:785 (3) - why no stack with 2 Because I need the drop on 03:12:961 (1) -
  20. 03:58:756 (4,5,6,7) - curved stream could be better by then being consistent with slider Consistency with the intro tho and being curved or not changes nothing here imo
  21. 04:10:137 (7) - NC would fit here
  22. 04:11:549 (7) - ^
  23. 04:15:785 (7) - ^ I'm not gonna point them all out but I think that you got my point
  24. 04:31:314 (2) - hidden rep arrow, dunno might come as a surprise to someone It's the third time seeing the same rhythm with the same pattern lol
  25. 04:58:138 (6) - NC maybe, preventing over 10 combo
  26. 05:01:138 (7,1) - overlap moved
  27. 05:16:667 (2) - curves too much imo and that slight overlap with stream See above ^
  28. 05:17:197 (1) - lower volume here?
  29. 05:28:491 (1) - ^ It's already lower and I'd like them to be hearable
  30. 05:27:079 (1,2) - Use same y coordinate? It wasn't supposed to be any kind of symmetry x)
Hope this helps! :)

Kami-senpai wrote:

M4M yo!

00:04:491 (1,2) - These sliders seem a bit too far apart for a 1/4 timing gap, especially since its the very beginning of the song. And since it is the beginning of the song players won't have much trouble retrying it, right? 8-)

00:05:373 (2) - Listening to the music, this slider seems like it would be more fitting as two separate circles, in a line like the very beginning Indeed, but if you combine it with the pattern above it fits nicely ^ If I were to use 1/2 sliders for the above pattern I would also use 2 circles here (probably this is part of the style for this map)

00:24:609 (6,4,5) - Not just these mini kick sliders, but throughout the whole beginning, I feel that these 1/8th beat snap sliders are a bit unnecessary. Maybe a few would be fine, but having them persist throughout the whole intro just seems like a bit overkill. It would also be nice if you included them at the end or in other parts of the song as well for consistency. I used them whenever there was a chance to use them. If the song is like this I can't create rhythms (or delete them) when I want lol. I follow the music and music plays like that :3

00:35:903 (5,6) - These are extremely hard to read, especially since they are almost double the distance from the 00:35:726 (4) - as 00:35:550 (3) - is ok, I testplayed a lot the intro and it looks fine for me. Still I do not ignore the chance of this being too hard. I'll see what other modders say but imo it is perfectly fine considering this is a marathon and not the usual Insane

00:39:079 (1) - Notice the line that the bend back for the slider makes. I would put 00:39:609 (2,4) - these two circles in line with the straight tail for aesthetic effect. Those angles would ruin the nest jumps tho since I'd have to change direction totally :/

00:39:609 (2,4) - I would also say put the circle in line with slider here. ^

01:12:785 (10) - I think it would make this a better jump if you put this farther and ctrl +g it to reverse the slider. That way it's a far jump with another short jump back. Did something to put the jump. Didn't use the Ctrl + G tho

01:20:373 (3) - Move this slider slightly down so you can tell that there are stacked notes underneath. Right now its kind of hard to tell. Reading skillz required :^)

02:11:197 (3) - ^ ^

02:12:609 (3) - ^^ ^

02:37:667 (1,1,2) - Gave me goosebumps XD so freakin' cool Skystar style 8-)

02:46:668 (4,5,6,8) - Layer this triple stream and slider like the one before it 02:46:668 (4,5,6,8) - for consistency That's literally the same pattern with just some objects rotated. The stack for the second one is intended due to a different sequence of vocals

02:55:844 (8) - I think it would be more natural for this to be a jump rather than a stack Ugh, trying to find a better position but the stack feels fine for now

03:11:903 (4) - Extend this slider to blue tick mark and pattern it so its close to 03:12:432 (1) - since there's no music at the end of the slider There's the end of vocals tho

04:05:550 (1,2,1,2,1,2) - Just a personal opinion, but I think these would look way cool if you continued with the pattern from before of having the NC in the middle and jumping out, all with the NC in the center. Re-arranged

04:13:667 (1,2,3,4,1,2,3) - Super hard to read Broccoly loved it tho D: (and I love it too)

04:19:314 (1,2,3,4,1,2,3) - ^ Like the idea of going reversing the order tho, just kind of hard to see Why don't you see the beauty of the main vocals + chorus ;w;

04:24:256 (1,2) - Should make these jumps like 04:23:550 (1,2,1,2) - Following vocals and that resembles well the rhythm imo

04:42:256 (4) - Same as 03:11:903 (4) - ^

05:01:667 (1,2) - More natural as jumps. Also the hitsound is missing from these two The jump is questionable indeed but the hitsounding is there lol (notice the normal sample there)

05:30:432 (4) - I think there are more sounds in music to map to than just slider here Following the synth sound so no need for overmapping

05:38:903 (2) - Sound better if slider is shortened to red tick mark in the middle and another circle added were slider currently ends. I find it fine like this tbh, it also resembles the style from the intro

Overall, I loved the map! Super fun to play with all the short sliders. I just thought the beginning was a bit odd with the 1/8 divisor stuff and some parts were hard to read. I'm definitely looking forward to seeing the final product! Thank you!

Bonsai wrote:

m4m \o/ (btw I just noticed that my set has more than double the drain rate, don't feel forced to mod all diffs, the higher two are more important ofc)

Everlasting Snow
  1. 00:04:491 (1,2) - were mentioned in one of the first mods already but I still find it very hard to read, there hasn't been a straight 1/1-or 1/2-slider that you could compare it to so it just looks like it's 1/1, and it seems very forced to play anyways, soo dunno, overlapping them would really be a lot easier, and since you have rather much overlapping in the later map I don't think it would look off or anything like that. same for 00:11:550 (1,2) - obv
    Generally for the very intro it confuses me a bit that 00:00:961 (1,2,3,4,1,2,3,4) are so smooth to play but 00:06:609 (1,2,3,4,1,2,3,4) have sharp jumps although they're pretty much equivalent, and 00:04:138 (2,3) plays harsh too while 00:05:373 (2,3) is pretty smooth since slider lenince and no need to change direction at the head of (3), so it just all seems a bit imbalanced
    As I said above, it is the beginning and the player can retry easily since once you play just once you get it (it's not like these are an new technique I am using here, they've been used a lot somewhere else already).
    Instead 00:07:138 (4,4) - have a different emphasis because it is stronger than before, even if just slightly. The rest is pretty much style which you get after you play it for a bit. Give me pattern suggestion and I may be able to change things with that mindset but tbh I like what I did here (I also spent a week just for the intro for a reason, fssss)
  2. 00:19:314 (1,2,1,2,1,2,1,2) - Why aren't those increasing anymore, and starting lower-spaced than 00:18:961 (1,2) - ? To me it seems like the music continues to intensify (in case you continue increasing it, maybe a sliiiight SV-increade at 00:20:726 (1,2,1,2) would be cool too?)
    It's an illusion here. The first half of the jumps keep increasing while the second half decreases to concentrate the rhythm into the 1/8 sliders while volume still increases. I can ensure you they are really cool in gameplay as they are now
  3. 00:28:138 (3,4,1) - I'm not sure if 'hiding' a circle after a 1/8-slider is good bc you need to make very quick movements to avoid sliderbreaking, and if the next note isn't clearly visisble immeadiately that might be a bit difficult - I generally don't really get your stacking-system bc for example 00:32:373 (2,4) is shifted when other stacks of the same interval are completely stacked, but I guess in cases like that it would be better to shift it
    The quick movement got calibrated over a 1-week time span to make sure it was playable, which is. The stacking itself is fine there tbh. I'll make a note after all the replies to clarify how I use 1/8 sliders and stacks to be sure
  4. 00:46:138 (1,3) - This overlap is kinda lonely bc the next of its sort happens at 00:52:314 (2,4) which is kinda far away, so I'd suggest adding one more of them earlier so it doesn't seem like it's an accident ^^ Are 6 seconds such a long time? o.O
  5. 00:59:020 (2,3,4,5,6) - Since the patterns there are kinda symmetric or straight-forward (dunno how to call it) I'd suggest moving (6) to around 87|370 so (4) and (6) have the same distance to (2), or are symmetric along the (1,2)-axis or something like that
    That slider literally went to the left bottom corner, what? .-.
  6. 01:11:550 (1,2,3,4,5,6,7,8,10,1) - The low spacing here, with just two jumps, is pretty much contrary to 01:13:491 (3,4,5,6,1) with a lot of sliderjumps with awkward direction changes, seems very imbalanced. Also, 01:12:432 (8,9) holy moly that's huge - how about something like this for this combo? The rhythm is pretty much the same for all the song and I had to put something to make it more entertaining. I can nerf that jump but tbh it is perfectly within the style of th whole map
  7. 01:41:197 (2,3,4) - spacing and sharp direction turn on (4) seems a bit much, I don't hear anything particularly stronger on (4) than on (3) so I'd suggest spacing them similarly vocals emphasis. They are different indeed
  8. 01:31:314 (1,2,3) - Seems very low compared to equivalent patterns like 01:32:726 (1,2,3) - 01:36:961 (1,2,3) - 01:38:373 (1,2,3) - Increased
  9. 01:48:256 (1,2,3) - 01:49:667 (1,2,3) - You usually emphasize the upbeats more, but here the offbeats are higher spaced than the upbeats, why? Please play them already lol. This map is to be played more than watched from the editor lol
  10. 01:55:667 (3) - 02:01:314 (3) - I think the whislte on the tail is missing. Also at 02:02:991 (4,5,6,7) -? also 03:17:903 (5) - better check all those sections again (also 05:03:697 (4) - and 05:07:844 -, just listing what I randomly notice ^^) damn, my editor doesn't reproduce all the whistels when it comes to short sliders, therefore I skipped them without noticing (I did a re-check yet I still missed them, dawh)
  11. The whistles at 02:19:491 - 02:20:903 - 02:31:138 seem pretty random / inconsistent with their equivalent secitons o: Re-checkd and added whistles were they were missing. The current ones are fine tho
  12. 01:30:079 (2,3) - is way more spaced than 01:30:608 (2,3) - O: also, these jumps in general are imo a bit too big bc as a player I expect to play them like the 1/8s where you had 1/4 to jump, but here it's only 1/6 but some have even higher spacings than the 1/8 ones, why? same for 03:00:432 (2,3,2,3) -
    Tbh, my only purpose for this parts where to make them follow the rhythm properly and to make them playable. Play the map and you'll see they fit well
  13. 00:25:844 (5,1) - 00:39:785 (3,4) - 00:41:726 (6,1) - all other 1/8-sliderjumps have a maximum of three visible followpoints between them while those have four, consider nerfing them This is totally intended to allow the jump after the last repeat slider
  14. 03:59:197 (8,9) - why is this one spaced when the others are either stacked 04:02:020 (8,9) - 04:03:432 (8,9) - or a slider 04:00:609 (8) -? Because the weaker beat changes nothing whether it is a slider end or a stacked circle or a circle with constant DS
  15. 04:03:785 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - uuuh keep it similar to the one before the very first Kiai? They are increasing and then going back there, but here it's constantly the same spacing o: Changed with the mod above
  16. 04:47:550 (1,2) - I don't think you stacked anything else in these Kiais, at least not the equivalent section of this, so space them out too Why not
  17. 05:23:197 (3,4) - again you didn't stack those at 05:17:550 (2,3) - There was a slider into the other pattern and it changes how the player has to follow things
  18. 05:32:373 (3,4) - same for these although in a calmer section, I think making them like this would work great again Moved 3 up instead
That's it, very nice style, good luck! :D

Thanks everyone for their mods. My part of our M4Ms will come in the next days since I have really few time during the week :/
Also, tomorrow I will place some sort of explanation for those minisliders and stacks which seem to a bit confusing for everyone
Why no one plays the map instead of looking at it into the editor ;w;
Osuology
Did you literally photoshop out her nipple, because I swear it should be visible. (not for rank but I think you know what I mean)

00:04:491 (1,2) - You don't anticipate these two sliders being that close together in beat, honestly, there is nothing to indicate they are that close. You haven't even seen a 1/1 slider yet, so how would you anticipate this?
00:11:550 (1,2) - ^
00:12:873 (4,5,6,7) - Do not recommend doing this, it's not correct according to music theory so... yeah...
00:15:697 (4,5,6,7) - ^
00:22:403 (2,3,4,5) - I won't list these anymore, but if you fix these, watch out for the rest.
00:35:903 (5,6) - Nonono buddy boy doesn't match structure of what you had before, just have one slider. It's also hard to read a little. I do understand that they are separate in rhythm, but you could instead space them out in DS.
00:41:550 (5,6) - ^
03:01:314 (1,2) - Reverse these two, it's not very sensible to my brain (it is subjective so ehehe.e.he.e.

WARNGING I DIDNT LIST ALL THE PROBLEMS THAT WERE REPEATED ENOUGH TIMES SO LOOK OUT FOR THEM ALSO SORRY I WAS LATE


Super good map, super good song :) :) I love it! Take a favorite and 3 stars!!
Topic Starter
Seijiro

Osuology wrote:

Did you literally photoshop out her nipple, because I swear it should be visible. (not for rank but I think you know what I mean) I did nothing lol. I just found the BG as it is

00:04:491 (1,2) - You don't anticipate these two sliders being that close together in beat, honestly, there is nothing to indicate they are that close. You haven't even seen a 1/1 slider yet, so how would you anticipate this? Well, true, but I find that pattern really fitting to the music and other sliders/circles didn't give me the same feeling. Also, consider this is the intro, so even if you miss you can start fresh in few seconds
00:11:550 (1,2) - ^ ^
00:12:873 (4,5,6,7) - Do not recommend doing this, it's not correct according to music theory so... yeah... Wait, that's a stream, how is it not correct according music theory? xD
00:15:697 (4,5,6,7) - ^ ^
00:22:403 (2,3,4,5) - I won't list these anymore, but if you fix these, watch out for the rest. I can't really understand what's wrong exactly tho xD
00:35:903 (5,6) - Nonono buddy boy doesn't match structure of what you had before, just have one slider. It's also hard to read a little. I do understand that they are separate in rhythm, but you could instead space them out in DS. Gonna make a description for this in the OP
00:41:550 (5,6) - ^ ^
03:01:314 (1,2) - Reverse these two, it's not very sensible to my brain (it is subjective so ehehe.e.he.e. The back and forth movement around 03:00:961 (2) - gives more emphasis on 03:01:667 (1) - which is what I was trying to do tho

WARNGING I DIDNT LIST ALL THE PROBLEMS THAT WERE REPEATED ENOUGH TIMES SO LOOK OUT FOR THEM ALSO SORRY I WAS LATE


Super good map, super good song :) :) I love it! Take a favorite and 3 stars!!
Thanks for your mod and your stars :3
I'll keep in mind all these concerns and find out something.


Edit: added description about my mini sliders at the start of the map. I hope they are understandable.
Spiraler
Nice song, but why is there epilepsy warning and widescreen support if there's no storyboard?
Topic Starter
Seijiro
Remnants of my SB attempt.
Gonna remove them right away~
Osuology

MrSergio wrote:

Osuology wrote:

Did you literally photoshop out her nipple, because I swear it should be visible. (not for rank but I think you know what I mean) I did nothing lol. I just found the BG as it is


00:12:873 (4,5,6,7) - Do not recommend doing this, it's not correct according to music theory so... yeah... Wait, that's a stream, how is it not correct according music theory? xD
Super good map, super good song :) :) I love it! Take a favorite and 3 stars!!
Thanks for your mod and your stars :3
I'll keep in mind all these concerns and find out something.


Edit: added description about my mini sliders at the start of the map. I hope they are understandable.
Ok, the start of the stream is most significant right? A slider end is hardly significant, so why would you use a slider end on the start of a stream (which is on a beat might I add)?
Topic Starter
Seijiro
If all streams should start with a circle then rip creativity x)
I used probably half of all my streams that way in the map and besides this turning into a remap I don't really see it as necessary when it plays really well as it is. Also, I don't really remember something like this in any music theory guide we could find on the website, that's why I asked what I asked.

Lastly, I'd like to make a general note regarding my mapping: just because there is a "general" interpretation of something it doesn't mean it always should be applied as it is. Just to bring a couple of examples, I don't think Skystar's or fahnzen's maps really follow that music theory, yet they're able to make some godly maps which would be impossible to make following such rules.
If it would have been only one pattern which had such kind of rhythm I would have changed it right away, since it couldn't be consistent with the rest with the map, right? But as it is now, I feel like my map is pretty solid in "breaking the music theory" here, that's why I can't bring myself to think it is "wrong"

PS: I wasn't trying to emulate anyone's style here, just trying to let my own style (if there is any at all) come out.
Harbyter
mmm gia' ci sono un po' di mod, devo finire in fretta allora o,o
hyouri
  • 01:04:491 (1,2) - CTRL + G

    Do this in this order
    -----
    01:53:903 (1,2) - CTRL + G
    01:53:726 (3) - move this between 1,2 to build a triangle
    01:54:079 (2,3) - CTRL + G these
    -----

    Very nice map, good luck :D
Topic Starter
Seijiro

hyouri wrote:

  • 01:04:491 (1,2) - CTRL + G Why not, trying to find a better place for the objects around it tho

    Do this in this order
    -----
    01:53:903 (1,2) - CTRL + G
    01:53:726 (3) - move this between 1,2 to build a triangle
    01:54:079 (2,3) - CTRL + G these I probably missed something here lol
    -----

    Very nice map, good luck :D

Thanks for the mod :3
Rumia-
frm my m4m queue
sorry for being extreeeeeeeeeemely late im just too busy with works ; ;

[Everlasting Snow]
00:03:785 (1,2) - instead of slider > circle , i feel like circle > slider fits better with the rhythm , just like how you did 00:05:197 (1,2) -
00:23:109 (7) - delete this? i think the vocal really stands out here
00:42:432 (2) - shouldnt this be 1/8 as well?
01:01:667 (1,2) - since the tone of the piano is different , it felt a bit weird to stack this , suggest you to unstack it , since you didnt stack any of them around this part
01:05:991 (2) - remove ?
02:49:844 (5) - nc here ? to keep consistent with your previous anti jumps
04:07:314 (1) - no need nc
05:01:843 (2) - i think better stack to 3 and add a circle at 05:01:932 - since there is those electronic sound

very decent map , couldnt find more things to suggest!
good luck!
Topic Starter
Seijiro

Rumia- wrote:

frm my m4m queue
sorry for being extreeeeeeeeeemely late im just too busy with works ; ; I already told you you don't have to worry, I know it since I'm also busy lol

[Everlasting Snow]
00:03:785 (1,2) - instead of slider > circle , i feel like circle > slider fits better with the rhythm , just like how you did 00:05:197 (1,2) - I didn't really want the click on the more grave sound. I also noticed I use such technique quite often so it's probably part of my half-assed style lol
00:23:109 (7) - delete this? i think the vocal really stands out here All the blue combo is on drums tho
00:42:432 (2) - shouldnt this be 1/8 as well? Well, yeah, but it would have turned oout in a too long hold on the same spot and I wanted to avoid that, that's why I put also part of the drum rhythm in there
01:01:667 (1,2) - since the tone of the piano is different , it felt a bit weird to stack this , suggest you to unstack it , since you didnt stack any of them around this part Actually, all those 3 notes should have been the same, but I wanted the drop on the next slider
01:05:991 (2) - remove ? I don't really see why tbh ._.
02:49:844 (5) - nc here ? to keep consistent with your previous anti jumps Following a 4-stanzas NC-ing here. Only exceptions are the vocal parts before the main part
04:07:314 (1) - no need nc I know this is subjective, but it isn't the first time I use it and I find it better to give a bit more of color there :P
05:01:843 (2) - i think better stack to 3 and add a circle at 05:01:932 - since there is those electronic sound 05:00:256 (1,2,3,4,5,6,7,8) - & 05:01:667 (1,2,3,4,5,6,7,8) - are cousins (I literally took the first one and changed it to match the rhythm for the second one) on drums

very decent map , couldnt find more things to suggest! Thanks >~<
good luck!
Thanks a lot for your mod :3
LigerZero
Maybe night i'm modding your map....

Next only checking metadata...

BG change to komachi onozuka because theme original song is higan kikou / retour riverside view in resolution 1366x768

Tags added "bayside beat comiket89"

I'm look in official website


And my computer.... I'm always listening this song with genryuu kaiko in playlist all album halozybecause same original theme song

Okay done

No kudosu in this post,
- Milhofo -

Hi, from my 東方(Project Queue


[General]
  1. This is a remix / arrangement from the main theme of Komachi Onozuka, so using a background from her would make more sense. But Reimu works for anything so it's up to you xd
  2. Add "Komachi Onozuka" and "View" to the tags, "riverside view" is probably a pretty common search case
  3. Also the diff name and background don't really fit, we'd expect some snow in the background at least :b
  4. What is your reasoning behind the HP 6? Sorry if I missed it in another reply, it just feels too low for the map difficulty, I think HP 7 or 7.5 would do fine, screw hr :^)
[Everlasting snow]
  1. 00:08:372 (3,4) - the flow from the jump into this slider is a turn off for the intro, it flows pretty well on 00:07:138 (4) - because you're preaiming a slider to the left, but this one is a lot more vertical, breaking the flow, maybe you could rotate to the right
  2. Before I go into the next section let me just let you know that I personally hate quick and short reverse sliders, they're usually hard to read and predict unless the player knows the song really well, which makes them heartless combo killers, so you've been warned xd
  3. From 00:23:550 - until 00:42:873 - you have several of these I mentioned earlier (let me tell you that timing and spacing feels all perfect and plays very well, that's not my point), the only problem I have with this part is that all those reverses are so quick that we can barely tell them apart. You have some 1/8 reverses, others are 1/6 and you have parts like 00:25:667 (4,5) - that are just hard not to sliderbreak at least once during the three times they show up. It's fine if you'd only reverse the 1/8's, but when you join sldiers like 00:26:726 (2) - players don't know what to expect anymore. It's still playable but it's really confusing, if you'd differenciate which slider is which, players would have an easier time with timing their plays. You can do this by using less spacing on the 1/6's or even replacing the 1/8 reverse + single note by 2 kicksliders, since you skip the last reverse to make a jump. These are just examples. I'm not telling you to change it, you're the mapper, I'm just letting you know how I see it from my point of view and why I think those reverses are confusing for players.
  4. Moving on xD 00:25:976 - you always cut this note short to make the jump to the next note, I think it would fit better to map it and then use the same spacing between the previous slider and the next note, and both 00:25:667 (4,5) - would have the same number of reverses and be a lot easier to read and play
  5. 01:02:550 (5,6) - this horizontal jump feels weird and then repeats with 01:03:079 (1,2) - , something like this would flow better
  6. 01:16:314 (4,5,6,8) - weird overlap, even when playing, maybe pushing it up and curving it down towards the same slider end position?
  7. 01:17:550 (2,3) - push (2) a bit to the left to improve flow with (3)
  8. 02:15:785 (1,2) - why the sudden SV increase? ._. they almost read out as slower sliders due to the size
  9. 03:19:138 (4,5,6,2) - this overlap is so close that it would look better to stack
Sorry if I was too harsh and picky on that one part, the map is really good and has not a single problem with timing that I found (except those reverse cuts you did on the 1/8's), it just threw me off to see such a great map with a section like this :o I can play it fine, but I can only go through it with an fc probably 1 every 6 tries, which is super annoying xD

Either way great map, couldn't find much on the remaining parts because it felt like I was playing an already ranked set, so good luck :P
Topic Starter
Seijiro

- Milhofo - wrote:


Hi, from my 東方(Project Queue


[General]
  1. This is a remix / arrangement from the main theme of Komachi Onozuka, so using a background from her would make more sense. But Reimu works for anything so it's up to you xd I couldn't find anything really good with her tho (actually, i barely found material on her at all lol). If someone finds some good BG with her and snow together it's welcome, but for now I'll keep the current one for the colors (the song also narrates about love so...)
  2. Add "Komachi Onozuka" and "View" to the tags, "riverside view" is probably a pretty common search case All of them are already into tags x)
  3. Also the diff name and background don't really fit, we'd expect some snow in the background at least :b see above
  4. What is your reasoning behind the HP 6? Sorry if I missed it in another reply, it just feels too low for the map difficulty, I think HP 7 or 7.5 would do fine, screw hr :^) My only reason was to avoid a shit ton of fails in the first minute of the map. Increasing it up to 6.5 since it still feels heavy as it is
[Everlasting snow]
  1. 00:08:372 (3,4) - the flow from the jump into this slider is a turn off for the intro, it flows pretty well on 00:07:138 (4) - because you're preaiming a slider to the left, but this one is a lot more vertical, breaking the flow, maybe you could rotate to the right They're basically the same pattern, with a rotated slider lol. It also makes almost no difference if I rotate the slider in any direction since the player just has to stay put on the slider start in both cases. The different dirction was a sort of "decoration" to give more personal interpretation to the map
  2. Before I go into the next section let me just let you know that I personally hate quick and short reverse sliders, they're usually hard to read and predict unless the player knows the song really well, which makes them heartless combo killers, so you've been warned xd lol, rip then xD. Check the description I wrote in the first post for more clarifications about those snaps.
  3. From 00:23:550 - until 00:42:873 - you have several of these I mentioned earlier (let me tell you that timing and spacing feels all perfect and plays very well, that's not my point), the only problem I have with this part is that all those reverses are so quick that we can barely tell them apart. You have some 1/8 reverses, others are 1/6 and you have parts like 00:25:667 (4,5) - that are just hard not to sliderbreak at least once during the three times they show up. It's fine if you'd only reverse the 1/8's, but when you join sldiers like 00:26:726 (2) - players don't know what to expect anymore. It's still playable but it's really confusing, if you'd differenciate which slider is which, players would have an easier time with timing their plays. You can do this by using less spacing on the 1/6's or even replacing the 1/8 reverse + single note by 2 kicksliders, since you skip the last reverse to make a jump. These are just examples. I'm not telling you to change it, you're the mapper, I'm just letting you know how I see it from my point of view and why I think those reverses are confusing for players. There are no 1/6 in that part lol and the whole reasoning is explained in the description in the first post
  4. Moving on xD 00:25:976 - you always cut this note short to make the jump to the next note, I think it would fit better to map it and then use the same spacing between the previous slider and the next note, and both 00:25:667 (4,5) - would have the same number of reverses and be a lot easier to read and play explained in description
  5. 01:02:550 (5,6) - this horizontal jump feels weird and then repeats with 01:03:079 (1,2) - , something like this would flow better The current one is just a simple back-and-forth movement tho and I don't see it as difficult at all .-. I know, it requires a bit of reading due to the overlap with the sliders, but that's all. The slider shapes are just as "decoration" once again
  6. 01:16:314 (4,5,6,8) - weird overlap, even when playing, maybe pushing it up and curving it down towards the same slider end position? Damn, I never checked how osu stacks them and it was indeed horrible. Manually stacked them the right way
  7. 01:17:550 (2,3) - push (2) a bit to the left to improve flow with (3) Why not
  8. 02:15:785 (1,2) - why the sudden SV increase? ._. they almost read out as slower sliders due to the size The song increases emphasis for a moment ad so does my SV. The curve should also prevent mis-readings if the player listens carefully to the song
  9. 03:19:138 (4,5,6,2) - this overlap is so close that it would look better to stack Damn stacking =w=
Sorry if I was too harsh and picky on that one part, the map is really good and has not a single problem with timing that I found (except those reverse cuts you did on the 1/8's), it just threw me off to see such a great map with a section like this :o I can play it fine, but I can only go through it with an fc probably 1 every 6 tries, which is super annoying xD

Either way great map, couldn't find much on the remaining parts because it felt like I was playing an already ranked set, so good luck :P
Thanks for the mod :3


@LingerZero Added those tags
synf
03:03:079 (1) - I don't know reason for this to be a slider, this should be two separate circles imo
04:13:667 (1,2,3,4,1,2,3) - Compared to the rest of the song, this pattern is super hard to read, I would recommend making it "not that stacked"
05:22:491 (5,1) - I think you missed a beat between those two notes.
05:28:138 (3,1) - Same as before.
I would add something to the ending (I think there is still some space that should be used), but I don't find it necessary.
Overall a pretty good map with funny patterns, I like it!
Topic Starter
Seijiro

kolgar wrote:

03:03:079 (1) - I don't know reason for this to be a slider, this should be two separate circles imo As most of the other sliders, because there is a strong sound on its head. You can call it part of the style of this map I guess
04:13:667 (1,2,3,4,1,2,3) - Compared to the rest of the song, this pattern is super hard to read, I would recommend making it "not that stacked" Sorry, but this is one of the patterns I love above all on this map and it plays well, so...
05:22:491 (5,1) - I think you missed a beat between those two notes. not really. I was following a sound that stays silent there
05:28:138 (3,1) - Same as before. same ^
I would add something to the ending (I think there is still some space that should be used), but I don't find it necessary.
Overall a pretty good map with funny patterns, I like it!
Thanks for the mod, but I didn't change anything in the end, sorry :/
_handholding
hi m4m

Everlasting Snow]


  • I think you should used another BG, doesnt feel right to use a touhou BG imo even though it is from touhou. https://osu.ppy.sh/b/929297 <--- One of these types of BGs would suit it nicely.
  1. 00:11:550 (1,2) - Isnt this easily misreadable as 00:10:667 (4,5) - are half a beat away and the distance between are much less even though these 2 notes are 1/4 beat away
  2. 01:08:197 (1,2) - I know you made the jump for emphasis but I stilll think you should decrease it a bit since the overall volume at this point is low. It feels kinda forced to me imo
  3. 02:49:844 (1) - NC?
  4. 03:23:197 (3,1) - I think it would be better if you just stacked these
  5. 04:06:609 (1,2,1,2) - I really think you should make these 1/4 sliders to match the drums. imo it seems like you wanted to use 1/8 sliders just because you could, 1/8 sliders like these are usually coupled with the combo break sound ;w;
  6. 04:04:844 (1,2) - I this jump pattern I think it would play better if this pair went up then down instead of down then up, I feel like it would flow better after coming from the previous pair. I'm too lazy to draw a diagram or anything of the sorts so I hope you get what I'm trying to say
  7. 04:14:726 (3,4) - Why is this jump so big? Oo it doesnt feel right at alll
  8. 04:29:550 (3,4,5) - Move 4 and 5 out just a little bit to make it slightly more visible http://puu.sh/o2wun/264b9cf100.jpg
  9. 05:29:020 (2) - Surely the slider should start here listening to the music, its on the red tick on all the patterns after though you did do it twice here 05:34:138 soooo idk. Maybe im deaf and I can't hear what youre trying to follow
This is where I say goodbye for I cease to exist from here on; 1 kds = 1 prayer. I hope my last words were helpful to you. GL!
burstlimit2
Hi, M4M request :D
Well,
00:50:197 (4) - Since ur mapping style is like that and its halozy song (HW), it might be a good idea to stack this note with the end of 00:49:491 (2) - slider. Just try placing it there, it fits perfectly the song
00:52:844 (5) - Again, placing this note like this will fit the rhythm of the song perfectly
00:54:256 (6) - ^
01:16:667 (7,1) - Stack with the end of the 01:14:726 (3) - for the same reasons up there
02:05:373 (2,3) - Placing like this will look way better imo
02:24:609 (6,1) - Move to x:180 y:342 maybe? Feels more comfortable for the wrist
02:44:903 (2,3) - Oh please. Placing objects on one line looks ugly especially on such map
03:00:432 (2,2) - Might be good idea to replace em with triples.
04:06:609 (1,2,1,2) - Why not to create a stream?
04:28:667 (2,3,4) - Spacing is very low at this part and suddenly "this" appears. It will be very unpredictable
04:30:785 (2,2) - ^
Sorry for more of a "neat-looking-pattern-mods". Everything is timed perfectly outside of some missed notes that u don`t want to change.
Quick update: 00:24:609 (6,4,5,4,7,4) - this is unplayable
Topic Starter
Seijiro

Kisses wrote:

hi m4m

Everlasting Snow]


  • I think you should used another BG, doesnt feel right to use a touhou BG imo even though it is from touhou. https://osu.ppy.sh/b/929297 <--- One of these types of BGs would suit it nicely. that's even less related tho lol
  1. 00:11:550 (1,2) - Isnt this easily misreadable as 00:10:667 (4,5) - are half a beat away and the distance between are much less even though these 2 notes are 1/4 beat away explained into description :p
  2. 01:08:197 (1,2) - I know you made the jump for emphasis but I stilll think you should decrease it a bit since the overall volume at this point is low. It feels kinda forced to me imo it's barely half of the screen D:
  3. 02:49:844 (1) - NC? outsied of the kiai times I used a 4 beats stanza to place my NCs
  4. 03:23:197 (3,1) - I think it would be better if you just stacked these nice
  5. 04:06:609 (1,2,1,2) - I really think you should make these 1/4 sliders to match the drums. imo it seems like you wanted to use 1/8 sliders just because you could, 1/8 sliders like these are usually coupled with the combo break sound ;w; but they ARE 1/8 snaps lol
  6. 04:04:844 (1,2) - I this jump pattern I think it would play better if this pair went up then down instead of down then up, I feel like it would flow better after coming from the previous pair. I'm too lazy to draw a diagram or anything of the sorts so I hope you get what I'm trying to say yeah, I got what you mean, but that's not really what I was aiming for here. I wanted emphasis on the centre of the pattern, thus releasing all the movement into a circluar flow with the second pattern
  7. 04:14:726 (3,4) - Why is this jump so big? Oo it doesnt feel right at alll changed 4's position
  8. 04:29:550 (3,4,5) - Move 4 and 5 out just a little bit to make it slightly more visible http://puu.sh/o2wun/264b9cf100.jpg but it ruins the curve D:
  9. 05:29:020 (2) - Surely the slider should start here listening to the music, its on the red tick on all the patterns after though you did do it twice here 05:34:138 soooo idk. Maybe im deaf and I can't hear what youre trying to follow I was following the sound of 05:32:373 (3,4) - this instrument for all the last part
This is where I say goodbye for I cease to exist from here on; 1 kds = 1 prayer. I hope my last words were helpful to you. GL! lol, don't cease to exist yet xD

mamka322 wrote:

Hi, M4M request :D
Well,
00:50:197 (4) - Since ur mapping style is like that and its halozy song (HW), it might be a good idea to stack this note with the end of 00:49:491 (2) - slider. Just try placing it there, it fits perfectly the song not really following any sort of HW style and that jump was supposed to be with that angle, otherwise it becomes sloppy
00:52:844 (5) - Again, placing this note like this will fit the rhythm of the song perfectly no, really, I'm not doing that sloppy overlap on this map, sorry
00:54:256 (6) - ^ ^
01:16:667 (7,1) - Stack with the end of the 01:14:726 (3) - for the same reasons up there ^ (wuick note: if you check the whole map you'll notice I don't use such overlap not even once which means it was on purpose, right? :3
02:05:373 (2,3) - Placing like this will look way better imo 3 has a stronger sound, why should I reduce spacing? .-.
02:24:609 (6,1) - Move to x:180 y:342 maybe? Feels more comfortable for the wrist it doesn't change a thing tho =w=
02:44:903 (2,3) - Oh please. Placing objects on one line looks ugly especially on such map how so?
03:00:432 (2,2) - Might be good idea to replace em with triples. it's part of the style and I don't want to use 1/6 quadruplets
04:06:609 (1,2,1,2) - Why not to create a stream? because it is 1/8 stream lol
04:28:667 (2,3,4) - Spacing is very low at this part and suddenly "this" appears. It will be very unpredictable focus on vocals, that's why. If the player plays the map while actually listening to the song and not paying attention to the circles only, he will be able to read it properly
04:30:785 (2,2) - ^ ^
Sorry for more of a "neat-looking-pattern-mods". Everything is timed perfectly outside of some missed notes that u don`t want to change.
Quick update: 00:24:609 (6,4,5,4,7,4) - this is unplayable This part only took me one month, one. I tested it over and over and I also put a description to explain how it works. I ensure you it's totally playable
Thanks both of you for the mods :3
diraimur
irc mod
00:26:726 (2) - was 1/3 1/6*, shouldve been 1/4 1/8* (edit: whops fixed)
talked about the map a bit but I think you don't want to apply them which is OK since they were only suggestions anyway and its your map.

Great map; good luck ranking it.
Lasse
hi
this bg is as wrong as my formatting
also the bg quality is really poor, it's full of jpeg artifacts, here is a much higher quality version, just crop/cut/resize it to your likings if you plan on keeping reimu:
http://puu.sh/o4orB/c69689909d.png
a. 00:04:138 (2,3) - why is this the only stack in this part, the second note isn't really weaker than it is in the other patterns
3. 00:05:197 (1,2) - so you follow the drawn out synths mostly, but this tapping rhythm actually puts more focus on that other high pitched sound, sth like http://i.imgur.com/lBRce6j.jpg would work nicely imo
IX. 00:12:609 - this clap feels really unfitting with the hitsounding of this section and the music since it feels way too heavy. for the next section it works a bit better, but still not the best choice for the song imo
here is sth you could try: http://puu.sh/o4qEp/e0d9d3e697.wav
d. 00:15:256 (2) - spacing feels a bit high with how weak this is, just overlapping to the top instead if below 9 would work better, just compare it to the same sound on 00:16:667 (2) - 00:12:432 (2) -
9. 00:17:903 - claps continue for this section so not hitosunding them is kinda weird
z. 00:25:667 (4,5) - idk, there is still a sound on the last 1/8 tick which you skip which makes the pattern feel realyl strange during gameplay. even though it's at least readabel due to 2x repeat = close and 1x repeat = jump concept, but it just doesnt feel right. using the same amound of repeats for both would make so much more sense. => both 2x repeat since there are parts where it'S actually only 3x1/8 sound such as 00:26:726 (2) - where the 1x rep works much better
III. 00:33:961 (4,6) - continuing the overlapping pattern from before would looks really nice (and suddenly stopping the pattern is also a bit eh)
zzz. 00:37:314 (1) - why is the slider here when the sound it would fit on only actually starts on it's end? sth like 1/4 or even 3/8 slider on 00:37:491 (1) - if you want to keep the downbeat clickable would work well. if you are fine with having it on a sliderend just ctrlg th rhythm of 00:37:314 (1,1) -
ß. 00:46:138 (1,4,1) - check pattern like this with stacking enabled for the editor and see how autostacking makes it look really gross, same for others as 01:10:138 (1,4,5,6) -
}. 00:56:197 - if the kicksliders are supposed to follow the vocals than this should be one too -- 02:26:373 (1,2,3,4,5,6) - and if it repeats again obv. too
§. 01:01:667 (1,2) - so you randomly decide to stack this sound you space the whole time?
7. 01:08:373 (2) - cymbal sound doesnt work with this at all, some strong clap or similar would fit so much better
ü. 04:13:667 (1,2,3,4,1,2,3) - patern is quite interesting, but it puts most emphasis on 04:14:197 (4) - due to highest spacing and sudden strong movement change, even though the sound on that is really weak and 04:14:020 (3) - is much stronger with that pronounced vocal + clap, but 04:14:020 (3,3) - get no emphasis at all due to not having to adjust movement to hit them at all, obv. 04:19:314 (1,2,3,4,1,2,3,4) - too
&. 04:22:138 (1) - why the finish here? I get it on the downbeat before, but here it makes no sense
". 04:30:785 (2,2) - yes the second reverse is visible and all with that ar etc. still a bit dangerous to misread, 4:30 into the map, when you could just move the repeats to the outiside instead without affecting gameplay and barely impacting visuals
%. 04:47:109 - removing whislte and maybe lowering the volume on the sliderend would work much better with the vocals (and the 1/4 is really weak here too), there might be more like this
VI. 05:01:667 (1,2) - another good exmaple where stacking doesnt make sense to me since you normally map that sound as a jump
$$. 05:31:844 (1,2,3) - keeping the straight line movement you put on those sounds before -- 05:26:197 (2,3,4) - // 05:20:903 (1,2,3) - would make more sense. also no idea why you made the first sound clickable for one time and then the other two times decide it should be a sliderend
uh I don't really like how many of the sliders are put rhythmically to end on strong synths and stuf but it seems like that's how you prefer it :d
also not understanding how you decide when to stack and when not since often the same sound occur spaced normally and like 2 seconds later they are stacked
no 1/8 sliderstreams remap pls :c

hope this helps, gl
Yoges
Mod 4 modd

[What does that diff name have to do with the song]
  1. 00:02:373 (1,2,3,4) - I don't think continuing the flow in the same curved upwards direction carries the tone changes in the music that well. A pattern like this feels nicer (ctrl c+v last pattern then rotate 135 anticlockwise, stack the 2 on the 3 and fix the 4)
  2. 00:04:491 (1,2) - All of the slider ends on these. It's probably a better idea to use a silenced sample instead of lowering the volume because you can still hear the hitsound :3
  3. 00:08:550 (4) - I see you rotated this slightly to emphasize the change in tone but something about it just feels a little uncomfortable, rotating clockwise would be better to me.
  4. 00:29:197 (1,2) - I'd advise against that stack, I don't think killing the momentum in this part of the music feels right.
  5. 01:07:314 (1) - 0.75x SV instead? 0.5x is too low imo and 0.75 would mean a longer slider which could be used to create a more interesting shape. Do it with the other ones if you're going to do it here.
  6. 01:13:314 (2,3,4,5) - Ok look at this flow The angle between the (2,3,4) is horrible. As well as that the sliders are all going anti clockwise but mouse movement is clockwise. This technique works in some cases and is good for emphasizing music but usually that's when it's a medium to low bpm song and you're dealing with halves and not kick sliders.
  7. 01:20:020 (1,2) - This stack doesn't feel right. I get you're trying to emphasize the music, it worked at 01:15:785 (1,2) - but that was because there was a lot of spacing from the previous note so yeah, more spacing plsss.
  8. 03:34:491 (3) - Yeah I thought that was a part of the stream. I can't see any of the numbers the way you have them stacked.
  9. 03:43:226 (4,5) - The direction of that doesn't feel right.
  10. 04:06:609 (1,2,1,2) - Why kill all momentum by using DS? There you go. Much more fun. Same for 00:20:726 (1,2,1,2) - I guess.
sahuang
M4M from your QUEUE

[General]
  1. All seem to be quite well

[Everlasting]
  1. 00:23:550 (1) - I don't think a slider here is appropriate as the voice at 00:23:726 - is quite obvious. Mabe 2 circles will be better
    (Like 00:29:197 (1,2) - )
  2. 00:35:373 (2,4) - quite inconsistent,try to change a slider to a circle(which i recommend) or vice versa?
  3. 00:34:491 (1,1) - keep them same shape is better
  4. 00:56:726 (1,2) - straight sliders will be better here to follow 00:56:373 (5,6) -
  5. 01:10:138 (1,2,3) - angle is too big in my opinion,maybe adjust a little bit?
  6. 02:09:785 (3) - a short slider would be better
  7. 02:21:256 (3) - looks not that good, try to move the red dot to ~x253,y238?
  8. BTW the kiai part is great, although the rhythm repeats a lot,so no big problems lol
  9. 04:05:197 (1,2,1,2,1,2,1,2) - maybe reconsider the position?not very goodlooking and too many big angle shapes
  10. 05:05:903 (1,2,3) - 1,2 dont need to stack together. i think a shape like 05:11:550 (1,2,3) - is better
  11. Overall really nice, tbh i guess i cant find any big issue :)

GL for ranked!
Cinos
THIS MAP IS GOLD!!! WHY SO FEW FAV FOR THIS??
Very nice, legit, fit and comfortable hitsounds.
Topic Starter
Seijiro
@Cinos thanks :3

@modders My replies will come once I can fix my personal problems, sorry.
Topic Starter
Seijiro

Lasse wrote:

hi
this bg is as wrong as my formatting apart from the fact I'm dumb with photoshop I can't really find a good BG from Komachi :<
also the bg quality is really poor, it's full of jpeg artifacts, here is a much higher quality version, just crop/cut/resize it to your likings if you plan on keeping reimu:
http://puu.sh/o4orB/c69689909d.png used this for now
a. 00:04:138 (2,3) - why is this the only stack in this part, the second note isn't really weaker than it is in the other patterns that's exactly the reason why I used the same place for it
3. 00:05:197 (1,2) - so you follow the drawn out synths mostly, but this tapping rhythm actually puts more focus on that other high pitched sound, sth like http://i.imgur.com/lBRce6j.jpg would work nicely imo uh, I see the reason for that pattern but I went with more complex patterns overall for this map, so I used the bouncy effect of the strong beat at 00:05:197 (1) - when used together with a low spacing slider
IX. 00:12:609 - this clap feels really unfitting with the hitsounding of this section and the music since it feels way too heavy. for the next section it works a bit better, but still not the best choice for the song imo
here is sth you could try: http://puu.sh/o4qEp/e0d9d3e697.wav I couldn't really like the effect that came out tbh lol
d. 00:15:256 (2) - spacing feels a bit high with how weak this is, just overlapping to the top instead if below 9 would work better, just compare it to the same sound on 00:16:667 (2) - 00:12:432 (2) - reduced
9. 00:17:903 - claps continue for this section so not hitosunding them is kinda weird I don't see it written anywhere that I have to hitsound/map every sound lol. If I were to hitsound them it will come out unfitting with the pattern
z. 00:25:667 (4,5) - idk, there is still a sound on the last 1/8 tick which you skip which makes the pattern feel realyl strange during gameplay. even though it's at least readabel due to 2x repeat = close and 1x repeat = jump concept, but it just doesnt feel right. using the same amound of repeats for both would make so much more sense. => both 2x repeat since there are parts where it'S actually only 3x1/8 sound such as 00:26:726 (2) - where the 1x rep works much better would work much better for a plain and boring map tho. My intention here was to make an "unusual" map and using the same pattern for different parts of the song would be 1) incorrect and 2) boring in any case imo.
III. 00:33:961 (4,6) - continuing the overlapping pattern from before would looks really nice (and suddenly stopping the pattern is also a bit eh) if you compare this part to the next ones you'll see that this part is lighter and therefore less stressing, so I used less beats
zzz. 00:37:314 (1) - why is the slider here when the sound it would fit on only actually starts on it's end? sth like 1/4 or even 3/8 slider on 00:37:491 (1) - if you want to keep the downbeat clickable would work well. if you are fine with having it on a sliderend just ctrlg th rhythm of 00:37:314 (1,1) - USed same pattern as 00:40:138 (1) - since that was my aim anyway
ß. 00:46:138 (1,4,1) - check pattern like this with stacking enabled for the editor and see how autostacking makes it look really gross, same for others as 01:10:138 (1,4,5,6) - oh damn
}. 00:56:197 - if the kicksliders are supposed to follow the vocals than this should be one too -- 02:26:373 (1,2,3,4,5,6) - and if it repeats again obv. too the first kickslider is omitted since the first vocal on that is too weak to trigger it imo
§. 01:01:667 (1,2) - so you randomly decide to stack this sound you space the whole time? because there is an additional sound under the usual ones you probably skipped since it was too soft
7. 01:08:373 (2) - cymbal sound doesnt work with this at all, some strong clap or similar would fit so much better agreed
ü. 04:13:667 (1,2,3,4,1,2,3) - patern is quite interesting, but it puts most emphasis on 04:14:197 (4) - due to highest spacing and sudden strong movement change, even though the sound on that is really weak and 04:14:020 (3) - is much stronger with that pronounced vocal + clap, but 04:14:020 (3,3) - get no emphasis at all due to not having to adjust movement to hit them at all, obv. 04:19:314 (1,2,3,4,1,2,3,4) - too I can't really find reasons here indeed, apart the "I was following vocals and trying to get a good pattern out of the chorus repeating the lyrics". I testplayed it many times and it really feels nice for me, idk...
&. 04:22:138 (1) - why the finish here? I get it on the downbeat before, but here it makes no sense actually, thre was a missing finish a bit ahead lol. It should make sense now, I hope
". 04:30:785 (2,2) - yes the second reverse is visible and all with that ar etc. still a bit dangerous to misread, 4:30 into the map, when you could just move the repeats to the outiside instead without affecting gameplay and barely impacting visuals main reason for this was being able to stack 04:30:961 (3,3) - properly
%. 04:47:109 - removing whislte and maybe lowering the volume on the sliderend would work much better with the vocals (and the 1/4 is really weak here too), there might be more like this ugh, I did something on my own in the meantime and whatever was there, it vanished lol. I guess I fixed it tho xD
VI. 05:01:667 (1,2) - another good exmaple where stacking doesnt make sense to me since you normally map that sound as a jump Check 05:03:079 (1) - for a moment and tell if it isn't the same sound as the stack lol. With that concept in mind, I should't map sliders like that because there is no jump, right? xD
$$. 05:31:844 (1,2,3) - keeping the straight line movement you put on those sounds before -- 05:26:197 (2,3,4) - // 05:20:903 (1,2,3) - would make more sense. also no idea why you made the first sound clickable for one time and then the other two times decide it should be a sliderend I should probably add something about compound sounds on the same object of the map in the description, umh... btw, if I put straight lines for those it changes nothing considered the cursor's movement so...
uh I don't really like how many of the sliders are put rhythmically to end on strong synths and stuf but it seems like that's how you prefer it :d
also not understanding how you decide when to stack and when not since often the same sound occur spaced normally and like 2 seconds later they are stacked
no 1/8 sliderstreams remap pls :c nope :^)

hope this helps, gl

Yoges wrote:

Mod 4 modd

[What does that diff name have to do with the song]
  1. 00:02:373 (1,2,3,4) - I don't think continuing the flow in the same curved upwards direction carries the tone changes in the music that well. A pattern like this feels nicer (ctrl c+v last pattern then rotate 135 anticlockwise, stack the 2 on the 3 and fix the 4) I also wanted to keep the increasing pitch of the sound so that pattern kinda ruins the meaning of it :/
  2. 00:04:491 (1,2) - All of the slider ends on these. It's probably a better idea to use a silenced sample instead of lowering the volume because you can still hear the hitsound :3 nah, they're fine imo
  3. 00:08:550 (4) - I see you rotated this slightly to emphasize the change in tone but something about it just feels a little uncomfortable, rotating clockwise would be better to me. but you literally have to stay put on the slider start to get a 300 lol
  4. 00:29:197 (1,2) - I'd advise against that stack, I don't think killing the momentum in this part of the music feels right. imo it puts more emphasis to it tho. A jump would force me to change also the other jumps, making them unnecessarily bigger
  5. 01:07:314 (1) - 0.75x SV instead? 0.5x is too low imo and 0.75 would mean a longer slider which could be used to create a more interesting shape. Do it with the other ones if you're going to do it here. I like that shape tho D:
  6. 01:13:314 (2,3,4,5) - Ok look at this flow The angle between the (2,3,4) is horrible. As well as that the sliders are all going anti clockwise but mouse movement is clockwise. This technique works in some cases and is good for emphasizing music but usually that's when it's a medium to low bpm song and you're dealing with halves and not kick sliders. wow, I never realized I made such a cool pattern :O It was intentional tho, to make it harder to read and it feels perfectly fine when it comes to gameplay tho
  7. 01:20:020 (1,2) - This stack doesn't feel right. I get you're trying to emphasize the music, it worked at 01:15:785 (1,2) - but that was because there was a lot of spacing from the previous note so yeah, more spacing plsss. it's more as a mean to start a new stanza in the music tho and creates the right emphasis for the next kicksliders' flow
  8. 03:34:491 (3) - Yeah I thought that was a part of the stream. I can't see any of the numbers the way you have them stacked. Check 03:34:138 (1,3,5) - 's line and you'll notice it is parallel to 03:33:785 (7) -
  9. 03:43:226 (4,5) - The direction of that doesn't feel right. umh, it feels right for me. Not that it changes much after the slider anyway tho...
  10. 04:06:609 (1,2,1,2) - Why kill all momentum by using DS? There you go. Much more fun. Same for 00:20:726 (1,2,1,2) - I guess. Ugh, that's realy hard to play tho and it isn't similar to the first one at all

sahuang wrote:

M4M from your QUEUE

[General]
  1. All seem to be quite well noice

[Everlasting]
  1. 00:23:550 (1) - I don't think a slider here is appropriate as the voice at 00:23:726 - is quite obvious. Mabe 2 circles will be better
    (Like 00:29:197 (1,2) - ) why not
  2. 00:35:373 (2,4) - quite inconsistent,try to change a slider to a circle(which i recommend) or vice versa? how is it inconsistent tho? .-.
  3. 00:34:491 (1,1) - keep them same shape is better first one is a slider, second one a circle. Did I maybe change something while offline? :roll:
  4. 00:56:726 (1,2) - straight sliders will be better here to follow 00:56:373 (5,6) - I wanted to keep the oval flow tho, which I really like
  5. 01:10:138 (1,2,3) - angle is too big in my opinion,maybe adjust a little bit? it plays just fine for me tho
  6. 02:09:785 (3) - a short slider would be better it would be inconsistent with the rest tho lol
  7. 02:21:256 (3) - looks not that good, try to move the red dot to ~x253,y238? that loose shape was totally intended tho and I personally like it since you don't see it so often on other maps
  8. BTW the kiai part is great, although the rhythm repeats a lot,so no big problems lol yeay
  9. 04:05:197 (1,2,1,2,1,2,1,2) - maybe reconsider the position?not very goodlooking and too many big angle shapes I like big angles jumps tho :Q___
  10. 05:05:903 (1,2,3) - 1,2 dont need to stack together. i think a shape like 05:11:550 (1,2,3) - is better consistency with 05:07:314 (1,2) - tho and in this part I used a pattern twice, then changed, in order to create less monotony
  11. Overall really nice, tbh i guess i cant find any big issue :)

GL for ranked!

Thanks for the mods, guys :3
Weber
pls rank I tried to find things wrong with it but couldn't ;w;
Cherry Blossom
I had not time to mod it today.
i'll mod it tomorrow, i'll edit this post, so stay tuned.



Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

Everlasting Snow

  1. 00:04:491 (1,2) - The way they are arranged is not really good, this 1/4 gap here is not really predictable. I can see what you're trying to do here, but i think there distance is too much compared to the "real" impact of the song here. The distance between these 1/4s should be reduced. Same for 00:11:550 (1,2) -
  2. 00:25:667 (4,5) - I'm pretty sure people were not able to read and play this properly. I can say, blame de song. The thing that makes it difficult to play is that they have different lengths, and it is really confusing as hell. You're not forced to follow every notes here, and it will be really better for gameplay if you remove 1 reverse on this slider 00:25:667 (4) - . Same scenario for 00:35:903 (5,6) - etc.
  3. 01:11:903 (3,4) - The low distance between them doesn't really give a good impression on the map, you mainly use long spaced things before and after, and seeing that low distance is weird, it should be better if you make things consistent, so, add a higher distance.
  4. 02:03:785 (1,2,3,4,5) - Same thing goes for this pattern which plays pretty easier compared to other patterns with a higher distance between each objects.
  5. 02:30:609 (1,2,3) - Here i don't really understand how you emphasize things, the higher distance should be rather between 02:30:961 (2,3) - to emphasize things better.
  6. 03:01:667 (1,2,3,4,5,6) - This pattern could be better to play if there is a higher spacing between each circles (or stacked), because of the high jump you put on 03:01:491 (2,1) - . The current pattern works, but the antijump doesn't really give a very good impression, if you want to make things more living, don't hesitate to use a higher spacing between each notes.
  7. 04:26:020 (7) - It plays better if you move it upward, the current pattern make the motion between 04:25:844 (6,7) - a little jerky.
  8. 04:41:903 (2,3) - Here this antijump is really weird because the vocal is very intense here, but it looks like you prefer "following" instruments than vocal. There should be more distance between these circles, also because of this "zigzag" motion with 04:41:550 (7,1,2) - .

Good Luck ~
Topic Starter
Seijiro
My pc revived from eternal slumber \o/

Cherry Blossom wrote:

I had not time to mod it today.
i'll mod it tomorrow, i'll edit this post, so stay tuned.



Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this. you don't need this formatting with me, you know I give reasons :3 <3

Everlasting Snow

  1. 00:04:491 (1,2) - The way they are arranged is not really good, this 1/4 gap here is not really predictable. I can see what you're trying to do here, but i think there distance is too much compared to the "real" impact of the song here. The distance between these 1/4s should be reduced. Same for 00:11:550 (1,2) - ok, a lot of people complained about these and while I hate to do it, I guess I have to for consistency's sake. Notice that after you play it once you get the hang of it and looks more natural, but that's another matter I guess...
  2. 00:25:667 (4,5) - I'm pretty sure people were not able to read and play this properly. I can say, blame de song. The thing that makes it difficult to play is that they have different lengths, and it is really confusing as hell. You're not forced to follow every notes here, and it will be really better for gameplay if you remove 1 reverse on this slider 00:25:667 (4) - . Same scenario for 00:35:903 (5,6) - etc. well, this is probably falls under the circumstance "experimental mapping choice". I wanted (I actually totally aimed for) it since I felt like the song could better shine this way. Regardless of it being easy or difficult for someone to play I find it fitting and since (you said it too) the song is like this I want to resemble it at the best I can (as I always try in my maps :3)
    I also already fixed the one above which was one of my best patterns just for the sake of consistency. Removing this will just make it a plain diff as anyone else's :(
  3. 01:11:903 (3,4) - The low distance between them doesn't really give a good impression on the map, you mainly use long spaced things before and after, and seeing that low distance is weird, it should be better if you make things consistent, so, add a higher distance. This is actually a place where high spacing ruins the emphasis. I've always seen repetitive streams as something really stressing so even without much spacing there is enough force. In this case it's a bit calmer than the rest of the map tho, so I decided to go with a lower spacing.
  4. 02:03:785 (1,2,3,4,5) - Same thing goes for this pattern which plays pretty easier compared to other patterns with a higher distance between each objects. Here the music (or rather, the sound which created all the previous streams) calms down so I removed 1/4 notes (since there are any) and gave a little breather to the player
  5. 02:30:609 (1,2,3) - Here i don't really understand how you emphasize things, the higher distance should be rather between 02:30:961 (2,3) - to emphasize things better. If you check the sliderball of the first slider you'll see that you don't even need to move from its start if not slightly, so the actual distances are all equal there. Even if the player wants to follow up the first slider I tried to apply here a technique where using the slider start + low spacing gives more emphasis. I can't probably explain it better, but summed up is like: the low spacing puts more pressure on the slider start due to the slider's nature.
  6. 03:01:667 (1,2,3,4,5,6) - This pattern could be better to play if there is a higher spacing between each circles (or stacked), because of the high jump you put on 03:01:491 (2,1) - . The current pattern works, but the antijump doesn't really give a very good impression, if you want to make things more living, don't hesitate to use a higher spacing between each notes. I see your point here, but check for a moment the angle formed by 03:01:491 (2,1,2) - . The problem here is that the angle itself is almost plain (approaching 180 degrees) and being so the emphasis on 1 would fall apart with higher spacing. By giving the player this strong contrast between higher > lower spacing I make him get back on the right emphasis. The next low spacing pattern is also part of this concept, in order to make it more understandable during gameplay
  7. 04:26:020 (7) - It plays better if you move it upward, the current pattern make the motion between 04:25:844 (6,7) - a little jerky. uh yeah, indeed
  8. 04:41:903 (2,3) - Here this antijump is really weird because the vocal is very intense here, but it looks like you prefer "following" instruments than vocal. There should be more distance between these circles, also because of this "zigzag" motion with 04:41:550 (7,1,2) - . I was following vocals here tho .-. I used higher spacing on white ticks, which are the ones where the vocal increases the pitch. I also used this pattern other 2 times already before so the player should be accustomed to it by now I guess

Good Luck ~
Thanks for the mod, CB >.<
*rips off his ticket*


I also fixed some minor things on my own, like hitsound samples being misplaced and some pattern polishing =w=/
Topic Starter
Seijiro
Anti-graveyard post
Momizi
hi,M4M request! (*/ω╲*)
[General]
as this song is 彼岸帰航 ,so bg shouldnt be Reimu,plz change bg to Onozuka Komachi
[Everlasting Snow]
00:02:373 (1,2,3,4) - as the same rhythm,how aboout reapt these notes stack with before like https://osu.ppy.sh/ss/5319628
00:14:196 (4,5,6,7,8) - why not stack with 00:13:314 (8) - to make the whole is symmetrical.
00:23:903 (3) - flow to left will fell better,i mean ctrl+H
00:24:609 (7) - lose one repeat on 00:24:741 - but its cant be fell on playing,if its me, i will fllow it,use four repeat
00:42:432 (2) - us 1/8 repeat slider here?
00:52:844 (5) - i think here jump too sudden,spacing can be smaller
01:01:314 (4,5) - ctrl+G?
01:08:197 (1) - how about use drum clap 02:38:550 (1) -
01:14:020 (6,1) - this slider to 1 flow not very well,perhaps, make 6 and 1 on same horizontal arrows,I mean like this https://osu.ppy.sh/ss/5319832
01:41:020 (1,2,3,4) - make the jump more bigger,the vocal very strong here 03:11:373 (1,2,3,4) -
01:45:432 (1) - move little right for better flow,or change angle a little
01:54:961 (8) - same↑ https://osu.ppy.sh/ss/5319880 or https://osu.ppy.sh/ss/5319885
02:50:726 (3,4,5) - not seem good,how abouthttps://osu.ppy.sh/ss/5319918
04:10:491 (9,10) - here be a 1/2 slider annd make 04:10:137 (7,8,9) - jump bigger
04:13:667 (1,2,3,4,1,2,3) - cool pattern,but very difficult for me,i played it always miss here
04:53:197 (1,2,3) - should be big jump
05:36:961 (1,2) - this overlap not very nice,try to not touch ?
03:24:256 (1) - finish?
04:30:785 (2,2) - maybe shade 04:31:314 (2) - arrow

after mod,i only want to say Yuuu~rara~ Yuuu~rari~.
nice song and nice map,cant mod many more,just shot a star ;W;
Ora
Hey Sergio ! Goodluck with this map, it's looking really good ^_^

You might need to change the background because it's Reimu (which will suck because it's a really nice one) but I could be wrong, I'm not too sure what the rules for that are.

00:14:196 (4,5,6,7,8) - I think you should rotate this stream -10 degrees or maybe even smaller (-5)

00:17:903 (1,1,1,1) - probably not a big deal, but the spacing between 00:17:903 (1,1,1,1) - is even until the 4th jump ( 00:18:961 (1) - )

00:20:373 (1,2) - possibly the same here but very tiny, maybe not

01:10:844 (6) - could be replaced with a kickslider facing away from 01:11:020 (7) -

My point for adding this is that you already have one at 01:09:256 (4,5,6) - and if you add the kickslider at 01:10:844 (6) - you can be more consistent with patterns, because in the next section at 01:14:726 (3,4,5) - and 01:16:314 (4,5,6) - you basically have two triples without kicksliders. And then the rest of this section up to the kiai time you have all kicksliders for that part of the music.

either that or just be more consistent and add kicksliders or remove kicksliders to all of those parts

01:23:903 (8) - I think this might flow better into the next part with ctrl + G and ctrl + H (or just ctrl + G) and then readjusted to like 4.0 DS

01:45:432 (1,3) - I think you can do a better job of a blanket here similar to 01:51:079 (1,3) - , not a big deal though

03:58:138 (1,3) - Blanket?

03:59:197 (8,1,3) - this one too (maybe) but not a big deal, just the slider is curved a bit too much so it makes it look off.

04:17:550 (9) - This jump is a bit harsh, especially all the way back to 10. Maybe space it out the same as 04:17:197 (7,8) - and leave the big jump for 9 to 10

05:16:667 (2) - shape looks weird compared to 05:16:138 (5,6,1) -

05:32:373 (3,4,1) - Spacing is different, can't tell if it's intentional or not.
I honestly have nothing bad to say about this map. It's a great song, and you mapped it very well for all the little parts of the song that can throw people off. Surprisingly this pattern 04:19:314 (1,2,3,4,1,2,3) - works really well and it's really creative. There's a lot of difficulty within the 1/8 reverse sliders which makes the map really unique. Other than that, just testplaying the map it felt like my cursor took over my hand because it flows so well. I would like to give you a few stars, but the map just got graveyarded. I'll do so once you revive it :^)



.
C00L
hey

[General]
  1. Your background is a big bigger than the recommended size for a background (at least what i heard was the recommended), which is 1366x768 yours is 1400x996
  2. The folder size exceeds 10MB without video, i'd recommend you check that out maybe get another bg with less space consumption since this one nearly take over 2MB alone
  3. You also have a unused image file at the name of - bghalozy.png if you delete that, that could help reducing the folder size since this file is almost 1MB
[Timing]
967 seems a little bit better

[Hitsounds]
  1. You could use some claps in the beggining to lead into the constant clap hitsound after the beginning, ill put a separate file so that you can take a look at it, it leads nicely into the streamy part of the song imo (from 00:00:966 (1) - until 00:20:731 (1) - is where i experimented with for the beggining, if you dont notice them just let me know ill show where exactly they are)
[Everlasting Summer (so warm x_x)]
  1. 00:17:903 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - em is it that neccessary to have these on a NC every 2 notes? i'd understand with a high hp drain, but its only 6,5 which isnt that low there is no need to refill that much hp at the beggining xD, i've also tried this at HR just the beggining and it works i guess, then i went on to change the notes so that it followed a 4/4 NC order, and it worked as well i didnt die from that, unless you have strong reasons to keep it that way i'd advice you to change that to 4/4 new combos :D
  2. 00:25:667 (4,5) - hmm im not gonna lie this feels awkward to play, if you could just leave a gap rather than using the yellow tick this could make this much smoother to play imo, http://puu.sh/piV6j/6dc4b94242.jpg
  3. 00:35:903 (5,6) - ^ not going to mention this again, i feel like mentioning something twice is enough to get my point across :P
  4. 04:03:785 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - hmm again the combos i'm failing to understand may i ask what the reasoning behind this was?
  5. that's it
nothing much i can see its just those combos that i kinda dont understand. If you feel like this was a lazy mod since i didnt find much feel free to ask me t md one more set of yours
Topic Starter
Seijiro

Momizi wrote:

hi,M4M request! (*/ω╲*)
[General]
as this song is 彼岸帰航 ,so bg shouldnt be Reimu,plz change bg to Onozuka Komachi I talked this out with some BNs and QATs and we concluded that since I can't find a suitable one of Komachi I can keep the current one, since it's Touhou related (sorry to all Touhou fans)
[Everlasting Snow]
00:02:373 (1,2,3,4) - as the same rhythm,how aboout reapt these notes stack with before like https://osu.ppy.sh/ss/5319628 well, I would have used the same pattern if even all the notes in the music would have been the same, but the second pattern has the last beats of a higher pitch than the first one
00:14:196 (4,5,6,7,8) - why not stack with 00:13:314 (8) - to make the whole is symmetrical. because of 00:14:726 (9,2) -
00:23:903 (3) - flow to left will fell better,i mean ctrl+H I wanted to avod the overlap with the circle and tbh I wanted to give this feeling that the map is still keeps playing on the right side of the screen
00:24:609 (7) - lose one repeat on 00:24:741 - but its cant be fell on playing,if its me, i will fllow it,use four repeat it is actually explained in the description how that part works
00:42:432 (2) - us 1/8 repeat slider here? sure
00:52:844 (5) - i think here jump too sudden,spacing can be smaller nah, that's fine imo
01:01:314 (4,5) - ctrl+G? I need large spacing to emphasize the next 1
01:08:197 (1) - how about use drum clap 02:38:550 (1) - nice
01:14:020 (6,1) - this slider to 1 flow not very well,perhaps, make 6 and 1 on same horizontal arrows,I mean like this that little placement is intended tho, to aovid that kind ov movementhttps://osu.ppy.sh/ss/5319832
01:41:020 (1,2,3,4) - make the jump more bigger,the vocal very strong here 03:11:373 (1,2,3,4) - in game play it's already big enough, trust me xD
01:45:432 (1) - move little right for better flow,or change angle a little it flows well enough imo tho
01:54:961 (8) - same↑ https://osu.ppy.sh/ss/5319880 or https://osu.ppy.sh/ss/5319885 same
02:50:726 (3,4,5) - not seem good,how abouthttps://osu.ppy.sh/ss/5319918 I don't have stacked streeams anywhere on this map tho x)
04:10:491 (9,10) - here be a 1/2 slider annd make 04:10:137 (7,8,9) - jump bigger I need emphasis on 04:10:844 (1) - tho
04:13:667 (1,2,3,4,1,2,3) - cool pattern,but very difficult for me,i played it always miss here that's one of my precious patterns tho and I can ensure you it is playable with the correct reading ability
04:53:197 (1,2,3) - should be big jump instruments stop playing here, therefore there is less stress in the song. That's why
05:36:961 (1,2) - this overlap not very nice,try to not touch ? intended x)
03:24:256 (1) - finish? ups, thanks
04:30:785 (2,2) - maybe shade 04:31:314 (2) - arrow it's the third time the player sees such pattern and he should be accustomed to it. I know this is breaking the RC, so I will try to find a way

after mod,i only want to say Yuuu~rara~ Yuuu~rari~.
nice song and nice map,cant mod many more,just shot a star ;W;
Thanks for the star :3


Ora wrote:

Hey Sergio ! Goodluck with this map, it's looking really good ^_^

You might need to change the background because it's Reimu (which will suck because it's a really nice one) but I could be wrong, I'm not too sure what the rules for that are. uh, yeah, I know. Check the mod above, since I explained why

00:14:196 (4,5,6,7,8) - I think you should rotate this stream -10 degrees or maybe even smaller (-5) I went with pretty straight forward patterns here and I'd like to keep it like that

00:17:903 (1,1,1,1) - probably not a big deal, but the spacing between 00:17:903 (1,1,1,1) - is even until the 4th jump ( 00:18:961 (1) - ) it should actually be increasing slowly by something really small tho xD

00:20:373 (1,2) - possibly the same here but very tiny, maybe not yeah, same

01:10:844 (6) - could be replaced with a kickslider facing away from 01:11:020 (7) - I actually wanted to stop the player here. The entire pattern was thought with that concept in mind

My point for adding this is that you already have one at 01:09:256 (4,5,6) - and if you add the kickslider at 01:10:844 (6) - you can be more consistent with patterns, because in the next section at 01:14:726 (3,4,5) - and 01:16:314 (4,5,6) - you basically have two triples without kicksliders. And then the rest of this section up to the kiai time you have all kicksliders for that part of the music. yeah, as I explained above: it came natural to me to think it like that. I can't really explain it lol

either that or just be more consistent and add kicksliders or remove kicksliders to all of those parts that would make the map really monotonous and I'd rather avoid that /w\

01:23:903 (8) - I think this might flow better into the next part with ctrl + G and ctrl + H (or just ctrl + G) and then readjusted to like 4.0 DS fixed, even if in a different way

01:45:432 (1,3) - I think you can do a better job of a blanket here similar to 01:51:079 (1,3) - , not a big deal though blanket wasn't really in my options and tbh it feels too short in spacing if I do that

03:58:138 (1,3) - Blanket? ups

03:59:197 (8,1,3) - this one too (maybe) but not a big deal, just the slider is curved a bit too much so it makes it look off. this is probably fine... I guess... I hope...

04:17:550 (9) - This jump is a bit harsh, especially all the way back to 10. Maybe space it out the same as 04:17:197 (7,8) - and leave the big jump for 9 to 10 I have bigger jumps tho and it doesn't look that exaggerated tbh

05:16:667 (2) - shape looks weird compared to 05:16:138 (5,6,1) - I literally copy pasted those sliders lmao

05:32:373 (3,4,1) - Spacing is different, can't tell if it's intentional or not. yep, intentional. I wanted emphasis on the next slider
I honestly have nothing bad to say about this map. It's a great song, and you mapped it very well for all the little parts of the song that can throw people off. Surprisingly this pattern 04:19:314 (1,2,3,4,1,2,3) - works really well and it's really creative. There's a lot of difficulty within the 1/8 reverse sliders which makes the map really unique. Other than that, just testplaying the map it felt like my cursor took over my hand because it flows so well. I would like to give you a few stars, but the map just got graveyarded. I'll do so once you revive it :^)



.
Thanks a lot for the mod :3


C00L wrote:

hey

[General]
  1. Your background is a big bigger than the recommended size for a background (at least what i heard was the recommended), which is 1366x768 yours is 1400x996
  2. The folder size exceeds 10MB without video, i'd recommend you check that out maybe get another bg with less space consumption since this one nearly take over 2MB alone
  3. You also have a unused image file at the name of - bghalozy.png if you delete that, that could help reducing the folder size since this file is almost 1MB
    All this stuff should be fixed
[Timing]
967 seems a little bit better within 5ms it is acceptable xd

[Hitsounds]
  1. You could use some claps in the beggining to lead into the constant clap hitsound after the beginning, ill put a separate file so that you can take a look at it, it leads nicely into the streamy part of the song imo (from 00:00:966 (1) - until 00:20:731 (1) - is where i experimented with for the beggining, if you dont notice them just let me know ill show where exactly they are) the intro is actually good as it is. If I use calps for it too the general hitsounding will become too heavy
[Everlasting Summer (so warm x_x)]
  1. 00:17:903 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - em is it that neccessary to have these on a NC every 2 notes? i'd understand with a high hp drain, but its only 6,5 which isnt that low there is no need to refill that much hp at the beggining xD, i've also tried this at HR just the beggining and it works i guess, then i went on to change the notes so that it followed a 4/4 NC order, and it worked as well i didnt die from that, unless you have strong reasons to keep it that way i'd advice you to change that to 4/4 new combos :D I wanted to show off the full palette of combo colors /w\
  2. 00:25:667 (4,5) - hmm im not gonna lie this feels awkward to play, if you could just leave a gap rather than using the yellow tick this could make this much smoother to play imo, http://puu.sh/piV6j/6dc4b94242.jpg testplayed a lot and trust me, it plays well (confirmed by testplayers)
  3. 00:35:903 (5,6) - ^ not going to mention this again, i feel like mentioning something twice is enough to get my point across :P yeah, I understand, but this map is meant for quite high rank players
  4. 04:03:785 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - hmm again the combos i'm failing to understand may i ask what the reasoning behind this was? same reason as before, I like colors e.e
  5. that's it
nothing much i can see its just those combos that i kinda dont understand. If you feel like this was a lazy mod since i didnt find much feel free to ask me t md one more set of yours
Thanks for the mod :3
kkk
good map
jeanzy
M4M ^^

---------------

Overlap 01:08:373 (2) - with the start of 01:06:961 (10,2) -
Use 01:15:432 (7) - to blanket 01:14:373 (1) - ?
02:49:491 (4,5) - I would replace these by a slider, the pause doesnt feel right to me anyway :p
02:50:020 (6,7,8,1) - Change to circle on 02:50:020 (6) - followed by a triple here 02:50:197 (8,1) - (im not 100% this fits any better as the (1) does get emphasis from the kickslider)
03:00:256 (1,2,3,1,2,3,1,2) - clean this pattern up a bit? like this maybe
04:30:609 (1,2,3,1,2,3) - i think this could be improved pattern wise


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