Halozy - Masshiro na Yuki

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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
kolgar
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!
Strato
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;
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