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Meramipop - Cirno, Q?

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SnowNiNo_
From my queue

1pc test play
the stream is so evil LOL

[Seikatsu]
00:40:961 (1) - wrong place, should be at 204 72
00:51:590 (1) - dont need to NC here
01:00:847 (4) - delete, no music here LOL

1pc test play
[Insane]
00:59:732 (5) - NC here
01:33:932 (6,7,8) - why dont stick there together like here 01:22:618 (3,4,5,6,7,8)

just some small fix :D
nice map and nice hitsound XD
shoot a star ★
GL
btw can we M4M ?
Topic Starter
-Tochi

SnowNiNo_ wrote:

From my queue

1pc test play
the stream is so evil LOL

[Seikatsu]
00:40:961 (1) - wrong place, should be at 204 72 Fixed!
00:51:590 (1) - dont need to NC here It's confusing without imo.
01:00:847 (4) - delete, no music here LOL I hear a sound here o.o

1pc test play
[Insane]
00:59:732 (5) - NC here Too random x.x
01:33:932 (6,7,8) - why dont stick there together like here 01:22:618 (3,4,5,6,7,8) Fixed!

just some small fix :D
nice map and nice hitsound XD
shoot a star ★
GL
btw can we M4M ? Sure :o
Thanks for the mod!
Bonzi
General
  1. I don't know if a background image with a size of 1151x767 can be ranked. Shouldn't it be 1366x768, 1024x768 or 1280x720?
  2. You can reduce the SB load by removing the default background when not needed. Just the background beign there, adds a 1,13x to the SB load that can be avoided just by adding a line like this at beginning of the layer 0 of the .osb:
    Sprite,Background,Centre,"BG.jpg",0,0
    Then you can fade in and out the bg as you want it to be.
    This also saves you from using black.jpg, because you can make the bg fade out and you will have a black screen with no SB load at all.

Seikatsu
  1. 00:40:961 (1) - Watch out, this circle gets screwed up when in play mode because of the stacking. How about sightly moving 00:41:304 (3) - elsewhere so it doesn't get messed up?
  2. 00:50:561 (1) - You might have misplaced an unnecessary clap here
  3. 01:22:618 (1) - 01:22:961 (1) - hmm i don't really see the point of those new combos, they feel kinda unnecessary imo, especially the first one.

Saut's Extra
  1. 00:50:561 (1) - same thing as Seiratsu, there's an unneeded clap here
    really liked this one

Hard
  1. 00:50:561 (1) - the unneeded clap again.

can't find anything else
good luck
Saut

Bonzi wrote:

Saut's Extra
  1. 00:50:561 (1) - same thing as Seiratsu, there's an unneeded clap here
    really liked this one

u can fix that for me xxxxx
Lully
For M4M. :3 https://osu.ppy.sh/s/407415

-skips easy and normal because idk how to mod that-

[Advanced]
00:29:990 (1) - You could make that slider more curvy. ~
00:42:675 (4) - How about puttin' that to x:240 y:344?
01:20:561 (3) - ~You could make it more curvy too. ~

[Hard]
00:44:047 (2) - Maybe put dat to x:320 y: 32

-skips insane because its fine-

[Extra]
01:00:161 (1) - Maybe put it to x:108 y:336

[Seikatsu]
00:26:904 (1) - It don't really fits there in my opinion. Put you can keep it if you want lol.

~~
Welp. Idk what should i fix more.
Short Mod, but i hope it helped! ;w;
Topic Starter
-Tochi

Bonzi wrote:

General
  1. I don't know if a background image with a size of 1151x767 can be ranked. Shouldn't it be 1366x768, 1024x768 or 1280x720? I'll look into it, but the BG will get missed up if i resize it (crop), and it looks pretty bad imo.
  2. You can reduce the SB load by removing the default background when not needed. Just the background beign there, adds a 1,13x to the SB load that can be avoided just by adding a line like this at beginning of the layer 0 of the .osb: Fixed!
    Sprite,Background,Centre,"BG.jpg",0,0
    Then you can fade in and out the bg as you want it to be.
    This also saves you from using black.jpg, because you can make the bg fade out and you will have a black screen with no SB load at all.

Seikatsu
  1. 00:40:961 (1) - Watch out, this circle gets screwed up when in play mode because of the stacking. How about sightly moving 00:41:304 (3) - elsewhere so it doesn't get messed up? Fixed!
  2. 00:50:561 (1) - You might have misplaced an unnecessary clap here Fixed!
  3. 01:22:618 (1) - 01:22:961 (1) - hmm i don't really see the point of those new combos, they feel kinda unnecessary imo, especially the first one. Fixed!

Saut's Extra
  1. 00:50:561 (1) - same thing as Seiratsu, there's an unneeded clap here Fixed!
    really liked this one

Hard
  1. 00:50:561 (1) - the unneeded clap again. Fixed!

can't find anything else
good luck

Thanks for the mod!

CookieKivi wrote:

For M4M. :3 https://osu.ppy.sh/s/407415

-skips easy and normal because idk how to mod that-

[Advanced]
00:29:990 (1) - You could make that slider more curvy. ~ It's symmetrical with the previous slider, which i like.
00:42:675 (4) - How about puttin' that to x:240 y:344? I should keep same DS, so nah.
01:20:561 (3) - ~You could make it more curvy too. ~ Fixed!

[Hard]
00:44:047 (2) - Maybe put dat to x:320 y: 32 I will keep same DS here, looks and plays better imo.

-skips insane because its fine-

[Seikatsu]
00:26:904 (1) - It don't really fits there in my opinion. Put you can keep it if you want lol. Will keep it xd

~~
Welp. Idk what should i fix more.
Short Mod, but i hope it helped! ;w;

Thanks for the mod!
Saut

CookieKivi wrote:

[Extra]
01:00:161 (1) - Maybe put it to x:108 y:336
i think its cool the way it is now
thxx
Seijiro
M4M from your queue (placeholder'd yesterday)

[General]
  • Put "Touhou" into tags to enable the search for this beatmap in romanized alphabet (you have "Touhou Project" as source, but only "project" is romanized)

[Seikatsu]
  • 00:26:904 (1,1) - Just personal and not really a big deal, but while playing this it was a bit strange having the circle stacked after the slider. Maybe move the slider to around 162;199 just to give a feeling of "drop" on that circle

    01:51:333 (4) - Another not important one, maybe you can delete this since you kept using a triplet very often in similar places before and after this (seems like the only stream like this) (nazi)

[Saut's Extra]
  • 01:47:647 (7) - Since this circle and the movement 7 ---> 8 is a bit weak, what about replacing 01:47:475 (6,7) - with a slider instead? The spacing is basically the same already, but clicking on the weak beat on the red tick kinda bothers me for the start of 01:47:818 (8,9,1) - , that's all

    01:59:132 (1,1,1) - Hearing the piano, I would have imagined these as placed in some circular flow one after another and curving little by little, like this (just a suggestion, it can be anything else similar. The thing is that going up and down with the current pattern doesn't expresses well the piano's rhythm imo)

[Insane]
  • 01:18:504 (4) - What about a 1/4 slider instead? Something similar to 00:53:132 (6,1) - maybe, since the whole combo kinda breaks the fast rhythm of 1/4 notes because you didn't use any. Random suggestion (it can even be Ctrl + G'd)

    01:52:103 (4) - Same ^, but in this case a triplet stacked on top of 01:52:275 (1) - works too

[Hard]
First of all, this diff is really hard compared with a normal Hard: there are quite a few medium-length streams and really often triplets here and there.
Imo this is more like a Hard+, something which goes well between a Hard and an Insane.
I dunno if it can be fixed by removing some notes and avoiding some streams, but that's the general gist of it I perceived
  • 00:55:190 (3) - I would like to suggest to move this under 00:54:675 (1) - 's tail to create a nice drop on 00:55:361 (4) - , but I guess this doesn't help reducing the difficulty of the map x)

    01:04:104 (5,1,2,3,4,5,6,7,1) - Like I said above, this is one of those patterns that doesn't seem of a Hard at all :/

    01:24:161 (3) - Just flow here, what about stacking it on top of 01:24:332 (4) - 's head?

    01:32:218 - With the rhythms used so far this spot feels so empty... :/

    01:35:132 (3,4) - Consistency with 01:24:161 (3,4) - if you apply above ^

    01:47:304 (3) - Instead, I'd keep the DS here (around 134;12 works fine enough I guess). Mostly because it isn't the same as 01:35:132 (3,4) - and such, due to the hitsounds probably: I can't here the "stop" in this case, while I was able to hear it for 01:24:161 (3) -

[Advanced]
This diff too seems a bit out of the spread, since it looks a lot like a Normal in my eyes, just with an increased spacing.
The question now is: which diff is at fault for unbalancing the spread? The Hard being too hard or the Advanced being too easy?
Probably they're both at fault here, but that's again my opinion on the case (even if the gap Advanced-Hard is almost 1,30 stars :/ )
  • 00:32:047 (3,4) - Apart from not being a fan of even numbers of repeats on sliders, I think that fusing more rhythms in one slider isn't the best idea.
    Something like this would make it fair for all beats, since you can't map them all anyway from 00:32:390 - till 00:32:732 - so either map them all or don't map all of them

    01:22:104 - 01:27:247 - wow, a 5 seconds long chain x) I don't think it's a problem since this is the Advanced diff, but it still stood out for some reason.
    Well, not that 01:33:075 - 01:40:961 - is of any less lol

[smsh150's Normal]
  • 00:56:904 (2,3) - it's a bit hard to start on that red tick imo. Maybe reduce 00:56:047 (1) - by 1/2 and place another 1/1 slider from 00:56:561 - till 00:56:904 - to avoid that rhythm

    01:11:132 (1) - Just being nazi here, but the shape isn't really telling me anything special, yet you placed those way/anchor-points x)

    01:11:132 (1) - From here on you start using the red tick as a starting point of a new chain of objects, but as before, this rhythm feels odd here. above all because you end your chains on white ticks like 01:13:704 (3) - and so on

    01:57:932 (1) - Let's leave the piano note where it is and end this spinner at 02:00:504 - as all the other spinners on the other diffs x)

[Mako's Easy]
It's hard to think that this is really an Easy with all those 1/2 rhythms :/ The star rating is telling the same thing too.
That's really the only problem I can find in this diff :/
[list:1337]

That's all from me and gl~
Shiranai

jonawaga wrote:

Mako's Easy
  1. 00:39:247 (3) - The red tick should happen 00:39:590 - here or 00:39:761 - here to emphasize the music. Intentional skipped that, I try to follow the drum sound instead there
  2. ^^^ If you do this, also do it 01:06:675 (3) - here and 01:50:561 (3) - here, Same
  3. 00:48:504 (4) - Curving this would be more comfortable for the player. Fixed
  4. 00:54:675 (1,2) - Just a suggestion, but you can do a double blanket here if you want. Tried double blanket before, but it doesn't feels right to me ;(
  5. 01:01:190 (3,4) - Improve blanket. Fixed
  6. 01:07:704 (4,1,2) - The easy player probably won't get this stacking, consider fixing it like this. (Try moving the blue three's tail to correct the blanket with (4) if you need.) Fixed
  7. 01:23:475 (3,1) - Improve blanket. Fixed
Good Luck~!! :)

MrSergio wrote:

M4M from your queue (placeholder'd yesterday)

[Mako's Easy]
  1. It's hard to think that this is really an Easy with all those 1/2 rhythms :/ The star rating is telling the same thing too.
    That's really the only problem I can find in this diff :/ Umm I barely use any 1/2 rhythm here, did you mean 1/1 rhythm? if so then yes. Tbh I already make the rhythm itself easy to play, but regarding the vocal and the main music here fall on 1/1, so that's why there's so many 1/1 rhythm here, also been tried to following long vocal here on 2/2, 3/4 and reverse rhythm for variaton and to make the whole rhythm lot easier. Thank you for your check and concern ><

That's all from me and gl~
Thank you jonawaga and mr sergio for checking~
Updated
osu file format v14

[General]
AudioFilename: Meramipop - Cirno, Q.mp3
AudioLeadIn: 0
PreviewTime: 81761
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 26904,38218,49190,60161,71132,82104,93075,104047,109532,120504
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Cirno, Q?
TitleUnicode:Cirno, Q?
Artist:Meramipop
ArtistUnicode:めらみぽっぷ
Creator:-Tochi
Version:Mako's Easy
Source:東方Project
Tags:求 凋叶棕 RD-Sounds Reitaisai 12 Mako Sakata smsh150 Saut
BeatmapID:860157
BeatmapSetID:394015

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.8
SliderTickRate:1

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

[TimingPoints]
1190,342.857142857143,4,2,55,80,1,0
38218,-100,4,1,55,90,0,0
82104,-100,4,1,55,100,0,1
104047,-100,4,1,55,90,0,0
117761,-100,4,2,55,80,0,0


[Colours]
Combo1 : 82,196,228
Combo2 : 120,139,218
Combo3 : 78,88,220
Combo4 : 136,210,201

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Seijiro
1/2 rhythms just in the first 10 seconds of map (Easy):

00:27:247 (1,2) -
00:28:618 (3,4) -
00:29:990 (1,2) -
00:32:732 (1,2) -
00:34:104 (3,4) -
00:35:475 (5,6) -

(Basically, the intro part and the kiai part have a lot of these rhythms)


I think this kind of pattern is supposed to appear only from Normal diffs on wards, since I can ensure you they aren't so easy to play if you've never touched a rhythm game before, but anyway, it is constant and players will get it sooner or later (I hope so lol)
Topic Starter
-Tochi

MrSergio wrote:

M4M from your queue (placeholder'd yesterday)

[General]
  • Put "Touhou" into tags to enable the search for this beatmap in romanized alphabet (you have "Touhou Project" as source, but only "project" is romanized) Fixed!

[Seikatsu]
  • 00:26:904 (1,1) - Just personal and not really a big deal, but while playing this it was a bit strange having the circle stacked after the slider. Maybe move the slider to around 162;199 just to give a feeling of "drop" on that circle Since someone already mentioned it, then ok

    01:51:333 (4) - Another not important one, maybe you can delete this since you kept using a triplet very often in similar places before and after this (seems like the only stream like this) (nazi) I'll keep this because it's not really hard to deal with lol-

[Insane]
  • 01:18:504 (4) - What about a 1/4 slider instead? Something similar to 00:53:132 (6,1) - maybe, since the whole combo kinda breaks the fast rhythm of 1/4 notes because you didn't use any. Random suggestion (it can even be Ctrl + G'd) Tried to make a 1/4 slider here, didn't fit with the spacing, so w/e

    01:52:103 (4) - Same ^, but in this case a triplet stacked on top of 01:52:275 (1) - works too Same.

[Hard]
First of all, this diff is really hard compared with a normal Hard: there are quite a few medium-length streams and really often triplets here and there.
Imo this is more like a Hard+, something which goes well between a Hard and an Insane.
I dunno if it can be fixed by removing some notes and avoiding some streams, but that's the general gist of it I perceived The spread fits well imo, also it's a streamy map, so i can't really ignore many triple and streams without making it sound bad xD
  • 00:55:190 (3) - I would like to suggest to move this under 00:54:675 (1) - 's tail to create a nice drop on 00:55:361 (4) - , but I guess this doesn't help reducing the difficulty of the map x) Naah, i'll keep this.

    01:04:104 (5,1,2,3,4,5,6,7,1) - Like I said above, this is one of those patterns that doesn't seem of a Hard at all :/ Well.... Streamy map, boring to make it only 2 long repeat sliders lol.

    01:24:161 (3) - Just flow here, what about stacking it on top of 01:24:332 (4) - 's head? I think i'll keep this actually.

    01:32:218 - With the rhythms used so far this spot feels so empty... :/ Yes, there's not really any strong beats there.

    01:35:132 (3,4) - Consistency with 01:24:161 (3,4) - if you apply above ^ didn't

    01:47:304 (3) - Instead, I'd keep the DS here (around 134;12 works fine enough I guess). Mostly because it isn't the same as 01:35:132 (3,4) - and such, due to the hitsounds probably: I can't here the "stop" in this case, while I was able to hear it for 01:24:161 (3) - Fits fine here.

[Advanced]
This diff too seems a bit out of the spread, since it looks a lot like a Normal in my eyes, just with an increased spacing.
The question now is: which diff is at fault for unbalancing the spread? The Hard being too hard or the Advanced being too easy?
Probably they're both at fault here, but that's again my opinion on the case (even if the gap Advanced-Hard is almost 1,30 stars :/ ) I made thing to prevent the huge gap between the Hard and Normal, so this perfectly fits here.

  • 00:32:047 (3,4) - Apart from not being a fan of even numbers of repeats on sliders, I think that fusing more rhythms in one slider isn't the best idea.
    Something like this would make it fair for all beats, since you can't map them all anyway from 00:32:390 - till 00:32:732 - so either map them all or don't map all of them This is the closest i could come trying to make a repeat slider stream, so it fits imo.

    01:22:104 - 01:27:247 - wow, a 5 seconds long chain x) I don't think it's a problem since this is the Advanced diff, but it still stood out for some reason.
    Well, not that 01:33:075 - 01:40:961 - is of any less lol Lmao

That's all from me and gl~
Thanks!
Santtu

MrSergio wrote:

M4M from your queue (placeholder'd yesterday)

[smsh150's Normal]
  • 00:56:904 (2,3) - it's a bit hard to start on that red tick imo. Maybe reduce 00:56:047 (1) - by 1/2 and place another 1/1 slider from 00:56:561 - till 00:56:904 - to avoid that rhythm y

    01:11:132 (1) - Just being nazi here, but the shape isn't really telling me anything special, yet you placed those way/anchor-points x) Eh, so basically it doesn't really matter in that place, is the object "normal looking" or bit different shape. In normal diff thing like that doesn't really matter since it's same does it play like a curvy slider or something else.
    I just wanted to put something else than just normal straight or curvy sliders. Please don't judge me Q_Q


    01:11:132 (1) - From here on you start using the red tick as a starting point of a new chain of objects, but as before, this rhythm feels odd here. above all because you end your chains on white ticks like 01:13:704 (3) - and so on This is because I'm following mostly the vocal. The vocal "forces" me to map like that or I just can't think other way to map it.

    01:57:932 (1) - Let's leave the piano note where it is and end this spinner at 02:00:504 - as all the other spinners on the other diffs x) It would work indeed, but it just somehow feels soooo odd to not end that spinner to that piano note. Also I don't have to follow other difficulties since this is GD.
Thank you for modding!!!

Update code
osu file format v14

[General]
AudioFilename: Meramipop - Cirno, Q.mp3
AudioLeadIn: 0
PreviewTime: 81761
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 26904,38218,43704,49190,60161,71132,82104,104047,117761,120504
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Cirno, Q?
TitleUnicode:Cirno, Q?
Artist:Meramipop
ArtistUnicode:めらみぽっぷ
Creator:-Tochi
Version:smsh150's Normal
Source:東方Project
Tags:Touhou 求 凋叶棕 RD-Sounds Reitaisai 12 Mako Sakata smsh150 Saut
BeatmapID:871213
BeatmapSetID:394015

[Difficulty]
HPDrainRate:4.5
CircleSize:3
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

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Topic Starter
-Tochi

MrSergio wrote:

[Saut's Extra]
  • 01:47:647 (7) - Since this circle and the movement 7 ---> 8 is a bit weak, what about replacing 01:47:475 (6,7) - with a slider instead? The spacing is basically the same already, but clicking on the weak beat on the red tick kinda bothers me for the start of 01:47:818 (8,9,1) - , that's all Saut wants to keep it filled with circles, so he won't change this.

    01:59:132 (1,1,1) - Hearing the piano, I would have imagined these as placed in some circular flow one after another and curving little by little, like this (just a suggestion, it can be anything else similar. The thing is that going up and down with the current pattern doesn't expresses well the piano's rhythm imo) expresses pretty good imo; right, left, right feels better than a circular at this part.

That's all from me and gl~

Thanks for the mod! ~ Applied instead of Saut, since he told me to lol
Chiyuyu
hi

from #modreq

[smsh150's Normal]
01:49:532 (1) - maybe http://puu.sh/n25BF/466ceceb9b.jpg ?

[Insane]
01:50:218 (4) - maybe make it symmetric this 01:49:532 (1) - slider? (http://puu.sh/n24Za/f7f3a2b39f.jpg)

[Seikatsu]
01:22:618 (3,4,5,6,7,8) - probably, these objects must be symmetrical, but there is no symmetry

01:20:561 (3) - I think this slider does not look very nice, so I suggest http://puu.sh/n26aq/c7dde45c2e.jpg

good luck
Topic Starter
-Tochi

Chiyuyu wrote:

hi, m4m t/417644

from #modreq

[Insane]
01:50:218 (4) - maybe make it symmetric this 01:49:532 (1) - slider? (http://puu.sh/n24Za/f7f3a2b39f.jpg) Flows better like it already is.

[Seikatsu]
01:22:618 (3,4,5,6,7,8) - probably, these objects must be symmetrical, but there is no symmetry I didn't really go for a symmetrical here, but sure.

01:20:561 (3) - I think this slider does not look very nice, so I suggest http://puu.sh/n26aq/c7dde45c2e.jpg Looks a bit random when it's not getting blanket.

good luck
Thanks for the mod, i will mod your map soon!
Lasse
since I feel like modding random pending maps

General

  1. kinda weird that smsh's diff is the only one ending later, at 02:00:675 - it's not unrankable or anything but since it's only a spinner, ending it like all other would be nice
    or extend other diffs as that sound would be fine on a sliderend, or even clickable
  2. I'd suggest you silence soft-sliderslide, especially for stuff 01:57:761 (1) - it would be great, there is some more stuff about hitsounds in the mod your extra
  3. metadata: http://www.rd-sounds.com/reitai12.html
    looks alright, using vocalist as artist should be fine here I suppose
    you could add some more tags like "東方紅魔郷 ~ the Embodiment of Scarlet Devil" (game the original song is from) and such

seikatsu

  1. 00:46:447 (1,3,4,5) - is this really intended to be autostacked like that http://i.imgur.com/ocbo2dM.jpg in gameplay? since 00:46:961 (3,4,5) - are autostacked, how about stacking that stack manually under the tail of 1? => http://i.imgur.com/Y3XFtpi.jpg
    manual stack to top/left would look nice, but it would also be completely inconsisten with all others so nah
  2. 00:49:533 (2) - why is this spaced so low compared to 00:49:704 (3) - ? both have vocals and the drums feel stronger on 2, so equal spacing, or having the bigger jump on 2 would make more sense
  3. 00:51:247 (1,2,3,4,1,2,3,4) - this is the type of streams I love seeing and using, nice one!
  4. 00:55:018 (3) - why'd you stack this when it is so strong. since stacking 1-2 would be really confusing, how about (I lost the screenshot and just noticed it when looking at it again, it was small spacing to 2, then jump to 3)
    same about the spacing for 00:55:704 (1) - and 00:56:390 (3) - the jumps towards them are smaller than the jumps after them which feels odd, considering that those are the strongest drum beats, even if it makes some kind of pattern. I might also completely misinterpret this pattern...
  5. 01:00:418 (2,5) - really dislike how those sliders completely ignore those drum sound on the middle of them and also only partially follow the vocals
  6. 01:00:933 (5,7,1) - this weird stacking again http://i.imgur.com/gEss9cA.jpg doesn't look intended, or is it? Even if it was intended, stacking 7 to the left and then 1 to the right, which is automatically done here, looks kinda odd. try arranging it like => http://i.imgur.com/Btg1XD6.jpg ?
  7. 01:01:533 (1) - highly optional thing: personally I think skipping this combo color here (just manually set it to the next one) would be better as it is kinda close to the bg "but nobody plays extras with 0% dim", still it wouldn't hurt imo, same would be for 01:08:047 (1,2,3,4) -
  8. 01:03:590 (5,6,7) - while playing this jump seemed really excessive as the music doesn't feel more intense and it's only drums and held vocals from before
  9. 01:04:275 (1,2,3,4,1,2,3,4,1,2,3,4) - this is really nice, but how about you consider changing 01:05:133 (3,4,5) - a little bit? => http://i.imgur.com/ZW9iON0.jpg both work, up to you
  10. 01:00:161 (1,2,3,4,5) - and 01:05:647 (1,2,3,4,5,6) - are so similar musically, if you want to use such an unusual rhythm I'd suggest to keep it the same/similar for both at least as that would make more sense
  11. 01:07:018 (1,2) - you seem to like mapping this piano as streams, so I don't really see why those are kicksliders
    01:08:561 (2,3) - 3 is a way stronger sound than 2 and both dont have any vocals starting on them or anything, so I dont see the reason to give 2 more spacing and not 3
  12. 01:09:761 (1,2,3,4,1,2,3,4,5,6,7,8,9,10) - mind explaining the nc pattern for this? doesn't seem consitent with your usual and the way you normally nc streams. 4-4-4-4 or 8-8 would make more sense
  13. 01:12:675 - do you really not want to make this strong vocal clickable?
  14. 01:15:761 (1,2,3,4,1,2,3,4,5,6) - while this look nice without a doubt, the movement feels a bit awkward since you start with a wide curve and 01:16:018 (4,1,2) - basically forces a really strange turn. maybe you could try sth like http://i.imgur.com/VQ003Cn.jpg (look bad since I made it in 5 seconds, could look really nice though and would play more natural imo)
  15. 01:16:875 (2,3) - this plays so weird, not even because of the blue tick polarity (the slider makes a good job at making players adjust to it), but because you basically hear the strongest sound 01:16:961 - between both clicks and 01:17:047 (3) - is way weaker/barely audible, http://i.imgur.com/ANJhyxw.jpg would make more sense
  16. 01:19:190 (3,4) - you seemed to like spacing changes on 1/4, so why not here to put more emphasis on vocals? (or making 3-4 a kicklsider or sth)
  17. 01:20:561 (3) - more spacing/sv/.. would be great here since it's pretty much the strongest vocal of the whole section (or maybe even song)
  18. 01:22:104 (1) - for this whole section: what is the reason for using such an extremely bass heavy/strong sound as "soft"-hitnormal, it's not like the drums get much more intense or anything and it feels more like those sounds drown out the actual song. every other of your custom hitnormals would be more fitting. also the fact that is way louder than soft-hitclap5, which is thus not really doing anything as it is barely hearable.
    I liked the hitsounding up until this point.
  19. another hitsound complaint: 01:47:475 (6) - why are sounds like this sometimes using this "clack" normal-hitnormal? those are strong drums and this seems really unfitting
  20. 01:56:047 (7,8) - I'd tone down this and maybe some jumps afterwards as the song is getting less intense and fading out
  21. 01:56:390 (1) - if you want your whistle to emphasize high pitched sounds, having it a bass heavy drum sound is kinda counterproductive
This might look like very much, but I just write lots of text :v
Quite like the diff except some of that blue tick stuff and kiai hitosunding


saut's extra

  1. 00:39:247 (3) - spacing feels a bit low compared to 00:38:561 (3) - 00:39:932 (2) - and all those very similar ones
  2. 01:04:961 (6,7) - they look so weird ;_; 01:14:561 (5) - is like the maximum to curve them with a red node to still look fine imo
  3. 01:27:247 (1) - having both 1/4 of this clickable would fo great with vocals
  4. 02:00:161 (1,2,3,4,5) - how about putting this under 01:59:475 (1) - like you did with 01:59:132 (1,1) - ?

Insane

I'm tired so I'll just take a quick glance
  1. 00:27:247 - this should def. be clickable, just use the same pattern as you did in extra
  2. 00:50:218 (6,7,1) - seems more confusing than anything else. with how strong 00:50:390 (7) - is, using normal spacing for 00:50:218 (6,7) - would be nice. 00:52:618 (4,5,6,1) - is much better
  3. 00:55:532 (4) - i guess this is supposed to follow the vocal, but ending it on such a strong sound that you normally have clickable is not the best choice, even more so considering the fact that the vocal starts on 3 already
    00:56:390 (2,3,4) - it works here since that one follow ths vocals much better
  4. 01:11:990 (6,7) - you never stack this kind of sound/pattern, so why here?
  5. 01:17:304 (5,7) - using the same distance for this overlap as 01:16:618 (1,2) - would look nice
  6. 01:20:561 (1) - could really use some kind of jump, even if it is small considering how strong the vocal is
  7. 01:57:075 (3,4,5) - seems like autostacking is making this weird again http://i.imgur.com/PoOdTMG.jpg
hope at least some of this could help, good luck with the map
cool song :v
Santtu

Chiyuyu wrote:

hi

from #modreq

[smsh150's Normal]
01:49:532 (1) - maybe http://puu.sh/n25BF/466ceceb9b.jpg ?

Did something else, but thx for the suggestion

good luck
Thank you for modding!

Update
osu file format v14

[General]
AudioFilename: Meramipop - Cirno, Q.mp3
AudioLeadIn: 0
PreviewTime: 81761
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 26904,38218,43704,49190,60161,71132,82104,104047,117761,120504
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Cirno, Q?
TitleUnicode:Cirno, Q?
Artist:Meramipop
ArtistUnicode:めらみぽっぷ
Creator:-Tochi
Version:smsh150's Normal
Source:東方Project
Tags:Touhou 求 凋叶棕 RD-Sounds Reitaisai 12 Mako Sakata smsh150 Saut
BeatmapID:871213
BeatmapSetID:394015

[Difficulty]
HPDrainRate:4.5
CircleSize:3
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

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

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262,269,48161,2,0,P|245:202|251:151,1,110,8|2,0:0|0:0,0:0:0:0:
139,142,48847,2,0,P|144:94|156:72,1,55,8|0,0:0|0:0,0:0:0:0:
166,36,49190,6,0,P|232:14|290:18,1,110,2|8,0:0|0:0,0:0:0:0:
346,94,49875,1,2,0:0:0:0:
435,29,50218,2,0,P|449:53|455:80,1,55,8|0,0:0|0:0,0:0:0:0:
447,134,50561,6,0,P|439:184|455:245,1,110,2|8,0:0|0:0,0:0:0:0:
409,342,51247,1,2,0:0:0:0:
298,343,51590,1,8,0:0:0:0:
244,249,51932,6,0,P|206:186|67:217,1,220,2|2,0:0|0:0,0:0:0:0:
54,311,52961,1,8,0:0:0:0:
147,368,53304,6,0,P|162:315|150:262,1,110,2|8,0:0|0:0,0:0:0:0:
76,180,53990,1,2,0:0:0:0:
128,83,54332,2,0,P|117:37|109:22,2,55,8|0|2,0:0|0:0|0:0,0:0:0:0:
195,168,55018,6,0,P|250:169|296:140,1,110,8|2,0:0|0:0,0:0:0:0:
220,59,55704,2,0,P|249:37|277:29,1,55,8|0,0:0|0:0,0:0:0:0:
321,30,56047,6,0,B|359:41|404:30|404:30|416:80,1,110,2|8,0:0|0:0,0:0:0:0:
456,156,56732,1,0,0:0:0:0:
438,266,57075,2,0,P|408:297|383:309,2,55,8|0|2,0:0|0:0|0:0,0:0:0:0:
347,203,57761,5,8,0:0:0:0:
254,262,58104,1,2,0:0:0:0:
150,300,58447,2,0,P|180:346|229:369,1,110,8|2,0:0|0:0,0:0:0:0:
254,262,59132,5,8,0:0:0:0:
167,194,59475,2,0,P|139:189|113:194,1,55,2|0,0:0|0:0,0:0:0:0:
69,160,59818,2,0,P|47:120|44:96,2,55,8|0|6,0:0|0:0|0:0,0:0:0:0:
151,86,60504,6,0,P|181:56|189:38,1,55,8|0,0:0|0:0,0:0:0:0:
240,34,60847,2,0,B|151:104|183:271|368:294|423:162|423:162|336:163|311:117,1,550,2|8,0:0|0:0,0:0:0:0:
396,49,62904,6,0,B|446:55|477:77|477:77|495:112,1,110
501,151,63418,1,0,0:0:0:0:
493,204,63590,2,0,P|471:308|371:342,2,220,2|2|2,0:0|0:0|0:0,0:0:0:0:
388,233,65304,1,0,0:0:0:0:
287,277,65647,6,0,P|250:297|180:287,1,110,0|8,0:0|0:0,0:0:0:0:
131,280,66161,1,0,0:0:0:0:
76,281,66332,2,0,B|-14:243|-25:103|82:21|195:57|246:132|228:219|228:219|262:202|277:166,1,550,2|8,0:0|0:0,0:0:0:0:
309,66,68390,6,0,P|335:42|417:48,1,110,2|8,0:0|0:0,0:0:0:0:
453,70,68904,1,0,0:0:0:0:
477,119,69075,2,0,B|475:291|475:291|446:231,1,220,2|2,0:0|0:0,0:0:0:0:
376,168,70104,6,0,P|325:148|274:163,1,110,8|2,0:0|0:0,0:0:0:0:
231,265,70790,2,0,P|268:305|287:312,1,55,8|0,0:0|0:0,0:0:0:0:
321,314,71132,6,0,B|347:308|347:308|386:280|428:277,1,110,4|0,0:0|0:0,0:0:0:0:
456,233,71647,2,8,P|471:180|462:126,2,110
364,173,72675,6,0,L|323:130,1,55,0|8,0:0|0:0,0:0:0:0:
287,93,73018,2,0,B|246:66|234:32|234:32|224:67|180:93,1,165,0|8,0:0|0:0,0:0:0:0:
139,129,73704,2,0,L|101:168,1,55,0|2,0:0|0:0,0:0:0:0:
54,268,74218,5,8,0:0:0:0:
64,324,74390,2,0,P|121:351|171:345,2,110,0|8|0,0:0|0:0|0:0,0:0:0:0:
138,242,75418,6,0,L|153:172,1,55,0|8,0:0|0:0,0:0:0:0:
131,136,75761,2,0,P|133:98|183:33,1,110
228,28,76275,1,8,0:0:0:0:
339,39,76618,6,0,P|373:82|380:136,1,110,2|8,0:0|0:0,0:0:0:0:
362,188,77132,2,0,L|374:242,1,55,0|2,0:0|0:0,0:0:0:0:
298,322,77647,6,0,P|379:352|482:259,2,220,8|8|8,0:0|0:0|0:0,0:0:0:0:
220,248,79361,5,2,0:0:0:0:
124,304,79704,2,0,P|108:266|124:192,2,110,8|2|8,0:0|0:0|0:0,0:0:0:0:
160,344,80561,6,0,P|248:356|316:172,1,275,2|2,0:0|0:0,0:0:0:0:
252,144,81761,2,0,P|248:116|252:76,1,55,8|0,0:0|0:0,0:0:0:0:
272,40,82104,5,6,0:0:0:0:
380,36,82447,1,8,0:0:0:0:
424,68,82618,2,0,P|444:136|432:200,1,110
424,228,83132,1,8,0:0:0:0:
324,180,83475,6,0,P|269:171|216:182,1,110,2|8,0:0|0:0,0:0:0:0:
164,200,83990,1,0,0:0:0:0:
116,172,84161,2,0,P|96:120|100:66,2,110,2|8|2,0:0|0:0|0:0,0:0:0:0:
56,264,85190,5,8,0:0:0:0:
120,352,85532,2,0,B|152:328|164:281|164:281|217:346|304:312,1,220,2|2,0:0|0:0,0:0:0:0:
252,212,86561,5,8,0:0:0:0:
344,148,86904,1,2,0:0:0:0:
432,212,87247,2,0,P|432:284|420:304,1,55,8|0,0:0|0:0,0:0:0:0:
416,316,87590,6,0,P|356:308|224:344,1,165,2|0,0:0|0:0,0:0:0:0:
144,332,88447,1,0,0:0:0:0:
92,312,88618,2,0,P|44:260|36:228,1,55,8|0,0:0|0:0,0:0:0:0:
48,220,88961,6,0,L|60:100,1,110,2|8,0:0|0:0,0:0:0:0:
156,56,89647,2,0,L|166:165,1,110,2|8,0:0|0:0,0:0:0:0:
152,220,90161,1,0,0:0:0:0:
135,271,90332,6,0,P|151:322|191:358,1,110,2|8,0:0|0:0,0:0:0:0:
244,264,91018,1,2,0:0:0:0:
353,263,91361,2,0,P|376:279|403:282,1,55,8|0,0:0|0:0,0:0:0:0:
456,268,91704,6,0,P|468:208|352:120,1,220,2|2,0:0|0:0,0:0:0:0:
252,80,92732,2,0,L|264:24,2,55,8|0|6,0:0|0:0|0:0,0:0:0:0:
140,76,93418,5,8,0:0:0:0:
104,116,93590,2,0,L|96:228,1,110
68,272,94104,1,8,0:0:0:0:
139,355,94447,6,0,P|220:366|294:332,2,165,2|0|8,0:0|0:0|0:0,0:0:0:0:
96,324,95647,2,0,P|68:276|68:256,1,55,0|2,0:0|0:0,0:0:0:0:
100,172,96161,5,8,0:0:0:0:
208,184,96504,2,0,P|200:124|156:72,1,110,2|8,0:0|0:0,0:0:0:0:
256,12,97190,6,0,P|311:35|378:22,1,110,2|8,0:0|0:0,0:0:0:0:
380,140,97875,2,0,P|332:176|309:241,1,110,2|8,0:0|0:0,0:0:0:0:
312,276,98390,1,0,0:0:0:0:
348,320,98561,6,0,B|364:348|364:376|364:376|202:376,1,220,2|2,0:0|0:0,0:0:0:0:
116,308,99590,1,8,0:0:0:0:
176,216,99932,6,0,P|184:152|160:80,1,110,2|8,0:0|0:0,0:0:0:0:
76,56,100618,2,0,P|68:120|92:192,1,110,2|8,0:0|0:0,0:0:0:0:
174,108,101304,6,0,P|228:116|281:106,1,110,2|8,0:0|0:0,0:0:0:0:
388,76,101990,2,0,P|444:106|488:156,1,110,2|8,0:0|0:0,0:0:0:0:
384,204,102675,6,0,P|388:264|404:312,1,110,2|8,0:0|0:0,0:0:0:0:
368,352,103190,1,0,0:0:0:0:
312,344,103361,2,0,P|220:316|136:328,1,165,2|0,0:0|0:0,0:0:0:0:
100,340,104047,5,2,0:0:0:0:
60,236,104390,2,0,P|60:152|72:124,1,110,8|2,0:0|0:0,0:0:0:0:
152,56,105075,2,0,P|212:40|232:44,1,55,8|0,0:0|0:0,0:0:0:0:
260,48,105418,6,2,L|284:184,1,110,2|10,0:0|0:0,0:0:0:0:
304,208,105932,2,0,P|372:220|416:204,2,110
228,288,106961,5,0,0:0:0:0:
188,324,107132,2,0,P|124:356|64:360,1,110,8|2,0:0|0:0,0:0:0:0:
16,276,107818,2,0,P|20:204|46:150,1,110,8|2,0:0|0:0,0:0:0:0:
76,132,108332,5,0,0:0:0:0:
128,152,108504,2,0,P|187:191|221:241,1,110,8|2,0:0|0:0,0:0:0:0:
280,308,109190,2,0,P|336:324|356:328,1,55,8|0,0:0|0:0,0:0:0:0:
388,332,109532,6,0,B|379:250|430:258|406:159,1,165,2|0,0:0|0:0,0:0:0:0:
301,144,110390,1,0,0:0:0:0:
267,99,110561,6,0,P|85:75|144:249,1,440,8|8,0:0|0:0,0:0:0:0:
167,143,112275,6,0,P|216:171|246:217,1,110,2|8,0:0|0:0,0:0:0:0:
219,322,112961,1,2,0:0:0:0:
318,369,113304,6,0,B|363:335|381:282|351:225|351:225|417:188|441:287|555:220,1,330,8|2,0:0|0:0,0:0:0:0:
476,135,114675,2,0,L|484:63,1,55,8|0,0:0|0:0,0:0:0:0:
456,31,115018,5,2,0:0:0:0:
347,46,115361,2,0,P|264:66|228:62,1,110,8|2,0:0|0:0,0:0:0:0:
183,63,115875,1,0,0:0:0:0:
133,84,116047,2,0,P|58:155|90:275,1,220,8|8,0:0|0:0,0:0:0:0:
161,190,117075,1,2,0:0:0:0:
192,295,117418,1,8,0:0:0:0:
268,216,117761,5,2,0:0:0:0:
256,192,117932,12,0,120675,0:0:0:0:
Topic Starter
-Tochi

Lasse wrote:

since I feel like modding random pending maps

General

  1. kinda weird that smsh's diff is the only one ending later, at 02:00:675 - it's not unrankable or anything but since it's only a spinner, ending it like all other would be nice
    or extend other diffs as that sound would be fine on a sliderend, or even clickable Will consider.
  2. I'd suggest you silence soft-sliderslide, especially for stuff 01:57:761 (1) - it would be great, there is some more stuff about hitsounds in the mod your extra Unnecessary imo.
  3. metadata: http://www.rd-sounds.com/reitai12.html
    looks alright, using vocalist as artist should be fine here I suppose
    you could add some more tags like "東方紅魔郷 ~ the Embodiment of Scarlet Devil" (game the original song is from) and such Added.

seikatsu

  1. 00:46:447 (1,3,4,5) - is this really intended to be autostacked like that http://i.imgur.com/ocbo2dM.jpg in gameplay? since 00:46:961 (3,4,5) - are autostacked, how about stacking that stack manually under the tail of 1? => http://i.imgur.com/Y3XFtpi.jpg Not really a big deal, it's just better for HD players if i keep it lol.
    manual stack to top/left would look nice, but it would also be completely inconsisten with all others so nah
  2. 00:49:533 (2) - why is this spaced so low compared to 00:49:704 (3) - ? both have vocals and the drums feel stronger on 2, so equal spacing, or having the bigger jump on 2 would make more sense The bass is much stronger than all the other instruments here, and it's starts again on the triple, so it makes sense to make a new "section" by the bass.
  3. 00:51:247 (1,2,3,4,1,2,3,4) - this is the type of streams I love seeing and using, nice one! Thx
  4. 00:55:018 (3) - why'd you stack this when it is so strong. since stacking 1-2 would be really confusing, how about (I lost the screenshot and just noticed it when looking at it again, it was small spacing to 2, then jump to 3)
    same about the spacing for 00:55:704 (1) - and 00:56:390 (3) - the jumps towards them are smaller than the jumps after them which feels odd, considering that those are the strongest drum beats, even if it makes some kind of pattern. I might also completely misinterpret this pattern... Basically same as i explained with the other part, im just emphasizing with the music. The new beats should be bigger spacing which feels nicer to play, right before the end of a beat, the object can be spaced or closer, and then a new big jump appears after... I hope you understand what i mean.
  5. 01:00:418 (2,5) - really dislike how those sliders completely ignore those drum sound on the middle of them and also only partially follow the vocals Didn't follow the vocals lol, i follow the "tick" sounds and the piano as i have custom hitsounds for them.
  6. 01:00:933 (5,7,1) - this weird stacking again http://i.imgur.com/gEss9cA.jpg doesn't look intended, or is it? Even if it was intended, stacking 7 to the left and then 1 to the right, which is automatically done here, looks kinda odd. try arranging it like => http://i.imgur.com/Btg1XD6.jpg ? It's not really weird, rather normal. I'll keep it the way it is since i like it that way.
  7. 01:01:533 (1) - highly optional thing: personally I think skipping this combo color here (just manually set it to the next one) would be better as it is kinda close to the bg "but nobody plays extras with 0% dim", still it wouldn't hurt imo, same would be for 01:08:047 (1,2,3,4) - The color isn't that hard to see in the BG, but i'll consider something..
  8. 01:03:590 (5,6,7) - while playing this jump seemed really excessive as the music doesn't feel more intense and it's only drums and held vocals from before Fixed!
  9. 01:04:275 (1,2,3,4,1,2,3,4,1,2,3,4) - this is really nice, but how about you consider changing 01:05:133 (3,4,5) - a little bit? => http://i.imgur.com/ZW9iON0.jpg both work, up to you Not really necessary imo, so keeping it.
  10. 01:00:161 (1,2,3,4,5) - and 01:05:647 (1,2,3,4,5,6) - are so similar musically, if you want to use such an unusual rhythm I'd suggest to keep it the same/similar for both at least as that would make more sense Will consider this, but i will keep it now since both works, no overmaps.
  11. 01:07:018 (1,2) - you seem to like mapping this piano as streams, so I don't really see why those are kicksliders
    01:08:561 (2,3) - 3 is a way stronger sound than 2 and both dont have any vocals starting on them or anything, so I dont see the reason to give 2 more spacing and not 3 I'm mapping this to the bass, and it fits imo.
  12. 01:09:761 (1,2,3,4,1,2,3,4,5,6,7,8,9,10) - mind explaining the nc pattern for this? doesn't seem consitent with your usual and the way you normally nc streams. 4-4-4-4 or 8-8 would make more sense I will mostly keep this because of the way it flow. If it was another flow, maybe it would make sense to change it.
  13. 01:12:675 - do you really not want to make this strong vocal clickable? Yup.
  14. 01:15:761 (1,2,3,4,1,2,3,4,5,6) - while this look nice without a doubt, the movement feels a bit awkward since you start with a wide curve and 01:16:018 (4,1,2) - basically forces a really strange turn. maybe you could try sth like http://i.imgur.com/VQ003Cn.jpg (look bad since I made it in 5 seconds, could look really nice though and would play more natural imo) Will consider this.
  15. 01:16:875 (2,3) - this plays so weird, not even because of the blue tick polarity (the slider makes a good job at making players adjust to it), but because you basically hear the strongest sound 01:16:961 - between both clicks and 01:17:047 (3) - is way weaker/barely audible, http://i.imgur.com/ANJhyxw.jpg would make more sense Sound more overmapped and confusing to map it your way here, since the custom hitsounds fits with one of the instruments, and that's the one i should dominate here.
  16. 01:19:190 (3,4) - you seemed to like spacing changes on 1/4, so why not here to put more emphasis on vocals? (or making 3-4 a kicklsider or sth) Will consider, but don't expect a change on this one lol.
  17. 01:20:561 (3) - more spacing/sv/.. would be great here since it's pretty much the strongest vocal of the whole section (or maybe even song) Fixed!
  18. 01:22:104 (1) - for this whole section: what is the reason for using such an extremely bass heavy/strong sound as "soft"-hitnormal, it's not like the drums get much more intense or anything and it feels more like those sounds drown out the actual song. every other of your custom hitnormals would be more fitting. also the fact that is way louder than soft-hitclap5, which is thus not really doing anything as it is barely hearable.
    I liked the hitsounding up until this point. Fixed!
  19. another hitsound complaint: 01:47:475 (6) - why are sounds like this sometimes using this "clack" normal-hitnormal? those are strong drums and this seems really unfitting Because there's a "clack" sound here and some other paces too lol.
  20. 01:56:047 (7,8) - I'd tone down this and maybe some jumps afterwards as the song is getting less intense and fading out Not that much fading would be nice since the other instruments are still the same "sound"
  21. 01:56:390 (1) - if you want your whistle to emphasize high pitched sounds, having it a bass heavy drum sound is kinda counterproductive It's actually a clap there lol.
This might look like very much, but I just write lots of text :v
Quite like the diff except some of that blue tick stuff and kiai hitosunding

Insane

I'm tired so I'll just take a quick glance Not necessary imo.
  1. 00:27:247 - this should def. be clickable, just use the same pattern as you did in extra This fits a lot with how the hitsounds are (clap etc. lol) so i'll keep it. Haven't seen/heard other complaints.
  2. 00:50:218 (6,7,1) - seems more confusing than anything else. with how strong 00:50:390 (7) - is, using normal spacing for 00:50:218 (6,7) - would be nice. 00:52:618 (4,5,6,1) - is much better Doesn't fit with the hitsounds..
  3. 00:55:532 (4) - i guess this is supposed to follow the vocal, but ending it on such a strong sound that you normally have clickable is not the best choice, even more so considering the fact that the vocal starts on 3 already I'm not mapping to the vocal here, but to the bass/drums.
    00:56:390 (2,3,4) - it works here since that one follow ths vocals much better
  4. 01:11:990 (6,7) - you never stack this kind of sound/pattern, so why here? It fits here.
  5. 01:17:304 (5,7) - using the same distance for this overlap as 01:16:618 (1,2) - would look nice Not necessary imo.
  6. 01:20:561 (1) - could really use some kind of jump, even if it is small considering how strong the vocal is The vocal starts from the 1/2 slider and continues with one word, so it's not really a jumpy part.
  7. 01:57:075 (3,4,5) - seems like autostacking is making this weird again http://i.imgur.com/PoOdTMG.jpg Well....
hope at least some of this could help, good luck with the map
cool song :v
Thanks for the mod!
Topic Starter
-Tochi

Lasse wrote:

Saut's non-active atm (online 11 days ago) so i have to do this for him for the time being.

saut's extra

  1. 00:39:247 (3) - spacing feels a bit low compared to 00:38:561 (3) - 00:39:932 (2) - and all those very similar ones The parts u mentioned are not really the same, and i think Saut knew why he made it like this, because he wanted to emphasize with the drum/bass.
  2. 01:04:961 (6,7) - they look so weird ;_; 01:14:561 (5) - is like the maximum to curve them with a red node to still look fine imo He just curves them to make it more flowy, which plays good.
  3. 01:27:247 (1) - having both 1/4 of this clickable would fo great with vocals He most likely emphasizes with the vocal here (1/2) instead of the drum-claps in the bg, so i think that's why he made it kicksliders instead of a stream.
  4. 02:00:161 (1,2,3,4,5) - how about putting this under 01:59:475 (1) - like you did with 01:59:132 (1,1) - ? In this case, he decided to not continue the pattern, that's why he made the stream not overlapped with the slider.
Thanks for the mod! - again
wokalek
Love ins :3
Rank please
Santtu

Vostok Sisters wrote:

Love ins :3
Rank please
BanchoBot
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