This map has been deleted on the request of its creator. It is no longer available.
For a hard diff, yes but its very lenient. You are allowed jumps and youre also allowed to change the DS for entire sections such as slow or faster parts of a song. For an Insane you should still have a general ds for some patterns to make it as easy to read but for the most part you can map it without ds. You get the idea when you look into a lot of ranked maps and see how theyre mappedDeltaLeeds wrote:
Anyway do distance snaps apply to hard or insane?
Alright I'll look into ranked maps. I've changed the Easy and Normal difficulty already, but I'm not certain about changing the hard one just yet, I'll look into some ranked insane maps first to get some ideas!Nathan Kiss wrote:
np
dont hesitate to pm me when your map is readyFor a hard diff, yes but its very lenient. You are allowed jumps and youre also allowed to change the DS for entire sections such as slow or faster parts of a song. For an Insane you should still have a general ds for some patterns to make it as easy to read but for the most part you can map it without ds. You get the idea when you look into a lot of ranked maps and see how theyre mappedDeltaLeeds wrote:
Anyway do distance snaps apply to hard or insane?
Ah, I did notice my title was weird but I just didn't know why. Now I do.OzzyOzrock wrote:
(no kudosu!) You may remove 'Paper Mario 64' from the title of the song since it's the source. Similarly, you can remove mario from the tags. Good luck with the map, you'll get the hang of things! I plan to map a large amount of the OST in taiko mode.
Awww yeah indeed!imn00bAtOsu wrote:
awww yeah paper marioooo 64
*Ahh yes! This was what I needed all along! Thanks man!imn00bAtOsu wrote:
General
-move your offset to 779 so that your notes land in the white and red ticks. everything is landing on the yellow ticks rn. it doesn't really change anything though but do it.
*Alright I'll change one of them (Or remove oneimn00bAtOsu wrote:
-Combo color 2 and 3 are the same. change one of them.
Alright, I'll change some SVs in certain parts of the songs, and yeah I'll make the distance snaps more constant! Thanks again for the tips and mod man! I'll mod one of your maps sometime!imn00bAtOsu wrote:
Distance snap is VERY important when you're mapping. Maps without distance snap at all are uncomfortable, really confusing, and not fun to play. All diffs need some distance snap. For easy/normal, you need to have steady distance snap throughout the song. For hard, you can put little jumps to emphasize a certain part of the song, and you also gotta change the distance snap (slider velocity) multiplier in choruses, bridges, drops, slow parts of the song, etc.
Thanks for mod and support, it actually helped a lot so don't worry. ^^Potato-chii wrote:
First of all, I would recommend you not to use the grid snap. It prevents you from doing lots of slider shaping.
Alright, I'll make more slider shapes, I always thought my sliders were too boring.
Also, generally, people use white ticks and red ticks most of the time while the blue only to emphasise something in the music. 1/8 is also not recommended for newbies.
Some of the beats fit with 1/8 and are quite easy to go with. I might change those beats if I got an alternative.
[Cool]
For easy diffs, it’d be more helpful for new players if you make the slider ends point to the next slider head. Also, make the next slider not go towards the previous slider. I’ll give you a few examples.
This one is good.
And this one is a no no.
Ok, I'll fix those types of sliders. I figured they were a bit strange too.
And, did you change your DS multiplier throughout the map? I’m not very sure, but I guess maybe you should check.
I don't think so.
00:09:409 (2) – I wouldn’t recommend you to use short notes for easy diffs. They’re hard to read for beginners.
Well making it a beat wouldn't really suit the rhythm in my opinion, as well as making it longer so I'll leave it as-is for now.
00:10:299 (1) – Maybe stop it here 00:10:895
Seems more suitable. Fixed.
00:11:637 (2,1) – I’d recommend you to use at least 1 beat spacing for easy diffs. Maybe 1/2 is good for this map because it’s slow.
Yeah, that's why making it 1 beat wouldn't really suit the rhythm. It's slow enough.
00:13:271 – Don’t miss this twinkly sound (lots of them throughout the map)
Yes, the whistle hit sound does wonders in this map.
00:15:052 (1,2) – Try not to make this 00:16:389 (2) go up again where this 00:14:161 (2) was. It’s hard to read. If you decided to leave it the way it was, then maybe fix the blanket.
Fixed.
00:23:369 (1,2) – Fix blanket. And make this 00:24:854 (2) go down instead of up. It’s confusing.
Fixed.
00:29:904 (1) – This slider doesn’t look very good here.
Changed the slider.
00:29:904 (1,2,3) – This is very, very confusing! They are gonna hit 00:31:687 (3) first, instead of 00:31:389 (2).
Changed the pattern altogether.
00:37:033 (3,4,1) – Confusing. Don’t make them so squashed together.
Fixed
00:45:349 (5,1) – Don’t overlap in easy diffs.
Fixed
00:50:399 (1,2) - Fix blanket.
Fixed
01:08:518 (2,3,1) – No going back and forth in easy diffs.
I've seen some beatmaps do this, so I'll leave it as-is right now.
[Chilly]
You still need to use distance snap for normal diffs. Only use 1/2 spacing for normal diffs. 1/4 is still too small.
I think i did use distance snap for the normal diff. And it won't be that suitable for some beats if I only use 1/2.
00:07:924 (1,2,3) – This type of thing is still too hard even for normal diffs.
Not really, but I'll make it easier.
00:12:677 (1,2,3) -
^
00:45:053 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,1,2,3,4,5,1,2,3,1) – very hard to read. Please don’t make notes so squished up together. The next part after the spinner is also very confusing.
It's not that hard to read but I kinda found out that it's as hard as a hard level. I'll definitely make the part before the slider a lot easier.
The pattern after the spinner is still quite easy imo though so I'll leave it as-is until someone else think it's too hard to read.
[Freezing]
Maybe put more patterns into the map to make it more interesting. Patterns affect maps greatly.
Also lessen the circles and add more sliders.
The SV is too fast while the song is pretty slow.
Make the notes all go in a constant pace. It’s very hard to follow when you have to go slow in one combo, then fast in the other, like this 00:07:907 (1,2,3,4,1,2,3,4,1,2,3,4).
Made the beats more constant, but the SV is still the same.
Ahaha! Lol yeah! Paper Mario FTW!SuperMICrophone wrote:
Paper Mario 4ever
Done! Thanks for telling me, I thought that because there's an unmodded difficulty it had to stay in help. xDSuperMICrophone wrote:
If your mapset is complete, you should move it to the Pending Beatmaps section in order for it to be ranked. You can do this in the window when you update your beatmap in osu!
Thanks for the mod!SuperMICrophone wrote:
[Cool]
1. Sliders and Blanketing
00:07:924 (1) - It's interesting that you use 4 points to create curvy sliders; osu! has a slider program that automatically creates near-perfect curves when you only use 3 points. I see that you're learning more about blanketing, and using 3 point sliders is super helpful for this.
I'll try to make my sliders 3 points, but can you tell me what the slider program is? Or you mean it's built-in in Osu?
00:12:676 (1,2) - You can clean this up by making them both 3 point. A useful trick for making blanket sliders that are the same length like these is to make one, then just copy+paste it and use ctrl+j (flips vertically), ctrl+h (flips horizontally), and ctrl+g (reverses the start and finish of objects) accordingly.
Ah, I used this shortcut in later difficulties, I was just a noob that time so I didn't use it! Thanks again, I'll fix those sliders.
00:18:617 (1) - I know you're trying to vary your slider shapes, but I don't recommend a shape like this. In almost all cases, it's highly recommended not to have a slider whose start and end overlap at all. You can have the same shape but just elongate it:
Okedoke, I fixed those sliders.
2. Intuitive Rhythm
From 00:44:756 to about 00:53:667 the rhythm of your objects generally becomes odd and hard to guess at. You want the rhythm to be intuitive and easy to get, especially in the lower difficulties. You mapped the first part of the kiai with good rhythm: The strong beats to click on are the white and red ticks that have the strongest beats from the bell melody. Recognize the strong and intuitive beats of the song and map accordingly.
Alright, changed the rhythm to make it easier.
[Chilly]
3. Aesthetics
So although this difficulty is mapped well to the rhythm, it looks cluttered and unpolished. I think a big contributor to this is that you tend to have used a lot of linear object spacing and patterns. Using blankets and curving your patterns so that they flow will fix this. Experiment with symmetry and curves!
00:39:409 (1,2,3) - For example, consider this pattern:
Done.
01:10:300 (1) - And again, this is a no-no. :O
Fixed, I kinda thought the circle was ugly...
[Freezing]
4. Distance Spacing
It is both intuitive rhythm and distance spacing that make a map readable, meaning that a user can play it without being suddenly caught off guard by objects with different times between them having equal spacing. Granted, there are many exceptions but learning when it's okay to use increased or decreased distance spacing than normal (you've probably heard of jumps and anti-jumps) comes with time. Generally, however, you always want to keep distance space constant. Also in general, jumps and anti-jumps should only be used if and only if the music warrants it.
00:16:373 (1,2,3) - Here, there is no reason to have the space between (1) and (2) be greater than the space between (2) and (3). It's not like there is anything to accentuate in the music.
Oh yeah, I deleted some notes that made the map too hard before, which is why the distance was so great. Fixed!
00:36:571 (2,3,1) - Here, there is no reason to have the space between (2) and (3) be so small. The player will expect (3) to be earlier than it actually is.
Fixed.
Some other technical things:
00:42:882 (1) - You probably move this back 1/8 by accident. Just move it forward on the time line by a tick.
Right-O, fixed.
00:52:462 (1) - Again, this is not recommended!
Fixed.
[Absolute Zero]
I like the rhythms in this map but again it looks pretty cluttered. Keep the things I mentioned above in mind and it'll be great!
Some other technical things:
00:15:036 (1,2) - You should avoid overlapping objects like these because it doesn't look very good.
Right-o, fixed.
00:52:462 (1) - Not recommended
Circles b-gone, fixed.
---
So just keep some of the things I mentioned above in mind and you'll be well on your way to ranking this map. It's really good for your very first.
Thanks! I'll keep those tips in mind.
-SMIC
Thanks for the mods and tips!Electoz wrote:
m4m, sry but I'll gonna do a short mod so I'll give some general comments instead.
[Overall]
- Never put objects on blue ticks in easier difficulties, mostly we put objects on white ticks and sometimes on red tick because it's easier for beginners to follow the rhythm. Ok, moved the objects on blue ticks to white ticks.
- In my opinion visually you just put everything you can think of into the map, like, you try to put many shapes of sliders in the song but that doesn't look good because different shapes of sliders should represent a different instruments/rhythm or whatever it need to be emphasized in the song. You can make some sliders into something symmetrical and some creative patterns. You have to think about overall visual appearance. I guess I'll make some sliders more symmetrical, but sometimes it's difficult to do. ><
And here I'll throw you some useful links instead, make sure to read them.
Some technical words. > https://osu.ppy.sh/wiki/Glossary
Some general knowledge about mapping that you should know. > p/4763558/
Some rules and guidelines about mapping. > https://osu.ppy.sh/wiki/Ranking_Criteria
Guidelines for each difficulties. > https://osu.ppy.sh/wiki/Difficulty_appr ... y_elements
Mapping techniques, this is mostly for Hard and higher difficulties. > https://osu.ppy.sh/wiki/Mapping_Techniques
Okay that should be enough.
Ok, I'll read them. Thanks for the tips
Sorry for a short mod, if you have any question then feel free to ask me in game. Good luck~
Thanks for the very useful mod!Lily Bread wrote:
from my queue.
[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.
Actually the difficulty's names are based on how cold it is... Cool is warmer than chilly, and chilly is warmer than freezing, etc. Some ranked maps like this indicates difficulty by speed... Maybe I should try by stating its temperature??? (20°C, -30°C, -273.15°C, etc?) XD
https://osu.ppy.sh/wiki/Ranking_Criteria
(2)check AImod.
http://puu.sh/mOZHl/2d12783c04.png
All fixed.
[Easy]
try AR2 or AR3.
Ok, AR3 is good.
00:11:637 (2) - easy should not have 1/4, though its bpm is only 106. try this to use long slider to "overlap" 1/4 drum beat. we have to ignore some music in easy diff.
00:16:390 (2) - similar to above. i won't point out all of these.
Electoz told me to fix these, I fixed them. Thanks!
[Normal]
00:37:033 (1,2) - what about making blanket to get a better shape?how to blanketI didn't blanket those as it would be unsuitable, but I blanketed 00:39:484 - 00:45:424 instead.【1】look at the approach circle of - 00:04:271 (3) - .
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140424079.png?575x525_130
【2】change 2's shape and position according to it.
http://image17-c.poco.cn/mypoco/myphoto/20150930/14/17820113020150930140456047.png?509x498_130
【3】then adjust DS.
do 3 steps above to improve all of your blanket.
try to use "wave" shape instead of "line" shape. for example,
01:02:059 (3,4,5,1) - try this.
Will do!
[Hard]
try AR7.
Got it!
00:16:373 (1,2) - this pattern is quite hard to read. try to take them away.
Will do.
00:46:595 (1,2,3,4,1,2,3,4,1,2,3,4) - a lot of circle are very crowded. try to make them into some parts. like this.
and it's not recommended to use a lot of circles in one part. try to use some 1/4 sliders.
Hm, you're right. I'll fix them.
[Absolute Zero]
AR8?
Okedoke!
gl.
i agreed with this, the fact that the diff names stating temperatures is fine. but they're still a bit unclear imo. numbers should work better since thats way more clearer, and more reasonable (like some time hotter is worse than cooler etc.Lily Bread wrote:
[General]
(1) try to use common diff name, like Easy, Normal, Hard.
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set.