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Yuka Tsujiyoko - Over Shiver Mountain

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Topic Starter
DeltaLeeds

SuperMICrophone wrote:

Paper Mario 4ever :)
Ahaha! Lol yeah! Paper Mario FTW! :lol:

SuperMICrophone 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!
Done! Thanks for telling me, I thought that because there's an unmodded difficulty it had to stay in help. xD

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. :D

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... :P

[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 mod! :D
Electoz
m4m, sry but I'll gonna do a short mod so I'll give some general comments instead.

[Overall]

  1. 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.
  2. 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.


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.

Sorry for a short mod, if you have any question then feel free to ask me in game. Good luck~
Lily Bread
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.

https://osu.ppy.sh/wiki/Ranking_Criteria

(2)check AImod.
http://puu.sh/mOZHl/2d12783c04.png

[Easy]
try AR2 or AR3.

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.

[Normal]
00:37:033 (1,2) - what about making blanket to get a better shape?
【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.

[Hard]
try AR7.

00:16:373 (1,2) - this pattern is quite hard to read. try to take them away.

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.

[Absolute Zero]
AR8?

gl.
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Maybe I'll fix it
Green = I'll fix the problem.

Electoz wrote:

m4m, sry but I'll gonna do a short mod so I'll give some general comments instead.

[Overall]

  1. 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.
  2. 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 :D

Sorry for a short mod, if you have any question then feel free to ask me in game. Good luck~
Thanks for the mods and tips! :D
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Maybe I'll fix it
Green = I'll fix the problem.

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?
【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.
I didn't blanket those as it would be unsuitable, but I blanketed 00:39:484 - 00:45:424 instead. :)
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.
Thanks for the very useful mod!
NucleaRaven
Hi from my queue o/

Random placeholder -- will mod this as soon as you have done mine :D
Deppyforce
m4m out of nowhere

[General]
offset 833
diff spread's increasing is not linear, if the normal is below 2 star, the easy diff should be under 1 star (not really big issue tho

also

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.
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.

[Easy]
00:09:446 (2,1,2) - u know the fact that beginners will follow sliderpath til the end, the motion here is pretty awkward cuz the b/f after smooth movement, consider make a smooth movement from 00:10:337 (1,2) - if you dont know what smooth movement means, its when you make the previous slider point to the next note. put (2) 's head at ~x270, y29 should work

00:12:713 (1,2) - 00:23:407 (1,2) - these pattern can be mirrored from 00:07:961 (1,2) , this way you can emphasize how same rhythms work

00:16:278 (2,1) - the fact that this overlap is only just barely overlapping circle edges make this looks really awkward, consider either overlap it more to about 25% of circles overlappin or not overlap it at all, would be cleaner

00:31:426 (2,3) - you dont use 1/2 rhythms in easy diff, except some 1.5*+ easy diffs. the fact that this diff's sr is actually only 1.18 make this looks like a random spike. like i mentioned before, the pattern could be mapped the same as before to emphasize how same rhythm works in a song, this song is prety much a loop anyway

00:28:122 (1,2,3) - mapped on nothing honestly, they should be on 1/4 ticks. since 1/4 is not ok in easy diff, you can skip these notes

00:50:102 - slider start here

[Normal]
tbh ppl at this skill lever will still follow sliderpaths, like ez diff. make smooth movements would make this flow a lot better

overall imo this map uses too much straight flows, which get boring fast and also this is 2016 not 2007 mappin, so use more diverse patterns wont hurt anybody

00:37:033 (1) - this slider is out of my 800x600 screen https://osu.ppy.sh/ss/4453485 ; this is unrankable

00:40:300 (2,4) - same thing about overlapping like in easy diff

00:47:428 (2,4) - the aesthetics and flow is really bad, dont overlap sliderheads in normal diff.

[Hard]
pls make the spacing more reasonable. e.g.
00:29:310 (3,1) - (1) is strong right here but you stacked it for no reason... you could make even a big jump out of this rhythm, for no reason.

00:11:637 (1,2,3) - the slider starts from 1/4 here, but you stacked it the way you stack these 00:07:924 (1,2,3,1,2,3,1,2,3) - which technically means these note are same rhythm, which is not fitting at all. you could make slider start somewhere else with 1.4x ds like the way you make jumps to the nc

00:16:390 (1,2) - this pattern should be in an insane diff, not a hard diff. the readablility of this pattern is too much for a ''hard diff players'' to read it. consider place (2) above the (1) slider instead

you modded 3 diffs, i modded 3 diffs, looks fair to me

good luckk
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

Deppyforce wrote:

m4m out of nowhere

[General]
offset 833
Sounds better, thanks!

diff spread's increasing is not linear, if the normal is below 2 star, the easy diff should be under 1 star (not really big issue tho
Haha yeah not that big of a deal, maybe I'll adjust normal's difficulty? But maybe not.
also

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.
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.)

Ok, I made them to some notable temperatures.
[Easy]
00:09:446 (2,1,2) - u know the fact that beginners will follow sliderpath til the end, the motion here is pretty awkward cuz the b/f after smooth movement, consider make a smooth movement from 00:10:337 (1,2) - if you dont know what smooth movement means, its when you make the previous slider point to the next note. put (2) 's head at ~x270, y29 should work
Ok, fixed

00:12:713 (1,2) - 00:23:407 (1,2) - these pattern can be mirrored from 00:07:961 (1,2) , this way you can emphasize how same rhythms work
Yeah, good idea.
00:16:278 (2,1) - the fact that this overlap is only just barely overlapping circle edges make this looks really awkward, consider either overlap it more to about 25% of circles overlappin or not overlap it at all, would be cleaner
Transformed the pattern completely.

00:31:426 (2,3) - you dont use 1/2 rhythms in easy diff, except some 1.5*+ easy diffs. the fact that this diff's sr is actually only 1.18 make this looks like a random spike. like i mentioned before, the pattern could be mapped the same as before to emphasize how same rhythm works in a song, this song is prety much a loop anyway
Will do.

00:28:122 (1,2,3) - mapped on nothing honestly, they should be on 1/4 ticks. since 1/4 is not ok in easy diff, you can skip these notes
I don't see any note there, or perhaps I changed something before. xD

00:50:102 - slider start here
Not that suitable, the hard beat starts at 00:50:399 so I think it will stay there.

[Normal]
tbh ppl at this skill lever will still follow sliderpaths, like ez diff. make smooth movements would make this flow a lot better

overall imo this map uses too much straight flows, which get boring fast and also this is 2016 not 2007 mappin, so use more diverse patterns wont hurt anybody

00:37:033 (1) - this slider is out of my 800x600 screen https://osu.ppy.sh/ss/4453485 ; this is unrankable
Ok, fixed.

00:40:300 (2,4) - same thing about overlapping like in easy diff
Fixed.

00:47:428 (2,4) - the aesthetics and flow is really bad, dont overlap sliderheads in normal diff.
Changed pattern.

[Hard]
pls make the spacing more reasonable. e.g.
00:29:310 (3,1) - (1) is strong right here but you stacked it for no reason... you could make even a big jump out of this rhythm, for no reason.
I didn't really understand that... Sorry :?

00:11:637 (1,2,3) - the slider starts from 1/4 here, but you stacked it the way you stack these 00:07:924 (1,2,3,1,2,3,1,2,3) - which technically means these note are same rhythm, which is not fitting at all. you could make slider start somewhere else with 1.4x ds like the way you make jumps to the nc
Changed pattern a bit.

00:16:390 (1,2) - this pattern should be in an insane diff, not a hard diff. the readablility of this pattern is too much for a ''hard diff players'' to read it. consider place (2) above the (1) slider instead
Ok.

you modded 3 diffs, i modded 3 diffs, looks fair to me

good luckk
Thanks for the mod! :D
NucleaRaven
Hi from my queue (again) :D

[0]
  1. 00:41:190 (2,3,4,1,2,1,2) - ok whats up with these? They are all 1/16th early -- maybe you should fix that xd

Everything else is perf

[-21.1]
  1. 00:25:783 (1) - i think this slider should start x:476 as oppose to 442. It just feels a little weird to move left from 4 and then back right and left again (if that makes sense) and starting the slider on the right of 4 would make it flow a little smoothly (however this makes next to no gameplay difference so up to you!)
  2. In the same section as in '0' diff you have notes that arent in their proper time.. im starting to think that maybe you have done this on purpose? If you have then why? If you have completely missed it then you should retime this section.
  3. 01:05:622 (1) - this should be a straight slider for consistency (01:07:999 (1) - this one is fine tho)

Thats all for this diff

[-89.2]
  1. 00:29:941 (1) - this should lead directly from 3 - having a small angle change here is bad i think (you may need to also adjust 2 as well then)
  2. Same problem with the timing.
  3. Also sliders like 01:00:870 (1) - are bad - well they are actually fine but the way you have done it is bad. You can achieve the same shape using only 3 points (start middle and end) rather than 5. This should be changed (if you have done this in other diffs then you will need to change them to!)

Nice diff!! I like the cs5

[-273.15]
  1. i think hp7 is better (up to you!)
  2. 00:16:872 (2,3,4,5,1) - as this is the hardest diff you can be a little less strict with your spacing consistency. Even tho consistent spacing is a good thing it can be boring. I would suggest increasing the spacing for this small section.
  3. 00:27:714 (3,4,5,1) - Same thing here.
  4. timing issue


THATS ALL!!!! nice map set and sorry about the mix up with the m4m shit XD
Remember to fix dat timiing!!
GL with this!!
Topic Starter
DeltaLeeds
Thanks for the mod, time for some feedback!
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

NucleaRaven wrote:

Hi from my queue (again) :D

[0]
  1. 00:41:190 (2,3,4,1,2,1,2) - ok whats up with these? They are all 1/16th early -- maybe you should fix that xd
    The kiai especially, right? Yeah I think I kept making new timing points and resnapped them wrong. All diffs fixed.


Everything else is perf

[-21.1]
  1. 00:25:783 (1) - i think this slider should start x:476 as oppose to 442. It just feels a little weird to move left from 4 and then back right and left again (if that makes sense) and starting the slider on the right of 4 would make it flow a little smoothly (however this makes next to no gameplay difference so up to you!)
    This would screw up the distance snaps, and yeah not really much of a difference, so I'll leave it as-is.
  2. In the same section as in '0' diff you have notes that arent in their proper time.. im starting to think that maybe you have done this on purpose? If you have then why? If you have completely missed it then you should retime this section.
    As I stated above, fixed.
  3. 01:05:622 (1) - this should be a straight slider for consistency (01:07:999 (1) - this one is fine tho)
    The rest of the sliders are curved, but well the 01:00:870 (1) one was straight so I fixed that instead. xD


Thats all for this diff

[-89.2]
  1. 00:29:941 (1) - this should lead directly from 3 - having a small angle change here is bad i think (you may need to also adjust 2 as well then)
    Yeah, you're right. Fixed.
  2. Same problem with the timing.
    As I stated above, fixed.
  3. Also sliders like 01:00:870 (1) - are bad - well they are actually fine but the way you have done it is bad. You can achieve the same shape using only 3 points (start middle and end) rather than 5. This should be changed (if you have done this in other diffs then you will need to change them to!)
    LOL! And I told you the exact same thing in my mod of your map! I should've seen the mirror first before telling yours! Thanks. ;)

Nice diff!! I like the cs5
Thanks! :)

[-273.15]
  1. i think hp7 is better (up to you!)
  2. 00:16:872 (2,3,4,5,1) - as this is the hardest diff you can be a little less strict with your spacing consistency. Even tho consistent spacing is a good thing it can be boring. I would suggest increasing the spacing for this small section.
    Yeah I realized that this could be quite boring, but I'm not sure on how to change it but I'll try. :D
  3. 00:27:714 (3,4,5,1) - Same thing here.
    ^
  4. timing issue
    Fixed.



THATS ALL!!!! nice map set and sorry about the mix up with the m4m shit XD

NucleaRaven wrote:

sorry about the mix up with the m4m shit XD
Don't apologize! It was my fault to begin with, so I'm the one that should be sorry. :?
Remember to fix dat timiing!!
Done!

GL with this!!
Again, thanks for the very helpful mod. :)
Wou_old_1
M4M from my queues

[General]

  1. Cobalah untuk mengubah size gambar menjadi 1366*768
  2. Anda menggunakan widescreen support padahal gak ada Storyboard


[0 C]

  1. 1 Keluhan dari AiMod


[-21.1 C]

  1. 00:29:347 (1,1) - Cobalah untuk menyelimutinya ( Blanket )
  2. 00:48:356 (3,4) - Mungkin menurut saya, timpaan seperti itu membuat sedikit terkejut.. karena anda menimpa slider 4 di buntutnya slider 3
  3. 01:00:871 (1,4) - Jangan membuat mereka terlihat seperti tumpang tindih
  4. 01:09:187 (3,1) - ^
  5. 01:06:217 (2,3,2,3) - Kepala slider yg terlihat terlalu dekat


[-89.2 C]

  1. Phew menggunakan 1/16
  2. Sepertinya anda membuatnya tidak menggunakan DS
  3. Sebenernya circle size nya ini tidak mendukung untuk diff Hard
  4. 00:07:961 (1,2,3,1,2,3,1,2,3) - DS yg terlihat kejauhan membuat sedikit susah, DS yg seperti ini akan baik jika seperti catatan disini 00:11:229 (3,1) -
  5. 00:39:446 (1,1,1,1) - Terlihat kacau apakan anda sengaja ?
  6. 00:44:644 (1) - Ganti hitsound dibuntut slider ini menjadi Whistle
  7. 00:49:545 - Tolong jangan dikosongin, karena tidak enak jika disini kosong
  8. 01:02:949 (5,2) - Cobalah untuk mem-blanket
  9. 01:03:246 (1,3,5) - Terlihat tidak enak dilihat saat bermain, cobalah untuk mengubah posisinya


Saya tidak bisa mod insane karena circle size nya -,-
jadi mohon maaf cukup sampai disini aja :)

GL ! Semoga berhasil !
Topic Starter
DeltaLeeds

Wou wrote:

M4M from my queues

[General]

  1. Cobalah untuk mengubah size gambar menjadi 1366*768 Saya pernah coba, dan agak bingung pas diubahin jd 1366*768 malah jadinya jelek ada border hitam. Nanti saya akalin lagi kalau bisa. :)
  2. Anda menggunakan widescreen support padahal gak ada Storyboard Ok nanti ga usah pake widescreen support. Thanks


[0 C]

  1. 1 Keluhan dari AiMod
    Sudah diperbaiki. :)


[-21.1 C]

  1. 00:29:347 (1,1) - Cobalah untuk menyelimutinya ( Blanket ) Boleh aja
  2. 00:48:356 (3,4) - Mungkin menurut saya, timpaan seperti itu membuat sedikit terkejut.. karena anda menimpa slider 4 di buntutnya slider 3
    Ok nanti aku coba akalin ya
  3. 01:00:871 (1,4) - Jangan membuat mereka terlihat seperti tumpang tindih
  4. 01:09:187 (3,1) - ^ Ok
  5. 01:06:217 (2,3,2,3) - Kepala slider yg terlihat terlalu dekat Ok ntar aku coba akalin.


[-89.2 C]

  1. Phew menggunakan 1/16 Haha sebenerny 1/4 ud cukup sih, aku pake 1/16 buat perbaiki timing waktu itu
  2. Sepertinya anda membuatnya tidak menggunakan DS Harusnya pake lho... Pas ditengah-tengah aj ganti
  3. Sebenernya circle size nya ini tidak mendukung untuk diff Hard Lagunya singkat sih, ada lagu singkat hard yang circle sizenya kaya semut malah di hard. XD
  4. 00:07:961 (1,2,3,1,2,3,1,2,3) - DS yg terlihat kejauhan membuat sedikit susah, DS yg seperti ini akan baik jika seperti catatan disini 00:11:229 (3,1) - DSnya sama aja sih tapi, jadi harusny gpp :)
  5. 00:39:446 (1,1,1,1) - Terlihat kacau apakan anda sengaja ? Iy bagian ini aku jg rasa terlalu aneh, ntar aku coba akalin.
  6. 00:44:644 (1) - Ganti hitsound dibuntut slider ini menjadi Whistle Sipp
  7. 00:49:545 - Tolong jangan dikosongin, karena tidak enak jika disini kosong Ok ntar aku tambahin
  8. 01:02:949 (5,2) - Cobalah untuk mem-blanket Ok
  9. 01:03:246 (1,3,5) - Terlihat tidak enak dilihat saat bermain, cobalah untuk mengubah posisinya Akan kuubah kalau ada keluhan dari orang lain. ;)


Saya tidak bisa mod insane karena circle size nya -,-
jadi mohon maaf cukup sampai disini aja :)
Santai aja hehe
GL ! Semoga berhasil !
Makasih modnya ya! :D
Lumin
M4M from queue

[Easy]
  1. 00:08:258 (1) - middle anchor to x:88 y:248 for perfect blanket
  2. 00:10:337 (1) - Middle anchor x:368 y:128 and last anchor x:348 y:92 for same reason
  3. 00:15:090 (1) - Middle anchor to x:376 y:140^
  4. 00:21:031 (1) - Make this slider symmetric from both sides
  5. 00:41:227 (2) - isn't fully symmetric
  6. 00:44:792 (4) - ^
  7. 00:50:435 (1) - these kind of sliders, do them This way


[Normal]
  1. Overall for all overlaps here, I'd avoid them by for example making spacing bigger so they wouldn't come and adding spacing a bit bigger is increasing difficulty only around 0.05-0.1 stars
  2. 00:07:961 (1,2) - Use copypaste here
  3. 00:11:229 (2) - It may break Distance snap a little but don't overlap like this
  4. 00:12:714 (1) - All this kind of sliders could be made prettier
  5. 00:18:654 (1,2) - Not good overlap, it's even different than between 00:20:139 (3,4) -
  6. 00:27:120 (3,4) - use same y-coordinate
  7. 00:43:010 (1,3) - Overlap
  8. 00:44:793 (3,1) - ^
  9. 01:06:217 (2,3) - too close
  10. 01:08:593 (2,3) - ^


[Hard]
  1. 00:11:674 (1) - I wouldn't put this here because player expects that note come at the same time as later notes comes so they click this too early
  2. 00:52:515 (1) - Unsymmetrical
  3. I don't really like overall this recycling thing here, and that thing where all sliders starts from middle. Few blankets could be done better but I'm too lazy to point them out :D


Good luck!
Topic Starter
DeltaLeeds
Red = There's a big chance I won't fix it.
Blue = Reluctant to fix, but if others suggest it to be fixed, I'll fix it.
Green = I'll fix the problem.

Lumin wrote:

M4M from queue

[Easy]
  1. 00:08:258 (1) - middle anchor to x:88 y:248 for perfect blanket Okedoke.
  2. 00:10:337 (1) - Middle anchor x:368 y:128 and last anchor x:348 y:92 for same reason Ok.
  3. 00:15:090 (1) - Middle anchor to x:376 y:140^ Ok.
  4. 00:21:031 (1) - Make this slider symmetric from both sides Will do.
  5. 00:41:227 (2) - isn't fully symmetricDone, but it sure was difficult to make symmetrical 5 point sliders... I wonder if there's an easy way to do it...
  6. 00:44:792 (4) - ^ Done
  7. 00:50:435 (1) - these kind of sliders, do them This way I prefer the old slider since it seems a bit smoother and more suitable for beginners.


[Normal]
  1. Overall for all overlaps here, I'd avoid them by for example making spacing bigger so they wouldn't come and adding spacing a bit bigger is increasing difficulty only around 0.05-0.1 stars Made the circle size a bit smaller instead.
  2. 00:07:961 (1,2) - Use copypaste here Right.
  3. 00:11:229 (2) - It may break Distance snap a little but don't overlap like this Circle size fixed this.
  4. 00:12:714 (1) - All this kind of sliders could be made prettier Not sure in what way, I'll consider on changing it.
  5. 00:18:654 (1,2) - Not good overlap, it's even different than between 00:20:139 (3,4) - Circle size fixed this.
  6. 00:27:120 (3,4) - use same y-coordinate Done.
  7. 00:43:010 (1,3) - Overlap Circle size fixed this.
  8. 00:44:793 (3,1) - ^ Fixed
  9. 01:06:217 (2,3) - too close Fixed
  10. 01:08:593 (2,3) - ^ Fixed


[Hard]
  1. 00:11:674 (1) - I wouldn't put this here because player expects that note come at the same time as later notes comes so they click this too early
    That's how the rhythm goes, so I don't think I'll change it.
  2. 00:52:515 (1) - Unsymmetrical Fixed
  3. I don't really like overall this recycling thing here, and that thing where all sliders starts from middle. Few blankets could be done better but I'm too lazy to point them out :DI find that style pretty unique. Well if others don't like it either, I'll think about it ;)


Good luck!
Thanks for the mod! :D
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