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League Community (Community Collab) - DeLUX Jam (LuxMix)

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Topic Starter
bejewelled
This beatmap was submitted using in-game submission on Tuesday, December 6, 2016 at 5:56:29 PM

Artist: League Community (Community Collab)
Title: DeLUX Jam (LuxMix)
Source: League of Legends
Tags: league jumpy lux jam mix community game shrill short six slow 120
BPM: 120.01
Filesize: 1776kb
Play Time: 01:07
Difficulties Available:
  1. Hard (3.3 stars, 162 notes)
  2. Insane (3.91 stars, 202 notes)
  3. Luminescent (5.63 stars, 235 notes)
  4. Normal (1.23 stars, 13 notes)
Download: League Community (Community Collab) - DeLUX Jam (LuxMix)
Information: Scores/Beatmap Listing
---------------

EDIT 10/29/16
A COMPLETE REMAP is in the works for this. I originally made this when I had no idea what I was doing. Now I have some.


Remap Progress:
Luminescent- Done. (12-6-16)
Easy- Next up.
Normal- Not done.
Hard- Not done.
Insane- Not done.


Difficulty Info
Normal- Needs some work, but mostly what you would expect from a normal.
Hard- Lots of 1/4 triples, but it shouldn't be impossible b/c of the low BPM.
Insane- More jumps, but no major streams.
Luminescent- Very challenging due to the large, fast jumps at 4.5CS.


A double rainbow is light.
Frost
Heya, NM from my queue!~

General

Just gonna tell you now, this song is pretty bad for an osu! map, it lacks consistency.
This map's spacing has lots of issues in general, even if I don't cover them, use what I say to go over the rest of the map.
I'm just gonna go over the last difficulty, because it will take a while, so, again, try to do stuff based off what I say.
To be brutally honest, unless some serious changes are made, I doubt this map will be ranked.

Also:

Don't use OD9 for this slow of a song. Use like 7.5 at the ABSOLUTE MOST.
^Same with AR9.3 -- Use 9 at most, I recommend 8.5 though.
I can't say that cs5.5 is bad, but I think 5 is plenty.

You need a background.

You need more/better timed hitsounds. Find some you like at t/15407.

Go to the forum post about finding beatmap offset and bpm located at t/13795, it may be slightly off.
Once you do that, re-snap all the notes correctly to the new time.

You may also want to refer to the beatmapping wiki page, located at https://osu.ppy.sh/wiki/Beatmapping.

To help you find the mistakes, listen closely to the music at 25% playback rate (lower right corner in editor). If there is no note, but there's a sound, put a note. If there's a note but no sound, delete it.

Luminescent

00:10:249 (3) - This note has no music or vocals in the background, as far as I can tell.
00:10:749 (5,6,7,8,9) - FOR THIS AND ALL STREAMS LIKE IT, USE THE DISTANCE SNAP OPTION. It makes streams evenly spaced throughout.
00:11:498 (9) - You may want to start a new combo here.
00:12:248 (1) - Don't make this a new combo.
00:12:498 (2,3) - Put a note in between here.
00:12:873 (7) - Maybe take this one out.
00:13:498 (3,1) - More spacing between these two notes.
00:13:998 (1) - Don't make this a new combo.
00:14:123 (2) - Take this out.
00:14:748 (4) - Start a new combo here.
00:16:123 (2) - Take this out.
00:16:498 (1,2,3,4,5) - Make these a stream or closer together -- very fast for jumps.
00:16:998 (5,6) - Make these farther apart.
00:17:498 (7) - Make this repeat one more time and bring 00:17:998 (1,2,3,4,5) that part closer to it.
00:18:123 (2) - Take this out.
00:18:748 (1,2,3) - Space this more evenly (distance snap or stack them on top of the end of slider 1).
00:20:998 (1,2,3,4,5) - Make these closer.
00:21:935 (8) - Take this out and then space 00:21:873 (7,9) slightly more than they are (distance snap).
00:21:998 (9,1) - More spacing here.
00:22:248 (1,2,3,4,5,6,7,8,9) - This actually looks pretty good as is.
00:25:622 (6) - This isn't really needed, just put a note at the point where the end of the slider is (that red tick), or maybe turn the note before it into a slider to that red tick.
00:25:872 (7,8) - Not needed, no vocals/music here.
00:26:122 (1) - ^.
00:26:622 (5) - ^.
00:26:747 (6,7) - Put something between these.
00:26:997 (7,8) - Space these out more.
00:29:122 (7) - No vocals/music here, remove.
00:29:497 (9,10) - Something between these.
00:30:997 (5,6,7) - Notes between all of these.
00:31:622 (8,10) - No vocals/music here, remove.
00:32:497 (3,4) - Note between these.
00:32:997 (5,6,7) - Space these evenly (distance snap/stack on top of each other).
00:33:872 (8,9) - No vocals/music here.
00:34:246 - 00:37:996 - This part isn't bad, just space everything a bit more evenly with distance snap.
00:38:059 (2) - No vocals/music here, remove.
00:39:059 (2) - ^.
00:43:496 (8,9) - Note between these.
00:43:871 (10) - Take this out.
00:44:871 (4) - ^.
00:44:996 (5,6) - Note between these.
00:45:246 (6,7) - ^.
00:45:746 (7,1) - ^.
00:45:996 (1,2,3,4,5,6,1,2,3,4,5,6) - I like these parts, but maybe stack 00:46:745 (6) on top of 00:46:995 (1) , and then put 00:47:745 (6) somewhere of a similar distance, like the center or something.
00:50:870 (4) - Take this out.
00:51:933 (2) - ^.
00:52:245 (5,6) - Note between these + fix the spacing.
00:52:870 (7) - Take this out.
00:52:995 (8) - Start a new combo here.
00:52:995 (8,9) - Put a note between these.
00:53:870 (10,11) - Take these out.
00:53:995 (12,1) - Space these a tiny bit more.
00:54:245 (1,2) - ^.
00:54:745 (2,3) - Note between these.
00:55:370 (4) - Take this one out.
00:55:870 (6,7) - Take both of these out.
00:55:995 (8,1) - MAYBE a note between these, although the sound is a bit iffy. If not, increase the spacing.
00:56:245 (1,2,3) - Make the spacing in between these more consistent (distance snap).
00:57:745 (4) - Take this out, insert a stream starting at 00:57:620 and going to 00:57:995.
00:58:369 (2) - Take this out, space 00:58:244 (1,3) more because of that.
00:58:994 (4,5,6,7,8) - Make the spacing here more consistent, from 4-6 make it double what it is from 6-8.
01:00:994 (5) - Replace this with a 1/4 repeating slider or 3 stacked 1/4 notes. Or just 3 1/4 notes that are evenly spaced.
01:01:869 (8,9) - Take these out.
01:02:744 (3,4) - Note in between these.
01:03:244 (5,6,7) - Even out the spacing here.
01:03:494 (7,1) - Increase the amount of spacing here.
01:03:994 (1,2,3) - Make the spacing in between these the same, or at least similar.
01:04:494 (3,4,5,6) - Even out this spacing a bit? It seems off by a bit.
01:04:869 (6,1) - Make these closer.
01:04:994 (1,1) - That's pretty good as it is.

Phew. Hopefully you can work on this and get it ranked. I'd be sad if you gave up now. :(
Good luck! :D
Lully
From the Offset/BPM.. whatever thread.
BPM is right.
Offset is


[General]
Artist: Domics & Jomm
Source: League Community
Background: Take this or that

I hope that was helpful.
AND !!! I'm really.. really really happy if i could create a Hard for this! >w<
Aoba Misaki
hi~

[General]
- lux.jpg size is unrankable. change 1024x768 or 1366x768.
- Easy~ Normal only - delete unused green line (if set green line but, no object. and etc, you have to delete it.) looks like: 00:21:872 - , 00:25:872 - 00:52:057 -
- turn off widecreen support (song setup(hotkey:F4) - Design) all diff except insane diff (insane is already off it.)

[Easy]
small tip about spacing(=distance spacing) before modding your map.
your set default ds is 0.9 is right? i modding based about ds 0.9 (or you can set default ds 1.0 maybe! :3).
Easy ~ Normal diff is Must don't use distance spacing like jump, downbeat, etc. that is unrankable (but it's ok /ex: 0.87~ 0.90 ~0.93). D: so, you just keep your default ds 0.9
or you can search that issue in Aibot. (hotkey:Ctrl+Shift+A) and Check here > [check distance snap] and you can find your wrong about DS. but, i recommand use this in easy or normal.

*issue
00:11:998 (3) - 0.77
00:13:998 (1) - 1.32
00:15:998 (3) - 0.76
00:16:498 (4) - 1.04
00:16:998 (5) - 1.17
00:17:998 (1) - 1.40
00:18:998 (2) - 1.10
00:19:998 (1) - 0.66
00:21:998 (1) - 0.72
00:23:497 (4) - 0.96
00:26:496 (1) - 1.31
00:27:497 (2) - 1.12
00:27:997 (1) - 1.04
00:28:997 (2) - 0.82
00:29:997 (3) - 0.96
00:31:997 (1) - 0.79
00:32:997 (2) - 1.30
00:41:996 (1,2,1) - 1.2
00:44:996 (2) - 1.09
00:45:996 (3) - 2.58
00:46:995 (4) - 1.43
00:51:995 (3) - 0.96
00:52:495 (4) - 0.95
00:53:495 (5) - 0.73
00:54:495 (1) - 1.21
00:54:995 (2) - 0.79
00:55:495 (3) - 0.78
00:56:995 (2) - 1.55
00:57:995 (1) - 0.99
00:59:994 (1) - 1.19
01:00:994 (2) - 0.75
01:01:994 (1) - 1.13
01:02:994 (2) - 1.02
01:03:994 (3) - 0.96

[Normal]
same Easy about spacing. uhh, try search and change all about DS. umm, maybe it's ok set DS 1.1?

00:19:122 (4) - delete circle.
00:21:998 (5,6,1,2,1,2,1,2) - not recommand kind of this stack. it. maybe it's unrankable. result, dont's stack it change different way. and confusing many players. orz.
00:25:872 (7) - delete circle
00:29:997 (1,2,1,2,1,2,1,2) - same 00:21:998 (5,6,1,2,1,2,1,2) -
00:29:997 (1,2,1,2,1,2,1,2) - ^
00:33:871 (7) - delete circle
00:46:120 (2) - ^
00:47:120 (2) - ^^
00:50:745 (1) - off NC (new combo)
00:59:619 (6) - delete circle
01:03:244 (3,4,5,6,7) - cunfusing rhythm. change different way.
01:04:494 (1,2,3,4,5) - never put stream in normal. just unrankable.

[cookievi's Hard]
00:13:748 (1) - rhythm (http://puu.sh/mKcAj.jpg)
00:27:913 (7) - it's off beat. you can here one more time. before set playback rate 25%
00:33:371 (2) - rhythm (http://puu.sh/mKcAJ.jpg)
00:38:120 (6) - you can delete it.
00:40:120 - try set spinner? and set spinner's end 00:41:495 -
00:55:494 (6) - bad flow. Ctrl+J, and move 344/216 or your like place.
Log Off Now
Hi, NM from my queue!

Disclaimer: I'm pretty new to modding so what I say may not be useful! If this is the case feel free to ignore this mod, although feedback would be much appreciated! All mods are my opinion

[General]

You should have a preview point in your map, make sure it's at the same time as all difficulties aswell

[Easy]

Always use distance snap!!!

I don't think changing the slider velocity is a good idea in easy difficulties, it can be hard to read for new players

00:10:998 (2,3) - I would try and do something to avoid this overlap, maybe have 3 blanket 2?

00:14:998 (2,3) - Overlap and distance spacing issues

00:16:498 (4,5) - Distance space issue

00:18:998 (2,1) - Overlap and distance space issue

00:20:998 (2,1) - ^ I won't point these out anymore since you know what you look like, if you're still unsure check AIMod for further pointers

00:23:497 (4) - Make this slider blanket 00:22:497 (2) - instead of overlap it

00:31:997 (1,2) - Blanket can be improved

00:43:996 (1,2) - Overlap again q.q

00:47:995 (1,1) - There is not enough recovery time after this spinner for easy difficulties, there needs to be at the very least 2 white ticks recovery otherwise this is unrankable

01:06:244 (1) - I feel this spinner is too short, if you wanted you could replace it with a slider or extend the spinner to the very end of the map

[Normal]

00:16:998 (2,3,4,5,1) - Having 5 notes in a row like this is relatively hard for a normal difficulty, I would reccomend swapping either 2-3 out or 4-5 out with a 1/2 slider instead

00:18:998 (3,4,5) - This is also pretty hard for a normal difficulty and usually you only start seeing triple stacks using blue ticks in hard difficulties and above, consider removing the note on the blue tick

00:21:998 (5,6,1,2,1,2,1,2) - Suuuuuper hard to read q.q Also to keep consistency with this section you should have an NC on 5 aswell (you had an NC on the downbeat the second time this occurs, so why not have one on the first aswell?

00:25:747 (6,7,8) - Same comment as 00:18:998 (3,4,5)

00:28:996 (4) - You only really need a 1/2 repeat slider here, otherwise it sounds out of place and can look pretty confusing

00:29:997 (1,2,1,2,1,2,1,2) - Same comment as 00:21:998 (5,6,1,2,1,2,1,2)

00:33:747 (6,7,8) - Same comment as 00:25:747 (6,7,8) (Won't point these out anymore since you know what they look like

00:45:996 (1,2,3,4,1,2,3,4) - Even if you decide to keep the triple stacks in the difficulty this is extremely hard to read for newer players since the distance between 1/2/3 is the same, which is fine for a stack but it's also the same as 4 which is delayed until the downbeat, consider making this easier to read

00:47:995 (1,1) - I still feel this is too short of a recovery for a spinner even in a normal diff

00:52:745 (2,3,4) - Make this a clean triangle/right angle shape

01:04:494 (1,2,3,4,5,6) - You really shouldn't have streams in normal diffs

[CookieKivi's Hard]

00:41:995 (1) - Snap this slider

00:12:498 (5,6) - Consider making 5 blanket 6?

00:23:997 (5,6) - This is hard to read since it's a double repeat going into a single repeat, consider changing the first slider to a single repeat then placing a note on the blue tick to replace the final repeat in the first slider, same sound but easier to read and more fun/interesting to play

00:27:913 (7) - I don't think this note is/should be 1/3

00:50:994 (6,7) - Blanket can be improved

00:54:744 (4,5) - ^

00:54:994 (5,6) - This honestly doesn't flow very well, I would change 6 so that it follows the original curve from 5

[]

I didn't mod any more difficulties since I'm not that comfortable from CS5 upwards. Hope this helped and good luck with your set!
Topic Starter
bejewelled

Log Off Now wrote:

Hi, NM from my queue!

Disclaimer: I'm pretty new to modding so what I say may not be useful! If this is the case feel free to ignore this mod, although feedback would be much appreciated! All mods are my opinion

[General]

You should have a preview point in your map, make sure it's at the same time as all difficulties aswell

[Easy]

Always use distance snap!!!

I don't think changing the slider velocity is a good idea in easy difficulties, it can be hard to read for new players

00:10:998 (2,3) - I would try and do something to avoid this overlap, maybe have 3 blanket 2?

00:14:998 (2,3) - Overlap and distance spacing issues

00:16:498 (4,5) - Distance space issue

00:18:998 (2,1) - Overlap and distance space issue

00:20:998 (2,1) - ^ I won't point these out anymore since you know what you look like, if you're still unsure check AIMod for further pointers

00:23:497 (4) - Make this slider blanket 00:22:497 (2) - instead of overlap it

00:31:997 (1,2) - Blanket can be improved

00:43:996 (1,2) - Overlap again q.q

00:47:995 (1,1) - There is not enough recovery time after this spinner for easy difficulties, there needs to be at the very least 2 white ticks recovery otherwise this is unrankable

01:06:244 (1) - I feel this spinner is too short, if you wanted you could replace it with a slider or extend the spinner to the very end of the map

[Normal]

00:16:998 (2,3,4,5,1) - Having 5 notes in a row like this is relatively hard for a normal difficulty, I would reccomend swapping either 2-3 out or 4-5 out with a 1/2 slider instead

00:18:998 (3,4,5) - This is also pretty hard for a normal difficulty and usually you only start seeing triple stacks using blue ticks in hard difficulties and above, consider removing the note on the blue tick

00:21:998 (5,6,1,2,1,2,1,2) - Suuuuuper hard to read q.q Also to keep consistency with this section you should have an NC on 5 aswell (you had an NC on the downbeat the second time this occurs, so why not have one on the first aswell?

00:25:747 (6,7,8) - Same comment as 00:18:998 (3,4,5)

00:28:996 (4) - You only really need a 1/2 repeat slider here, otherwise it sounds out of place and can look pretty confusing

00:29:997 (1,2,1,2,1,2,1,2) - Same comment as 00:21:998 (5,6,1,2,1,2,1,2)

00:33:747 (6,7,8) - Same comment as 00:25:747 (6,7,8) (Won't point these out anymore since you know what they look like

00:45:996 (1,2,3,4,1,2,3,4) - Even if you decide to keep the triple stacks in the difficulty this is extremely hard to read for newer players since the distance between 1/2/3 is the same, which is fine for a stack but it's also the same as 4 which is delayed until the downbeat, consider making this easier to read

00:47:995 (1,1) - I still feel this is too short of a recovery for a spinner even in a normal diff

00:52:745 (2,3,4) - Make this a clean triangle/right angle shape

01:04:494 (1,2,3,4,5,6) - You really shouldn't have streams in normal diffs

[CookieKivi's Hard]

00:41:995 (1) - Snap this slider

00:12:498 (5,6) - Consider making 5 blanket 6?

00:23:997 (5,6) - This is hard to read since it's a double repeat going into a single repeat, consider changing the first slider to a single repeat then placing a note on the blue tick to replace the final repeat in the first slider, same sound but easier to read and more fun/interesting to play

00:27:913 (7) - I don't think this note is/should be 1/3

00:50:994 (6,7) - Blanket can be improved

00:54:744 (4,5) - ^

00:54:994 (5,6) - This honestly doesn't flow very well, I would change 6 so that it follows the original curve from 5

[]

I didn't mod any more difficulties since I'm not that comfortable from CS5 upwards. Hope this helped and good luck with your set!

Thank you!!!
SnowNiNo_
From my queue

get a better BG here
[Luminescent]
you can add a note at every blank, this is insane not hard
00:19:122 (1) - NC off
00:19:497 (2) - NC
00:30:246 (5) - ^
00:31:496 (4,5) - make DS bigger, 1/1 here, dont make the same DS as 1/2
00:33:371 (1,2,3,4,5,6,7,8,9,10,11) - streams are totally not fir in this song, jump is just fine
01:04:993 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - ^

GL~
Flanchan
Hi from your queue!

General
Set a preview point
Also set tags
Make sure your spacing is consistent, especially on low difficulty or AR maps

Luminescent
00:12:373 (4,5) - Make these identical
00:14:872 - I think you should put a note here, there is music
00:17:497 (3) - Increase this repeat by 1
00:42:370 (4,5) - Make these identical
00:51:744 (8,3) - Stack these
00:55:744 (2,3,1) - Use the same distance here
01:05:993 (1) - Maybe change to this?

Insane
00:09:999 (1,2,3) - Why is the spacing different to 00:10:748 (5,6,7,8,9) ?
00:27:497 (8,1) - Make this spacing the same as 00:26:497 (3,4,5,6)
00:31:747 (8) - Why is this so spaced out when 00:29:997 (1,2,3,4,5,6,7) isn't?
00:29:997 (1,2,3,4,5,6,7,8) - Also the spacing of this is slightly off, try and fix it?
00:51:745 (7,1,2,3,4) - Fix this spacing too
00:57:245 (3,4) - ^

Hard
00:15:248 (6,7,8,1) - Use the same distance here
00:28:997 (1,2,3) - Maybe change to this?
00:32:747 (4,1) - Stack these
00:51:995 (1,2,3,4,5,6,7,8) - Make this a little neater?

Normal
00:15:248 (3,4,1) - Use the same distance snap
00:18:748 (2,3) - The spacing here seems kinda awkward
00:22:497 (3,6) - Stack these?
00:25:497 (5,6) - This would be quite confusing for a new player, also i suggest NC here instead of 00:26:497 (1)
00:29:746 (1) - Remove NC
00:30:496 (2,1) - Stack these properly
00:53:245 (3) - Is this a mistake? it sounds like it should start 00:52:994
00:54:245 (2,3) - Fix spacing here
00:55:995 (1,2) - Make these identical
01:03:244 (3,4,5,6,7) - This is really hard to read at this AR, space these out a little?

Easy
00:26:496 (1,1) - Make these identical
00:28:997 (2,3) - Blanked these?
00:41:996 (1,2) - ^
00:42:996 (2,1,2) - Why is the spacing so different here?
00:44:996 (2,3) - Stack these
00:45:996 (3,4) - Blanket

GL on getting ranked!
Jonarwhal
Hey~ M4M from my queue~

General/All Difficulties
  1. Set a preview point. (Check AiMod, it's Ctrl+Shift+A.)
  2. Make sure your kiai's are consistent.
  3. Add tags to all of your difficulties, and be sure to include "CookieKivi" because guest mappers must be tagged.
  4. Add "League of Legends" as the source.
Easy/Normal
You're probably going to need to rework parts of these difficulties for these reasons:
  1. It looks like you have Timing Points that change the Slider Velocity Multiplier. For the most part, this shouldn't be tampered with in Easy because changes in speed are too hard for Easy players. You'll need to switch them all back to x1.00 and map them in x1.00. You'll also need to do this in Normal.
  2. It doesn't look like you fully followed Distance Snap in Normal or Easy. This is another requirement for Normal/Easy because those players aren't really able to recognize when you're not using Distance Snap and will hit notes at the wrong times. (You can check this in AiMod.)
  3. It looks like your whole map for Easy is made of 1/1 patterns except for 01:04:994 (4) - this at the end. I recommend making the rhythm a bit more interesting in some places by making longer and shorter sliders. As long as it's simple, it should still be okay for an Easy. 1/1 patterns do work well in a lot of places, but it's boring when they're everywhere.
  4. Normal is pretty hard for a Normal in some places. This will mostly be fixed when you put the map into Distance Snap, but you're still going to need to simplify the rhythm in some places. For example, 00:16:998 (2,3,4,5) - here you have 4 circles placed 1/2 beat away from each other, which is never a good idea for Normal.
Hard
In hard, you should still be following Distance Snap for the most part. It can be ignored in some areas to make jumps, but you can't make every object involve a jump. That's too hard. Raise the Distance Spacing to make it easier to apply Distance Snap.
Also, when you rework this difficulty, don't make these mistakes:
  1. 00:09:999 (1) - Double-repeating sliders. They aren't really used that much anymore. Some mappers think it looks sloppy.
  2. 00:09:999 (1,2) - Overlap. This overlap could've been avoided.
  3. 00:13:748 (5,6,7) - Spacing. This spacing should be even, and using DS would do that for you.
  4. 00:13:998 (7,1) - Over sized jumps.This jump is too big for a 3.26 star Hard.
I'm not going to point out those things everywhere I see them, that would make this a really long mod.

Sorry, but I'll stop there. I can't really good advice on how to improve them. I would be wasting your time modding them. But, Luminescent has an unsnapped green tick around 00:55:619 - this area.

I'm not really good at giving new mappers advice. I recommend getting advice from someone who's more experienced. If you have any questions, feel free to ask and I'll try to answer. If reworking areas becomes too much work or too stressful, then consider remapping certain difficulties. Remapping is nothing to be scared of. I think it would be helpful, especially for Normal, because of how often DS is broken, and that shouldn't happen too much in Normal.
I hope this helps you. Good Luck~ :D
Kaitjuh
Hi! This is my first mod so please take these with a grain of salt~

Also this was from your M4M queue.

Easy:
00:29:997 (3) - Try and blanket this slider around this 00:28:997 (2) - sliders end
00:42:996 (2) - Move this one step to the left
00:46:995 (4) - Blanket again
00:53:495 (5) - Blanket again

Normal:
Has some spacing inconsistencies towards the beginning, try to space these out evenly to better the flow.
00:25:997 (6) - Maybe space this out a little further, since there's a pause in between notes, yet they are spaced out the same.
00:53:245 (3) - Same with this slider.
00:54:745 (3) - And same with this slider

Hard:
00:14:748 (3,4,5,6) - Either space out the triple from the slider or bring the bunch closer to 00:14:248 (1,2) - because of inconsistent spacing.
00:17:998 (10) - New Combo
00:21:873 (7) - Move the circle a little so it lines up well with the next slider
00:22:997 (3,4,5,6) - 4 and 6 are closer to 5 than they are to 3, Try and set the grid level to 4 for more precise placements.

Insane:
This again has inconsisent spacing for example: 00:09:999 (1,2,3) - vs 00:11:749 (10,11,1) - and 00:15:998 (1,2,3) - vs 00:16:498 (1,2,3,4,5) -
00:21:873 (7,8) - These claps are not needed imo
00:33:872 (9,10) - These two are not line-up porperly with the sliders end, maybe place these where 00:33:247 (8) - begins
00:43:496 (8,9,10) - maybe make these look the same as the previous triples
00:51:870 (1,2,3) - and 00:53:870 (4,5) - could be placed better to keep the spacing between the circles and sliders consistent
00:55:870 (5) - is kind of an awkward jump from its slider, maybe place this closer to 00:55:495 (4) -
01:04:994 (1) - make this length a little shorter and only have the spinner start on the moment the lazer fires

Good Luck!
Bastionior
From your Queue

ok let's do this.
Luminescent

  1. primarily, hitsound its difficulty, as you want to be qualified / RANKED if not put hitsound.
  2. 00:11:498 (3) - It is touching the end of the 00:10:498 (3) - and is, pretty ugly, aesthetically, fixed that.
  3. 00:11:998 (1,2,3) - is weird. This way of putting the notes seem maps style year 2007-2011, fixed it. More aesthetic, like the previous notes.
  4. 00:12:623 (5) - delete this note,00:12:373 (4) - ctrl+c e and ctrl+v here 00:12:623 - and ctrl+> (2 times) and move to x48 y184 to better flow.
  5. 00:12:998 (1) - move to x160 y 320 to improve blanket with 00:13:373 (2) - .
  6. 00:16:497 (5,6) - I'm pretty sure you must reverse this section, the "5" should be a slider and 1/2 "6" one single note.
  7. 00:17:872 - missing a note here.
  8. 00:19:122 (1,2) - Fix this distance, it is very rough and meaningless.
  9. 00:20:247 (1) - second item list, same.
  10. 00:22:497 (1) - same^
  11. 00:23:497 (5) - Blanket with 00:23:247 (4) -
  12. 00:27:871 (8) - stack with 00:27:246 (5) -
  13. 00:28:746 (5,6,1) - is very strange, ugly and meaningless, first in the early music you cool distanced notes, there you use a ridiculously low DS, has no emphasis whatsoever to leave this way, fixed them.
  14. 00:32:371 (3,4,5) - ^^^Same.
  15. 00:30:246 (5,6,7) - Again. Nonsense distance why? Give a reasonable distance.
  16. 00:31:246 (2,3,4) - third item list, is weird. "This way of putting the notes like.. seem maps style year 2007-2011".
  17. 00:31:746 (5) - Improve blanket with 00:32:246 (2) -
  18. 00:33:121 (1,2,3,4,5,6,7,8) - ok ... Seriously, this has to be fixed. This is very nonsense, random jumps without slightest reason to put them, fix them
  19. 00:42:745 (5) - make equal 00:42:370 (4) -
  20. 00:46:370 (2) - move to x352 y96.
  21. 00:58:619 (4,5,6) - give a equal distance.
  22. 01:02:868 (4,5,6) - Same pattern.
  23. 01:03:618 (1,2,3) - ^
  24. 01:04:993 (1,2,3,4,5,6,7,8) - Same strange pattern.

Insane

  1. 00:10:249 (3) - fix distance.
  2. 00:11:123 (6,7,8,9) - Equal distance.
  3. 00:12:123 (11) - move to x138 y246
  4. 00:15:748 (5) - move to 280 y336
  5. 00:18:248 (2,3,4) - move x296 y160
  6. 00:20:998 (1,2) - Fix distance.
  7. 00:22:748 (3) - Stack with 00:22:248 (1) -
  8. 00:23:248 (6,7,8) - Fix DS.
  9. 00:25:997 - Missing note here.
  10. 00:27:497 (8) - fix ds.
  11. 00:27:747 (1) - ^ same.
  12. 00:30:997 (5,6,7) - Equal distance.
  13. 00:43:746 (10) - Fix DS.
  14. 00:51:245 (5,4) - ^^Same.
  15. 00:53:995 (5) - ^.
  16. 00:57:620 (4,5,6,7) - ^^^^^^^^^^^^^^^^^^^^^.
  17. 01:04:994 (1) - Reduce volume to "Soft and 20%"

your map needs a lot of aesthetics and flow if you want it qualified, has many irregularities I mentioned just a few, in any case will have more mods. Good luck
30201102
In general
  1. New combos should only start on big white ticks, even if the vocal phrase starts later. This is especially true for the 4 lowest difficulties.

Easy
  1. DS should be consistent for Easy difficulties. 00:17:747 (6), the section between 00:41:996 (1) to 00:47:995 (1), 00:51:995 (3) to 00:57:995 (1) should be resnapped accordingly. The first section of the song (00:09:999 (1) to 00:32:997 (2)) is 0.9x which is ok, but I would recommend just having the entire song as 1.0x for consistency.
  2. Not really sure about the 2 green timing points at 00:33:997 and 00:41:995. Why are they at 0.75 SV when there are no notes in this section?
  3. SV changes at 00:55:494 and 00:57:995 are not really necessary, especially for such an easy diff. The whole song should probably remain at 1.0
  4. Most notes are clustered around a small area (center left). Try spacing things out a little, and moving to areas such as the bottom and top right corners.
  5. Turn off grid snap, it's not really useful unless you're making precise patterns (which would usually occur in harder diffs.) and really only messes up DS and restricts flow
  6. The rhythm gets a little dull (1/1 spam with occasional 1/2 connecting sliders). Try adding some faster back and forth sliders when the vocal line suggests it (i.e., 00:57:995 (1)), or some 1/2 syncopation (i.e., 00:52:495 (4))

Normal
  1. Flow is a lot better in this difficulty
  2. Not a big fan of sliders starting on weak beats, for example 00:58:244 (2) and 01:01:744 (6). As Charles445 might say, this is bad polarity, and can be fixed by preparing for the shift in pulse with notes and sliders that end in weak beats
  3. New combos should start on big white ticks. It messes up the rhythm at 01:03:994 (6) a bit.
for the M4M queue

Cokkie Hard
  1. 00:13:248 (6) - some overlap issues with notes that come after sliders. It feels better for me when this note is spaced regularly.
  2. 00:15:997 (7) - I would shorten this slider to the previous red tick, then move 00:17:622 (8) - to 00:17:497 (8) - and extend it by one back and forth (so that it ends on the big white tick)
  3. 00:24:997 (1) - the new combo on this slider should be on the following note (00:26:246 (2)), as that is where the musical phrase begins.
  4. 00:32:996 (1) - this slider should be extended to the next blue tick, and the following slider should start 1 tick later, on the big white (and still end on the big white tick)
  5. 00:56:119 (1) - shorten the spinner to the prev. red tick and move the next slider so that it starts on a white tick, then extend the slider so that it ends on a white tick

Hard
  1. 00:16:998 (6) - 00:17:498 (8) - nothing in the music really warrants this syncopated 1/4 pattern (the "do-dat, do-dat" pattern). It threw me off when I sightread this one.
  2. 00:18:998 (4) - I would make this a back and forth that ends on the red tick, then convert the following slider to a single note at 00:19:497 (5).
  3. 00:33:497 (1) - I would move this note elsewhere, the spacing in timing after the two previous 1/4 notes can throw players off
  4. 00:59:994 (5) - NC here instead of the next note.
SoySauce
Hi from my queue :D
For the question, you should always use a constant distance snapping and use the 'tiny' grid size for grid snap because bigger grid sizes can sometimes ruin the DS

General
  1. You should add the tag 'cookiekivi' in all off your own diffs too
  2. Tags should not contain any capital letters
  3. There are no preview point set for this map. To set a preview point simply scroll to point you that you want on the song then go to Timing -> Set Current Position as Preview Point
  4. I recommend adding a kiai time for your diffs
  5. Luminscent diff has a second red timing point while the other diffs don't
  6. I recommend using the 'Tiny' grid size while mapping because bigger snaps can sometimes ruin the distance snapping of objects
Easy
  1. There's absolutely no need to decrease/increase your slider velocity in this diff since there's simply, no change in the song
  2. 00:12:998 (4) - Why not make this a copy of (3)
  3. 00:11:998 (3,1) - Stack?
  4. 00:23:497 (4,2) - Don't overlap maybe
  5. 00:28:997 (2,3) - Blanket here
  6. 00:28:997 (2,4) - Fix slight overlap
  7. 00:41:996 (1,2,1,2) -Inconsistent spacing
  8. 00:44:996 (2,3) - Don't overlap
  9. 00:45:996 (3,4) - Wrong spacing and blanket here
  10. 00:52:495 (4,5) - Blanket's a little off
  11. 00:53:495 (5,1,2,3,1) - Inconsistent spacing
  12. 00:55:994 (1,2,3) - Remove SV slowdown and use consistent spacing
  13. 00:57:995 (1,2,1,2,1,2,3,4) - Stick to the 0.9x spacing just like the rest of the map
  14. 01:04:994 (4) - No more than one repeat is allowed in an Easy diff
Normal
  1. Same as easy, this map doesn't need any SV changes at all
  2. Use constant distance snapping please. Most of your map has inconsistent spacing and some of them caused overlaps that looks bad. I'm not going to comment about those in the mods below. Recheck the notes for wrong spacing and using the 'tiny' grid size might help you
  3. 00:11:998 (1,4,5,1) - Fix overlap
  4. 00:13:498 (4,5,1) - Three note stacks are not encouraged to be used in a Normal diff as in can get confusing for newer players
  5. 00:21:997 (1,2,3,6) - Don't overlap and don't do three stacks
  6. 00:29:746 (1) - Remove NC
  7. 00:30:996 (3) - A slider with more than one repeat is not recommended in a Normal diff due to how it can be difficult for beginners to react to
  8. 00:32:497 (2,3,4,5,6,7) - I strongly recommend you to change this pattern to a more simple one as this can get confusing. e.g. a normal curve
  9. 00:45:996 (1,2,3,1,2,3) - No three stacks
  10. 00:52:745 (2,3) - Fix the empty gap. You are ignoring a white tick sound there
  11. 00:54:245 (2,3) - ^ plus the vocals are incorrectly followed in your current rhythm
  12. 00:55:995 (1,2) - Use the normal SV
  13. 00:56:995 (2,3,1,2) - Fix overlap
  14. 01:00:244 (1) - Remove this 1/4 slider. 1/4 beats are not allowed in Normal
  15. 01:03:244 (3,4,5,6,7) - Don't do this pattern as it's badly spaced and confusing to play
  16. 01:04:743 (2,3) - 1/4 beats. Remove
Sorry I'm modding only two diffs because I'm a bit lazy today :?

And that's all! Hope this helps and good luck! :D
Grrum
Hi. Here on a request from my queue. However, I can tell that you're new to mapping, so I didn't really want to give a formal mod, instead I want to show you some techniques that can serve as a tool on how to think about patterns and construct them nicer. There's a lot of tools you can use under the edit toolbar, so look into them since they are mentioned in this mod. Still though. sometimes I can't explain it nicely in words, so the mod is kind of confusing. If you can't understand what I mean here, would you like me to make a video tutorial (made for a broader audience of course) that goes into a little more detail?

On to the mod. I modded Easy because it's best able to show you these techniques, but these ideas apply to all difficulties.

[Easy]

There's a lot of places where you have the DS be .93x or .86x. This can lead to odd looking/feeling spacing. I would recommend you set the grid to Tiny or turn off the grid entirely so that the distances are more even.

00:09:999 (1,2) – Use copy and paste to make (2) an exact copy of (1), then flip it across both axes (or alternatively, rotate it 180 degrees) so that these have symmetry.

00:14:998 (2,4) – It would like nice if (2)'s sliderend and (3) was also .90x away since this would form a triangle. (go look at other ranked Easy maps and you should this is really common)

00:14:998 (2,5) – Overlaps often have a problem of looking bad. Some don't but it takes an experienced mapper to understand how to set up nice overlaps. So from now on, make all overlaps in your map intentional. So what can you do to make these not overlap? You can stack (5)'s slider end on (2)'s head, like: http://puu.sh/mZKuv/84f4aceb78.jpg. Notice how I changed (5)'s body to be a copy paste of (2)'s. I like this since it makes the pattern more cohesive. Now however, the (2,3,4,5) pattern looks a little lopsided. So what can you do to balance it. Use symmetry: http://puu.sh/mZKFV/e0d5e019d1.jpg. How did I get this symmetry? Notice that (3,4) is parallel to the line the (2,5) end/head make. I simiply stacked (3) on (2)'s end, I stacked (4) on (5)'s head, and then I hit ctrl + shift + S on (3,4) until the distance between them was .9 (Hint: scale by 9/13 = .69).

00:18:998 (2,1,2) – The distance in and out of (1) should not be different. On an Easy and Normal difficulties, you should use the same DS (distance spacing) throughout the whole difficulty.

00:22:497 (2,4) – Remember, be intentional about overlaps. This looks kinda weak and it'd be better if you rotated (4) counter clockwise (ctrl + shift + R) so that these don't overlap. Remember what I said about triangles? How about making (4)'s end be a triangle with (2) and (3)?

00:22:997 (3,4) – Blanket these. This involves two things. The distance between (3) and (4)'s head should have the same spacing as the distance between (3) and (4)'s tail. Also note that (4) can be thought of as a part of a circle. (3) should be directly in the center of that circle, so make sure the curve of (4) fits nicely with (3) (use the approach circle for help): http://puu.sh/mZLcr/aa7bd8fb8e.jpg

Okay, so how do you make a triangle, but also make a blanket? Well, first start by making the triangle. Now you have the coordinates (look at the top right box) of where the slider end of (4) should be. So take your (4) slider and hit ctrl + G so that now the head is around that area of where the triangle should be. Now, select the (4) slider, go to the box where the coordinates are, and click the box. A window should pop up that lets you manually input the coordinates of where (4) is. Now you have the slider in the right place, but you need it to blanket (3) while also being .9x away from (3). Let's assume that you have the right curvature of the slider for (4). Remember that we ctrl + G'd (4) so that the head is currently where the tail should be. Now, hit rotate on (4), and make it so the selection center is where it's rotate around. Now when you rotate it, it will keep the same coordinates we just entered, and you can play with the numbers to get it to work. The result: http://puu.sh/mZLGV/50d3f6d662.jpg

00:23:497 (4,5) – These can also be blanketed (think of 4's end as being a circle that needs to be blanketed.)

00:26:496 (1,2,1) – Use symmetry to make this look nicer. I suggest using 00:27:997 (1) – 's body on 00:26:496 (1) -

00:55:495 (3) – Don't change the SV (slider velocity) in an Easy difficulty. This also makes the patterns really cluttered.

00:56:994 (2,3,1,2,3) – You use ½ rhtythm (you have notes on the red ticks) way too often for an Easy difficulty, so it's too hard for the player here. In other words, your note density is too high. Please use a calmer rhythm.

There's still other issues, but this sounds like enough for now. Good luck!
Shohei Ohtani
fuck league of legends man

Overall:
I'm 99% sure your artist is wrong but like I'll let someone else figure out who the actual artist is (If there's too many artists to have in the title, you use "Various Artists")

Extra:
So the biggest thing here that's going to save me a lot of time is just saying that your spaced out streams kind of aren't really that fun to play. It's trying too hard to be an extra diff when, other than the spacing, it's not that difficult at all. especially when the spaced out jumps really don't seem to have any sort of patterns, they're spaced out for the sake of being harder. If you're going to deviate from DS and try to have jumps, you need to have them have both a purpose as well as consistency.
Also, your hitsounds are WAY too loud, and they don't really follow the music. You should be having your hitsounds follow the drums in the background, as well as not be overbearing. Especially at the random parts where the hitsounds just become super loud. Like, aaaaa
00:12:998 (1) - Overlaps suck don't do them like this lmao

Insane:
Same problems as extra with the spacing and hitsounding. like 00:13:498 (6,7,8) - for example like why is the spacing just like shorter here? There's no reason for it in the music.

Hard:
00:09:999 (1) - avoid multi repeats like this
yeah same problems here so I'm gonna save myself the time of pointing everything out.

Advanced:
no video in this diff for some reason
00:23:997 (5,6,7,8) - so like why do you have a stream like this in an advanced diff. Especially if it's not present in the hard diff.
The entire diff suffers from different issues than the main submitter's diffs. This one has really consistent difficulty. Sometimes it's like "yay 1/1 repeat sliders" and other times it's just like streams. You need to have a consistent idea of how difficult you want the map to be. Especially if you're making a middle diff, you should be referencing the lower and higher diff to make sure that you're not going too much below/above the difficulty that they've set.

Normal:
So I was just gonna be like "yeah hitsounding issues same as before but like the spacing is okay" but then I saw 01:03:244 (3,4,5,6,7,8) - and i swear to god i wanted to shit myself.
An issue that is present in this diff that hasn't been present before is just how cramped everything is. If you're going to be creating patterns, you need to do it in a way to where it won't fall over each other. Imagine mapping like playing snake, you don't want things to touch each other. Granted, there are times when overlap is nice, but especially in easier diffs, it's better just to avoid it.

Easy:
easy

Like yeah uhhhHHHHHhhh like make sure to look at a lot of maps, preferably similar in song style to this one. Then you'll be able to see how a lot of things are done. You'll see how hitsounds are done as well as how jumps are done, and be able to identify when a jump is effective and when it's just being superfluous.

You can PM me if you want more in depth shit since I mostly just gave general comments but like yeah.
Rizen
Hey, just popping in! o/

General
  1. you video file has an audio track! this is unrankable according to ranking criteria
  2. you also need a difficulty lower than 2.00 stars according to ranking criteria
  3. also, you can't have inconsistent uninherited timing point across diffs, accoridng to ranking criteria. to be honest, the extra red line in the Luminescent difficulty is redundant as it doesn't do anything
  4. you seem pretty new so I will be focusing on the normal difficulty

Normal
  1. If I recall correctly, the DS (distance snapping) of all objects in a normal difficulty have to be consistent. This means the spacing between objects is in correlation to the space in rhythm. This is because new players usually play the normal diff of a mapset once they complete the easy. Having inconsistencies in DS will confuse them even more. eg. the distance spacing at 00:14:748 (2,3,4) - , it looks like from 2 to 3 is longer than from 3 to 4 rhythmically if that makes any sense. I would seriously consider a remap (no joke) because the spacing in this diff is way too messy. To make sure spacing is consistent, use distance snapping and set the distance space to an appropriate number (depends on the overall slider velocity of the difficulty). make sure grid is set to tiny or better yet, turn off grid snap. Start mapping from there
    Here are some pointers though if you do remap
  2. do not make patterns of consecutive circles such as 00:16:998 (2,3,4,5,1) - . For a new player, it is simply too hard for them to play
  3. also do not make objects bunched up like at 00:21:997 (1,2,3,4,5,6) - . It will be incredibly hard to read for newbies and not to mention incredibly messy
  4. I would not recommend using repeat sliders such as 00:30:996 (3) - in such a way that it repeats more than once. players who play this diff will assume it only repeats once if they encounter a previous repeat slider which only repeats itself once.
  5. It also looks like the NC pattern is kinda skewed. NC's (New Combos) in lower diffs such as normals should generally be placed on large white ticks known as the downbeat, one of these things. either NC once per measure on the downbeat, or once per two measures on the downbeat.
  6. I should also mention that jumps in a normal like at 01:04:244 (2,3) - are a huge no no

Hard
  1. don't use repeat sliders like 00:09:999 (1) - , as reditum has said. They're just too confusing to use as the player usually expects only one repeat
  2. don't forget beats like at 00:17:872 - which are very audiable and much deserve a clickable object at that time

General Comments
  1. It is very clear that you are a very new mapper. and for that reason, I would recommend you to ask people to set you on the right direction. Try places such as #modhelp or even pm some your favourite mappers if they are willing to help you out. I will also be available to answer any questions of yours if needed
stUwUpid
Insane Difficulty Mod for M4M

00:11:748 (6) - Try not to end sliders on downbeats (the big white tick marks). It's hard to get a feel for rhythm.
00:12:123 (7,1) - Spaced way too far apart for a stream. Compare to 00:11:123 (2,3,4,5) - in which you can tell that it is 1/4 spacing.
00:16:498 (1,2,3,4,5) - Same as above ^
00:15:998 (1,2,3,1,2,3,4,5) - not really mapped to anything, vocals or bg music.
00:21:873 (7,8,1) - These are equally distanced but the NC is 1/4 of a beat later than the other two. This makes it extremely confusing and often unplayable. I suggest you space the NC out double or at least make it spaced differently so it can be easier predicted.
00:25:747 (6,1) - Should add something in between these two notes, like a slider when it says "Going".
00:30:997 (5,6,7,8) - Add notes in between these to make it a stream. It'll fit the song more.
00:32:497 (3,4,5) - Put these closer to make it look like a stream
00:45:746 (7) - move this closer
00:45:996 (1,2,3,4,5) - Same as above ^
00:46:995 (1,2,3,4,5) - ^^
00:52:745 (5,6) - put these farther as there is more time in between
00:54:245 (1) - ^
00:55:245 (3,4) - ^^
00:55:870 (5) - Put this closer as there is less time in between
01:04:994 (1) - Very odd spot to put a note that is only 1/4 spaced. keep it in line with rest of stream
01:06:118 (1) - Super odd place to end slider. I suggest you end it around 1:07.993

Also song ends sort of abruptly. Not sure if that's just how the song goes, but o well XD

To me, it kind of seems like you're trying really hard to make the map difficult by varying the spacing in between streams. Keep in mind that spacing variation is normally only used for jumps at higher difficulties, and even if it is used for streams, it is kept within the range of 0.2 to 1.5 on the distance spacing bar, and it is always (ALWAYS) supposed to be predictable.

You seem a bit new to mapping (hey it's ok, me too) so I won't say too much on pattern, but I can see that this might be a fun map if it is mapped well. Good luck!
Topic Starter
bejewelled

Kami-senpai wrote:

Insane Difficulty Mod for M4M

00:11:748 (6) - Try not to end sliders on downbeats (the big white tick marks). It's hard to get a feel for rhythm.
00:12:123 (7,1) - Spaced way too far apart for a stream. Compare to 00:11:123 (2,3,4,5) - in which you can tell that it is 1/4 spacing.
00:16:498 (1,2,3,4,5) - Same as above ^
00:15:998 (1,2,3,1,2,3,4,5) - not really mapped to anything, vocals or bg music.
00:21:873 (7,8,1) - These are equally distanced but the NC is 1/4 of a beat later than the other two. This makes it extremely confusing and often unplayable. I suggest you space the NC out double or at least make it spaced differently so it can be easier predicted.
00:25:747 (6,1) - Should add something in between these two notes, like a slider when it says "Going".
00:30:997 (5,6,7,8) - Add notes in between these to make it a stream. It'll fit the song more.
00:32:497 (3,4,5) - Put these closer to make it look like a stream
00:45:746 (7) - move this closer
00:45:996 (1,2,3,4,5) - Same as above ^
00:46:995 (1,2,3,4,5) - ^^
00:52:745 (5,6) - put these farther as there is more time in between
00:54:245 (1) - ^
00:55:245 (3,4) - ^^
00:55:870 (5) - Put this closer as there is less time in between
01:04:994 (1) - Very odd spot to put a note that is only 1/4 spaced. keep it in line with rest of stream
01:06:118 (1) - Super odd place to end slider. I suggest you end it around 1:07.993

Also song ends sort of abruptly. Not sure if that's just how the song goes, but o well XD

To me, it kind of seems like you're trying really hard to make the map difficult by varying the spacing in between streams. Keep in mind that spacing variation is normally only used for jumps at higher difficulties, and even if it is used for streams, it is kept within the range of 0.2 to 1.5 on the distance spacing bar, and it is always (ALWAYS) supposed to be predictable.

You seem a bit new to mapping (hey it's ok, me too) so I won't say too much on pattern, but I can see that this might be a fun map if it is mapped well. Good luck!

Thank you so much for the mod!
SuperMIC
hi you posted in my queue and i just wanted to leave a couple of tips after looking through the luminescent difficulty (it seems that others have already given you some helpful tips on DS and patterning so I'd like to give you a few more):

1. Mapping to the Music

At it's core, osu! is a music game. As such, especially in harder difficulties where you can use more complex rhythms, you want to be as precise as possible when mapping to the music. This means both that there should not be beats where there is no music and that you should not map in a way that skips over beats. Following the music almost always takes priority over patterning. Granted, as I'm sure you've learned, there are always always exceptions but recognizing them comes with experience. In general though, you should always stick as close as you can to the music.

00:12:373 (4) - For example, here you've completely mapped over the lyrics.
00:50:494 (1) - and here you can make the argument that this is overmapped because the slider does not end on any beat reflected in the music.
00:27:496 (8) - this slider should end on the blue tick to match the vocals

1a. Strong beats and mapping accordingly

This is related to the previous point, and is very important. There are naturally going to always be stronger beats in the music that should be stressed. When you're mapping easier difficulties, it is these core beats that you typically map to and discard the extra rhythms. osu! mechanics make things work differently however. There are two kinds of osu! beats: "active" and "passive". An active beat is an object that the user actively clicks on (so hitcircles and the starts of sliders). A passive beat does not involve any user interaction (the slider end). You want to make the user actively click on the stronger beats and save the passive beats for less important things. Again, there are always exceptions to this rule and getting a feel for them comes with experience. As a general rule, white ticks are very usually strong beats and should be clicked on. (there are again exceptions lmao)

00:24:747 (5) - this slider ends on a strong beat that really should be clicked on
00:26:371 (2) - so does this
00:26:746 (3) - so does this. also, this slider doesn't start in the right place. match the vocals precisely. in fact you might just want to ditch this slider and map it as a 1/4 triplet that is red tick - blue tick - white tick
00:28:996 (6) - so does this
00:31:746 (5) - long white ticks are almost always strong beats that should be stressed

2. Using patterning to match the music

Jumps, stacking, anti-jumps - these are all patterning components that need to be justified by the music. The music is what should be determining what speed you're moving at and how you're moving: whether it's constant speed, in a sharp anti-flow movement, etc. The only real way for you to learn this is if you can play your own maps. And again that comes with practice and time. (Generally, you will improve a ton if you can play your own maps)

00:44:495 (4,5) - this stack is kind of pointless and plays badly because of the previous pace from (1-4)
00:15:497 (7,1) - there's no reason for these to be spaced close together when your 1/4 spacing is much larger
00:16:497 (5,6,1) - why is all this 1/1 spaced differently
00:17:497 (3,1) - why are these spaced so close when all your 1/4 is spaced differently? try to keep pacing consistent
00:22:997 (3,4,5) - same^
00:23:997 (1,2) - ^

01:04:993 (1,2,3,4,5,6,7,8) - pls don't do this it's so unnecessary

---

Hopefully this gives more insight. :)

-SMIC
Black Emptiness
m4m from your queue

Normal:
* 00:12:998 (3,1) - Make them identical. (Same shape).
* 00:16:997 (1,2) - Put the second slider like this. [Image]
* 00:20:997 (2) - Instead of this angle, make a copy of a previous slider and Ctrl+J.
* 00:25:497 (6,7) - I kinda don't like the stack here. It's not unrankable (I suppose) or anything, but it shouldn't be in a Normal difficulty.
* 00:31:496 (3) - Move this point at x:214; y:138.
* 00:33:996 - I would insert a note here if I were you.
* 00:41:995 (1,2) - Change the shape of the slider to make a blanket with the note number 2.
* 01:01:744 (3) - Move the note back to 01:01:494 - . It would fit better to the song.
* 01:01:994 (1,2) - Distance snap seems little bit off.

Hard:
* 00:09:999 (1) - I would appreciate a stack at this time and remove one reverse arrow.
* 00:16:498 (3) - To avoid an overlapping, put the note around this area. [Image]
* 01:02:994 (5,6) - This pattern is actually pretty weird. So hard to play.

Insane:
* 00:16:498 (1,2,3,4,5) - Make the pattern like you did at 00:15:998 (1,2,3) - . This pattern is actually commonly used in Extra difficulties or really fast songs.
* 00:20:998 (1,2,3,4,5) - Same here.
* 00:22:248 (1) - Is this "not stacking" on purpose? If not, fix it.
* 00:32:497 (3,4,5) - Don't increase a distance snap here. Place them with the same distance snap as these: 00:32:997 (6,7) - .
* 00:33:872 (9,10) - Stack them together and place them outside of the previous notes (00:32:997 (6,7) - ). It's completely unreadable.
* 00:45:996 (1,2,3,4,5,6,1,2,3,4,5) - See 00:16:498 (1,2,3,4,5) - .
* 00:52:745 (5,6) - Make a pattern like this: 00:32:997 (6,7,8) - . (Because of distance snap, is really easy to miss).
* 00:54:244 (1) - Same issue as above.

Good luck, Swegmec.
Topic Starter
bejewelled
mod

SuperMIC wrote:

hi you posted in my queue and i just wanted to leave a couple of tips after looking through the luminescent difficulty (it seems that others have already given you some helpful tips on DS and patterning so I'd like to give you a few more):

1. Mapping to the Music

At it's core, osu! is a music game. As such, especially in harder difficulties where you can use more complex rhythms, you want to be as precise as possible when mapping to the music. This means both that there should not be beats where there is no music and that you should not map in a way that skips over beats. Following the music almost always takes priority over patterning. Granted, as I'm sure you've learned, there are always always exceptions but recognizing them comes with experience. In general though, you should always stick as close as you can to the music.

00:12:373 (4) - For example, here you've completely mapped over the lyrics.
00:50:494 (1) - and here you can make the argument that this is overmapped because the slider does not end on any beat reflected in the music.
00:27:496 (8) - this slider should end on the blue tick to match the vocals

1a. Strong beats and mapping accordingly

This is related to the previous point, and is very important. There are naturally going to always be stronger beats in the music that should be stressed. When you're mapping easier difficulties, it is these core beats that you typically map to and discard the extra rhythms. osu! mechanics make things work differently however. There are two kinds of osu! beats: "active" and "passive". An active beat is an object that the user actively clicks on (so hitcircles and the starts of sliders). A passive beat does not involve any user interaction (the slider end). You want to make the user actively click on the stronger beats and save the passive beats for less important things. Again, there are always exceptions to this rule and getting a feel for them comes with experience. As a general rule, white ticks are very usually strong beats and should be clicked on. (there are again exceptions lmao)

00:24:747 (5) - this slider ends on a strong beat that really should be clicked on
00:26:371 (2) - so does this
00:26:746 (3) - so does this. also, this slider doesn't start in the right place. match the vocals precisely. in fact you might just want to ditch this slider and map it as a 1/4 triplet that is red tick - blue tick - white tick
00:28:996 (6) - so does this
00:31:746 (5) - long white ticks are almost always strong beats that should be stressed

2. Using patterning to match the music

Jumps, stacking, anti-jumps - these are all patterning components that need to be justified by the music. The music is what should be determining what speed you're moving at and how you're moving: whether it's constant speed, in a sharp anti-flow movement, etc. The only real way for you to learn this is if you can play your own maps. And again that comes with practice and time. (Generally, you will improve a ton if you can play your own maps)

00:44:495 (4,5) - this stack is kind of pointless and plays badly because of the previous pace from (1-4)
00:15:497 (7,1) - there's no reason for these to be spaced close together when your 1/4 spacing is much larger
00:16:497 (5,6,1) - why is all this 1/1 spaced differently
00:17:497 (3,1) - why are these spaced so close when all your 1/4 is spaced differently? try to keep pacing consistent
00:22:997 (3,4,5) - same^
00:23:997 (1,2) - ^

01:04:993 (1,2,3,4,5,6,7,8) - pls don't do this it's so unnecessary

---

Hopefully this gives more insight. :)

-SMIC

This was SO helpful!!!! Thank you so much!!
WazZzaA123
From queue NM
CONSIDER ADDING KIA TIMEE

[Luminescent]
00:12:373 (4) - try to move this here x:96 y:128 ( I just feel like it's more appropriate )
00:22:997 (3,4) - Try to smooth them a little so they blanket with 00:23:497 (5) -
00:44:495 (4,5) - 00:45:370 (3,4) - These are weirds, try doing something else ?

[Insane]
00:32:997 (1) - NC
00:41:995 (1,1,2,3,1,1,2,3,1,2,3) - Maybe try doing something like this http://i.imgur.com/NbqVZxu.png with the combos since well... rainbows....
00:52:120 (3,4) - Fix distance

AIBat v3.1 wrote:

[General]
Background
lux.jpg is 1365x768, which differs from the recommended size of 1024x768.

[All .osu Files]
Timing Sections
Inconsistency in uninherited (red) timing sections:

- [Hard]
Red timing sections at:
00:01:999, BPM of 120,010

- [Insane]
Red timing sections at:
00:01:999, BPM of 120,010

- [Luminescent]
Red timing sections at:
00:01:999, BPM of 120,010
00:19:997, BPM of 120,010

- [Normal]
Red timing sections at:
00:01:999, BPM of 120,010

[Hard]
Preview Point
A preview point has not yet been set for this difficulty.

[Insane]
Preview Point
A preview point has not yet been set for this difficulty.

[Luminescent]
Preview Point
A preview point has not yet been set for this difficulty.

Snapping

Unsnapped inherited (green) sections at:
00:21:873 - snap to 00:21:871
00:21:998 - snap to 00:21:996
00:33:997 - snap to 00:33:995
00:57:995 - snap to 00:57:993

[Normal]
Preview Point
A preview point has not yet been set for this difficulty.
-Spy_old
Why is the bpm 120.01 this triggers me soo hard....

Change!
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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