forum

Ken Nakagawa - Rorona FJ: Totteoki 3 Gou Shin ver.

posted
Total Posts
25
show more
phaZ
[Beginner and Easy]
  1. beginner feels kinda unnecessary. it is as easy as the tutorial. additionally 00:01:922 (1) - is completely out of place. it would fit way better at 00:34:113. tbh i would recommend to delete the beginner diff and put the spinner in the easy at that spot ( - 00:34:113 - ), because the repeatsliders in the [Easy] 00:34:113 (3,3) - are kinda tricky for beginners, as you cant exactly count the number of repeats (unless its one repeat). the player can just relax on top of the slider if there is a 1/1-"break" left afterwards or if you just close the gap completely between 00:34:113 (3,1) - (add another repeat then). or put a spinner at 00:34:113 - as i suggested earlier.
[Easy]
  1. 00:34:113 (3,1) - comparing NC's with normal should make it obvious that they currently dont make sense here
  2. 00:36:135 (3,1) - ^ maybe too?
  3. 00:16:922 (4) - for the same reason mentioned above, close gap
[Normal]
  1. 00:24:000 (1,2) - 00:30:405 (2,3) - how would a player guess that the 2nd pattern plays differently from the 1st one when they look exactly the same
[Advanced]
  1. 00:12:877 (3,4,5) - too complicated/plays weird since the strong beats are distributed IRRREgularely ( (3)-head is weak, (3)-tail is strong, on (4) there is nothing to tap on, (5)-head is strong, (5)-tail is strong). i suggest sth like http://puu.sh/mtaor/d95f74b94f.jpg
  2. 00:34:113 (1,2,3,1,2,3,4,5,1,2) - this plays harder than in the [Hard] since the rhythms youve chosen are IRREgular. also why would you have 4x1/4-sliders in advanced which forces the player to tap with/hold down the weaker secondary finger, but in [Hard] the easier 3x1/4-sliders o.O?
  3. 00:16:922 (4,5) - same as ^ then
[Hard]
  1. just what ive mentioned in the [Advanced]
[Insane]
  1. 00:09:843 (1,2,3,4,5,6,7) - 00:11:865 (1,2,3,4,5,6,7) - why are there the exact same objects when the music differs?
[Another]
  1. 00:02:764 (5,5,5) - wtf are these 3/4-slider here ò.Ó//
[Extra]
  1. 00:07:820 to 00:09:843 - i guess you could map the harp-stream for this difficulty
Topic Starter
Krimek
Here we go!

LostRedX wrote:

This is a pretty simple map I don't know why you don't have any mods yet.
Beginner


Consider adding a spinner to the end, I think it would be a nice way to finish the song off.
Removed reverse slider and got spinner now

Easy


I guess the same could be said for this difficulty too. Still a good beatmap you've done a great job so far.
^ and thanks c:

Normal


I suppose me mentioning the spinners isn't helpful. Good job tho!
I think in this one I want to have the spinner like advanced+ has at the beginning.

Advanced


Solid difficulty I like it :)
Thanks :3

Hard


Consider changing the AR to 7.
I think the ar is fine. A lower ar for such short map isn't needed.

Insane


00:15:573 (6,7) - Move these closer to the next combo.
It's as spaced as 00:13:719 (7,1) - so it should be fine.
00:37:146 (1) - This doesn't have to be a new combo.
But it's a strong beat, the last big white tick. Also it's NC on every diff.

Another


00:02:764 (5) - This slider doesn't need to repeat. Shorten it.
Changed the beginning part. Now without reverse sliders
00:04:787 (5) - The same goes for this one. It throws the rhythm off.
^
00:06:809 (5) - This one too.
^
Extra


00:03:101 (2) - Remove this note. It doesn't fit the rhythm.
It actually fits. The slider ends 1/4 earlier so the white tick is clickable.

00:05:124 (2) - Remove this note too. ^

00:07:146 (2) - And this one. ^


Um, I guess I should mention that this is my first time modding so I hope I did well :D
Thanks for the mod! Nice mod for a first one. Keep it up!

Stjpa wrote:

======================
= Unrankable issue
= Highly recommended suggestion
= Suggestion
======================

Beginner

00:34:113 (2,3) - I think they might confuse newer players because they probably don't know that sliders can have more reverse-arrows.
Removed reverse slider and got spinner now


Easy

00:03:775 (2) - Hard to say if they're allowed or not, some people say that sliderticks actually help there, but I'm sure noobs won't pay attention to them. Changed it.
00:16:922 (4) - Same as in Beginner diff. 2/1 slider now
00:34:113 (3,3) - ^ There is a spinner now :3


Normal

00:30:405 (2,3) - People will they that both sliders just have one reverse-arrow. Or that the first one has more because of the previous ones.
Changed it.


Advanced

00:27:371 (2) - Two 1/2 slider would probably fit better and confuse less.
I think it should be fine this way.


Hard

00:02:764 (4,5) - Isn't there a better solution? This triggers me. D:
I kinda like it :c Waiting for more opinions~
00:03:775 (1,2) - ^ ^
00:15:910 (1,2) - People always tell me that this kind of stack sucks in a Hard. Would work if the circle would be clickable first, but it isn't the case here. True, but changing it this way does not make it more readable/playable imo D:

Other diffs don't really have any flaws, nothing really to mod there. D:
Thanks for the mod :3

-Famous- wrote:

Short mod~

Easy
  1. I guess you forgot to change the sampleset to Soft Custom 1. Oops xD Fixed!
  2. Kiai time is missing. ^
  3. 00:26:023 (1,2) - fix spacing Fixed.

[Advanced]
  1. 00:36:135 (1) - Why not map this like 00:34:113 (1,2,3) - , 00:16:922 (4,5,6) -?
    Rythm has changed but still fixed.

Hard
  1. 00:04:787 (4) - You can improve that blanket a bit.
    Done.
  2. 00:33:607 (2) - same as above
    Done.

Another
  1. 00:02:764 (5,5,5) - sounds really weird. I guess you mapped on vocals there. I recommend you to map this like you did in Extra.
    Remapped it, but like I did in Insane (just more spaced lol)
  2. 00:32:090 (1,2,3) - this pattern should be fine, but I would change it a bit. It's a bit weird to read.
    I think it should be fine. Waiting for more opinions~

That's it. It's a great map! I hope this will be ranked soon~ c:
Thanks Famus! Hope so too \o/

phaZ wrote:

[Beginner and Easy]
  1. beginner feels kinda unnecessary. it is as easy as the tutorial. additionally 00:01:922 (1) - is completely out of place. it would fit way better at 00:34:113. tbh i would recommend to delete the beginner diff and put the spinner in the easy at that spot ( - 00:34:113 - ), because the repeatsliders in the [Easy] 00:34:113 (3,3) - are kinda tricky for beginners, as you cant exactly count the number of repeats (unless its one repeat). the player can just relax on top of the slider if there is a 1/1-"break" left afterwards or if you just close the gap completely between 00:34:113 (3,1) - (add another repeat then). or put a spinner at 00:34:113 - as i suggested earlier.

    Well I can agree with the spinner at 00:34:113 - which makes probably more sence.
    But I will keep the Beginner diff since I think that even that easy beginner diff represents it's own rythm of the main melody.
[Easy]
  1. 00:34:113 (3,1) - comparing NC's with normal should make it obvious that they currently dont make sense here done
  2. 00:36:135 (3,1) - ^ maybe too? done
  3. 00:16:922 (4) - for the same reason mentioned above, close gap 2/1 slider now
[Normal]
  1. 00:24:000 (1,2) - 00:30:405 (2,3) - how would a player guess that the 2nd pattern plays differently from the 1st one when they look exactly the same
    Changed it.
[Advanced]
  1. 00:12:877 (3,4,5) - too complicated/plays weird since the strong beats are distributed IRRREgularely ( (3)-head is weak, (3)-tail is strong, on (4) there is nothing to tap on, (5)-head is strong, (5)-tail is strong). i suggest sth like http://puu.sh/mtaor/d95f74b94f.jpg
    Nice, fixed it!
  2. 00:34:113 (1,2,3,1,2,3,4,5,1,2) - this plays harder than in the [Hard] since the rhythms youve chosen are IRREgular. also why would you have 4x1/4-sliders in advanced which forces the player to tap with/hold down the weaker secondary finger, but in [Hard] the easier 3x1/4-sliders o.O?
    Hard has now 4x1/4 and Advanced 3x1/4 (since it makes more sence).
  3. 00:16:922 (4,5) - same as ^ then
    ^
[Hard]
  1. just what ive mentioned in the [Advanced]
    Alright, fixed.
[Insane]
  1. 00:09:843 (1,2,3,4,5,6,7) - 00:11:865 (1,2,3,4,5,6,7) - why are there the exact same objects when the music differs?
    Changed 00:12:877 (4,5) - , should be better now.
[Another]
  1. 00:02:764 (5,5,5) - wtf are these 3/4-slider here ò.Ó//
    Changed it.
[Extra]
  1. 00:07:820 to 00:09:843 - i guess you could map the harp-stream for this difficulty
    I think the "streamy sound" in the background isn't that loud and import to be mapped. Also I prefer the spinner consistent to almost each diff.
Thanks for the mod PhaZ! Was pretty helpful :3

Map updated!~
HiBye
Hi....

Beginner
This diff really lack of circles... sliders everywhere
try add some circles and reduce the slider velocity multiplier... it's quite fast for the easiest diff in this map..
or at least you can:
00:01:753 (1, 2) - reduce this two's velocity multiplier... increase the velocity multiplier little by little so the newbies can play it easily
00:27:034 - i think the kiai should end at this time

Easy
reduce the CS to 2.5-2.8
the slider velocity multiplier is still fast... make it slow at first and then gradually become fast like you want.
00:27:708 - end the kiai here
00:28:045 - x0.5 - x0.75 for the velocity multiplier... i suggest you to do this because you could hear it in the song starting at this time the music had became weaker...

Normal
the same problem.. slider velocity multiplier... try to vary the speed..
from slow gradually become fast... or from slow to fast and back to slow again....
00:27:708 - end the kiai here
nothing is wrong with this diff except those above...

Advanced
reduce OD a bit.. maybe 3.5 - 4
00:16:753 (3) - take it off.... it don't match with (4)
00:24:000 - starting from this point till 00:27:034 ... this doesn't quite make sense... don't put reversed sliders near a normal slider too much.. it confuse ppl who plays it.. i need to test play it over and over again to play without any 100, 50, or x.
00:27:708 - end the kiai here
vary the velocity multiplier..
the rest is fine..

Hard
vary the velocities multiplier...
00:27:708 - end the kiai here
the rest is totally fine.. nice.

Insane
vary the velocities multiplier...
00:14:393 (2) - move this away from (1)..
00:27:708 - end the kiai here

Another
consider to make the CS smaller
vary the velocities multiplier...
00:27:708 - end the kiai here
00:35:292 (6) - too far from (5)... it's a part of streaming and you put this quite far from (5)
00:36:135 (1, 2, 3, 4) - try putting it closer to each other...

Extra
consider to make the CS smaller again...
vary the velocities multiplier...
00:00:000 till 00:08:832 - try having this slow... and then suddenly become fast in the kiai mode
00:27:708 - end the kiai here


done modding this... the first thing that you really need to remember is to open AiMod after mapping...
Topic Starter
Krimek
Hey.
First of all, I can't agree with the kiai should end on 00:27:034 - and the CS/OD suggestion.
I don't want the kiai go over the half of the map. Also the kiai just contains the main melody.
About the CS/OD. The spread is totaly fine. Most of the diffs are cs=4 which is actually the normal cs.
Also I don't plan to add multiple SV for such short song. I don't feel like you can feel the intansity of the song vary that much, except of the beginning. But I've mapped it less spaced and easier to play, so it's alright.

Anything else:
mod

[ C Y ] wrote:

Hi....

Beginner
This diff really lack of circles... sliders everywhere
try add some circles and reduce the slider velocity multiplier... it's quite fast for the easiest diff in this map..
0,85 SV is too fast? I don't think so. Also I see no problems with slider only maps (there are only 14 objectives anyway).
or at least you can:
00:01:753 (1, 2) - reduce this two's velocity multiplier... increase the velocity multiplier little by little so the newbies can play it easily
Multiple SV in easy songs aren't recommended. I try to be consistent.

Easy

the slider velocity multiplier is still fast... make it slow at first and then gradually become fast like you want.
00:28:045 - x0.5 - x0.75 for the velocity multiplier... i suggest you to do this because you could hear it in the song starting at this time the music had became weaker...
^As I said above

Advanced
00:16:753 (3) - take it off.... it don't match with (4)
But it does. You can't ignore that sound.
00:24:000 - starting from this point till 00:27:034 ... this doesn't quite make sense... don't put reversed sliders near a normal slider too much.. it confuse ppl who plays it.. i need to test play it over and over again to play without any 100, 50, or x.
It's still a Hard difficulty. Players have to be able to deal with reverse slider. Adding more and more objectives doesn't make it easier tbh.

Insane
00:14:393 (2) - move this away from (1)..
I think it's fine.

Another
00:35:292 (6) - too far from (5)... it's a part of streaming and you put this quite far from (5)
It's something different when this is a sliderjump. The song supports the jump.
00:36:135 (1, 2, 3, 4) - try putting it closer to each other...
It's actually pretty close. These are short sliders. They are easy to aim.

Extra
00:00:000 till 00:08:832 - try having this slow... and then suddenly become fast in the kiai mode
I don't want to have multiple SV~

done modding this... the first thing that you really need to remember is to open AiMod after mapping...
But AiMod says there are no problems O_o (?)
Thanks for modding.
Dstorv
Hi from #modreqs

I'm not a very experienced modder, so feel free to reject my mod

General
  1. 00:34:113 - 00:35:966 in Advanced Diff and above seem so... noisy, is it the song or the hitsound?
Beginner
  1. I have nothing to say this is almost like monstrata Miiro Scenario Ultra Beginner
Easy
  1. 00:13:214 - put circle
  2. 00:26:023 (1,2,3,4) - make it like this http://puu.sh/mGtAG/2a3cb65a36.jpg, yours have some kind of bump-ish
Normal
  1. 00:07:820 (1) - imo this spinner is too short for normal
  2. 00:09:843 (1) - you could make this turn on white tick http://puu.sh/mGtTE/c33cea05ca.jpg
Advanced
  1. 00:14:562 (2) - make this overlap 00:14:899 (3) instead
  2. 00:21:304 (3) - no need to make it reverse, just 1/2 slider
Hard
  1. I cant find a problem here, except the noisy last part
Insane
  1. 00:03:607 (6) - make this overlap with 00:03:101 (5) end instead
Another
  1. I was about to mod this, but I was wondering :
    are 00:24:000 (1,2,3,4,5,6,1,2,3,4) and 00:30:405 (1,2,3,4,1,2,3,4,5,6) used to bump the SR? If not, nerf
  2. 00:07:652 (7,1) - make it jump down, rather than to the right
  3. 00:17:764 (11) - imo this is better with circle, rather than slider
  4. 00:36:135 (1,2,3,4) - slider (4) should have been slider (2), of course after that adjust 00:36:809 (5,6,1)
Extra
  1. I applaud your effort to make Extra diff, but this jump is too much :o

Thats it for the mod. I found this mod is more of visual, rather than playability tho
Good luck ranking the map :)
Topic Starter
Krimek

sullywally wrote:

Hi from #modreqs
Heya o/

I'm not a very experienced modder, so feel free to reject my mod

General
  1. 00:34:113 - 00:35:966 in Advanced Diff and above seem so... noisy, is it the song or the hitsound?
    Probably hitsounds if I got it right. Maybe they are too loud? D:
Beginner
  1. I have nothing to say this is almost like monstrata Miiro Scenario Ultra Beginner
Easy
  1. 00:13:214 - put circle
    There is no strong beat on the white tick I could follow.
  2. 00:26:023 (1,2,3,4) - make it like this http://puu.sh/mGtAG/2a3cb65a36.jpg, yours have some kind of bump-ish
    I preffer the zigzag.
Normal
  1. 00:07:820 (1) - imo this spinner is too short for normal
    I know that this one is pretty short, but even the worst spin gets you through the spinner. Sure you can't rly farm spinner points, but that is the case in almost every diff of the mapset.
  2. 00:09:843 (1) - you could make this turn on white tick http://puu.sh/mGtTE/c33cea05ca.jpg
    It turns at the middle of the slider. I think thats okay.
Advanced
  1. 00:14:562 (2) - make this overlap 00:14:899 (3) instead
    I think the curent one is better for the flow.
  2. 00:21:304 (3) - no need to make it reverse, just 1/2 slider
    But there is a tripple..
Insane
  1. 00:03:607 (6) - make this overlap with 00:03:101 (5) end instead
    Than the spacing isn't consistant to the rest of that part.
Another
  1. I was about to mod this, but I was wondering :
    are 00:24:000 (1,2,3,4,5,6,1,2,3,4) and 00:30:405 (1,2,3,4,1,2,3,4,5,6) used to bump the SR? If not, nerf
    It's just the jump part of the map. I don't think this is overdone. It's easier than the Extra jumps, and harder than Insane.
  2. 00:07:652 (7,1) - make it jump down, rather than to the right
    Would be a strong flow change imo. Also funfact: 00:07:820 (1) - is blanket with 00:09:843 (1) - lol
  3. 00:17:764 (11) - imo this is better with circle, rather than slider
    True, changed it.
  4. 00:36:135 (1,2,3,4) - slider (4) should have been slider (2), of course after that adjust 00:36:809 (5,6,1)
    But I like the flow of the current pattern :c

Thats it for the mod. I found this mod is more of visual, rather than playability tho
Good luck ranking the map :)
Thanks for the Mod!
Sorry for rejecting that much but I hope youcan understand why.. Still good job on modding it for being new into it!

Also Metadata fixed. Big thanks to IamKwaN! :3
Updated, please redownload.
Akitoshi
I played before mod but fk it I can't find anything wrong...
gonna suggest something even tho I'm scrub modder

[Advanced]
  1. 00:15:573 (4) - pretty nice if you triple or 1/2 here since I heard strong enough beat on 00:15:657 - and/or 00:15:742 - that can be added on this diff
  2. 00:35:124 (1,2) - maybe it can be two 1/2 sliders since 00:35:124 (1) - is pretty strange to play after these 00:33:775 (3,1,2,3) -
[Insane]
  1. 00:17:764 (7) - this one was kinda strange on playing imo, unlike the 00:17:259 (5,6) - it's pretty forced to move to the opposite direction for the player
[Another]
  1. 00:09:169 (1,2,3,4) - I just noticed that this part was pretty boring compared to your insane
  2. 00:32:764 (3) - pretty forced looking with 00:32:596 (2) , maybe rotate like this? https://osu.ppy.sh/ss/4531963
[Extra]
  1. 00:03:270 (3,3,3) - idk it would be nice as well if their tail was clickable than tails if the 00:01:753 (1,1,1) - and 00:02:764 (1,1,1) - is emphasizing how the vocal will go
  2. 00:17:764 (8) - make it further to 00:17:596 (7) - a bit?
eeeeee no kds if there's no actual change l0l
Topic Starter
Krimek

Akitoshi wrote:

I played before mod but fk it I can't find anything wrong...
gonna suggest something even tho I'm scrub modder

[Advanced]
  1. 00:15:573 (4) - pretty nice if you triple or 1/2 here since I heard strong enough beat on 00:15:657 - and/or 00:15:742 - that can be added on this diff
    They are not that important imo. Also that would add inconsistency for other diffs.
  2. 00:35:124 (1,2) - maybe it can be two 1/2 sliders since 00:35:124 (1) - is pretty strange to play after these 00:33:775 (3,1,2,3) -
    Changed.
[Insane]
  1. 00:17:764 (7) - this one was kinda strange on playing imo, unlike the 00:17:259 (5,6) - it's pretty forced to move to the opposite direction for the player
    I don't think the flow is forced because these are short sliders that dont need to be followed until the slidertail. So the flows still goes down.
[Another]
  1. 00:09:169 (1,2,3,4) - I just noticed that this part was pretty boring compared to your insane
    Changed.
  2. 00:32:764 (3) - pretty forced looking with 00:32:596 (2) , maybe rotate like this? https://osu.ppy.sh/ss/4531963
    Actually you're right. But I'd like to keep it because it's okay for an 4.85* diff and it would just destroy upcoming pattern/stacks.
[Extra]
  1. 00:03:270 (3,3,3) - idk it would be nice as well if their tail was clickable than tails if the 00:01:753 (1,1,1) - and 00:02:764 (1,1,1) - is emphasizing how the vocal will go
    mhhmm.. I think it's fine as it is. But still nice suggestion.
  2. 00:17:764 (8) - make it further to 00:17:596 (7) - a bit?
    This would recduce the spacing to 00:17:933 (1) - .
eeeeee no kds if there's no actual change l0l
Thanks for the mod!
__Ag
hi, from my queue's NM

General
I think straem's hitsound(SC1) is too noise

Hard
AR8

00:07:820 (1) - moved it to x412 y24
00:04:450 (3) - try it?http://osu.ppy.sh/ss/4566137
00:30:405 (1) - remove clap at the end
00:30:743 (2) - remove clap

Another
00:16:922 (5) - NC
00:20:798 (4) - moved it to x28 y296
00:32:764 (3) - stack it
00:33:775 (4) - change it to 1/2slider

Extra
00:27:034 (1,1) - The distance is too close
00:30:405 (1) - remove NC
00:33:775 (3) - change it to 1/2slider

good luck
Topic Starter
Krimek

__Ag wrote:

hi, from my queue's NM

General
I think straem's hitsound(SC1) is too noise
I think it's alright. Want to hear other opinions.

Hard
AR8I think 7.5 is alright for Hard.

00:07:820 (1) - moved it to x412 y24 done
00:04:450 (3) - try it?http://osu.ppy.sh/ss/4566137 done
00:30:405 (1) - remove clap at the end There are drums on both ends so no.
00:30:743 (2) - remove clap ^

Another
00:16:922 (5) - NC done
00:20:798 (4) - moved it to x28 y296 Nice Suggestion!
00:32:764 (3) - stack it I dont' feel like this would be better.
00:33:775 (4) - change it to 1/2slider But there is no sound on the red tick after it.

Extra
00:27:034 (1,1) - The distance is too close I want to let them rest for a second, so no jump.
00:30:405 (1) - remove NC It's for better reading so it should be fine
00:33:775 (3) - change it to 1/2slider Same as above.

good luck
Thank you for modding! Updated~
Okoratu
i understand that there are people who just started this game but who is realistically going to play beginner. It doesn't even have any objects which you could get an 100 on. And you could throw this kind of beginner on literally any song because it's simplified SO MUCH lol
Topic Starter
Krimek

Okoratu wrote:

i understand that there are people who just started this game but who is realistically going to play beginner. It doesn't even have any objects which you could get an 100 on. And you could throw this kind of beginner on literally any song because it's simplified SO MUCH lol
Yeah you're right, I was alrady talking about it with Desperate. I thought it was a good idea to map something easier than the Easy diff, but it's kinda unnecessary. I'm about to remove it with the next update. w/e removed
Shiranai
Helloo how are you
Sugestion,

General
  1. 00:08:832 - On all diffs imo better set the volume on 10~15% to make it more audible
Normal
  1. 00:16:584 (2,3,1) - Spacing a bit inconsistent
  2. 00:32:090 (1) - The curve a bit not natural imo, make the movement on 00:32:090 (1,2,3) - odd. My sugestion maybe you can a bit bent (1) into something like this http://puu.sh/nqGTu/7d1847ca86.jpg ?
Advanced
  1. 00:09:169 (1) - Maybe you can delete that? so we can have more rest time after spinner. Imo the current rest time after spinner kinda too short for an advanced diff
  2. 00:30:068 (1,2,3,1,2,3,4) - I think you can improve the rhythm there by using this http://puu.sh/nqHFI/dc78a1bf0a.jpg ? So the whole drum sequence on 00:30:405 (2,3,1,2,3,4) - more reasonable to play, furthermore imo this one 00:31:079 (1,2) - better to be 1/2 slider instead two circle to keep the consistency on 00:31:079 (1,2,3,4) -
Hard
  1. 00:01:753 (1,2,3,4) - The movement not comfortable to play imo due to (1)'s placement. Maybe on this one 00:01:753 (1) - you can make something more flowy like this http://puu.sh/nqHWp/769ee5cfb6.jpg ?
  2. 00:16:584 (2) - That slider end stacking not really intuitive imo and a bit out of place since there's only one stacking anti jump. Why not using regular spacing instead? if you want you can try something like this http://puu.sh/nqI9h/fc69906793.jpg
  3. 00:34:787 (3,4,5,6) - and 00:35:798 (2,3,4,5) - I don't think that compressed stream play well with 00:34:113 (1,2) - and 00:36:135 (1,2) - during testplay, due to spacing diffrent on that compressed circles and 1/4 sliders, some people might misread them
Insane
  1. 00:09:169 (1,2,3,4) - Imo those jumps a bit too harsh comparing with another and extra, especially on 00:09:337 (2,3) -
I'm not a fan of 1/4 slider stream on end, it makes everything looks harder lol
Natsu
yo

General:

  1. I don't see the reason to have a negative offset, you can just set it at: 00:01:753 -
  2. from 00:01:753 (1) - to 00:08:832 - hitsounding is really poor, add some whistles (soft default one work great) to fit certain parts in the music, also some objects are really hard to hear, up volume a bit pls.
Extra:

  1. 00:02:090 (2,3,4,5) - 00:04:113 (2,3,4,5) - 00:06:135 (2,3,4,5) - all those beats are really calm, so I don't see your reason to have such a high spacing there, yes is an extra diff, but still need to fit the song some how, I highly suggest you to reduce the spacing here.
  2. 00:02:764 (1) - 00:04:787 (1) - 00:06:809 (1) - why an extended slider when the music is 1/2? even the hold vocals are ending at 00:02:933 -
  3. 00:03:270 (3) - 00:05:292 (3) - 00:07:315 (3) - looking at all your diffs and only extra does have this weird rhythm, as you can hear vocals and music have a high pitch at 00:03:438 - that beat should be click'able, so basically try this instead:
  4. 00:09:843 (1) - add whistle to compliment the cymbal
  5. 00:10:854 (1) - add finish as well, but keeping the whistle there is a strong sound on going and whistle ins't enought to fit it.
  6. 00:11:697 (6) - drum finish sounds a bit off place, at any case a drum whistle would fit the music better
  7. 00:14:562 (3,1,2) - 1 is the strong beat, but you use such low spacing, 2 is really weak beat, but you do a jump, I don't understand the logic behind this.
  8. 00:17:933 (1) - drum finish doesn't fit the music that nicely, but the soft default one compliment better the music.
  9. 00:19:955 (1) - missing finish on head
  10. 00:13:214 (3) - add some hitsounds because sounds almost inaudible with music.
  11. 00:20:966 (1) - remove drum sampleset
  12. 00:22:483 (2,3,4) -
    why the spacing between 2 and 3 is shorter when 3 is a strong beat, but the spacing between 3 and 4 is larger, being 4 such a weak beat?
  13. 00:24:000 (1) - Remove drum sampleset, listen to the music most of similar sounds in music are more close to the soft default finish.
  14. 00:27:034 (1) - I really dislike this slider, I can't understand why, tbh the music have a really nice hold song from the cymbal, that's why such short slider doesn't fit the song that nicely, can you extend the slider to 00:27:202 - or even 00:27:287 -
  15. 00:28:045 (1) - missing finish
  16. 00:28:045 (1,2,3,1,2) - some whistles can fit really nice the calm part
  17. 00:32:090 (1) - remove drum addition
  18. 00:35:124 (1,2) - don't silence slider tails too much 10% or 15% is better, there are some tiny sounds in the music
  19. 00:35:882 (4) - this plays awful and musically isn't correct, you are mapping an active beat as pasive here in 00:35:798 - and by doing this you are forcing the player to start streaming at 00:35:882 (4) - which make the rhythm super weird to follow, just follow the music more close and go for:
  20. 00:37:146 (1) - same as the other slider. For this case I'd suggest to use a single circle and add a spinner in the end from 00:37:230 - to 00:39:169 - apply to every diff
  21. Hitsound suggestions apply to every diff
Another:

  1. 00:02:090 (2) - the tail of this slider have higher pitch than the head, which make the slider a bit weird rhythmically talking, just use 2 circles feels alot better, as you did on your extra diff.
  2. 00:04:113 (2) - 00:06:135 (2) - same as above
  3. 00:10:854 (4) - why an extended slider, music is going on 1/2, even you did use a 1/2 rhtyhm at your extra diff.
  4. 00:12:539 (3,4,5,6,7) - rhythm at this part is super weird, why the strong beats (you even did add claps on them) are sliders and the really soft ones are circles? doesn't make much sense, if you notice that you are mapping active beats as slider tails, ex 00:13:045 - 00:13:551 - , try this:
  5. 00:14:899 (4) - you are using 1/2 rhythm at your extra diff, but you decide to use an extended slider here, doesn't
  6. 00:16:247 (3) - same, even you using 1/1 on extra
  7. 00:18:944 (5,6) - same as above
  8. 00:20:966 (5) - music is going 1/2, there is not reason to extend the slider, even you are using 1/2 rhythm at your extra
  9. 00:21:641 (8) - again you are using 1/1 rhythm at your extra, but you still use an extended slider ? despite this one being an easier difficulty
  10. 00:22:652 (5) - same music is going in 1/2, even you mapped 1/2 in extra.
  11. 00:35:883 (2) - same as extra
  12. 00:37:146 (1) - same as extra
  13. I really don't agree with those extended sliders, also the rhythm inconsistencies between this and extra diff.
Insane:

  1. 00:05:798 (1,2) - blanket is off
  2. 00:10:854 (4,5) - two 1/2 sliders work better, if you notice the active beats at this part are 00:10:854 - and 00:11:191 - so leaving 00:11:191 - as slider tail doesn't make much sense, also 00:11:360 (5) - is a pasive beat don't need a click action, just try:
  3. 00:17:259 (5,6,7) - really similar 1/4 jumps as the another diff, taking in consideration this is a lower difficulty, I highly suggest you to avoid doing such patterns for the sake of better spread
  4. 00:27:034 (1,1,2) - try another pattern and remove NC from 00:27:371 (1) - is too spammy and can be avoid just my placing 00:27:034 (1) - somewhere else
  5. 00:31:077 - unsnapped
  6. 00:36:135 (1,2,1,2,3) - basically is the same level of difficulty as the another, for having a better spread just make 00:36:135 (1,2) - 00:36:472 (1,2) - double repeat sliders and don't make a huge 1/4 jump at 00:36:641 (2,3) -
    00:37:146 (1) - same as other diffs
    I also suggest to reduce some jumps, since this diff is close to another but a bit far from hard diff making the spread a bit unbalanced
Hard

  1. 00:09:169 (1,2) - use circles instead, tbh is a hard diff and those drums need click actions.
  2. 00:17:596 (6) - use a 1/2 slider to fit the drums that continue until 00:17:764
  3. 00:18:944 (1,2) - blnaket is a bit off, not much, so fix if you really care about design
  4. 00:34:787 (3,4,5,6) - circle streams are a No for me at hard diffs in this bpm, other BNs can agree tho!, but I still strongly suggest to use just a repeat slider instead.
  5. 00:35:798 (2,3,4,5) - same as above
  6. 00:37:146 (1) - same as other diffs
Advanced:

  1. 00:31:079 (1,2) - use a slider for rhythm consistency with 00:31:416 (3,4) -
  2. 00:35:798 (3,4,5) - the only triplet at this diff, just use a repeat slider for consistency, since is just an advanced diff..
  3. 00:37:146 (1) - same as other diffs
Normal:

  1. 00:13:551 (4) - a single circle work better with the music and is more new player friendly
  2. 00:20:966 (2,3,4) - rhythm is too hard compared to the rest of this map, just use single circles at each white tick, it makes the note density between easy normal and advanced better
  3. 00:24:000 (1,2) - I didn't say nothing in advanced , because is a diff that require more skill lvl, but at normal diff this 1/2 multiple repeat sliders are not intuitive to play, basically each player need to play and retry to know what is the number of repeat in each one, use other rhythm pls
  4. 00:27:371 (2,3,1) - same as 00:20:966 (2,3,4)
  5. 00:37:146 (1) - same as other diffs
Easy:

  1. 00:28:045 (1) - remove NC is really short and the other ones are really long >:, so it really don't fit your combo pattern
  2. 00:32:090 (1) - ^
  3. 00:34:113 (1) - ^
  4. 00:37:146 if you follow my suggestion of adding a spinner here on each diff, then you will have to map this part in easy 00:34:113 (1,1) - , something really simple like:
reply to this and let me know, I'm not sure what to do here until you reply to this
Topic Starter
Krimek
Sorry, didn't expect it would take so long. Here we go!

Mako Sakata

Mako Sakata wrote:

Helloo how are you
Sugestion,

General
  1. 00:08:832 - On all diffs imo better set the volume on 10~15% to make it more audible
    I like silenced spinnerends, sorry :c
Normal
  1. 00:16:584 (2,3,1) - Spacing a bit inconsistent
    Fixed.
  2. 00:32:090 (1) - The curve a bit not natural imo, make the movement on 00:32:090 (1,2,3) - odd. My sugestion maybe you can a bit bent (1) into something like this http://puu.sh/nqGTu/7d1847ca86.jpg ?
    I think this should be okay as it is now.
Advanced
  1. 00:09:169 (1) - Maybe you can delete that? so we can have more rest time after spinner. Imo the current rest time after spinner kinda too short for an advanced diff
    I'd like to keep it. Also it's maybe better for spread~
  2. 00:30:068 (1,2,3,1,2,3,4) - I think you can improve the rhythm there by using this http://puu.sh/nqHFI/dc78a1bf0a.jpg ? So the whole drum sequence on 00:30:405 (2,3,1,2,3,4) - more reasonable to play, furthermore imo this one 00:31:079 (1,2) - better to be 1/2 slider instead two circle to keep the consistency on 00:31:079 (1,2,3,4) -
    Woah I like that suggestion! It looks a bit different, but the rythm is as you told me. But I'm not 100% sure if the placement is too hard for an Advanced or not.
Hard
  1. 00:01:753 (1,2,3,4) - The movement not comfortable to play imo due to (1)'s placement. Maybe on this one 00:01:753 (1) - you can make something more flowy like this http://puu.sh/nqHWp/769ee5cfb6.jpg ?
    Changed.
  2. 00:16:584 (2) - That slider end stacking not really intuitive imo and a bit out of place since there's only one stacking anti jump. Why not using regular spacing instead? if you want you can try something like this http://puu.sh/nqI9h/fc69906793.jpg
    Done.
  3. 00:34:787 (3,4,5,6) - and 00:35:798 (2,3,4,5) - I don't think that compressed stream play well with 00:34:113 (1,2) - and 00:36:135 (1,2) - during testplay, due to spacing diffrent on that compressed circles and 1/4 sliders, some people might misread them
    Seems like everyone kinda thinks like that, so I changed it.
Insane
  1. 00:09:169 (1,2,3,4) - Imo those jumps a bit too harsh comparing with another and extra, especially on 00:09:337 (2,3) -
    True. Should be easier now.
I'm not a fan of 1/4 slider stream on end, it makes everything looks harder lol
Natsu

Natsu wrote:

yo

General:

  1. I don't see the reason to have a negative offset, you can just set it at: 00:01:753 -
    Tbh I have no idea why I've done this, but changing offset kinda messes greenlines and snapping up, so I better keep the offset I have now~
  2. from 00:01:753 (1) - to 00:08:832 - hitsounding is really poor, add some whistles (soft default one work great) to fit certain parts in the music, also some objects are really hard to hear, up volume a bit pls.
Extra:

  1. 00:02:090 (2,3,4,5) - 00:04:113 (2,3,4,5) - 00:06:135 (2,3,4,5) - all those beats are really calm, so I don't see your reason to have such a high spacing there, yes is an extra diff, but still need to fit the song some how, I highly suggest you to reduce the spacing here.
    The placement is based on the instrument in the background which gives us the main melody. I know it's calm but it's the only instrument in the part we can actually follow. The higher spacing is because the instrument sounds jumpy and having less spacing would make the diff as easy as the Another diff, so it's also for better gap.
  2. 00:02:764 (1) - 00:04:787 (1) - 00:06:809 (1) - why an extended slider when the music is 1/2? even the hold vocals are ending at 00:02:933 -
    If you listen closely, the vocals don't end exactly on the red tick. Also I don't feel like it's worth making the red ticks "clickable".
  3. 00:03:270 (3) - 00:05:292 (3) - 00:07:315 (3) - looking at all your diffs and only extra does have this weird rhythm, as you can hear vocals and music have a high pitch at 00:03:438 - that beat should be click'able, so basically try this instead:

    Alright, changed it! c:
  4. 00:09:843 (1) - add whistle to compliment the cymbal
    Added.
  5. 00:10:854 (1) - add finish as well, but keeping the whistle there is a strong sound on going and whistle ins't enought to fit it.
    Added.
  6. 00:11:697 (6) - drum finish sounds a bit off place, at any case a drum whistle would fit the music better
    Nice idea, done.
  7. 00:14:562 (3,1,2) - 1 is the strong beat, but you use such low spacing, 2 is really weak beat, but you do a jump, I don't understand the logic behind this.
    Changed the whole jump there. Hope it's better now.
  8. 00:17:933 (1) - drum finish doesn't fit the music that nicely, but the soft default one compliment better the music.
    Done.
  9. 00:19:955 (1) - missing finish on head
    I don't think a finish fits there. But I decided to add a drum-whistle.
  10. 00:13:214 (3) - add some hitsounds because sounds almost inaudible with music.
    It isn't the only one that is kinda inaudible and I don't see a reason to make a non-drum sound have a hitsound~
  11. 00:20:966 (1) - remove drum sampleset
    Done.
  12. 00:22:483 (2,3,4) - why the spacing between 2 and 3 is shorter when 3 is a strong beat, but the spacing between 3 and 4 is larger, being 4 such a weak beat?
    00:22:820 (4) - is less spaced now.
  13. 00:24:000 (1) - Remove drum sampleset, listen to the music most of similar sounds in music are more close to the soft default finish.
    Okay. I did the same with 00:25:011 (1) -, I think that's the same case.
  14. 00:27:034 (1) - I really dislike this slider, I can't understand why, tbh the music have a really nice hold song from the cymbal, that's why such short slider doesn't fit the song that nicely, can you extend the slider to 00:27:202 - or even 00:27:287 -
    I don't want to have a hold there, I prefer a break after such a jump part. Also I placed a 1/8 because I think it has a nice effect as a finisher.
  15. 00:28:045 (1) - missing finish
    Fixed.
  16. 00:28:045 (1,2,3,1,2) - some whistles can fit really nice the calm part
    Dunno where to place them ._.
  17. 00:32:090 (1) - remove drum addition
    Done.
  18. 00:35:124 (1,2) - don't silence slider tails too much 10% or 15% is better, there are some tiny sounds in the music
    Alright, 10%.
  19. 00:35:882 (4) - this plays awful and musically isn't correct, you are mapping an active beat as pasive here in 00:35:798 - and by doing this you are forcing the player to start streaming at 00:35:882 (4) - which make the rhythm super weird to follow, just follow the music more close and go for:

    Maybe it's just my personal opinion but if I'm playing streams or patterns like this, I prefer that the streampattern always end with the finger I also start clicking. So since you start at 00:35:461 (3) - it follows up with 4 circles that are all together 5 objects to click, so it's like the casual 5-circles stream pattern just with a slider to hold. Making it shorter isn't rly what I feel like it would improve it, because a 1/2 slider doesn't fit there imo.
  20. 00:37:146 (1) - same as the other slider. For this case I'd suggest to use a single circle and add a spinner in the end from 00:37:230 - to 00:39:169 - apply to every diff
    I'd like to keep my 1/8 slider :v Also I don't plan to add a spinner there.. it feels.. kinda unnecessary to me
  21. Hitsound suggestions apply to every diff
    Done c: Thanks for the hitsoundsuggestions~

Another:

  1. 00:02:090 (2) - the tail of this slider have higher pitch than the head, which make the slider a bit weird rhythmically talking, just use 2 circles feels alot better, as you did on your extra diff.
    Making it clickable would support the vocals better, but the sliders support the melody better imo. No need to change~
  2. 00:04:113 (2) - 00:06:135 (2) - same as above
    ^
  3. 00:10:854 (4) - why an extended slider, music is going on 1/2, even you did use a 1/2 rhtyhm at your extra diff.
    Changed.
  4. 00:12:539 (3,4,5,6,7) - rhythm at this part is super weird, why the strong beats (you even did add claps on them) are sliders and the really soft ones are circles? doesn't make much sense, if you notice that you are mapping active beats as slider tails, ex 00:13:045 - 00:13:551 - , try this:

    I think the rythm supports the melody more than the drums.. If you say it's necessary to fix I will, but else I'd like to keep :v
  5. 00:14:899 (4) - you are using 1/2 rhythm at your extra diff, but you decide to use an extended slider here, doesn't
    Fixed.
  6. 00:16:247 (3) - same, even you using 1/1 on extra
    Fixed.
  7. 00:18:944 (5,6) - same as above
    Fixed.
  8. 00:20:966 (5) - music is going 1/2, there is not reason to extend the slider, even you are using 1/2 rhythm at your extra
    Done.
  9. 00:21:641 (8) - again you are using 1/1 rhythm at your extra, but you still use an extended slider ? despite this one being an easier difficulty
    Got a new pattern for this part.
  10. 00:22:652 (5) - same music is going in 1/2, even you mapped 1/2 in extra.
    Same
  11. 00:35:883 (2) - same as extra
    ^
  12. 00:37:146 (1) - same as extra
    ^
  13. I really don't agree with those extended sliders, also the rhythm inconsistencies between this and extra diff.
    No worry, it's over now xD
Insane:

  1. 00:05:798 (1,2) - blanket is off
    Fixed.
  2. 00:10:854 (4,5) - two 1/2 sliders work better, if you notice the active beats at this part are 00:10:854 - and 00:11:191 - so leaving 00:11:191 - as slider tail doesn't make much sense, also 00:11:360 (5) - is a pasive beat don't need a click action, just try:

    I kinda prefer to have a 1/1 slider even if the strong beat is on the slidertail, I just feel like this supports the melody better~
  3. 00:17:259 (5,6,7) - really similar 1/4 jumps as the another diff, taking in consideration this is a lower difficulty, I highly suggest you to avoid doing such patterns for the sake of better spread
    Changed.
  4. 00:27:034 (1,1,2) - try another pattern and remove NC from 00:27:371 (1) - is too spammy and can be avoid just my placing 00:27:034 (1) - somewhere else
    Moved 00:27:371 (1,2) - a bit away but I want to keep the pattern and NCs..
  5. 00:31:077 - unsnapped
    Fixed.
  6. 00:36:135 (1,2,1,2,3) - basically is the same level of difficulty as the another, for having a better spread just make 00:36:135 (1,2) - 00:36:472 (1,2) - double repeat sliders and don't make a huge 1/4 jump at 00:36:641 (2,3) -
    Made reverse sliders but I think the spacing as it is should be fine since it isn't that hard at all compared to the other jumps.
    00:37:146 (1) - same as other diffs
    ^
    I also suggest to reduce some jumps, since this diff is close to another but a bit far from hard diff making the spread a bit unbalanced
    I think it's fine now.
Hard

  1. 00:09:169 (1,2) - use circles instead, tbh is a hard diff and those drums need click actions.
    Having 4 circles in a row is too much in my opinion, so I want to keep the sliders.
  2. 00:17:596 (6) - use a 1/2 slider to fit the drums that continue until 00:17:764
    Done.
  3. 00:18:944 (1,2) - blnaket is a bit off, not much, so fix if you really care about design
    Fixed.
  4. 00:34:787 (3,4,5,6) - circle streams are a No for me at hard diffs in this bpm, other BNs can agree tho!, but I still strongly suggest to use just a repeat slider instead.
    Changed.
  5. 00:35:798 (2,3,4,5) - same as above
    ^
  6. 00:37:146 (1) - same as other diffs'
    ^
Advanced:

  1. 00:31:079 (1,2) - use a slider for rhythm consistency with 00:31:416 (3,4) -
    Done, changed into Mako Sakata's suggestion.
  2. 00:35:798 (3,4,5) - the only triplet at this diff, just use a repeat slider for consistency, since is just an advanced diff..
    Done.
  3. 00:37:146 (1) - same as other diffs
    ^
Normal:

  1. 00:13:551 (4) - a single circle work better with the music and is more new player friendly
    I'd like to keep it because I prefer to have a slider there and changing it into a circle destroys the pattern for a bit.
  2. 00:20:966 (2,3,4) - rhythm is too hard compared to the rest of this map, just use single circles at each white tick, it makes the note density between easy normal and advanced better
    Changed.
  3. 00:24:000 (1,2) - I didn't say nothing in advanced , because is a diff that require more skill lvl, but at normal diff this 1/2 multiple repeat sliders are not intuitive to play, basically each player need to play and retry to know what is the number of repeat in each one, use other rhythm pls
    They are 1/1 slider with just 1 reverse now.
  4. 00:27:371 (2,3,1) - same as 00:20:966 (2,3,4)
    Done.
  5. 00:37:146 (1) - same as other diffs
    ^
Easy:

  1. 00:28:045 (1) - remove NC is really short and the other ones are really long >:, so it really don't fit your combo pattern
  2. 00:32:090 (1) - ^
  3. 00:34:113 (1) - ^
    Removed NC on 00:30:068 (3) - and removed the circle on 00:34:113 - so the spinner starts there. I think NCing should be fine now.
  4. 00:37:146 if you follow my suggestion of adding a spinner here on each diff, then you will have to map this part in easy 00:34:113 (1,1) - , something really simple like:

    Well.. I decided to not add a spinner so my NCing and spinner ended up a bit different~
reply to this and let me know, I'm not sure what to do here until you reply to this
Alright, everything updated.
Thanks for modding!
Shoga

Since Hako told me to mod this so...
Here is the mod.
Mod
Extra
  1. 00:04:281 (3,4,5) - Reduce the spacing of the triangle here. Because compare to these three 00:02:259 (3,4,5) the music at 00:04:281 (3,4,5) is rather "inward" if you listen carefully so it is more natural to reduce the spacing there.
  2. 00:06:472 (4,5) - This is a bit too reluctant. Though you can argue that player can hit them but it is not natural. I recommend reduce the spacing there.
  3. 00:15:405 (4,5,6) - Strongly recommend reduce the spacing here or change the pattern here. Because the spacing here is very unmatched with these there 00:14:899 (1,2,3) and they have the same combo colour which might lead playalbility. Though again you can argue that it is readable but it doesn't go well with the music since the rhythm there doesn't have any significant change comparing to as here 00:14:899 (1,2,3) so it plays not well here.
    Solution is that you reduce the snapping to the same here 00:12:877 (1,2,3,4,5,6) Then I think it should be ok. Since we don't want to reduce the snapping much becuz the rest of the map is based on heavy jumps.
  4. 00:18:944 (1,2,3) - The spacing of these three is the problem. Becuz they are kinda too close. I mean after a bit of jumpy section the spacing here feel pretty off compare the jumps. I recommend increase the spacing here like this
    http://puu.sh/o7LgP/03ad07de13.jpg
    It still doesn't matter if U increas the spacing more because those aren't fast beat like normal single tap
  5. 00:36:809 (5,6,1) - This has a bit of problem with the flow. It just don't play nice imo and doesn't fit the music. Thing is the spacing between these two 00:36:809 (5,6) are already too big compare to the previous section before that and you force the players to aim backward inside for the slider and they have to reduce their speed. It just feel pretty off imo. You can try like this, it flows better like this I think http://puu.sh/o7LxG/d2130df1fb.jpg

Another
  1. 00:17:764 (7,1) - Reduce the spacing here since compare to these two 00:17:596 (6,7) Tho don't keep them as the same sanp since I see you want to emphasize the rhythm change there.
  2. 00:25:686 (5,6,7,1,2) - the motion from the stacks to the slider is slower compare to the jumps before that so it feels unnatural. Because You made the player go slower and the music doesn't change much. You might wanna change it to the flow will be much better this way I think. http://puu.sh/o7N5Q/0cbdd8d661.jpg
    Note: You might want to increase the snap of these triple 00:25:686 (5,6,7)
  3. 00:36:809 (5,6,1) - These one flow pretty bad. because of the snapping of these two 00:36:978 (6,1). You might want to change the pattern here.

Insane
  1. 00:25:686 (5,6,7,1,2) - It has the same problem like the Another diff. as I said the motion feel unnatural.
  2. 00:30:405 (1,2,3,4,1) - This stack is not ok, this stack will cause the player to misread the jumps right afterward. You might want to put 00:31:079 (1) not in the stack, put it somewhere else as a note separate from the stack. that will be more reasonable too since you emphasize the change of music through the spacing.
I looked over Natsu 's mod for a bit and about the offset you can change it without an issue with the greenline. You just need to select all of the timing point by ctrl+a and this will pop up at the left of the timing pannel

About Normal, Hard and Easy, I don't have a good knowledge for the players at level so I can't help you well with that.
Anyway, good luck~
Thank you for using our queue~
Asaiga
Here's some flows problem, hope it helped!

this/
Extra :

00:02:090 (2) - move this a bit to the left 0.5 to 1cm is fine
00:02:764 (1) - slider's head lean a bit towards (5), in a curvy way or straight if you want
00:03:270 (3) - a little bit away from (2) in the direction of the follow point, 1 - 1.5cm
00:04:787 (1) - don't curve this too much, then adjust 00:05:124 (2) -
00:05:461 (4) - ctrl + h. Then move it to around the (2)'s position. Adjust the slider's end to rise up a bit.
Here's the image of this part : https://osu.ppy.sh/ss/4870104

00:09:843 (1) - move this slider 1cm to the right, horizontally
00:10:517 (3) - drag slider's head close to 2 while not shorten or longen the slider.
00:11:528 (5,6) - ctrl + g
00:13:888 (1) - ctrl + shift + r and rotate this -15 - 20 degree and readjust
00:28:045 (1) - ctrl + g
and have something like this : http://osu.ppy.sh/ss/4875050
00:29:056 (1) - ctrl + g

Another :

00:35:292 (6) - ctrl+g
Topic Starter
Krimek
Why am I so lazy..
Shoga

Shoga wrote:

Extra
  1. 00:04:281 (3,4,5) - Reduce the spacing of the triangle here. Because compare to these three 00:02:259 (3,4,5) the music at 00:04:281 (3,4,5) is rather "inward" if you listen carefully so it is more natural to reduce the spacing there.
    I know it's the largest jump at the intro, but it's also the one gets most supported with. The pattern you compared with works good as a build up jump, 00:04:281 (3,4,5) - has triangle jump because emphasize is on every note.
  2. 00:06:472 (4,5) - This is a bit too reluctant. Though you can argue that player can hit them but it is not natural. I recommend reduce the spacing there.
    I think this flows all right. Movement is almost like a rotation.
  3. 00:15:405 (4,5,6) - Strongly recommend reduce the spacing here or change the pattern here. Because the spacing here is very unmatched with these there 00:14:899 (1,2,3) and they have the same combo colour which might lead playalbility. Though again you can argue that it is readable but it doesn't go well with the music since the rhythm there doesn't have any significant change comparing to as here 00:14:899 (1,2,3) so it plays not well here.
    Solution is that you reduce the snapping to the same here 00:12:877 (1,2,3,4,5,6) Then I think it should be ok. Since we don't want to reduce the snapping much becuz the rest of the map is based on heavy jumps.
    Done. Tbh, I didn't like that jump as it was before xD
  4. 00:18:944 (1,2,3) - The spacing of these three is the problem. Becuz they are kinda too close. I mean after a bit of jumpy section the spacing here feel pretty off compare the jumps. I recommend increase the spacing here like this
    http://puu.sh/o7LgP/03ad07de13.jpg
    It still doesn't matter if U increas the spacing more because those aren't fast beat like normal single tap
    I think this would be easy to missread, if it was 1/2, but its a whole 1/1 gap, and the spacing is okay so you keep movinng your cursor, not too much to but not to less.
  5. 00:36:809 (5,6,1) - This has a bit of problem with the flow. It just don't play nice imo and doesn't fit the music. Thing is the spacing between these two 00:36:809 (5,6) are already too big compare to the previous section before that and you force the players to aim backward inside for the slider and they have to reduce their speed. It just feel pretty off imo. You can try like this, it flows better like this I think http://puu.sh/o7LxG/d2130df1fb.jpg
    00:36:978 (6) - Spacing is almost the same to both objects, and all 3 notes are heavy notes I want to emphasize.
    I get your point but I don't think it's really necessary.

Another
  1. 00:17:764 (7,1) - Reduce the spacing here since compare to these two 00:17:596 (6,7) Tho don't keep them as the same sanp since I see you want to emphasize the rhythm change there.
    Changed the sliderrepeats. Think that should fix the problem.
  2. 00:25:686 (5,6,7,1,2) - the motion from the stacks to the slider is slower compare to the jumps before that so it feels unnatural. Because You made the player go slower and the music doesn't change much. You might wanna change it to the flow will be much better this way I think. http://puu.sh/o7N5Q/0cbdd8d661.jpg
    Note: You might want to increase the snap of these triple 00:25:686 (5,6,7)
    Actually a good suggestion, but changing it this way would let the slider overlap.. And changing pattern isn't an opportunity to me. So I will leave it this way.
  3. 00:36:809 (5,6,1) - These one flow pretty bad. because of the snapping of these two 00:36:978 (6,1). You might want to change the pattern here.
    Added a bit more spacing, but that's actually it owo.

Insane
  1. 00:25:686 (5,6,7,1,2) - It has the same problem like the Another diff. as I said the motion feel unnatural.
    For the Insane I prefer to keep the spacing a bit lower. I have the same "problem" also at 00:24:674 (5,1) - . This makes the whole singletapping after a slider much easier.
  2. 00:30:405 (1,2,3,4,1) - This stack is not ok, this stack will cause the player to misread the jumps right afterward. You might want to put 00:31:079 (1) not in the stack, put it somewhere else as a note separate from the stack. that will be more reasonable too since you emphasize the change of music through the spacing.
    Sorry, but I like it :c
I looked over Natsu 's mod for a bit and about the offset you can change it without an issue with the greenline. You just need to select all of the timing point by ctrl+a and this will pop up at the left of the timing pannel

About Normal, Hard and Easy, I don't have a good knowledge for the players at level so I can't help you well with that.
Anyway, good luck~
Asaruu N

Asaruu N wrote:

Extra :

00:02:090 (2) - move this a bit to the left 0.5 to 1cm is fine
Made some changes on this one.
00:02:764 (1) - slider's head lean a bit towards (5), in a curvy way or straight if you want
It was suposed to be 00:01:753 (1) - just mirrored and in a longer way.. it's like my pattern mostlikely work like.. so no change.
00:03:270 (3) - a little bit away from (2) in the direction of the follow point, 1 - 1.5cm
But I want the spacing as it is and have it stacked with 00:02:427 (4) - .
00:04:787 (1) - don't curve this too much, then adjust 00:05:124 (2) -
But I want to have it curved, it flows very natural this way.
00:05:461 (4) - ctrl + h. Then move it to around the (2)'s position. Adjust the slider's end to rise up a bit.
Here's the image of this part : https://osu.ppy.sh/ss/4870104
I don't really like the flow this way and it's a zig-zag that flows.. weird, specially with sliders.
00:09:843 (1) - move this slider 1cm to the right, horizontally
But this is a perfect star jump.
00:10:517 (3) - drag slider's head close to 2 while not shorten or longen the slider.
I don't see a reason why I have to do this. It's perfectly fine.
00:11:528 (5,6) - ctrl + g
This would destroy my pattern I was going for and take the spacing 00:11:865 (1) - actually needs.
00:13:888 (1) - ctrl + shift + r and rotate this -15 - 20 degree and readjust
Made some own changes at this part^^
00:28:045 (1) - ctrl + g
and have something like this : http://osu.ppy.sh/ss/4875050
The finish needs it's spacing, flipping it would take away the emphasize.
00:29:056 (1) - ctrl + g
This would destroy the consistancy on my distance and since it's a sliderjump, this should be fine.

Another :

00:35:292 (6) - ctrl+g
Done.
Let's try it again. Updated!~
Pentori
m4m

[General]
perhaps you could look for a more linear hp spread. currently hard, insane, another and extra are all hp 6. why not make advanced hp 4 and hard hp 5. alternatively you could raise the hp of the higher diffs. 6.5 for another and 7 for extra

[Easy]
good

[Normal]
some of your spacings aren't consistent
  1. 00:11:697
  2. 00:12:708
  3. 00:15:068
  4. 00:17:765
  5. 00:21:135
  6. 00:22:821
  7. 00:27:878
  8. 00:36:894
[Advanced]
00:16:922 (4) - i would nc here since this plays differently to the rest of the song
00:30:573 (2,3,4) - i would turn this into a 1/2 reverse slider instead. the way it plays now, density increases then reduces when it gets to the loud drums on 00:31:079 (1,2,3)

[Hard]
00:12:877 (4) - theres a clap on 00:13:045 - that seems to get ignored. your advanced diff uses all claps, so hard should as well imo
00:19:955 (1) - tbh you don't need this nc. theyre short enough already

[Insane]
00:13:888 (1,2) - this kinda kills flow because it appears for the flow to go upwards but it's contradictory to that. also you only did this type of pattern once in this diff so its kind of awkward. sth like http://puu.sh/qQLGB/b1c5d421d2.jpg would work
00:24:674 (5,1) - so little distance here in comparison to other combos eg. 00:21:978 (1) - 00:23:663 (3,1) . could you increase it?

[Another]
00:17:511 (6,7) - this actually plays really weirdly because the player has to click blue ticks. i'd be better to extend 00:17:259 (5) - so that it has three repeats and move 00:17:511 (6) - to the white tick

[Extra]
00:24:337 (3,4,5) - this plays a lot like a right angle yet you used such sharp angles before hand eg. 00:24:000 (1,2,3,4) . perhaps you could move 5 higher up to create a sharper angle that doesn't play as awkwardly

clean mapset overall, except it's not really my type of song so i don't want to nominate this :x
ask around, im sure one of the new bn's will try help you
good luck! :D
Topic Starter
Krimek

Pentori wrote:

m4m

[General]
perhaps you could look for a more linear hp spread. currently hard, insane, another and extra are all hp 6. why not make advanced hp 4 and hard hp 5. alternatively you could raise the hp of the higher diffs. 6.5 for another and 7 for extra
Changed HP on Advanced and Hard

[Easy]
good

[Normal]
some of your spacings aren't consistent
  1. 00:11:697
  2. 00:12:708
  3. 00:15:068
  4. 00:17:765
  5. 00:21:135
  6. 00:22:821
  7. 00:27:878
  8. 00:36:894
I don't see a real issue there. they aren't more then .05 spaced away so it shouldn't be a problem?

[Advanced]
00:16:922 (4) - i would nc here since this plays differently to the rest of the song
I'll leave it as it is since I prefer to keep it constant.
00:30:573 (2,3,4) - i would turn this into a 1/2 reverse slider instead. the way it plays now, density increases then reduces when it gets to the loud drums on 00:31:079 (1,2,3)
I prefer it this way. The single circles emphasize the drums while the sliders emphasize the melody that fades in. A reverseslider wouldn't do the job imo.

[Hard]
00:12:877 (4) - theres a clap on 00:13:045 - that seems to get ignored. your advanced diff uses all claps, so hard should as well imo
Changed.
00:19:955 (1) - tbh you don't need this nc. theyre short enough already
I prefer to keep it constant. My NCs follow rythm, not the amount of number (except it hits more then 13).

[Insane]
00:13:888 (1,2) - this kinda kills flow because it appears for the flow to go upwards but it's contradictory to that. also you only did this type of pattern once in this diff so its kind of awkward. sth like http://puu.sh/qQLGB/b1c5d421d2.jpg would work
Changed.
00:24:674 (5,1) - so little distance here in comparison to other combos eg. 00:21:978 (1) - 00:23:663 (3,1) . could you increase it?
Okay.

[Another]
00:17:511 (6,7) - this actually plays really weirdly because the player has to click blue ticks. i'd be better to extend 00:17:259 (5) - so that it has three repeats and move 00:17:511 (6) - to the white tick
Changed.

[Extra]
00:24:337 (3,4,5) - this plays a lot like a right angle yet you used such sharp angles before hand eg. 00:24:000 (1,2,3,4) . perhaps you could move 5 higher up to create a sharper angle that doesn't play as awkwardly
Moving it away would destroy my even spacing and patterns (all the jumps build up symetrical forms). I don't think having a 90° or a 120° makes a huge difference. Osu! also needs more square jumps imo.

clean mapset overall, except it's not really my type of song so i don't want to nominate this :x
ask around, im sure one of the new bn's will try help you
good luck! :D
Still thanks~ Updated!
Squichu
Hellow, as requested~~ :3

General - clear!

Easy
  1. 00:20:966 (4) - I think this could be exchanged for two circles or maybe 1/1 slider+circle, because it's not one ongoing sound, but seperate ones. > Having 00:21:641 - clickable would be nice.
  2. 00:26:023 (1,2,3,4) - http://puu.sh/r7Xxx.jpg to emphasize the strong sound on 00:27:371 - better? 00:26:697 (2) - is rather weak, so removing it and adding a reverse to (1) would work well, imo, and you could avoid 4 circles in a row (if you want to change the pattern at all).
  3. 00:30:068 (3) - missing NC, while 00:28:045 (1) - and 00:32:090 (1) - shouldn't have one (following your previous NC pattern)
Normal
  1. 00:09:843 (1) - since (2,3) are clickable, imo 00:10:854 - should be as well. You could just shorten the slider by 1/1 and add another circle.
  2. 00:12:877 (2,3,4) - rhythm feels a bit off, because (3) is clearly two different sounds. How about http://puu.sh/r7Y96.jpg or http://puu.sh/r7YaT.jpg ?
  3. 00:13:888 (1) - similar to first one, just that there also are sounds in the middle of the slider that should be emphasized, imo. Overall, I think http://puu.sh/r7YiT.jpg would match better.
  4. 00:16:922 (3) - Consider extending this by 1/2 to follow the drum(?) more accurately.
  5. 00:19:955 (1) - similar to first one, would be nice if 00:20:629 - was clickable.
  6. 00:22:989 (3,4) - the melody here is different from (1,2) so I suggest mapping this differently to match that. Turning (4) into a 1/2 slider that starts at 00:23:495 - would work nicely.
  7. 00:26:023 (1) - as first one, because 00:27:034 -
  8. 00:30:068 (1,2) - Hm. They don't really fit into this diff, imo.. it's totally unexpected to have 1/2s with reverses (as they're is exactly one before) and then they have more than one reverse as well, which is pretty hard to read at this speed. Also, the rhythm is different for both of them, so I highly recommend changing this up to match each rhythm better and map them in an easier way, example: http://puu.sh/r7YJX.jpg
  9. 00:37:146 (1) - NC doesn't match with previously used pattern, but since it's the last object it miiight be okay.
Advanced
  1. 00:02:427 (2) - 00:04:450 (2) - 00:06:472 (2) - tbh I think the rhythm used in Normal works better than the 1/2 sliders, it matches the vocals a looot better, because the sliders make very unimportant beats clickable while the vocals start on the sliderends.. consider using same rhythm as in Normal or using zwo circles instead of sliders? (Or try http://puu.sh/r7Z3F.jpg , then it's not exactly like Normal and just a tad more complicated, while all important sounds gets emphasized.)
  2. 00:07:905 (1,1) - 1 beat of recovery time is too less for an Advanced, imo, that's just ~300ms. D: I have to admit that there aren't too many other options, tho.. removing the slider is one of them and I think that would match way better with the difficulty level overall. You could also turn the spinner into one long slider, that wouldn't be consistent across the difficulties, but is that really necessary here? It would create a nice effect in this diff, imo, so that's definitely what I would do, but I understand if you don't want to change anything.
  3. 00:11:697 (4) - Having this clickable while the previous strong sound is just mapped with a sliderend feels slightly off.. how about removing the reverse and using a 1/2 slider here instead?
  4. 00:19:955 (1) - clearly different sound on the sliderend, should be split up, imo.
  5. 00:22:989 (4) - Melody is different from 00:21:978 (1) - so I suggest using a 1/2 reverse slider instead of 1/1
  6. 00:28:045 (1) - would be nice if downbeat was clickable, cause there's a new sound starting there.
  7. 00:25:011 (1) - and 00:27:034 (1) - don't really need NCs, do they? Since you've been using NC on each second dwnbeat before..
    Here too 00:31:079 (1) - 00:33:101 (1) - 00:35:124 (1) - (maybe 00:37:146 (1) - )
    And I'm not only pointing this out because it looks more consistent, but because health gain is influenced by this, too, and it should be kinda the same troughout one diff.
Hard
  1. 00:02:259 (2,3) - etc - imo would be better to switch them around because the vocals sound stronger to me than the melody (which you don't follow all the time anyway), so having this red tick 00:02:596 - clickable plays a bit better.
  2. 00:11:360 (5) - similar here as in Advanced, feels weird to me. >: Since it's the same sound on 00:10:854 - 00:11:191 - 00:11:528 - you could just map them the same and use three 1/2 sliders instead.
  3. 00:12:371 (2) - similar to ^, either remove it or make 00:12:202 - clickable?
  4. 00:12:877 (4) - shouldn't this have a reverse? Because the sound the slider initially follows is going on afterwards
  5. 00:22:483 (2,3) - The jumps here is too exaggerated, imo, it looks exactly like 00:15:910 (1,2) - or 00:19:955 (1,2) - because it's twice the distance as standard spacing. Rearrange this pattern to make it more obvious which object is snapped to which tick, please.
    Same for 00:23:495 (2,3) - ofc
  6. also same about NCs as in prev diffs at the end
Insane
  1. 00:02:259 (2,3) - etc - as in prev diff
  2. 00:14:899 (4,5,6,7) - sldierend is the same sound as following circles, so it should be clickable. Reduce the slider by 1/2 and add a circle?
  3. 00:27:371 (1,2) - and (3,4) looks too similar to 1/4 snaps, imo, why don't you stack them normally or place them differently so they can't be mistaken for 1/4?
    (And the NC is pretty much unnecessary, remove?)
    Similar: 00:30:405 (1,2,3,4) -
  4. watch out for your NCs again!
Another
  1. 00:11:865 (1,2) - Don't know what to think about the extended slider as there's a well audible sound on the red tick.. s: furthermore, the same sound is on (2) and (3), but they're not mapped with extended sliders but 1/2 slider and then two circles.. feels pretty random, especially in retrospect because it's the only slider like this? D:
  2. 00:13:214 (6) - no important sound here or anything significant in the melody, consider removing the circle and extending 00:12:877 (5) - by 1/2.
  3. 00:13:382 (7,8) - should be reversed, imo, since the strong sounds are on the first red tick and the white one, but not on the last red tick.
  4. 00:19:450 - feels very random that there suddenly is an empty beat.. prior to this there's no single empty 1/2 tick (except for recovery time after the spinner) that's not mapped.. but there's no important sound so I suggest turning 00:18:944 (5) - into two 1/2 sliders to fill the gap. Also works better with the melody as the white ticks are equally strong.
    Sidenote: I probably missed a lot of things, it's getting too late.. orz
Extra
  1. 00:02:764 (1) - etc work okay, cause they're consistntly used, but I wonder why all of the 00:03:438 (4) - aren't extended then as well? I mean, the vocals don't end on the red ticks there either, so that would just make sense.
Can't really play the diff, so that's all I can say. >:
Tho, you might want to stack 00:27:371 (1) - below the prev slider, could be mistaken for 1/4 by not so skilled players cause it looks similar.
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.
Please sign in to reply.

New reply