Sayuri - Sore wa Chiisana Hikari no Youna [Osu|Taiko]

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bananannian

L1m3s wrote:

Hi, from my mod queue.

d = don, red note
k = kat, blue note
D = don finisher, big red note
K = kat finisher, big blue note

Banana's Muzukashii
Widescreen Support needs to be disabled in the Design tab.
The SV should be set to 1.4 or 1.6 (probably 1.4 since the Oni is 1.4 as well). I think it changes to 1.96 due to a key binding conflict with AIMod, so if you do open AIMod in the future you might want to check the SV afterwards to see if it changes.
fml smh ppy why

I couldn't find much in this diff, only a few things regarding pitch in the kiai time (mostly my own opinion).

00:42:937 (101) - Change to d? It appears that for the most part you're following the vocals in this section, and 00:45:437 (112) is essentially the same corresponding note, and it was mapped as a d which fits the pitch better imo (k for higher pitched notes and d for lower pitched notes).
Done.

00:47:312 (120) - Changing this to d would match the vocals better imo, but at least with this one it matches the drum beat is it a snare?? idk lol in the background (although the vocals are more prominent).
No change, snares as you've mentioned.

00:52:729 (137,138,139) - Ctrl+g? Matches the pitch better.
00:53:979 (142,143,144) - ^
Nope. For one thing I'd like the 4 bars starting from 00:52:729 to alternate dkdk as onbeat, and for 00:52:729 (138) in particular D is essential since it's the beginning of a new phrase. K just doesn't cut it in terms of intensity for me.

01:08:562 (201) - Change to k? Having this d here feels out of place with the rhythm of the k's that you've placed thus far. The way this particular pattern was done at 00:48:562 fits better.
Okay.

01:22:520 (255) - Change to d?
Nah, I'd like to have alternate colours like 01:20:020 (245,246) and 01:21:270 (250,251)

Banana's Oni
I have nothing to note regarding the current patterns, they fit well. The only thing I can think of is that you've gone from not a single 1/4 note mapped anywhere in the Muzu to having a fair amount of 1/4 in the Oni (granted, they aren't too difficult and the BPM is very manageable).
Meh, it's kinda a bit overmapped in places, but every note I add either fits the music or serves to accentuate stuff, so the density's fine I believe.

00:26:479 - Maybe add a note here? Though unlike the Muzu it seems like you're more focused on the background instrumentals rather than the vocals, so I sorta get leaving this beat empty.
00:28:979 - ^
I tried to not have the Oni being essentially Muzu + density, and a pause at these two places actually sounds better

00:31:479 - A guitar plays on this beat, it feels like there should be something here.
Guitar's not loud enough to deserve attention, and the offbeat rhythm matches the drums.
Hope it helps :D
Thanks for the mod~ :3
Skylish
Hi~ From my first ever queue.
[General]
>SV should be 1.4, not 1.96, I believe that you had used AImod before you submitted your beatmap. 我之前都有咁GE問題,硬係fix唔到,靠人手check map唔係有乜計? :(
>Turn off Widescreen Support.
>01:23:145 Add a spinner to 01:25:645
where the vocal stops. In this period, dimuluendo is needed. Change the timing pt in necessary.

[Oni]

> 00:05:645 (17) - add 'd', due to the BG drum. ( In case you want to maintain the consistency of using vocal, then leave it alone.)

>00:18:562 (53,54,55,56,57) - change into 'kdd dk'. Match with the intervals of the notes.

> 00:26:062 (78) - 00:27:312 (82) - 00:29:812 (89) - 00:34:395 (106) - 00:37:312 (121) - 00:40:229 (130) - there are extremely clear breathing sound from the vocal. In terms of musical sense, these places are rest and should be better organized.

> 00:26:479 / 00:28:979 / 00:31:479 vocals should not be missed.

For instance,
00:25:229 (74,75,76,77,78,79,80,81,82,83) -

00:28:145 (84,85,86,87,88,89,90,91) -

00:34:395 is fine and you can keep that because of vocal's long note taking over the whole rhythm.

>00:31:062 (96) - change from 'k' to 'd', 00:31:062 (96) - is lower than 00:31:479 (97) - , and also the consistency of Muzu.

> 00:31:479 (97) - add 'k', Lyric: 'shi' begins, while 00:31:687 (98) - is 'n'. 'Shin' should have notes on them.
( Your case is that only 'n' has note.)

>00:32:729 (102) - change from 'k' to 'd'. 00:32:729 (102,103) are in same pitch, and also follow the consistency of Muzu.

> 00:40:229 (130) delete this one due to rest of vocal

>00:42:312 (139) - change from 'k' to 'd' to follow the pitch.

> I think the Kiai is good to go, or I cannot hear anything strange.
[Muzu]

>00:17:312 (33,34,35,36,37,38) - change into 'k d k k d d' It can follow the consistency of Oni and match with the intervals between notes.

>00:34:187 (76) - change from 'd' to 'k', following the consistency of Oni.

>00:39:812 (92,93,94,95,96,97,98) - change to the pattern below:


>The Kiai is good to go!

I hope my mod is helpful~ GL~ :)

P.S. I am looking forward to your mod of my Inner Oni, banana.
bananannian
Only changed one or two things ;\

Skylish wrote:

[General]
>SV should be 1.4, not 1.96, I believe that you had used AImod before you submitted your beatmap. 我之前都有咁GE問題,硬係fix唔到,靠人手check map唔係有乜計?
>Turn off Widescreen Support.
>01:23:145 Add a spinner to 01:25:645
where the vocal stops. In this period, dimuluendo is needed. Change the timing pt in necessary.
SV: ppy pls
Widescreen: it's already off for me, maybe luxo messed it up somehow

Spinner: no. Spinners are used as gap fillers for me, and I almost never put any at the end of the song, it's not osu!standard. The final D serves as a satisfying finisher and any note after that would waste that.

Skylish wrote:

[Oni]

> 00:05:645 (17) - add 'd', due to the BG drum. ( In case you want to maintain the consistency of using vocal, then leave it alone.)

>00:18:562 (53,54,55,56,57) - change into 'kdd dk'. Match with the intervals of the notes.

> 00:26:062 (78) - 00:27:312 (82) - 00:29:812 (89) - 00:34:395 (106) - 00:37:312 (121) - 00:40:229 (130) - there are extremely clear breathing sound from the vocal. In terms of musical sense, these places are rest and should be better organized.

> 00:26:479 / 00:28:979 / 00:31:479 vocals should not be missed.
No change for any of these. It's a question of style; you seem to like pitch mapping, where the k and d's follow the rise and fall of vocal/melody pitch, but that's not necessarily a must. For me, I like to follow a definite structure of onbeat d offbeat k or match the intensity of things, rather than sacrifice everything for pitch.

00:05:645 - yup, vocals only please

00:18:562 - so from 00:05:229 onwards up to 00:20:229 you can see that I alternate d and k for the first beat of every measure. So 00:18:979 (54) must be k. 00:18:145 (51,52) and 00:18:979 (54,55) both as k --> d would then match pitch.

00:25:229 to 00:40:229 - here, I do not intend to match the vocals at all. This is an example of a place where both vocals and drums are diverse enough to allow mapping to either channel, and not necessarily both. So, for Muzu I mapped to vocals since it's simpler, and for Oni I mapped to drums because it's more complex. All of your suggestions would make sense if I mapped to both vocals and drums, but since I'm not, they're all rejected. Sorry :P

Skylish wrote:

>00:32:729 (102) - change from 'k' to 'd'. 00:32:729 (102,103) are in same pitch, and also follow the consistency of Muzu.
This I did change, not because of pitch or consistency across difficulties, but because 00:32:729 is an onbeat and in this section I've used d for every onbeat, so this as k stood out.

Skylish wrote:

[Muzu]

>00:17:312 (33,34,35,36,37,38) - change into 'k d k k d d' It can follow the consistency of Oni and match with the intervals between notes.
Nah I'd like to be consistent with 00:13:145 (25,26,27)


>00:34:187 (76) - change from 'd' to 'k', following the consistency of Oni.

That's a nice catch! Although I don't really care about cross difficulty consistency. But it plays better. Done.


>00:39:812 (92,93,94,95,96,97,98) - change to the pattern below:

Did not remove the note since that rhythm's with that gap there's a bit awkward. Did not change 98 to d, since I'd like to have k D at the end there. Otherwise done.

>The Kiai is good to go!
Overall, it was a cool mod, I could see where you were coming from. Do note that modding is not like mapping though; for mapping, you just need to find justifiable reasons for everything you do, but for modding you need to put yourself INTO the mapper's shoes and try to feel their style. Don't force yourself into other people's creations; "overmodding" is a thing, and I'd rather people undermod than overmod to be honest. ;)

Unless the map's CLEARLY objectively broken or inconsistent or just messy in general, regard every point you have as subjective opinion, not objective fact. In fact, if you find something that you disagree with in the map, try to actively justify it, think of why the mapper made it that way. I think you're still inexperienced with the many different styles and ways to map, and so if you do that it'll be a learning experience as well.

If I came across as a bit, idk, angry, I'm sorry :P Just wanted to help a fellow hk person to improve in mapping/modding stuff. Good luck with everything! DSE too ;)


Edit: I'll just put the map here

osu file format v14

[General]
AudioFilename: Boku dake ga Inai Machi ED - Ending English Romaji CC - Sore wa Chiisana Hikari no Youna.mp3
AudioLeadIn: 0
PreviewTime: 42729
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 40,25235
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.2

[Metadata]
Title:Sore wa Chiisana Hikari no Youna
TitleUnicode:それは小さな光のような
Artist:Sayuri
ArtistUnicode:さユり
Creator:luxoDeh
Version:Banana's Muzukashii
Source:僕だけがいない街
Tags:Boku Dake ga Inai Machi ERASED ending TV size bananannian
BeatmapID:891278
BeatmapSetID:408753

[Difficulty]
HPDrainRate:5
CircleSize:2
OverallDifficulty:5
ApproachRate:0
SliderMultiplier:1.39999991989136
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Boku.dake.ga.Inai.Machi.full.1955363.jpg",0,0
Video,0,"video.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Title:Sore wa Chiisana Hikari no Youna
TitleUnicode:それは小さな光のような
Artist:Sayuri
ArtistUnicode:さユり
Creator:luxoDeh
Version:Banana's Oni
Source:僕だけがいない街
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256,192,75229,1,4,0:0:0:0:
256,192,75437,1,8,0:0:0:0:
256,192,75541,1,8,0:0:0:0:
256,192,75645,1,0,0:0:0:0:
256,192,75854,1,0,0:0:0:0:
256,192,76062,1,8,0:0:0:0:
256,192,76270,1,0,0:0:0:0:
256,192,76479,1,8,0:0:0:0:
256,192,76895,1,0,0:0:0:0:
256,192,77104,1,0,0:0:0:0:
256,192,77312,1,8,0:0:0:0:
256,192,77416,1,0,0:0:0:0:
256,192,77520,1,8,0:0:0:0:
256,192,77729,1,4,0:0:0:0:
256,192,78145,1,0,0:0:0:0:
256,192,78354,1,0,0:0:0:0:
256,192,78562,1,8,0:0:0:0:
256,192,78770,1,0,0:0:0:0:
256,192,78874,1,0,0:0:0:0:
256,192,78979,1,8,0:0:0:0:
256,192,79187,1,0,0:0:0:0:
256,192,79395,1,0,0:0:0:0:
256,192,79604,1,8,0:0:0:0:
256,192,79708,1,0,0:0:0:0:
256,192,79812,1,0,0:0:0:0:
256,192,80020,1,8,0:0:0:0:
256,192,80229,1,12,0:0:0:0:
256,192,80645,1,0,0:0:0:0:
256,192,80854,1,8,0:0:0:0:
256,192,80958,1,0,0:0:0:0:
256,192,81062,1,0,0:0:0:0:
256,192,81270,1,8,0:0:0:0:
256,192,81479,1,12,0:0:0:0:
256,192,81687,1,0,0:0:0:0:
256,192,81895,1,0,0:0:0:0:
256,192,82104,1,8,0:0:0:0:
256,192,82208,1,0,0:0:0:0:
256,192,82312,1,8,0:0:0:0:
256,192,82416,1,0,0:0:0:0:
256,192,82520,1,0,0:0:0:0:
256,192,82729,1,4,0:0:0:0:
Skylish
Make a reply in a nutshell: Thanks for the guide and basic instruction of mapping or modding.

I have been making decisions while I am having a mod of the others in their points of view.

Once again, striking a balance btw all things is really HARD TO DO SO. DSE TOO~ :(
AngeLNarancia
Great map.
Digitalfear117
I don't have too much input to put in but the beatmap plays really well! Great job! (I can't say anything about the Taiko ones, since I don't play Taiko). :)

On a side note when you play the Erased difficulty in CtB the game only gives it 2.82 stars, when in reality it should be higher (maybe 2.95-3.00). The jumps don't translate so well into the mode and the spacing just feels a tad off. I'm not saying that you need to rework the map for a single gamemode conversion, but I thought I should let you know.
greenwood0301
Nice job i have nothing to say !
Smokeman
NM from my modding queue o:

yes the answer is 385 GJ!!!
The only one who took the time to calculate it. All the others copy pasted the answer from a different problem kek.

genral stuff

you could end the kiai here 01:01:895 - (or even earlier) and start the kiai again here 01:02:729 - . Its kinda wierd to have so much kiai evne when it fits the song.

easy

00:02:729 (1) - try avoiding 90° angles
00:15:229 (1) - Use a simpler shape. This doesnt look very good imo. Try smth that moves the cursor upwards so it flows better to 00:15:229 (1,2) - . example
00:50:229 (1,2) - move 2 to ~481|190 so its in the visual flow of the slider. (doesnt rly change much but it does look better imo). Ofc change the a affected patterns respectivly
01:15:229 (1) - move the second white point to ~272|60 , just to avoide the blant linear slider a bit more exciting

normal

use 3/4 timing signature. Select all timing / inherited points and change it liek that, since inherited can have different timing signatures and so on..

00:22:729 (3) - you coudl chaneg it to smth liek this http://puu.sh/n0s7X/65abec2b28.jpg . I feels wierd to chane the cursor movment this drasticly over slider in normal.
01:13:562 (3,5) - this is the only blanket this close to eachother. For consistencies sake you could make this blanket like the rest.

Hardl

the 3/4 thingy

press f6 and select all timing and inherited points. Then change the Time siganture to 3/4. Right now e-g the first green line has 4/4 on it although you timing sectoon is set to 3/4

00:00:229 - whats teh point in having this on 1,00 and the rest of the chill part on 0.75. Doesnt make much sense to me...
00:19:812 (2,1) - A wierd angle from 1 to 2. You could just keep the normal flow you had going up till this point
00:52:729 (1,2) - this play kidna wierd. You hav elinear flow in the whole map and now you do this wierd repeat sldier thingy. Concider changing it to a slider + circle and then 2

Insane

the 3/4 thingy

00:00:229 - whats teh point in having this on 1,00 and the rest of the chill part on 0.75. Doesnt make much sense to me...
00:18:979 (5) - http://puu.sh/n0t4q/57b3c13ae6.jpg mb smooth it out a bit
00:44:812 (3) - ctrl+g , ctrl+h, ctrl+j. Flows better (let it start on the same spot tho)
00:48:354 (3) - this doen fit very well. You could move around the objects whcih came before it create more space for a proper slider.
01:12:729 (1) - why isnt this in focus ?
01:13:354 (2) - move this up to 270|110 for circular motion

Erased

the 3/4 thingy

00:00:229 - whats teh point in having this on 1,00 and the rest of the pattern on 0.75. Doesnt make much sense to me...
00:00:229 (1) - reduce the slider velo, its rly wierd to play..
00:03:979 (1) - dont do these random pointy sliders. It does neither flow nor lookgood. Just use smth simple.
00:05:229 (1) - The spacing is a real kiler here. Pls reconsider
00:09:812 (3) - put it liek this http://puu.sh/n0tNK/ddcf3fb087.jpg. (20° rotation). It has a much betetr flow like that since it fits the other similar patterns ou used.
00:12:104 (2,3) - put the slider on the line of movement
00:12:937 (2) - rly wierd overlap. I would recomend you dont do that. Kinda kills the map for me
00:13:770 (5) - same ofc
00:13:562 (4,5,1) - this whole jump is wierd to play. You have a this curvy curos motion and different spacing between the objects... and its still the chill part of the song.
00:23:979 (1) - Improve the look of this sldier. (you could move the second red point and and to the left a bit so you have another small edge. Right now its this wierd linear thing..)
00:25:854 (3,4) - Align the slider to the flow
00:25:854 (3,4) - same thign with the sliders
00:39:395 (3,4,5) - the slider makes no sense like that. Let the sllider body be one with the flow of the circular jumps you right before it.
00:42:520 (2) - you dont need this (overmapped).

It feels like you didn tput much thought into the jumps and just went with lardge spacing. (jumps are fine but the composition looks and plays a bit arbitrary)
This needs more work


The aesthtics of the last diff in particular might trigger some ppl. I would recomend you remap "Erased" since its lacking in quality quite a bit. ( or just leave it out completely, you have strong set w/o it imo D: )

Have a nice day '^' /
Topic Starter
luxoDeh

Smokeman wrote:

NM from my modding queue o:

yes the answer is 385 GJ!!! lol, studying engineering is worth something after all
The only one who took the time to calculate it. All the others copy pasted the answer from a different problem kek.

genral stuff

you could end the kiai here 01:01:895 - (or even earlier) and start the kiai again here 01:02:729 - . Its kinda wierd to have so much kiai evne when it fits the song. I thought about that, but if I do so then the aimod will point it out, so I prefere keep it as it is

easy

00:02:729 (1) - try avoiding 90° angles there's no particular reason
00:15:229 (1) - Use a simpler shape. This doesnt look very good imo. Try smth that moves the cursor upwards so it flows better to 00:15:229 (1,2) - . example no. I just tryed to improve the flow here, but the shape is still the same.. why making all the maps the same?
00:50:229 (1,2) - move 2 to ~481|190 so its in the visual flow of the slider. (doesnt rly change much but it does look better imo). Ofc change the a affected patterns respectivly there's not really a need for that
01:15:229 (1) - move the second white point to ~272|60 , just to avoide the blant linear slider a bit more exciting hm.. don't really understand but I moved the slider a little bit (?)

Hardl

the 3/4 thingy fixed

press f6 and select all timing and inherited points. Then change the Time siganture to 3/4. Right now e-g the first green line has 4/4 on it although you timing sectoon is set to 3/4

00:00:229 - whats teh point in having this on 1,00 and the rest of the chill part on 0.75. Doesnt make much sense to me... I knew about that, but for some reason the editor didn't want me to fix that, it caused a bug before, but strangely now it seems to be ok, so the problem is solved
00:19:812 (2,1) - A wierd angle from 1 to 2. You could just keep the normal flow you had going up till this point I don't think this really affect the flow
00:52:729 (1,2) - this play kidna wierd. You hav elinear flow in the whole map and now you do this wierd repeat sldier thingy. Concider changing it to a slider + circle and then 2 hm.. the problem is that I really don't know where to put that note in order to keep the spacing consistent.. so, no change for now

Insane

the 3/4 thingy fixed

00:00:229 - whats teh point in having this on 1,00 and the rest of the chill part on 0.75. Doesnt make much sense to me... same as before
00:18:979 (5) - http://puu.sh/n0t4q/57b3c13ae6.jpg mb smooth it out a bit ok
00:44:812 (3) - ctrl+g , ctrl+h, ctrl+j. Flows better (let it start on the same spot tho) nope
00:48:354 (3) - this doen fit very well. You could move around the objects whcih came before it create more space for a proper slider. yeah, fixed
01:12:729 (1) - why isnt this in focus ? fixed, but I hope I understood what you mean with "on focus", you mean stacked with the previous one?
01:13:354 (2) - move this up to 270|110 for circular motion ok

Erased

the 3/4 thingy fixed

00:00:229 - whats teh point in having this on 1,00 and the rest of the pattern on 0.75. Doesnt make much sense to me... same as before
00:00:229 (1) - reduce the slider velo, its rly wierd to play.. well changing the previous point fix this too lol
00:03:979 (1) - dont do these random pointy sliders. It does neither flow nor lookgood. Just use smth simple. I really don't think that's a problem.
00:05:229 (1) - The spacing is a real kiler here. Pls reconsider it isn't for me. the map is supposed to be hard, and I don't see why this kind of spacing is bad (I'm not good at playing, but I can play this diff, so it must probably not be that hard)
00:09:812 (3) - put it liek this http://puu.sh/n0tNK/ddcf3fb087.jpg. (20° rotation). It has a much betetr flow like that since it fits the other similar patterns ou used. ok
00:12:104 (2,3) - put the slider on the line of movement no, it looks ok to me
00:12:937 (2) - rly wierd overlap. I would recomend you dont do that. Kinda kills the map for me not for me. it's the hardest diff, I guess it's ok to make something different somewhere (and still it plays well imo)
00:13:770 (5) - same ofc same
00:13:562 (4,5,1) - this whole jump is wierd to play. You have a this curvy curos motion and different spacing between the objects... and its still the chill part of the song. hm.. idk
00:23:979 (1) - Improve the look of this sldier. (you could move the second red point and and to the left a bit so you have another small edge. Right now its this wierd linear thing..) ok, I guess
00:25:854 (3,4) - Align the slider to the flow ok
00:25:854 (3,4) - same thign with the sliders
00:39:395 (3,4,5) - the slider makes no sense like that. Let the sllider body be one with the flow of the circular jumps you right before it. idk, cause I kinda like the sort-of-flow-braking that this slider do.. I won't change for now.
00:42:520 (2) - you dont need this (overmapped). I'm not sure about this. I thought a lot, but there is actually a sound here. also if I remove it it may be complicated to rearrange the placements afterwards.. idk, I need to see more people's opinion about that

It feels like you didn tput much thought into the jumps and just went with lardge spacing. (jumps are fine but the composition looks and plays a bit arbitrary)
This needs more work actually I thought about that more than usual. if there was something wrong with jumps I thought it was in the kiai, but you didn't mention anything in there, so idk. I'll wait to see other people's opinion about that. and no, I probably won't remap it.


The aesthtics of the last diff in particular might trigger some ppl. I would recomend you remap "Erased" since its lacking in quality quite a bit. ( or just leave it out completely, you have strong set w/o it imo D: )

Have a nice day '^' /
Thanks for mod ;)
ruanfreecs
I love this song, thanks :3
Cagrux
Hi from my queue :D
Well, first standard mode mod I guess
Let's get this started

Easy
  1. 00:16:479 (2,2) - Why not make a symmetry pattern here
  2. 00:21:479 (2,1) - Blanket's off
  3. 00:57:729 (1) - Make corner on the white tick
  4. 01:02:729 (1) - ^
  5. 01:20:229 (1,2) - Blanket?


Del's Normal
  1. 00:01:479 (3,4,5,6) - The placement of the circle is not perfeclty straight with the slider. Or is this intentional?
  2. 00:39:395 (3,5) - Wobble doesn't fit here
  3. 00:58:562 (1) - ^
  4. 01:10:645 (5) - ^
  5. 01:08:562 (1) - Put the corner where it's more visible


Hard
  1. 00:11:062 (3,1) - These are not perfectly parallel
  2. 00:12:729 (1) - Put the corner more on the middle
  3. 00:13:979 (1,1) - Blanket's a little off
  4. 00:19:604 (1) - Remove NC
  5. 00:21:479 (1) - ^
  6. 00:30:229 (1,3) - Don't overlap maybe
  7. 00:32:729 (3,4) - Blanket?
  8. 00:34:187 (2,4) - Fix overlap
  9. 00:53:354 (2) - Start this at the white tick
  10. 00:56:895 (3,1) - Blanket's slightly off
  11. 01:06:479 (2,3) - Blanket?
  12. 01:06:895 (3,1) - Fix slight overlap


Insane
  1. 00:11:479 (4,5) - Stack or don't overlap
  2. 00:32:729 (4,1) - Fix overlap
  3. 00:49:395 (1,4) - Stack
  4. 01:08:979 (5) - Move this down more
  5. 01:21:062 (1) - Move this up


Erased
  1. 00:02:729 (1,3) - Stack?
  2. 00:07:729 (1,2,3) - How about you blanket the curve instead? Like this.
  3. 00:12:729 (1,3) - Don't overlap?
  4. 00:30:437 (2,4) - ^
  5. 00:32:729 (1,3) - ^
  6. 01:00:229 (1,3) - Don't overlap them
  7. 01:06:479 (1,2,3) - Make them the same distance

Well, good luck on this! :D
Del05

Smokeman wrote:

normal

use 3/4 timing signature. Select all timing / inherited points and change it liek that, since inherited can have different timing signatures and so on.. Fixed

00:22:729 (3) - you coudl chaneg it to smth liek this http://puu.sh/n0s7X/65abec2b28.jpg . I feels wierd to chane the cursor movment this drasticly over slider in normal. Fixed
01:13:562 (3,5) - this is the only blanket this close to eachother. For consistencies sake you could make this blanket like the rest. Will consider it
Namki
yo some nazi suggestions

[General]
I think combo4 is unwanted here, combo3 is enough.

[Easy]
00:44:395 (3,4) - two circles 1/1 in a row, you placed two only here and at the end. Maybe do it more consistency by adding more patterns like this. 01:02:729 (1) - instead of this maybe.

[Normal]
00:05:020 (3,4) - only one stack for the whole diff. Do 00:14:395 (2,3,4,5,1) - something like this 00:03:979 (1,2,3,4,5,1) - here.
00:01:479 (3,5) - maybe nc?
00:27:729 (4,1) - fix blanket.

[Hard]
00:43:979 (4,1) - spacing 2x?

[Insane]
00:13:145 (2,3) - make those two parallel?
00:17:312 (6,1) - also, I don't like flow here, smthin like this, imo it will better
00:33:562 (1) - make it straight, like 00:33:979 (2,3) - those two.

good luck
KantanDez
from my queue
imo its better to put preview time at 00:40:645

Easy
change ar to 2 or 2.5 to match the song's bpm(since the song is slow)
00:03:979 (2) - imo i think u should blanket this with 00:05:229 (1)
00:40:645 (2) - fix blanket
00:59:395 (3) - blanket the end with 01:00:229 (1)
01:20:229 (1) - fix blanket

Normal
change ar to 4 or 4.5 to match the song's bpm(since the song is slow)
00:12:312 (3) - put the red square at the middle of the slider

Hard
change ar to 7 to match the song's bpm(since the song is slow and this is not 3 stars)
00:28:979 (2) - blanket the slider end with 00:29:812 (4)
01:18:562 (3) - fix blanket

Insane
00:00:854 (2) - blanket with 00:01:479 (3)
00:02:729 (1) - blanket with 00:03:354 (2)
01:16:479 (2,3,4,5,6) - turn this into a star(use ctrl+shift+d)

Erased
00:45:645 (3) - blanket with 00:46:062 (5)
00:48:145 (2) - blanket with 00:48:562 (4)
00:52:312 (5) - blanket with 00:52:729 (1) ( just move the hit circle and fix it)

sorry for small mod :(
but nice map and song :D
good luck on ranking it :)
Del05
Urk.. too lazy to reply now
Maybe later or not lol xD

All fixed but some are not (just around 2 or 3) xD

http://puu.sh/n3V9T/3eecff914c.zip
Chibi Maruko
Hi. From my queue

Hard

  1. 00:25:437 - You miss something here because sound drum are here
  2. 00:49:812 (2) - Ctrl + G coz slider awkward

Insane

  1. 00:05:854 (2,3) - Why is this random spacing? Please use normally DS or eazy, stack these
  2. 00:07:104 (5,6) - This too
  3. 00:38:562 (1) - Why new combo at white tick? Please NC at big white tick
  4. 00:53:354 (3) - Maybe overlap can change into blanket to make better flow
  5. 01:16:895 (3,4,5,6) - Random spacing here again. Use normally DS only

Erased

  1. 00:00:229 (1) - I guess the overlap doesn't look nice. Please fix this to blanket or sliderwave or something
  2. 00:12:937 (2) - Delete this circle because I don't hear rhythm here. Delete this
  3. 00:22:729 (1,1,1) - Please don't spam NC. But, ahead u want to delete NC or not
  4. 00:53:354 (3) - Blanket can be improved. https://osu.ppy.sh/ss/4515552 this is nice
  5. 01:10:437 - You miss something here because sound vocal

Ok, gl with ur map \:D/
sorry /me run away
KunShadows
WoW!! you are the best!! *-*
mulraf
Hey o/

sorry, i won't be able to mod your map because i can't find any mistakes :x
just one quick note:
the nc's seem a bit weird. here's a guideline:

monstrata wrote:

This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.
good luck with your map, it's really nice :) (and obviously don't shoot me kudosu for this, just noting it in case :P)
Topic Starter
luxoDeh

Cagrux wrote:

Hi from my queue :D
Well, first standard mode mod I guess
Let's get this started

Easy
  1. 00:16:479 (2,2) - Why not make a symmetry pattern here tryed
  2. 00:21:479 (2,1) - Blanket's off fixed
  3. 00:57:729 (1) - Make corner on the white tick hm.. I don't understand
  4. 01:02:729 (1) - ^
  5. 01:20:229 (1,2) - Blanket? ok


Hard
  1. 00:11:062 (3,1) - These are not perfectly parallel fixed
  2. 00:12:729 (1) - Put the corner more on the middle no, it's ok as it is
  3. 00:13:979 (1,1) - Blanket's a little off not really
  4. 00:19:604 (1) - Remove NC ok
  5. 00:21:479 (1) - ^ ok
  6. 00:30:229 (1,3) - Don't overlap maybe it was meant to be like that
  7. 00:32:729 (3,4) - Blanket? nah
  8. 00:34:187 (2,4) - Fix overlap it was intentional
  9. 00:53:354 (2) - Start this at the white tick not necessary
  10. 00:56:895 (3,1) - Blanket's slightly off you sure?
  11. 01:06:479 (2,3) - Blanket? no
  12. 01:06:895 (3,1) - Fix slight overlap ok


Insane
  1. 00:11:479 (4,5) - Stack or don't overlap no (anyway usually when I do overlaps is intentional, cause it's not a rule that overlaps are bad, unless it really cover the map or is too confusing because used in an easy or normal diff, it can be ok, and also plays well imo)
  2. 00:32:729 (4,1) - Fix overlap ^
  3. 00:49:395 (1,4) - Stack okk
  4. 01:08:979 (5) - Move this down more no
  5. 01:21:062 (1) - Move this up no


Erased
  1. 00:02:729 (1,3) - Stack? no, flow is better like this
  2. 00:07:729 (1,2,3) - How about you blanket the curve instead? Like this. hm.. no change
  3. 00:12:729 (1,3) - Don't overlap? I won't ahcnge overlaps for no reason.
  4. 00:30:437 (2,4) - ^
  5. 00:32:729 (1,3) - ^
  6. 01:00:229 (1,3) - Don't overlap them
  7. 01:06:479 (1,2,3) - Make them the same distance no, it's ok

Well, good luck on this! :D

Namki wrote:

yo some nazi suggestions

[General]
I think combo4 is unwanted here, combo3 is enough.

[Easy]
00:44:395 (3,4) - two circles 1/1 in a row, you placed two only here and at the end. Maybe do it more consistency by adding more patterns like this. 01:02:729 (1) - instead of this maybe. not really a good idea for easy diff, I don't want to increase the star diff

[Hard]
00:43:979 (4,1) - spacing 2x? no, I think it's fine

[Insane]
00:13:145 (2,3) - make those two parallel? nah
00:17:312 (6,1) - also, I don't like flow here, smthin like this, imo it will better idk, for me is ok also in my way, there's no really a need to change
00:33:562 (1) - make it straight, like 00:33:979 (2,3) - those two. why? having something different is not an error lol

good luck

Term Akatski wrote:

from my queue
imo its better to put preview time at 00:40:645

Easy
change ar to 2 or 2.5 to match the song's bpm(since the song is slow)
00:03:979 (2) - imo i think u should blanket this with 00:05:229 (1) not really
00:40:645 (2) - fix blanket it's ok to me
00:59:395 (3) - blanket the end with 01:00:229 (1) not necessary
01:20:229 (1) - fix blanket it's ok to me

Hard
change ar to 7 to match the song's bpm(since the song is slow and this is not 3 stars)
00:28:979 (2) - blanket the slider end with 00:29:812 (4) no, it's ok as it is
01:18:562 (3) - fix blanket fixed a bit

Insane
00:00:854 (2) - blanket with 00:01:479 (3) why? nope
00:02:729 (1) - blanket with 00:03:354 (2) no
01:16:479 (2,3,4,5,6) - turn this into a star(use ctrl+shift+d) I could bue I think the flow is good right now

Erased
00:45:645 (3) - blanket with 00:46:062 (5) no
00:48:145 (2) - blanket with 00:48:562 (4) no
00:52:312 (5) - blanket with 00:52:729 (1) ( just move the hit circle and fix it) no

sorry for small mod :(
but nice map and song :D
good luck on ranking it :)

Chibi Maruko wrote:

Hi. From my queue

Hard

  1. 00:25:437 - You miss something here because sound drum are here maybe yes, but maybe it's ok also as I did
  2. 00:49:812 (2) - Ctrl + G coz slider awkward ehm, no, it plays well.

Insane

  1. 00:05:854 (2,3) - Why is this random spacing? Please use normally DS or eazy, stack these It feels good with the music imo
  2. 00:07:104 (5,6) - This too
  3. 00:38:562 (1) - Why new combo at white tick? Please NC at big white tick yeah, changed all the combos cause before there was not good timing
  4. 00:53:354 (3) - Maybe overlap can change into blanket to make better flow hm.. no change
  5. 01:16:895 (3,4,5,6) - Random spacing here again. Use normally DS only it's totally fine here

Erased

  1. 00:00:229 (1) - I guess the overlap doesn't look nice. Please fix this to blanket or sliderwave or something there's no overlap here
  2. 00:12:937 (2) - Delete this circle because I don't hear rhythm here. Delete this no. it's not overmapped here.
  3. 00:22:729 (1,1,1) - Please don't spam NC. But, ahead u want to delete NC or not the NC is here because there is a sv change ofc.
  4. 00:53:354 (3) - Blanket can be improved. https://osu.ppy.sh/ss/4515552 this is nice not really supposed to be blancket
  5. 01:10:437 - You miss something here because sound vocal no, there's nothing missing.

Ok, gl with ur map \:D/
sorry /me run away

mulraf wrote:

Hey o/

sorry, i won't be able to mod your map because i can't find any mistakes :x
just one quick note:
the nc's seem a bit weird. here's a guideline:

monstrata wrote:

This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.
good luck with your map, it's really nice :) (and obviously don't shoot me kudosu for this, just noting it in case :P)
thanks for posting. anyway NC are fine now. I changed the timing signature to 1/3 recently and I forgot to fis the NCs, that's why they were strange.
thank you for the mods :)
Spiraler
From my queue

00:12:937 (2) - that's going to be hard to read
00:13:770 (5) - ^
00:32:520 (5,1) - such a small jump here when the previous one is much larger, but the emphasis should be here
00:58:354 (2) - even the spacing before and after
01:07:937 (2,3,4,5) - this is confusing and awkward to play
01:11:687 (2,3) - such a large jump with nothing in the music to emphasize here
00:23:979 (1) - I think this slider could use work
00:37:312 (4,1) - such a small jump here when the previous ones are much larger, but the emphasis should be here
00:42:729 (1) - This repeat slider breaks flow by going back before jumping in a weird direction
00:47:312 (3,4) - move these closer to the previous slider to emphasize the jump after them more
00:51:479 (1,2,3,4) - this section just feels weird, there's no reason for such large spacing here
01:04:395 (2) - this slider should be curved less for the blanket, notice in this image how the blanket is closer in the middle of the slider than the sides: http://i.imgur.com/YxodRwx.png
01:05:020 (3) - the jump after should be emphasized more than the one before
00:32:729 (1) - this slider should be curved way less for a blanket
01:15:229 (1,2) - why this jump?
Good maps! Good luck with rank.
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