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GFRIEND - Rough

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lykzomg
Hwaiting!
snowpink526
I like this beatmap!
GFRIEND♥
Topic Starter
Norman

snowpink526 wrote:

I like this beatmap!
GFRIEND♥

lykzomg wrote:

Hwaiting!
Thanks<3
Heart Attack
Hard
01:02:412 (1,2,3,4,5) - When I played this it felt really tacky and clunky, how about you only stack 01:02:814 (2) - on 01:02:948 (3) - as they should be moved away from 01:02:412 (1) - in order to preserve the flow you had before that, as it goes you also stack 01:03:350 (4) - on 01:03:484 (5) - as you ofc move them away from 01:02:948 (3) - , I would assume you tried to gimmick the song pattern, but frankly it didn't work out as planned.
01:07:234 (4,5,6,7,8) - < Here you did it right :D
02:02:412 (1,2,3,4,5) - < Here as well, only the first one is weird
01:00:805 (4,5) - I see you marked this, probably because of the 01:01:207 (5) - , I think this is too much activity at the end of the playfield, try and resolve it as it plays and looks bad - just a little something I can offer and then
sure it has some overlaps, but it feels adequate
Oh look, you did it here 02:54:243 (2,3,4,5) -
03:09:310 (2) - I don't think this is necessary, it's kinda confusing too when played with HD, since there isn't much 1/8 in this diff
Insane
00:49:287 (4,5,1) - I missed on the testplay, the DS between 00:49:287 (4,5,1) - and 00:49:555 (1,2,3,4) - is pretty unrecognisible even though they are 1/4 and 1/2 beats, please make a distinct difference in spacing.
I know this is an Insane, but a 112 BPM 1/4 beat of 8 notes is too insane imo 00:59:198 (1,2,3,4,1,2,3,4) -
01:49:287 (9,10,1,2,3,4) - this again, the spacing
01:59:198 (1,2,3,4,1,2,3,4) - and this with the 8 notes
02:23:305 (4,5) - this goes towards the left, 02:23:841 (1,2) - instead of stacking this, it can go towards the right in the same way, plays better imo,
02:24:377 (3,4) - this can remain stacked
02:50:627 (1,2,3,1,2,3) - this is the section with the 8 notes, here you did it better.
03:07:770 (1,2,3,4,1,2,3,4) - I just point it out, you know what to do.
03:09:310 (2) - like in last diff, unecessary.
Run through time
00:16:207 (3,4,5,6) - the rhythm doesn't match the patterns, or the spacing rather, got a bunch of 100s
00:26:453 (3) - I'm not sure about this, I'll point it out, you'll decide what to do with it.
00:58:662 (3,4,5,6,1,2,3,4) - Here in the first chorus you snapped the notes by DS, however in other choruses you added jumps 01:58:930 (3,4,1,2,3,4,5,6) - 02:50:493 (4,1,2,3,4,1,2,3,4) - which I find better, also prior to that section, there's sliders which are not there in the first chorus.
00:57:323 (5,6,7,8,9,1,2) - < NO SLIDERS
02:49:555 (1,2,3) - < SLIDERS
In fact, there is a different rhythm in every chorus which some people in osu call inconsistency, though I do not find this really problematic, I think you should pick one rhythm and stick with it. Personally I like the last chorus' rhythm the best.
02:08:573 (11,12,1) - That escallated quickly
01:17:680 (1) - why NC? 02:17:412 (1,2) - This one is pretty identical and yet it doesn't have a NC.
Also in the last short Kiai time there is a significant change in the difficulty from the rest of the map.

Solid set, great spread, you're a king Norman.
TequilaWolf
mod
Run Through Time-

00:15:269 (1,2) - consider something like this http://puu.sh/uhPNv/95de21c884.jpg, might fit better

00:16:207 (3,4,5,6) - spacing for 3->4 is the same as 4->5 and 5->6, but 3->4 is a 1/4 jump. this might confuse players. you can try this http://puu.sh/uhPWu/de9f049b6a.jpg although there are many other ways to do it, as long as you don't have the same spacing for 1/4 and 1/2

00:17:145 (7) - also consider stacking this on 00:16:877 (6) -

00:17:948 (2) - guess you want to place this further away from 00:17:412 (1) - for better emphasis..like this! 00:19:555 (1,2) -

00:26:386 (2,3,4) - really don't hear the 1/8 here, maybe if you really want to, use a 1/8 slider?

00:47:948 (3,4,5) - don't hear it in the song, just a 1/4 slider?

01:19:957 (2,3,4) - maybe reduce spacing? don't think jump is needed here

01:23:707 (9,1) - for this one 9 should be closer to 8, not 1. for emphasis

01:34:019 (2,3,4,5,1) - I think 5->1 should be the biggest jump here because 2345 are all the same sounds but 1 is not

02:54:644 (3,4) - too big. 02:54:778 (4,5) - is ok but 3->4 needs to be smaller

02:58:930 (5,6,7) - again, I think 5->6->7 should be almost equal spacing
#
Topic Starter
Norman
Heart Attack // Sorry for no comments, It has been partially revised. thanks

TequilaWolf wrote:

mod
Run Through Time-

00:15:269 (1,2) - consider something like this http://puu.sh/uhPNv/95de21c884.jpg, might fit better I think it's better now.

00:16:207 (3,4,5,6) - spacing for 3->4 is the same as 4->5 and 5->6, but 3->4 is a 1/4 jump. this might confuse players. you can try this http://puu.sh/uhPWu/de9f049b6a.jpg although there are many other ways to do it, as long as you don't have the same spacing for 1/4 and 1/2

00:17:145 (7) - also consider stacking this on 00:16:877 (6) -

00:17:948 (2) - guess you want to place this further away from 00:17:412 (1) - for better emphasis..like this! 00:19:555 (1,2) -

00:26:386 (2,3,4) - really don't hear the 1/8 here, maybe if you really want to, use a 1/8 slider? I sure did hear it :O

00:47:948 (3,4,5) - don't hear it in the song, just a 1/4 slider?

01:19:957 (2,3,4) - maybe reduce spacing? don't think jump is needed here I'll try to think about it more.

01:23:707 (9,1) - for this one 9 should be closer to 8, not 1. for emphasis ^

01:34:019 (2,3,4,5,1) - I think 5->1 should be the biggest jump here because 2345 are all the same sounds but 1 is not ^

02:54:644 (3,4) - too big. 02:54:778 (4,5) - is ok but 3->4 needs to be smaller ^

02:58:930 (5,6,7) - again, I think 5->6->7 should be almost equal spacing ^
#
Thank you for modding
HabiHolic
모딩모딩
시간없어서 엑라 난이도만 할거에여

[Run Through Time]

01:17:412 (1,2) - 1번 노트를 2번 시작점에 스택하시는게 시각적으로나 플레이 면에서는 좋다고 느낍니다.
02:08:707 (12,1) - 이거 저만 느끼는건지 모르겠지만. 플로우가 상당히 이상하다고 느꼈습니다. 밑에서 위로 가서 바로 옆쪽으로 가버리는 플로우는 되도록이면 간격이 낮은 상태에서만 사용해주시는것이 좋아요 지금처럼 디스턴스 자체가 넓은 맵에서는 정말 안좋은 요소입니다 저는 위치 스위칭을 권해드릴게요
02:33:953 (1,2) - 콤보 위치 바꿔주시길 바랍니다. 탁탁 하는 부분이 2번 오브젝트에서 시작하네요
02:41:787 (1) - 이건 정말 뉴콤보 제거해주세요 뒤에 오브젝트 앞 오브젝트 감안해서 주기가 안맞습니다.
02:41:519 (1,1) - 이거 언스냅이네요 설정하시다가 까먹으신듯요
02:46:609 (8) - 스택 해제? 상당히 플레이가 불편해 보이네요.. 눈으로 보기에도 그래보입니다. 스택 해제해서 사진처럼 해주시면 좋겠습니다.
SPOILER
https://osu.ppy.sh/ss/7507082

03:07:769 (9) - 주기 너무 길게 빼신거 같아요 사실 맵 짜신거 보니까 콤보주기 길어서 여태껏 넘겼는데 정말 여기만큼은 뉴콤보 넣어주셔야 할거같아요..
Topic Starter
Norman

HabiHolic wrote:

[Run Through Time]
02:08:707 (12,1) - 이거 저만 느끼는건지 모르겠지만. 플로우가 상당히 이상하다고 느꼈습니다. 밑에서 위로 가서 바로 옆쪽으로 가버리는 플로우는 되도록이면 간격이 낮은 상태에서만 사용해주시는것이 좋아요 지금처럼 디스턴스 자체가 넓은 맵에서는 정말 안좋은 요소입니다 저는 위치 스위칭을 권해드릴게요 이 부분은 더 생각해보겠습니다.
나머지는 모두 고쳤습니다. 모딩 감사합니다!
nextplay
what am i doing?

[Normal]

00:21:430 (4) - Why not emphasize the Piano because it's quiet strong
00:45:270 (1) - End this on the Blue Tick because you are skipping a strong Drum
01:04:555 (1) - I'm okay with the current one but imo it destroys the Feeling while playing because you would not expect to go "there" (Hope you understood what i mean)
01:22:502 (2,3,4) - Symetrical stuff bit move 4 a bit up for perfect Triangel
01:37:368 (2) - imo a 1/2 (not sure atleast on the Blue and red tick lol) would follow the vocals nice
01:48:484 (3) - Why not making a Reverse again compared with 00:48:484 (3) -
02:00:270 (1) - What about a 1/2 Slider? instead 2 Circles
02:34:287 (5,6) - 2 Circles instead Slider because Strong White Tick?
03:13:662 (2) - Pretty sure that tis Slider 1/6 if the reverse is for the Vocals

Sorry If it wasn't helpful but good luck and osu needs more GFRIEND~
Ushiio
i love this song and the beatmap is amazing :D
Topic Starter
Norman
nextpaly // I'll check this weekend. . Thank you for modding!
Ushiio // Thanks! :)
toybot
great map + song <3
Topic Starter
Norman
Thanks <3
cosmic
are u gonna look for a BN soon?
Topic Starter
Norman
I'm always looking for BN, but It's going to take a long time D:
cosmic
oh, well I hope it at least eventually gets ranked. good luck :D
riffy
Hello! I saw it randomly in #modreqs and thought I might give this one a shot since I'm new to k-pop but I really like GFRIEND

[General]
  1. Adding romanized names of the memembers of this group could help us non-Koreans find the song. I know it's a minor thing, but still. So, add Sowon Yerin Eunha Yuju SinB Umji to the tags?
[Easy]
  1. 00:22:234 (2) - is there any way to place this slider higher? It may overlap with the combo number. (This will only occur on 4:3 displays, so it's kinda minor, but still)
  2. 00:46:073 - the way vocals and drums peak here makes the 1/1 rhythm feel sort of weak. I guess we really should try to focus on 00:46:073 - this beat. Example.
  3. 01:00:270 - this beat is very strong and belongs to a new part of the song. So, mapping it with 00:59:198 (5)'s tail is not the best option. Try to give it a circle/head of a slider instead? Probably this way?
    Note: essentially, I am trying to make the strongest beats clickable to the player as releasing a slider ives far less emphasis than holding it.
    Note2: 01:59:198 (5) - 02:50:627 (5) - same happens here.

    Just a couple of things about the rhythm. I liked the general concept.
[Normal]
  1. 00:15:270 (1,2,3) - in comaprison with kiais, this moment is relatively slow-paced and using 1/4s here and only here sort of breaks the consistent structure of the set and creates an artificial difficulty spike. I would simplify the part so that sliders are are easier to read and hit. example
  2. 00:21:698 - there is a strong beat that gets less emphasis as it is mapped with a slidertail. Why not place a circle there instead? This way it would have a clickable object, requiring players to actually press a note and recieve feedback, hence, making the beat stand out more.
    Note: 00:28:127 - same happens with that beat. Sort of like 00:38:841 (1) - or 00:38:841 (1,1) - those work pretty well.
  3. 02:34:287 (5) - probably two circles here? Or just the one for 02:34:555 - so that this beat would recieve enough stress?

    Again, just a few beats that I would want you to map. Other than that I enjoyed it.
[Hard]
  1. 00:10:984 (6) - just to prevent comboing from being too long a new combo here could help. It will fit with the drums and the combo pattern you use later in the map.
  2. 00:18:752 - the strong beat here is left unclickable, while a relatively weaker one on 00:18:484 - is mapped with a sliderhead. The best way to solve this would be to replace the slider with two circles, giving each beat equal emphasis.
    Note: I will not be mentioning this kind of beats again, just look through the map and see if there are more of these or just contact me and we'll talk about it!
  3. 01:51:095 (6,7) - probably use a slider here? this way as a sudden 1/8 double may come quite confusing, considerting that it is quite fast.
  4. 02:08:305 (8,9,1) - essentially, the pattern implies a very short jump between 8 and 9, which is fine as the song allows that. But having no jump between 9 and 1 is not so fine. Since (1) is stronger, leaving it without a jump gives the map a sort of unnecessary flow break here.Soemthing like this could work perfectly fine and would still feel pretty reasonanle within the difficulty context.
    Note: 02:27:055 (5,6,7) - 02:51:162 (6,7,1) - it reoccurs several times, so you might want tto scan through the difficulty and consider changing similar patterns.
  5. 03:09:310 (2) - the 1/8 circle here isn't exactly necessary for a Hard difficulty as the drum beats there areindistinct and the difficulyt is just introducing 1/8s.

    Some of the spacings feel inconsistent/unnatural (mostly the ones that are connected with the jumps I've mentioned) and a few of the beats that were left out kind of spoil the overall impression. It could use some work, but it can be made into a really fantastic difficulty.
[Insane]
  1. The same issues with clickable/unclickable beats and spacing reoccur here. Let me show a few examples.
    1. 00:21:028 (5) - this circle here represents a very minor beat, yet it requires players to actually press a key at the exact moment and be accurate. But 00:20:895 - which is much stronger is mapped with a slidertail. And as you know, a slidertail can be easily dropped-off without much effort. Making stronger beats clickable usually helps.
    2. 00:22:234 (3,4,5) - (5) is just as strong as the previous too, yet the spacing is lower. Here's an easy solution
    3. 00:32:948 (3,4) - sudden decrease in spacing after jumpy patterns might feel a bit forced. Place a small jump here to ease players out of the pattern?
    4. 01:08:305 (4,5,1) - but (1) is actually stronger, why would you decrease spacing instead of increasing it?
      Note: 02:27:055 (5,6,7) - same here.

      These are things I do not actually agree with. I've tried to explain why and what could be done to improve them, so you should be able to go through the map and see the changes needed. If not, feel free to PM me and I'll be more than happy to clarify!
    So, my main concern in this case is the way you emphasise stronger bits of music. I think we can discuss that further and come up with a solution that would improve the rhythm!
[Run Through Time]

  • At this point, I don't think that repeating the same issues would be much of a help, as I have already explained my concerns and those patterns reoccur in every difficulty in one way or another.

    I will however list a few examples.
  1. 00:20:225 (3,4) - 00:20:627 (5,6) - in this case 4 and 6 are similar, yet only one of the beats is stressed with a jump.
  2. 00:29:064 (5,6) - (5) covers the drum quite well, but (6) doesn't. There is a lud drum unclickable at 00:29:466 - with no other instruments to justify this rhythm choice.
    Note: 00:37:502 (4) - same.

    And so it continues.I think you should be able to get the idea and improve the patterns accordingly if you agree.
I liked the general idea and patterning, but I feel like the rhythm can be improved quite a lot as well as the jump placement. So, I will stop for now and will be looking forward to your reply, so that we could continue working on on the set!

Oh, and there is quite a large gap between Insane and Run Though Time but since we (I believe) will bechanging quite a number of patterns and spacings, this might get resolved as we will be working on things.
Natsu
Top diff

  1. AR is too low, I'd use 9,5 or even 9,7
  2. 00:10:984 (1,2,3,4) - the spacing is too high compared to the other similar parts 1,20 will do
  3. 00:16:207 (3,4,5,6,7,8) - the spacing isn't intuitive at all, the 1/4 jumps and the 1/2 antijumps would throw anyone off, probably stacking the 1/2s would work or using some kind of NC patterns, anyways I prefer if you rearrange the pattern
  4. 00:26:921 (5,6,7) - I don't understand how the jumps work at this diff, I mean 6 isn't a strong beat, so I don't get the spacing from 5 to 6, 7 is stronger than 6
  5. 00:29:332 (6) - the tail of this slider should be click'able, since other similar beats are, such as 00:29:064 (5) -
  6. 00:28:528 (2,3) - same logic 2 shouldn't be a jump, but 3
  7. 00:29:734 (8) - 8 is a jump here, but 00:30:805 (3) - this is not, they have the same clap sound and should have similar spacing IMO
  8. 00:37:770 (5,6) - ctrl g the rhythm, the tail of 6 should be click'able, since is the same sound as 4 head
  9. 00:51:430 (1) - the NC looks so spammy, I'd remove this one

    I think you need to be more consistent with the spacing, like if part A have a jump then the part B with the same sound should have a jump, also the rhythm sometimes is a bit weird, because you leave strong beats at the tail of sliders and weak beats at the head of them.
A BCDe
Hi~
box
이지와 노말은 사소한 부분을 잡겠습니다.
[Easy]
00:35:627 (2) - 블랭킷이 잘 안 맞습니다. *
00:37:234 (4) - 별일이 없다면 2-3과 직각으로 맞추는 것도 나쁘지 않을 것 같습니다. 아니면 72도를 만드는 것도 생각해보세요.
00:51:698 (1) - 00:53:841 (3) - 00:59:198 (5) - *
01:53:841 (3) - *
01:58:127 (3,4) - 3을 약간 왼쪽으로 움직이고 4를 약간 아래로 움직이는 것은 어떤가요? 2에서 직선으로 나가서 좋다고 생각할 수 있는데 저는 이렇게 바꿔서 약간 돌아가는 것도 나쁘지 않다는 생각이 드네요.
01:59:198 (5) - 두번째 점이 첫번째와 세번째 점의 수직이등분선 위에 위치시키는 것이 곡선을 더 원형에 가깝게 만듭니다.
02:45:270 (3) - 세번째 점을 (132, 252)로 옮겨보세요. (1,2)를 회전시킨 것 같긴 한데 회전시키는 과정에서 약간의 오차가 생긴 듯 합니다.

[Normal]
01:49:555 (1) - * 꺾이는 부분이 01:50:091 - 여기 있었으면 좋겠습니다. 고치기는 매우 힘들어지지만요.
02:20:627 (3) - 두번째와 세번째 점을 약간 조정해서 대칭으로 만들었으면 좋겠습니다.
02:40:984 (1) - 약간 위로 올려주면 보기 좋습니다.

[Hard]
00:08:841 (1) - 이 콤보가 바뀌지 않는 것은 컨셉으로 알고 있겠습니다.
01:19:020 (5,6) - 이 둘은 같게 해줘도 되지 않을까요?
02:17:412 (1) - 약간만 왼쪽으로 옮겨주세요.
02:34:153 (2,3,4) - 이 셋이 확실하게 곡선을 이뤘으면 좋겠습니다. 예를 들어 4를 2의 x좌표로 옮긴다던지, 3의 끝점을 시작점의 x좌표와 다르게 한다던지..

[Insane]
00:40:716 (4,5) - 이 둘은 같이 붙어있어도 보기 좋습니다.
03:00:270 - 여기부터 클랩이 들어가는데, 클랩은 안 넣는게 좋지 않을까요.

[시간을 달려서]
00:16:207 (3,4,5) - 4와 5의 가운데(수직이등분선 위)에 3이 있는 것은 어떤가요.
00:37:903 (6) - 뒤집어주세요.
02:06:698 (1,2,3,4,5,6,7,8,9,10,11,12) - 한박마다 NC를 넣는 것은 어떨까요? 01:06:698 (1,2,3,4,5,6,7,8,9,10,11) - 여기와는 색도 다르고 써클 슬라이더 배치도 다르니 고려해주세요.
02:58:127 (1,2,3,4,5,6,7,8,9,10) - ^
:) :) :)
Topic Starter
Norman
I'll check on the weekend.

Thank you
RyoKazuka
SIGANEUL DOLYOSSEO
bluti
revive this set for the love of god
SYAHME
Still waiting
BanchoBot
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