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ChouCho - Kuusou Triangle

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Topic Starter
Hazu-
This map has been deleted on the request of its creator. It is no longer available.
Lno
BPM: 135
Offset: 406

Good luck~
Topic Starter
Hazu-

Lno wrote:

BPM: 135
Offset: 406

Good luck~
Thanks! :'3
MrJoghurt
Hi you asked for modding in #modrequest so here it is

- In General:
If you have problems finding the bmp i can reccomend you this homepage:
songbpm.com
Try to fix on one Instrument when you map and swap only if the Instrument has a break (sure you can do exeptions if they sound well)
I would make shorter combos in easy and Normal, I think I don't have to tell you where.

- Easy:
00:03:517 (3) - I think you should experiment with the placement of this slider I dont think it flows good.
00:50:405 (1) - I would think this would be even easier when placing a circle before this. It will feel much better.

- Normal
00:56:405 (6) - I would cut this slider into a circle and a slider (first the circle then I would start a 1/2 Beat long slider where the current slider ends) this would follow the vocals better. Like this:https://osu.ppy.sh/ss/4509010
01:00:183 (5) - I would make this a circle (at the timing point where the slider ends) because following the vocals
01:06:183 (4) - I would make this a shorter slider and a circle again because of the vocals and i think this map should be a bit harder because its very close to the easy
01:07:072 (1) - I would get Rid of this circle it follows no important instrument and your following the vocals and sometimes some background accents
01:14:850 (5) - I would make this slider longer by 1/2 beat again the vocals.
- Hard
I would make this diff slider tickrate 2 it sounds better
00:02:850 (6) - I would turn this slider towards the next like this, has a better feeling
00:19:739 (7) - I would move this slider a bit more to the left upper corner for better flow

- Insane:
00:14:405 (1) - I guess your'e following still the Vocals so this slider is problematic
00:29:294 (2,3,4,5,6,7,8,9,10) - I dont think they fit the mapping stile of the rest of the map I would make up something different there and they are completly unexpectet and because of that they are combo interrupting.
00:56:183 (6,7) - There needs too be a circle so the one missing drum hit isnt left over.
01:09:739 (2,3,4,1) - I would add 2 circles there and make a stream if you think thats to hard you can make those two a slider 01:10:850 (5,6,7) -

There are some Combos I would start at a different time
00:03:294 (8) - The vocals start her not later
00:06:405 (6) - Cause its slow and now a fast combo appears
00:07:072 (1) - I would make no new combo there because its very short after 00:06:850 (8) -
00:07:517 (2) - lead singer starts singing again and a slider gave a little brake
00:10:183 (9) - I would make it ther because its an auftakt to the next it belongs to it
00:14:183 (3) - same
00:24:628 (10) - same
00:27:294 (5) - long gap there definitley new combo
01:10:183 (1) - If you make 01:09:739 (2,3,4,1) a stream I would make no new combo here if you don't its fine

nice work :)

hope I was helpful
Topic Starter
Hazu-

st_stefan wrote:

Hi you asked for modding in #modrequest so here it is

- In General: Thanks :3
If you have problems finding the bmp i can reccomend you this homepage:
songbpm.com
Try to fix on one Instrument when you map and swap only if the Instrument has a break (sure you can do exeptions if they sound well)
I would make shorter combos in easy and Normal, I think I don't have to tell you where. Okay, Fixed.

- Easy:
00:03:517 (3) - I think you should experiment with the placement of this slider I dont think it flows good. Okay.
00:50:405 (1) - I would think this would be even easier when placing a circle before this. It will feel much better. ¿Fixed?

- Normal
00:56:405 (6) - I would cut this slider into a circle and a slider (first the circle then I would start a 1/2 Beat long slider where the current slider ends) this would follow the vocals better. Like this:https://osu.ppy.sh/ss/4509010 Fixed.
01:00:183 (5) - I would make this a circle (at the timing point where the slider ends) because following the vocals Fixed.
01:06:183 (4) - I would make this a shorter slider and a circle again because of the vocals and i think this map should be a bit harder because its very close to the easy Fixed.
01:07:072 (1) - I would get Rid of this circle it follows no important instrument and your following the vocals and sometimes some background accents Fixed.
01:14:850 (5) - I would make this slider longer by 1/2 beat again the vocals. Fixed.
- Hard
I would make this diff slider tickrate 2 it sounds better
00:02:850 (6) - I would turn this slider towards the next like this, has a better feeling Fixed.
00:19:739 (7) - I would move this slider a bit more to the left upper corner for better flow Fixed.

- Insane:
00:14:405 (1) - I guess your'e following still the Vocals so this slider is problematic Fixed.
00:29:294 (2,3,4,5,6,7,8,9,10) - I dont think they fit the mapping stile of the rest of the map I would make up something different there and they are completly unexpectet and because of that they are combo interrupting. ¿Fixed?
00:56:183 (6,7) - There needs too be a circle so the one missing drum hit isnt left over. ¿Fixed?
01:09:739 (2,3,4,1) - I would add 2 circles there and make a stream if you think thats to hard you can make those two a slider 01:10:850 (5,6,7) - ¿Fixed?

There are some Combos I would start at a different time
00:03:294 (8) - The vocals start her not later Fixed.
00:06:405 (6) - Cause its slow and now a fast combo appears Fixed.
00:07:072 (1) - I would make no new combo there because its very short after 00:06:850 (8) - Fixed.
00:07:517 (2) - lead singer starts singing again and a slider gave a little brake Fixed.
00:10:183 (9) - I would make it ther because its an auftakt to the next it belongs to it Fixed.
00:14:183 (3) - same Fixed.
00:24:628 (10) - same Fixed.
00:27:294 (5) - long gap there definitley new combo Fixed.
01:10:183 (1) - If you make 01:09:739 (2,3,4,1) a stream I would make no new combo here if you don't its fine ¿Fixed?

nice work :) Thanks :)

hope I was helpful
Updated!
muxosk
From #modreqs
Easy
- 00:03:517 (1,2) - Having the first slider stick out passed where the next one starts is a little awkward,you could pull the first slider to the right a little and move 00:01:517 (2) - up and to the right so that the your cursor naturally follows the entire length of the slider while making it a little more pretty.

- 00:17:739 (1,2) - Similar to what I mentioned before, something like this https://osu.ppy.sh/ss/4515835 might feel smoother.

- 00:23:961 (3) - Same sort of deal, you can just rotate this point down a little sharper.

- 00:43:517 (2) - You can curve this to have it flow better.

Feels like a pretty good easy diff overall :)
Normal
- 00:00:406 (1,2,3) - Having these clumped together right at the beginning of the song, before I could really get a feel for the tempo, made me want to click them a little too fast. They don't need you be way more spaced but consider reshaping the pattern to be less clustered.
Hard
- The repeat sliders at 00:42:183 (4) - and 00:55:517 (2) - play much faster than the rest of the song and feel pretty out of place, additionally I can't even tell what part of the song the first one is mapped to.

- 00:04:183 (8) - There's no sound here but there is and unmapped sound on the next white tick.
Fun difficulty
Insane
This is a slow song and it's mapped with pretty low density which makes AR9 feel wrong. AR8-8.5 fits the tempo better and makes the screen feel less empty.

- 00:42:183 (4,5,6,7,1) - Putting a stream in a spot with no sound in kinda weird but it plays well so idk.

- 00:49:072 (1,2,3) - Why are these jumps here, the jumps generally seem to be following the vocals and there's nothing intense happening here in the music to justify them otherwise.
First time trying to do a mod, hope it was helpful.
Topic Starter
Hazu-

Goober wrote:

From #modreqs
Easy
- 00:03:517 (1,2) - Having the first slider stick out passed where the next one starts is a little awkward,you could pull the first slider to the right a little and move 00:01:517 (2) - up and to the right so that the your cursor naturally follows the entire length of the slider while making it a little more pretty. Fixed.

- 00:17:739 (1,2) - Similar to what I mentioned before, something like this https://osu.ppy.sh/ss/4515835 might feel smoother. Fixed.

- 00:23:961 (3) - Same sort of deal, you can just rotate this point down a little sharper. ¿Fixed?

- 00:43:517 (2) - You can curve this to have it flow better. Fixed.

Feels like a pretty good easy diff overall :)
Normal
- 00:00:406 (1,2,3) - Having these clumped together right at the beginning of the song, before I could really get a feel for the tempo, made me want to click them a little too fast. They don't need you be way more spaced but consider reshaping the pattern to be less clustered. Fixed.
Hard
- The repeat sliders at 00:42:183 (4) - and 00:55:517 (2) - play much faster than the rest of the song and feel pretty out of place, additionally I can't even tell what part of the song the first one is mapped to. Nop

- 00:04:183 (8) - There's no sound here but there is and unmapped sound on the next white tick. Fixed.
Fun difficulty
Insane
This is a slow song and it's mapped with pretty low density which makes AR9 feel wrong. AR8-8.5 fits the tempo better and makes the screen feel less empty. Fixed. (8.5)

- 00:42:183 (4,5,6,7,1) - Putting a stream in a spot with no sound in kinda weird but it plays well so idk. :P

- 00:49:072 (1,2,3) - Why are these jumps here, the jumps generally seem to be following the vocals and there's nothing intense happening here in the music to justify them otherwise. Fixed.
First time trying to do a mod, hope it was helpful.
Thanks! Updated :3

EDIT: NEW MP3 12/02
deadpon3
Hi :)

Most of stuff is just a suggestion.

Easy
The sliders are too fast, set them on 0.6 speed.
Also, the sliders are very simple, repeatable and boring. Add some cool patterns there!

00:26:641 (1,2,3,4,1,2,3,1,2,3,1,2,3) - This is an example. That part contains identical sliders, simple non-curved ones, also they are spaced very simple.

The only problem about this diff is the monotony. Timing is alright, combos are placed well. Remap it, adding nice looking patterns.

Normal

Sliders are too fast on this diff too, it's 135 bpm, too fast for not decreasing speed for easy/normal diffs.
Also, vocal mapping isn't actually very good.

00:12:642 (1,2,3) - Here, this part follows vocals, it's hard to read for newbies, I suggest keeping all notes on rhytm.

Some slider patterns are copy/paste just like on easy, fix it.

Hard:

This one isn't bad, but the map style follows the vocals, and not the rhytm. Well, that's a rhytm game, not karaoke :D
Remap it and change the vocal parts to the actual rhytm.
Also, add some cool patterns instead of repeating simple sliders.

Insane

00:18:863 (9) - add NC and move it from the previous slider
00:19:085 (10) - remove NC
00:17:085 (4,5,6) - these objects should be spaced equally
00:19:308 (1,2) - too far away
00:23:974 (3,4,5) - should not be a jump, if it has to, make it accurately spaced
00:44:863 (2,3,4,5,6,7,8,1,2,3,4) - parts like this are following only vocals, and it makes the map really bad
01:12:418 (7) - add NC

Well, you know what to do, almost every diff needs full remap to remove vocal patterns and make it follow the real rhytm.
Good luck :)
dermit
Hello,
Here's my mod:

Easy
00:11:419 (3) - Her voice is one tick before this and the piano is one tick after. I'm not sure if moving this would increase the diff too much though?

Apart from that I can find nothing

Normal
00:26:641 (1,2,3,4,5,6) - In this combo you're mapping the voice. Wouldn't it make more sense then to have 00:28:196 (3) - be a slider and make 00:28:641 (4) - a circle. Or remove (4) completely?

00:43:974 (1,2) - This combo starts on the i of Tomerarenai. Starting on the last syllable of a word feel weird and makes the slider play a bit weirdly, don't you think?

Apart from that nothing comes to mind


Hard
00:57:308 (2) - Wouldn't a slider that only repeats in the same time as this one repeats 3 times be more fitting to the singing?

Apart from that, nothing, nice lower diffs!


Insane
00:37:752 (1,2,3,4,5,6,7,8,9) - This combo plays slightly awkwardly (very slightly) in the beginning. Maybe make the distances between 2,3,4,5 a bit more even?

00:51:308 (3,4,5,6) - I think this would play slightly better if the difference in distance between 3 and 4 was the same as 4 and 5.

Apart from that nothing again - very clean mapping

Very clean maps. Gl going for rank!
Topic Starter
Hazu-

deadpon3 wrote:

Hi :)

Most of stuff is just a suggestion.

Easy
The sliders are too fast, set them on 0.6 speed. Okay. (0.8)
Also, the sliders are very simple, repeatable and boring. Add some cool patterns there!

00:26:641 (1,2,3,4,1,2,3,1,2,3,1,2,3) - This is an example. That part contains identical sliders, simple non-curved ones, also they are spaced very simple. Okay.

The only problem about this diff is the monotony. Timing is alright, combos are placed well. Remap it, adding nice looking patterns.

Normal

Sliders are too fast on this diff too, it's 135 bpm, too fast for not decreasing speed for easy/normal diffs. No.
Also, vocal mapping isn't actually very good. I think it's okay.

00:12:642 (1,2,3) - Here, this part follows vocals, it's hard to read for newbies, I suggest keeping all notes on rhytm. ^ Same

Some slider patterns are copy/paste just like on easy, fix it.

Hard:

This one isn't bad, but the map style follows the vocals, and not the rhytm. Well, that's a rhytm game, not karaoke :D
Remap it and change the vocal parts to the actual rhytm. ^ Same
Also, add some cool patterns instead of repeating simple sliders. Okay.

Insane

00:18:863 (9) - add NC and move it from the previous slider Nop.
00:19:085 (10) - remove NC Fixed.
00:17:085 (4,5,6) - these objects should be spaced equally Fixed.
00:19:308 (1,2) - too far away Fixed.
00:23:974 (3,4,5) - should not be a jump, if it has to, make it accurately spaced Fixed.
00:44:863 (2,3,4,5,6,7,8,1,2,3,4) - parts like this are following only vocals, and it makes the map really bad Fixed.
01:12:418 (7) - add NC Fixed.

Well, you know what to do, almost every diff needs full remap to remove vocal patterns and make it follow the real rhytm.
Good luck :)

dermit wrote:

Hello,
Here's my mod:

Easy
00:11:419 (3) - Her voice is one tick before this and the piano is one tick after. I'm not sure if moving this would increase the diff too much though? Really, I don't know.

Apart from that I can find nothing

Normal
00:26:641 (1,2,3,4,5,6) - In this combo you're mapping the voice. Wouldn't it make more sense then to have 00:28:196 (3) - be a slider and make 00:28:641 (4) - a circle. Or remove (4) completely? I like it, Fixed.

00:43:974 (1,2) - This combo starts on the i of Tomerarenai. Starting on the last syllable of a word feel weird and makes the slider play a bit weirdly, don't you think? It's the sound.

Apart from that nothing comes to mind


Hard
00:57:308 (2) - Wouldn't a slider that only repeats in the same time as this one repeats 3 times be more fitting to the singing? Fixed.

Apart from that, nothing, nice lower diffs!


Insane
00:37:752 (1,2,3,4,5,6,7,8,9) - This combo plays slightly awkwardly (very slightly) in the beginning. Maybe make the distances between 2,3,4,5 a bit more even? Fixed.

00:51:308 (3,4,5,6) - I think this would play slightly better if the difference in distance between 3 and 4 was the same as 4 and 5. Fixed.

Apart from that nothing again - very clean mapping

Very clean maps. Gl going for rank!
Thanks! Updated
Exa
Easy:

00:00:419 - There are sounds here!
00:00:641 - And here!
00:00:864 - And here and after and on the blue tick before!! Check //General// to get the proper offset but only use it after applying the mod!
00:03:308 (2) - Move the red anchor to about 208,124 so it perfectly corresponds to the white ticks.
00:05:308 (1) - Don't start a slider here, there is nothing to support it's head nor it's tail. Instead, there is a prominent enough sound on 00:05:086 and another one on 00:05:530 that seem perfect for a 1/1 slider.
00:05:975 - Accordingly you should start a slider here. In general I found this rhythm to be much more fitting as objects actually start and end on sounds and stay true to the vocal structure.
00:09:086 - Next you should really avoid skipping sounds for the sake of mapping a vocal part. While this is acceptable in most cases, here you are somehow trying to map both throughout the song, ending up with major inconsistencies and false rhythm.
00:09:530 - Same goes for this.
00:09:752 (2) - This seems extremely weird since it - not only doesn't start on an actual sound or vocalic like - but it also has a new sound and vocal section starting in it's sliderbody! This is bad since the player doesn't get to interact with the new sounds and therefore, doesn't play to the correct rhythm.
00:12:863 (2) - This slider is way too big, resulting in skipping important sounds! Furthermore, as it's right before a section that's more tense, you should consider using more prominent objects instead to gradually increase tension so it matches the upcoming section's. Talk to me in game in case I didn't get my point across.
00:19:975 - This is such a prominent sound, you should really map it! In this case you have to decide between mapping the vocals or the beats. 90% of the times it's best to map to the beats and only use the tension created by vocals to diversify your map.
00:20:864 - And you keep skipping these ticks even though they usually contain both beats and vocals. By "skipping" I mean that the player is not tapping to them or that a impactful enough object exists in general.
00:21:752 - Same goes for this, map it.
00:22:641 - And this...
00:23:086 - Make sure the player can tap on it. Only place them on tails when you have no other choice!
00:22:419 (4,1) - Now this is a bit nazi but I figured you should be aware of it. Make sure that your blankets are well done and as perfect as possible. It's a pity to have a nice map and the quality of your blankets lacking. Besides, it only reduces the aesthetics of your map.
00:14:641 (3,1) - Didn't mention before but check this out as well.
00:25:308 (3,4) - Make sure the flow is not forceful and that the sliderbodies work towards guiding the player along your patterns. Using movement that leads to different movement on the sliderbody is both forceful and a bit weird to read. Why not simply try this?
00:27:086 - Another sound that you skip. The vocals don't even last that long and end on the white tick!
00:29:752 (4,1,2,3) - Try to use the same slider for patterns like this. Ctrl+G Ctrl+H and Ctr+J are your best friends for symmetrical patterns!
00:35:530 - Now you see how prominent this is? It's a pity if the player doesn't tap on it since all the tension that it could and should create goes down the drain :(
00:35:308 (2,3) - Here is another cool example where you could use parallel sliders. To make them simply select on the initial slider, copy, paste, select the new one, do Ctrl+S and space the anchors out enough, until it reaches the length you want. Congratz, you now have two beautiful parallel sliders :) !
00:40:863 (1) - A better option would be to either use a huge slider instead of a spinner or not map these ones at all since 00:42:641 is waaaay too prominent and must be mapped! You are transiting into the chorus, make sure you use the appropriate objects on the appropriate sounds! This seems to be a more fitting rhythm in case you decide to completely remove the spinner.
00:42:641 - Also the kiai should start here. The kiai time shouldn't start when your objects come up, but when the music gets tense enough.
00:46:197 - Especially in kiai, don't skip these sounds! You refuse the player to tap on the beat which is basically what this game is about XD
00:46:641 - Same.
00:47:086 - Same.
00:47:530 - Same.
00:49:309 (3,4) - Nice blanket! Make your other ones just as pretty :)
00:52:419 - Don't skip!
00:52:864 - Same.
00:53:308 - Same. I get that there are vocals starting on 00:53:086 but it's best to stay consistent to the sounds that you map!
00:53:752 - It's even better if you change the previous one because you get to map this which contains even more prominent vocalic lines!
00:54:197 - Map this one as well!
00:55:086 - See this is waaaay too strong to be skipped. Again, it even has vocals starting on it!
01:00:419 - Aww you were doing just fine up until now but you suddenly decided to ignore this beat even though it also contains.... you guessed it! Vocals!
01:00:864 - Same goes for this.
01:01:308 - And this.
01:02:196 (5,6,1,2) - I suggest replacing the note with a slider. Adding a note pushes your sliders a 1/1 tick forward that results on having slider tails on beats that normally should be tapped. One of them is clearly 01:03:975 but 01:03:086 is no exception.
01:04:420 (2,3) - Replacing these two with 1/2 sliders also seems to be the best way to go about it. Naturally, if you actually changed what I suggested before the first slider should start here 01:04:864 and the second one should start here 01:05:752. That's for the same reason as before: You end up having strong sounds on slider tails!
01:07:085 (1) - Using two reverse sliders only resulting in starting the next 1/2 sliders on not prominent beats and ending them on prominent beats, same problem as before.
01:10:197 (2) - But see, here you used only one reverse slider so you fixed the problem... for the upcoming section. Please tend to the problem on the sliders before, and once you do, you will see that this reverse slider will have to go since you will have to place an object that ends where this one starts.
01:11:975 - Aw you started the slider perfectly but ignored this sound :(
01:12:419 - And this.
01:12:864 - And this... They all contain beats aaaand..... vocals! Which have no reason to be skipped!
01:16:420 (4) - Using a reverse slider here and a reverse slider 01:17:752 (1) here only results in not letting the player tap on 01:18:197 which is basically the end of this section and a strong enough sound that has to be mapped!
01:18:197 - A good alternative would be to use a huge slider that starts here and ends 01:19:530 here. That's because you would get to map both the drawn-out vocals and the many small beats that exist with this time.
01:21:752 - The song completely ends here, don't extend the slider further!
- This diff, aside from the rhythm, looks like a plain chain of objects. Try experimenting with different patterns, triangles, parallel sliders, blankets and make sure that each of your objects is depending on the ones before and after it. This will help you make a much, much more solid difficulty!

Normal

- Check //General// to get the proper offset but only use it after applying the mod!
00:03:530 - Just like on easy, you should not ignore sounds that clearly have the potential to be mapped.
00:03:975 - Same.
00:04:419 - Same.
00:03:752 - Furthermore there is literally nothing here to support hitcircles. Not vocals and not beats, I can't see the reason as to why you would add them like this. This seems too be a much more fitting rhythm, try it out!
00:07:975 - From the rhythm that I presented before I think it's clear how you can map sounds like this without skipping any other necessary ones, try applying the same logic behind every sound with the same nature.
00:09:530 - And again make sure that you don't skip ticks that correspond both to the beats and the vocals.
00:10:641 - Like this... I am going to stop pointing out every sound that you skip since I think I provided plenty examples already on the easy. If howerver, you have any problems with deciding what to map, hit me up in-game!
00:13:530 - Not skipped but it's strong enough to be mapped.
00:24:864 - As you change your rhythms to map the white ticks, make sure that you keep a relatively smooth flow.
00:30:641 (1,2) - This blanket could be much better!
00:40:863 (1) - Do the same as on easy, the difficulty allows you to add a big slider or not map it at all.
00:42:641 - And don't forget to start the kiai here (as well as your objects)!
01:13:308 (1,2) - Look for blankets and shapes that you can form! They make your map much more solid and easier to read, not to mention prettier :3
01:21:752 - And again, the song ends here!
- Many of the stuff that I mentioned on easy apply on normal as well, try going though the easy mod while

Hard

- Check //General// to get the proper offset but only use it after applying the mod!
00:03:975 - In general, all of your difficulties suffer greatly from false use of rhythm, try going though the other diff's mods and make sure that you map the proper beats!
00:04:641 (6,7) - You should use steady distance snap even on hard difficulty since that's where the player starts getting the hang of the game. It's cool to include some spaced out sliders but only when your patterns allow it and only when the music gets tense enough. In this case, the music is way too calm to space this out THAT much.
00:07:308 (1,2,3) - See moving these 1/2 beats across the timeline automatically fixed the false rhythm. You will have to fix the spacing accordingly though. Again, I won't point out more sounds that should have been mapped as I think it's now pretty easy to find them, especially if you look back in the other mods!
00:12:419 (7,8) - Aww you could have made such a pretty blanket here :<
00:24:641 (5,6,7) - Make sure your blankets lead in and out smoothly from one-another. This is not the only instance of this, but I figured I should let you know at some point. I can't possibly fit every instance here but if you think that you can't find anything else or need help don't hesitate to ask me in-game!
00:25:974 (7,2) - You could just copy (7) and paste it to replace (2). This way you would have two perfectly parallel sliders which only up your aesthetic game :3
00:33:308 (6,1) - Again make sure your flow is smooth and don't force the player to make back-and-forths without the objects implying to.
00:35:530 - I know I am repeating myself but I just wanted to remind you to search for sounds like this that are really prominent and map them. What's the point of playing a rhythm game when the player doesn't follow the rhythm of the song? c:
00:35:975 - Don't misunderstand, beats like this are equally important!
00:42:641 - Even though some recovery time is required because this is a hard difficulty, it would be best to find a way to start your objects here, as it's the first strong beat of the kiai (yeah kiai should start here). Hence the reason why you should either remove the spinner, or turn it into a big nice slider.
00:43:974 (4) - Don't abuse sliders like this unless you are completely certain that all their reverse points map actual beats. In this case 00:44:086 and 00:44:308 contain nothing audible and therefore these ticks should not be mapped.
00:46:419 (4) - As you are looking back though the song, you will inevitably be forced to remove sliders like this that contain a beat within their body. A good advice that I can give you is to never start sliders on red ticks, unless you are completely sure they fit. That's because all the prominent hold sounds are from whites to reds and also, if you start a slider on a red tick and it's of 1/2 length, you will most probably end up denying the player the tap on the white tick that will be on the slider's tail. If the slider is longer than 1/2 - just like here - you will simply result in ignoring the most prominent beat as it will be within the slider's body!
00:48:864 - When I said "Map the prominent beats" I also meant to let the player tap on them!
00:54:863 (5,6) - Even though you are going to remove/change this slider at some point, make sure that you lead out of sliders smoothly! The slidebody is used to direct the player to a certain direction, placing a n objects completely elsewhere - when it could be placed where the slider's flow suggests - is not a good thing as most of the times the players ends up not playing the slider as it was intended or even worse, not completing it! In this case it's not that big of a deal, but if you can, you should still figure out a way to change the current pattern. Simply Ctrl+G 00:55:530 (6,7) and the problem should be gone far far and away :3
00:57:974 (3,4,1) - Make sure all your patterns are properly readable! For example this one is really hard to read because of the sudden spacing increase. You've had the same spacing between objects before but it was for 1/1 beats! Now that it's for 1/2 the player might not recognize it and ultimately break combo :(
01:18:419 (1,2,3,5) - Since you stop mapping these because you use a spinner, you should either not map them here, oooor start your spinner 01:18:419 here!
01:21:752 - The song ends here! So should your spinner.

Insane

- Check //General// to get the proper offset but only use it after applying the mod!
- Ok this difficulty suffers from many things so I will just try to give plenty of examples so you can get better c: If there's anything that you don't understand or would like to ask, feel free to poke me in-game!
00:02:641 (2,3,4) - Try using equal spacing on sounds that are of equal prominence.
00:03:308 (4) - Don't start sliders on red ticks (explained before).
00:03:530 - Don't skip beats like this (go though the other mods, I've gone over this more than once)!
00:03:308 (4,5,6) - You should increase/decrease spacing compared to different patterns but still keep it steady between two objects. For exmaple if you wanted increased spacing you could place 00:03:974 (5) at 331|331 (there are coordinates for the objects that you select on the top right corner) or if you wanted lowered spacing you could place it at 312|258. As you can see, the spacing between the previous and the next objects is kept steady in both cases.
00:04:863 (7,1,2) - Now here, the most prominent sound is on a red tick, buut you should avoid spacing out on red ticks since it might be confusing for some players. That's why you should use equal spacing for this one but higher than 2.00, lets say. As you become more experienced you will learn to fluctuate the spacing of your objects according to the tension that the song creates.
00:08:196 (1,2) - But don't overspace! I get that jumps can be fun and cool to play to, but increasing the chances of getting someone's combo broken is even worse :(
00:08:641 (3) - Again remember, prominent beats don't need to be on white ticks.
00:09:530 (2,3,4,5) - Make sure the flow that you provide is always pleasant to play to. I am now going to use my uncomperable drawing skills to illustrate the current flow in an attempt to help you understand what's wrong with it. Behold!. As you can see the flow consists out of many weird cuts and it is as uncomfortable as it looks. Although it doesn't create a specific pattern, flow like this should be much more appropriate!
00:17:308 (5,6) - Nothing changed THAT dramatical in the music that forced you to use a slider facing the other way, although there is //almost// nothing objectively wrong with this slider, I really can't seem to grasp the reasoning behind placing it like this.
00:20:641 (6,7,1) - I really don't know why you don't map the white ticks, they are the only ones that contain prominent enough beats (not that the red ones don't contain beats at all).
00:25:530 (8,2) - Parallel sliders, blankets and symmetry are truly your best friends when you begging your mapping journey! Don't push them away; instead use them and you'll see how much better your map will become.
00:26:641 (2,3,4) - Be careful with patterns like this. The spacing between 2,3 and 3,4 might look the same since 3 seems to be in the middle of this "pattern". However, the player will have to start from 3's head and work their way to the tail, which is MUCH further from 4 than the head is from 2. You can see spacial errors like that by using the "Prev: Next:" indicators on the top right hand side corner.
00:29:085 (1,2,3,4) - Compared to the rest of the map, this particular pattern required much more movement and also uses linear patterning which is uncomfortable to play to anyway. I am pointing this out since it probably is a difficulty spike that must be tended to.
00:30:641 (1,2) - Again, make sure you lead in AND out of sliders nicely, in this case the flow is not really affected but it does seem weird that the slider is facing completely elsewhere from where it should, according to the placement of the next note.
00:31:752 (4,5) - The flow here is even more forceful, not only is the whole pattern of 00:31:308 (2,3,4,5,6,7,8) looking very cramped, but also the movement created here is waaaay too complicated and uncomfortable for such a calm song. Here is another illustration of the current flow. Naturally, the darker it gets, the more weird it becomes.
00:42:641 - And just like every other difficulty, the kiai should start here and you should either remove or replace the spinner with a slider (explained it before).
00:43:974 (4,5,6,7,1) - You used a reverse slider on the hard difficulty and I explained why you shouldn't. Same reason stands for the stream here.
00:49:308 (5) - It would be much better if there was a new combo here, to make the jump easier to read.
00:56:864 - Don't forget! These are also beats that the player should tap!
00:57:308 (1,2,3,4,5) - Stream is the same as 00:43:974 (4,5,6,7,1). Tend to it accordingly (remove 1/4 notes).
00:58:308 (7) - There is nothing audible here to be mapped either.
00:57:308 (1,2,3,4,5,6,7,8) - Even though I told you to remove them (you still should) I just wanted to remind you that there are not only parallel sliders, streams can be parallel as well!
00:58:641 (1,2) - Copying 1, pasting it and using Ctrl+J would result in having the same slider but in a different angle! Yay symmetry!
01:05:308 (7,1) - Another example of forceful flow. Although in this case it's better since the player has more time to react to the sudden change of direction.
01:05:752 (1,2) - You could make a nice cozy blanket here.
01:06:641 (3,4) - Same as 01:05:308 (7,1). It's forceful because the slider's body is facing the opposite direction than the flow suggests; buuut it's "better" since the player has some time to react to it. Delete before the FineBros see it!
01:10:530 - Now that you can map this, you didn't ;D
01:11:641 (3,5,2,4) - There's nothing here to be mapped!
01:19:419 (2,4) - It's really weird that you map these sounds but inevitably ignore them by using a slider afterward. I also think that the spinnerr is a good addition to the end of the song and so I suggest starting it 01:18:419 here instead.
01:21:752 - The song ends here and so should the spinnerr!

General

- Offset should be 392! Use it and then do Ctrl+A and move your objects across the timeline to resnap them.
- There are no hitsounds! A requirement for ranking a map is to be properly hitsounded!
- Remember that while you evolve your mapping style, you will become more flexible with the guidelines I provided you with but always make sure that you understand what you are doing and why. It is best that once you finish your map you can explain why you placed each and every object the way you placed it. Here are some useful links for you: Cool sliders | Hitsounding | Flow

Good luck with this o/
Chibi Maruko
huhuhuhuuhuhu. why
my queue

Insane

  1. Why is this diff give much SV?? like 2.3x. Not suitable for Insane I guess. Please reduse sv to 1.4x or 1.4x.
  2. 00:08:197 (1,2,3,4) - Please use ds as my above comment
  3. 00:12:419 - End slider at this coz u shouldn skip a big white tick and plus don't make long slider between white tick and big white tick
  4. 00:15:975 (1) - hmmm... I think u didn't add finish coz important to make finish at big white tick or start chorus hitsounds WIP huhu
  5. 00:27:308 (3,4) - Please blanket at each slider coz look unrankable or awkward i think
  6. 00:29:975 - End slider at red tick and add notes at 00:30:086 coz rhythm triple here
  7. 00:33:308 - Add clap/whistle at white tick reverse slider coz drum rhythm high
  8. 00:39:308 (6,7,8,9) - Please reduse these jumps coz not suitable for insane for example look at my top of comment
  9. 00:44:419 (1) - Please add finish here coz start chorus here
  10. 00:49:752 - stop slider at big white tick coz look at my third comment
  11. 00:52:864 - Add circle here coz sound vocal and u shoudln skip sound vocal coz look confusing
  12. 01:12:864 (5) - NC here and add finish coz end chorus
  13. 01:17:086 - end slider at red tick and add triple note coz sound vocal

gl
Topic Starter
Hazu-

Exa wrote:

Easy:

00:00:419 - There are sounds here! I don't hear anything
00:00:641 - And here! ^Same
00:00:864 - And here and after and on the blue tick before!! Check //General// to get the proper offset but only use it after applying the mod! ^Same
00:03:308 (2) - Move the red anchor to about 208,124 so it perfectly corresponds to the white ticks.
00:05:308 (1) - Don't start a slider here, there is nothing to support it's head nor it's tail. Instead, there is a prominent enough sound on 00:05:086 and another one on 00:05:530 that seem perfect for a 1/1 slider.
00:05:975 - Accordingly you should start a slider here. In general I found this rhythm to be much more fitting as objects actually start and end on sounds and stay true to the vocal structure.
00:09:086 - Next you should really avoid skipping sounds for the sake of mapping a vocal part. While this is acceptable in most cases, here you are somehow trying to map both throughout the song, ending up with major inconsistencies and false rhythm.
00:09:530 - Same goes for this.
00:09:752 (2) - This seems extremely weird since it - not only doesn't start on an actual sound or vocalic like - but it also has a new sound and vocal section starting in it's sliderbody! This is bad since the player doesn't get to interact with the new sounds and therefore, doesn't play to the correct rhythm.
00:12:863 (2) - This slider is way too big, resulting in skipping important sounds! Furthermore, as it's right before a section that's more tense, you should consider using more prominent objects instead to gradually increase tension so it matches the upcoming section's. Talk to me in game in case I didn't get my point across.
00:19:975 - This is such a prominent sound, you should really map it! In this case you have to decide between mapping the vocals or the beats. 90% of the times it's best to map to the beats and only use the tension created by vocals to diversify your map.
00:20:864 - And you keep skipping these ticks even though they usually contain both beats and vocals. By "skipping" I mean that the player is not tapping to them or that a impactful enough object exists in general.
00:21:752 - Same goes for this, map it.
00:22:641 - And this...
00:23:086 - Make sure the player can tap on it. Only place them on tails when you have no other choice!
00:22:419 (4,1) - Now this is a bit nazi but I figured you should be aware of it. Make sure that your blankets are well done and as perfect as possible. It's a pity to have a nice map and the quality of your blankets lacking. Besides, it only reduces the aesthetics of your map.
00:14:641 (3,1) - Didn't mention before but check this out as well.
00:25:308 (3,4) - Make sure the flow is not forceful and that the sliderbodies work towards guiding the player along your patterns. Using movement that leads to different movement on the sliderbody is both forceful and a bit weird to read. Why not simply try this?
00:27:086 - Another sound that you skip. The vocals don't even last that long and end on the white tick!
00:29:752 (4,1,2,3) - Try to use the same slider for patterns like this. Ctrl+G Ctrl+H and Ctr+J are your best friends for symmetrical patterns!
00:35:530 - Now you see how prominent this is? It's a pity if the player doesn't tap on it since all the tension that it could and should create goes down the drain :(
00:35:308 (2,3) - Here is another cool example where you could use parallel sliders. To make them simply select on the initial slider, copy, paste, select the new one, do Ctrl+S and space the anchors out enough, until it reaches the length you want. Congratz, you now have two beautiful parallel sliders :) !
00:40:863 (1) - A better option would be to either use a huge slider instead of a spinner or not map these ones at all since 00:42:641 is waaaay too prominent and must be mapped! You are transiting into the chorus, make sure you use the appropriate objects on the appropriate sounds! This seems to be a more fitting rhythm in case you decide to completely remove the spinner.
00:42:641 - Also the kiai should start here. The kiai time shouldn't start when your objects come up, but when the music gets tense enough.
00:46:197 - Especially in kiai, don't skip these sounds! You refuse the player to tap on the beat which is basically what this game is about XD
00:46:641 - Same.
00:47:086 - Same.
00:47:530 - Same.
00:49:309 (3,4) - Nice blanket! Make your other ones just as pretty :)
00:52:419 - Don't skip!
00:52:864 - Same.
00:53:308 - Same. I get that there are vocals starting on 00:53:086 but it's best to stay consistent to the sounds that you map!
00:53:752 - It's even better if you change the previous one because you get to map this which contains even more prominent vocalic lines!
00:54:197 - Map this one as well!
00:55:086 - See this is waaaay too strong to be skipped. Again, it even has vocals starting on it!
01:00:419 - Aww you were doing just fine up until now but you suddenly decided to ignore this beat even though it also contains.... you guessed it! Vocals!
01:00:864 - Same goes for this.
01:01:308 - And this.
01:02:196 (5,6,1,2) - I suggest replacing the note with a slider. Adding a note pushes your sliders a 1/1 tick forward that results on having slider tails on beats that normally should be tapped. One of them is clearly 01:03:975 but 01:03:086 is no exception.
01:04:420 (2,3) - Replacing these two with 1/2 sliders also seems to be the best way to go about it. Naturally, if you actually changed what I suggested before the first slider should start here 01:04:864 and the second one should start here 01:05:752. That's for the same reason as before: You end up having strong sounds on slider tails!
01:07:085 (1) - Using two reverse sliders only resulting in starting the next 1/2 sliders on not prominent beats and ending them on prominent beats, same problem as before.
01:10:197 (2) - But see, here you used only one reverse slider so you fixed the problem... for the upcoming section. Please tend to the problem on the sliders before, and once you do, you will see that this reverse slider will have to go since you will have to place an object that ends where this one starts.
01:11:975 - Aw you started the slider perfectly but ignored this sound :(
01:12:419 - And this.
01:12:864 - And this... They all contain beats aaaand..... vocals! Which have no reason to be skipped!
01:16:420 (4) - Using a reverse slider here and a reverse slider 01:17:752 (1) here only results in not letting the player tap on 01:18:197 which is basically the end of this section and a strong enough sound that has to be mapped!
01:18:197 - A good alternative would be to use a huge slider that starts here and ends 01:19:530 here. That's because you would get to map both the drawn-out vocals and the many small beats that exist with this time.
01:21:752 - The song completely ends here, don't extend the slider further!
- This diff, aside from the rhythm, looks like a plain chain of objects. Try experimenting with different patterns, triangles, parallel sliders, blankets and make sure that each of your objects is depending on the ones before and after it. This will help you make a much, much more solid difficulty!

REMAP EASY

Normal

- Check //General// to get the proper offset but only use it after applying the mod!
00:03:530 - Just like on easy, you should not ignore sounds that clearly have the potential to be mapped. -_-
00:03:975 - Same. Fixed.
00:04:419 - Same. -_-
00:03:752 - Furthermore there is literally nothing here to support hitcircles. Not vocals and not beats, I can't see the reason as to why you would add them like this. This seems too be a much more fitting rhythm, try it out! 1/4 Normal? Nope.
00:07:975 - From the rhythm that I presented before I think it's clear how you can map sounds like this without skipping any other necessary ones, try applying the same logic behind every sound with the same nature. Nop.
00:09:530 - And again make sure that you don't skip ticks that correspond both to the beats and the vocals. Fixed.
00:10:641 - Like this... I am going to stop pointing out every sound that you skip since I think I provided plenty examples already on the easy. If howerver, you have any problems with deciding what to map, hit me up in-game! Nop.
00:13:530 - Not skipped but it's strong enough to be mapped. ^Same
00:24:864 - As you change your rhythms to map the white ticks, make sure that you keep a relatively smooth flow. Okay?
00:30:641 (1,2) - This blanket could be much better! Nop.
00:40:863 (1) - Do the same as on easy, the difficulty allows you to add a big slider or not map it at all. I prefer spin
00:42:641 - And don't forget to start the kiai here (as well as your objects)! Nop.
01:13:308 (1,2) - Look for blankets and shapes that you can form! They make your map much more solid and easier to read, not to mention prettier :3 Okay.
01:21:752 - And again, the song ends here! Nop.
- Many of the stuff that I mentioned on easy apply on normal as well, try going though the easy mod while

Hard

- Check //General// to get the proper offset but only use it after applying the mod!
00:03:975 - In general, all of your difficulties suffer greatly from false use of rhythm, try going though the other diff's mods and make sure that you map the proper beats! Fix.
00:04:641 (6,7) - You should use steady distance snap even on hard difficulty since that's where the player starts getting the hang of the game. It's cool to include some spaced out sliders but only when your patterns allow it and only when the music gets tense enough. In this case, the music is way too calm to space this out THAT much. Fixed.
00:07:308 (1,2,3) - See moving these 1/2 beats across the timeline automatically fixed the false rhythm. You will have to fix the spacing accordingly though. Again, I won't point out more sounds that should have been mapped as I think it's now pretty easy to find them, especially if you look back in the other mods! Fixed? xD
00:12:419 (7,8) - Aww you could have made such a pretty blanket here :<
00:24:641 (5,6,7) - Make sure your blankets lead in and out smoothly from one-another. This is not the only instance of this, but I figured I should let you know at some point. I can't possibly fit every instance here but if you think that you can't find anything else or need help don't hesitate to ask me in-game!
00:25:974 (7,2) - You could just copy (7) and paste it to replace (2). This way you would have two perfectly parallel sliders which only up your aesthetic game :3 Fix.
00:33:308 (6,1) - Again make sure your flow is smooth and don't force the player to make back-and-forths without the objects implying to.
00:35:530 - I know I am repeating myself but I just wanted to remind you to search for sounds like this that are really prominent and map them. What's the point of playing a rhythm game when the player doesn't follow the rhythm of the song? c: Fix.
00:35:975 - Don't misunderstand, beats like this are equally important! Fixed.
00:42:641 - Even though some recovery time is required because this is a hard difficulty, it would be best to find a way to start your objects here, as it's the first strong beat of the kiai (yeah kiai should start here). Hence the reason why you should either remove the spinner, or turn it into a big nice slider. Nope.
00:43:974 (4) - Don't abuse sliders like this unless you are completely certain that all their reverse points map actual beats. In this case 00:44:086 and 00:44:308 contain nothing audible and therefore these ticks should not be mapped.Nop.
00:46:419 (4) - As you are looking back though the song, you will inevitably be forced to remove sliders like this that contain a beat within their body. A good advice that I can give you is to never start sliders on red ticks, unless you are completely sure they fit. That's because all the prominent hold sounds are from whites to reds and also, if you start a slider on a red tick and it's of 1/2 length, you will most probably end up denying the player the tap on the white tick that will be on the slider's tail. If the slider is longer than 1/2 - just like here - you will simply result in ignoring the most prominent beat as it will be within the slider's body! Fixed.
00:48:864 - When I said "Map the prominent beats" I also meant to let the player tap on them! Fix.
00:54:863 (5,6) - Even though you are going to remove/change this slider at some point, make sure that you lead out of sliders smoothly! The slidebody is used to direct the player to a certain direction, placing a n objects completely elsewhere - when it could be placed where the slider's flow suggests - is not a good thing as most of the times the players ends up not playing the slider as it was intended or even worse, not completing it! In this case it's not that big of a deal, but if you can, you should still figure out a way to change the current pattern. Simply Ctrl+G 00:55:530 (6,7) and the problem should be gone far far and away :3 Fix.
00:57:974 (3,4,1) - Make sure all your patterns are properly readable! For example this one is really hard to read because of the sudden spacing increase. You've had the same spacing between objects before but it was for 1/1 beats! Now that it's for 1/2 the player might not recognize it and ultimately break combo :( Looool you didn't see anything ¬_¬
01:18:419 (1,2,3,5) - Since you stop mapping these because you use a spinner, you should either not map them here, oooor start your spinner 01:18:419 here! Nope.
01:21:752 - The song ends here! So should your spinner. Nop.

Insane

- Check //General// to get the proper offset but only use it after applying the mod!
- Ok this difficulty suffers from many things so I will just try to give plenty of examples so you can get better c: If there's anything that you don't understand or would like to ask, feel free to poke me in-game!
00:02:641 (2,3,4) - Try using equal spacing on sounds that are of equal prominence. Fixed.
00:03:308 (4) - Don't start sliders on red ticks (explained before). Fix.
00:03:530 - Don't skip beats like this (go though the other mods, I've gone over this more than once)! Fixed.
00:03:308 (4,5,6) - You should increase/decrease spacing compared to different patterns but still keep it steady between two objects. For exmaple if you wanted increased spacing you could place 00:03:974 (5) at 331|331 (there are coordinates for the objects that you select on the top right corner) or if you wanted lowered spacing you could place it at 312|258. As you can see, the spacing between the previous and the next objects is kept steady in both cases. Fixed.
00:04:863 (7,1,2) - Now here, the most prominent sound is on a red tick, buut you should avoid spacing out on red ticks since it might be confusing for some players. That's why you should use equal spacing for this one but higher than 2.00, lets say. As you become more experienced you will learn to fluctuate the spacing of your objects according to the tension that the song creates. Fixed?
00:08:196 (1,2) - But don't overspace! I get that jumps can be fun and cool to play to, but increasing the chances of getting someone's combo broken is even worse :( Fixed.
00:08:641 (3) - Again remember, prominent beats don't need to be on white ticks. Fixed.
00:09:530 (2,3,4,5) - Make sure the flow that you provide is always pleasant to play to. I am now going to use my uncomperable drawing skills to illustrate the current flow in an attempt to help you understand what's wrong with it. Behold!. As you can see the flow consists out of many weird cuts and it is as uncomfortable as it looks. Although it doesn't create a specific pattern, flow like this should be much more appropriate! Fixed.
00:17:308 (5,6) - Nothing changed THAT dramatical in the music that forced you to use a slider facing the other way, although there is //almost// nothing objectively wrong with this slider, I really can't seem to grasp the reasoning behind placing it like this. Fix?
00:20:641 (6,7,1) - I really don't know why you don't map the white ticks, they are the only ones that contain prominent enough beats (not that the red ones don't contain beats at all). Fixed.
00:25:530 (8,2) - Parallel sliders, blankets and symmetry are truly your best friends when you begging your mapping journey! Don't push them away; instead use them and you'll see how much better your map will become.
00:26:641 (2,3,4) - Be careful with patterns like this. The spacing between 2,3 and 3,4 might look the same since 3 seems to be in the middle of this "pattern". However, the player will have to start from 3's head and work their way to the tail, which is MUCH further from 4 than the head is from 2. You can see spacial errors like that by using the "Prev: Next:" indicators on the top right hand side corner. Fixed.
00:29:085 (1,2,3,4) - Compared to the rest of the map, this particular pattern required much more movement and also uses linear patterning which is uncomfortable to play to anyway. I am pointing this out since it probably is a difficulty spike that must be tended to.
00:30:641 (1,2) - Again, make sure you lead in AND out of sliders nicely, in this case the flow is not really affected but it does seem weird that the slider is facing completely elsewhere from where it should, according to the placement of the next note. Fixed.
00:31:752 (4,5) - The flow here is even more forceful, not only is the whole pattern of 00:31:308 (2,3,4,5,6,7,8) looking very cramped, but also the movement created here is waaaay too complicated and uncomfortable for such a calm song. Here is another illustration of the current flow. Naturally, the darker it gets, the more weird it becomes. Fixed.
00:42:641 - And just like every other difficulty, the kiai should start here and you should either remove or replace the spinner with a slider (explained it before). Nop.
00:43:974 (4,5,6,7,1) - You used a reverse slider on the hard difficulty and I explained why you shouldn't. Same reason stands for the stream here.
00:49:308 (5) - It would be much better if there was a new combo here, to make the jump easier to read.
00:56:864 - Don't forget! These are also beats that the player should tap!
00:57:308 (1,2,3,4,5) - Stream is the same as 00:43:974 (4,5,6,7,1). Tend to it accordingly (remove 1/4 notes).
00:58:308 (7) - There is nothing audible here to be mapped either.
00:57:308 (1,2,3,4,5,6,7,8) - Even though I told you to remove them (you still should) I just wanted to remind you that there are not only parallel sliders, streams can be parallel as well! Nop.
00:58:641 (1,2) - Copying 1, pasting it and using Ctrl+J would result in having the same slider but in a different angle! Yay symmetry!
01:05:308 (7,1) - Another example of forceful flow. Although in this case it's better since the player has more time to react to the sudden change of direction. Fixed?
01:05:752 (1,2) - You could make a nice cozy blanket here. Fixed.
01:06:641 (3,4) - Same as 01:05:308 (7,1). It's forceful because the slider's body is facing the opposite direction than the flow suggests; buuut it's "better" since the player has some time to react to it. Delete before the FineBros see it!
01:10:530 - Now that you can map this, you didn't ;D Fixed.
01:11:641 (3,5,2,4) - There's nothing here to be mapped!
01:19:419 (2,4) - It's really weird that you map these sounds but inevitably ignore them by using a slider afterward. I also think that the spinnerr is a good addition to the end of the song and so I suggest starting it 01:18:419 here instead.
01:21:752 - The song ends here and so should the spinnerr!

General

- Offset should be 392! Use it and then do Ctrl+A and move your objects across the timeline to resnap them. :/ Nop.
- There are no hitsounds! A requirement for ranking a map is to be properly hitsounded!
- Remember that while you evolve your mapping style, you will become more flexible with the guidelines I provided you with but always make sure that you understand what you are doing and why. It is best that once you finish your map you can explain why you placed each and every object the way you placed it. Here are some useful links for you: Cool sliders | Hitsounding | Flow

Good luck with this o/
Thanks!

Chibi Maruko wrote:

huhuhuhuuhuhu. why
my queue

Insane

  1. Why is this diff give much SV?? like 2.3x. Not suitable for Insane I guess. Please reduse sv to 1.4x or 1.4x. SV?
  2. 00:08:197 (1,2,3,4) - Please use ds as my above comment Fixed.
  3. 00:12:419 - End slider at this coz u shouldn skip a big white tick and plus don't make long slider between white tick and big white tick Fixed.
  4. 00:15:975 (1) - hmmm... I think u didn't add finish coz important to make finish at big white tick or start chorus hitsounds WIP huhu Fixed.
  5. 00:27:308 (3,4) - Please blanket at each slider coz look unrankable or awkward i think Fixed.
  6. 00:29:975 - End slider at red tick and add notes at 00:30:086 coz rhythm triple here Fixed.
  7. 00:33:308 - Add clap/whistle at white tick reverse slider coz drum rhythm high Fixed.
  8. 00:39:308 (6,7,8,9) - Please reduse these jumps coz not suitable for insane for example look at my top of comment Fixed.
  9. 00:44:419 (1) - Please add finish here coz start chorus here Fixed.
  10. 00:49:752 - stop slider at big white tick coz look at my third comment Fixed.
  11. 00:52:864 - Add circle here coz sound vocal and u shoudln skip sound vocal coz look confusing Fixed.
  12. 01:12:864 (5) - NC here and add finish coz end chorus Fixed.
  13. 01:17:086 - end slider at red tick and add triple note coz sound vocal Fixed.

gl
Thanks~

Updated!
Nzrazor
Hello there o/, Here for NM from Mod Q
[insane]
Try make some different sliders cause mainly all ones that just bend and are straight
00:17:530 (6) - NC?
00:19:308 (3) - Move NC here from this NC 00:18:864 (1) -
00:30:641 (1) - Move to x:20 y:280 so it can be a blanket better for this 00:30:197 (6) -
00:49:308 (5) - NC?
00:51:308 (3) - Move NC here from this NC 00:50:863 (1) -

Hope this mod helps somewhat even tho it isn't much.
GL~
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