I do not check the card Approval>sorry ~
no mod , only star~
no mod , only star~
Thank youZLOdeuka wrote:
I do not check the card Approval>sorry ~
no mod , only star~
Thank youLesTrucsRose wrote:
fullmoon00:01:619 (1,2) - Move this 2 gridspaces right.
00:14:089 - Pretty long break.
01:03:591 (4) - Move this 1 gridspaces down.
01:03:969 (5) - Move this 1 gridspace down.
01:17:006 (8) - Don't overlay like this.
01:29:287 (2) - Don't overlay like this.
02:34:660 (6) - Don't overlay like this.Mitsuki00:14:089 - Pretty long break.
01:17:195 (6) - Don't overlay both beats and sliders like this.
01:54:983 - Pretty long break.
03:53:071 (x) - Add a beat here.
01:47:426 -Why there are so many non-inherited sections? Is there some special rules on taiko? If not, please fix.
01:54:985 -
03:28:698 -
03:36:255 -
03:36:255 -
04:06:486 -
OK All clear Thank youKuroneko-sHerald wrote:
[General]
Source: Add "Full Moon wo sagashite"
No kiai?
mp3 is 198kbps lol Max allowed is 192 technically, but I think that you can use your mp3. After all are only 6kbps.
[Fullmoon]
Isn't a bit hard to be the easiest difficulty?
[lepidon! - Taiko Oni]
Lead in is 1,5 but in other difficulties is 1. Could you change it?01:47:426 -Why there are so many non-inherited sections? Is there some special rules on taiko? If not, please fix.
01:54:985 -
03:28:698 -
03:36:255 -
03:36:255 -
04:06:486 -
[Mitsuki]
03:53:071 (7) - Remove? I think it doesn't fit.
03:56:094 (6) - Same here.
Nice map
Star~
Barlines.Kuroneko-sHerald wrote:
Why there are so many non-inherited sections? Is there some special rules on taiko? If not, please fix.
Wow, Thank you LeordaLeorda wrote:
Anyeonghaseyo
General
* [Fullmoon] and [lepidon! - Taiko Oni] has no source, please fill it
* Why lepidon's diff has too many timing points? Isn't that necessary?
* Your MP3 bit rate is 320kbps, please re-encode it to 128kbps ~ 192kbps
* I suggest you to set the preview point at 01:25:886
-------------------------------------------------------------------------
Fullmoon
* Perhaps, Approach Rate +2 or +3?
00:38:651 (3) - Really not good, if this overlapped by previous object
00:43:941 (3,4,5) - These gap feels weird, try fill these with circles?
01:11:904 (5,6,7) - ^ (or put new combo at 01:11:904 (5))
01:29:287 (2) - I really don't like if this place on same place in 01:28:153 (5)
01:54:983 (x) - Add note with finish?
02:28:992 (3,4,5) - Same as 00:43:941 (3,4,5) but I am not sure
02:38:061 (6,7,8) - ^
02:39:951 (1,2) - Move further away from the place of 02:38:817 (7,8)
02:46:753 (x) - Add note here?
02:52:421 (5,6,7,8) - These gap feels weird, try fill these with circles?
03:03:379 (1,2,3,4) - I think it's too difficult for average player
03:23:407 (3) - Really don't like to place on same place in 03:22:273 (1)
04:03:463 (3) - I don't like if this overlapped by previous object
-------------------------------------------------------------------------
Mitsuki
00:06:720 (6,7) - Not stack perfectly with tail slider, or it'll be weird stack during gameplay
01:18:895 (10) - ^
01:39:868 (4) - New combo? Since it's jump?
02:36:550 (4) - New combo?
02:42:596 (10) - ^
03:37:767 (6) - Really don't like if this place on same place of 03:37:011 (4)
03:41:923 (9) - New combo! It's too long
03:48:347 (2,3,4) - Why the stacking is bad while test/play this beatmap? But the stacking is fine for me
-------------------------------------------------------------------------
In last episode of anime, does Mitsuki is died? Also, this song is awesome. KD!
3.25이하로 어찌어찌 낮춰지긴하네요;;minyeob wrote:
최소난도 별이 3.58이네요
노트 몇개 빼든지 해서 3.25 이하로 맞추는 것을 권장합니다 <_<
[Mitsuki]
03:41:923 (9) - New combo ㅇㅅㅇ
비트 전송률도 낮춰주시고요[by Leorda]
considering insane diff, it's not big problem.KingsAL2 wrote:
[General]
Slidertick can't be no sound now. I use silence slidertick, so you don't hear slidertick sound
[Mitsuki]
00:40:616 (2,3,4) - It is 1/2 But a bit wire, because 00:40:994 (4,5) - will confuse with 1/4 because fit sing sound
00:45:529 (2,3) - Spacing Or 00:45:151 (1,2) - Is having some problem. you can find other map's this pattern
00:49:308 (6,7) - Too close? fit shape
01:42:967 (4) - Too wired for the spacing You can find this pattern other time
02:57:031 (4,5) - Spacing Problem, well too far a way of the right distance space. for insane diff, it's not far spacing
Sorrrry for that, but some of it should be change.
as far as i know, silence slidertick is rankable as long as you don't silent sliderslide and slidertick at the same time, better ask an experienced and active BAT member for it since the ranking guildline is changing from time to time but there doesn't exist a recent version for us to check :/ErufenRito wrote:
KingsAL2 is right, you can't have slider ticks throughout your map completely silenced, this includes using custom hitsounds or using 0% volume sections. If they were used in some specific sections they would be alright. Also, notice that now you can't have timing sections with volume below 5%? I'm saying this to tell you that it is not rankable.
That is true, you are allowed to silence the slider slide for the entire map if it fits but you are never allowed to silence slider ticks for more than a short period of time during the mapErufenRito wrote:
General:
KingsAL2 is right, you can't have slider ticks throughout your map completely silenced, this includes using custom hitsounds or using 0% volume sections. If they were used in some specific sections they would be alright
This really isn't liked by some players (although not everyone agrees it is unrankable) the only way it really works is if one of them is a different combo color from the other. In this case I would just arrange them differently thoughErufenRito wrote:
02:27:935 (5,6,7) - you don't know which object is the slider, or better said, you can't cover the slider start and end at the same time. And this gets worse if mapper plays withought the snaking slider effect
ErufenRito wrote:
General:
KingsAL2 is right, you can't have slider ticks throughout your map completely silenced, this includes using custom hitsounds or using 0% volume sections. If they were used in some specific sections they would be alright. Also, notice that now you can't have timing sections with volume below 5%? I'm saying this to tell you that it is not rankable.
Now, you could delete custom slidertick sound and lower you slider tick rate to 0,50, or just live with the sound.
Tip to make perfect stacks for your future maps: turn off grid snap, and lower your distance snap down to 0,00.
Mitsuki:
Timing section: 171571 start this at 171647
Timing section: 171760 start this at 171836
00:45:151 (1,2,3) - Spacing between these 3 objects should be the same
00:48:363 (5,6,7) - Spacing between these 3 objects should be the same
01:03:289 (5,6) - Consider making these kriss-krosses more vertical just to increase the DS between those two objects. Ideally they should have an DS of 0,80 (currently is 0,60 and may make the players to think that they are separated by 1/2 tick)
01:11:036 (7) - Move specifically this red tick: http://puu.sh/1XC7 1 grid down, it will make a much better blanket.
01:14:248 (1) - Move this away from 01:13:492 (5), mainly because of the way you mapped 01:12:736 (3,4,5), this new section will cause lots of confusion.
01:52:981 (4) - This slider makes no sense, delete it.
02:19:621 (2,3,4) - Spacing between these 3 objects should be the same
02:26:612 (1,2) - Reduce spacing because it is too random, ideally, it should be 0,80
02:27:935 (5,6,7) - you don't know which object is the slider, or better said, you can't cover the slider start and end at the same time. And this gets worse if mapper plays withought the snaking slider effect
02:32:469 (5,6) - Random jump. Avoid it.
02:54:009 (7) - I suggest you to place a new combo here.
04:16:387 (9) - This is pretty borderline unrankable, but i would let it pass because you have enough time to see the slider body.
Fullmoon:
Timing Section: 13900 is unused, delete it
Also, wow, this diff has a much higher quality than the other one... Good job at here
sorry , i already get his suggestion. so mitsuki diff's spacing is changedShiirn wrote:
SPOILERErufenRito wrote:
General:
KingsAL2 is right, you can't have slider ticks throughout your map completely silenced, this includes using custom hitsounds or using 0% volume sections. If they were used in some specific sections they would be alright. Also, notice that now you can't have timing sections with volume below 5%? I'm saying this to tell you that it is not rankable.
Now, you could delete custom slidertick sound and lower you slider tick rate to 0,50, or just live with the sound.
Tip to make perfect stacks for your future maps: turn off grid snap, and lower your distance snap down to 0,00.
Mitsuki:
Timing section: 171571 start this at 171647
Timing section: 171760 start this at 171836
00:45:151 (1,2,3) - Spacing between these 3 objects should be the same
00:48:363 (5,6,7) - Spacing between these 3 objects should be the same
01:03:289 (5,6) - Consider making these kriss-krosses more vertical just to increase the DS between those two objects. Ideally they should have an DS of 0,80 (currently is 0,60 and may make the players to think that they are separated by 1/2 tick)
01:11:036 (7) - Move specifically this red tick: http://puu.sh/1XC7 1 grid down, it will make a much better blanket.
01:14:248 (1) - Move this away from 01:13:492 (5), mainly because of the way you mapped 01:12:736 (3,4,5), this new section will cause lots of confusion.
01:52:981 (4) - This slider makes no sense, delete it.
02:19:621 (2,3,4) - Spacing between these 3 objects should be the same
02:26:612 (1,2) - Reduce spacing because it is too random, ideally, it should be 0,80
02:27:935 (5,6,7) - you don't know which object is the slider, or better said, you can't cover the slider start and end at the same time. And this gets worse if mapper plays withought the snaking slider effect
02:32:469 (5,6) - Random jump. Avoid it.
02:54:009 (7) - I suggest you to place a new combo here.
04:16:387 (9) - This is pretty borderline unrankable, but i would let it pass because you have enough time to see the slider body.
Fullmoon:
Timing Section: 13900 is unused, delete it
Also, wow, this diff has a much higher quality than the other one... Good job at here
Red = personal opinion from modder, in no way should be bias for response, if the mapper agrees then green can be considered.
Green = Valid point which could have been discussed between mapper and the ranking BAT
Blue = Valid point for bubble popping.
Black = explainable stuff.
Overall = good enough post.
Also, my notes:
Unsnapped notes everywhere. Resnap everything, it seems like they're only 1-2ms off.
While having the sliderslide be silent, it's not very recommended. Up to you, though.
All fixed Thank youarien666 wrote:
[General]
Not sure about timing but I felt need of +10ms ;_;
[Fullmoon]
:#
[Mitsuki]
I dunno about some spacing of this actually orz
00:02:450 (2,3,4) - [Nazi] Not much issue but It seems little weird spacing ;_;
00:40:616 (2,3,4) - I don't know if I should pick up this thing but as jump... I'll leave this to next modder orz
00:59:132 (11) - new combo
[lepidon! - Taiko Oni]
:3
orz
Thank you for you modding, GarvenGarven wrote:
[General]
Line up your BPMs. Right now the osu! difficulties have double BPM and it just looks wrong.
Capitalize sagashite in the source, so it should read "Full Moon wo Sagashite"
[Normal]
That SV is pretty dang high. :/
01:55:069 - Drag the break to here
03:42:009 (7) - Considering the super-high SV, I recommend not having a slider with more than one repeat on it with another hit object so soon afterward as this is the easiest difficulty of the set.
[lepidon!]
Looks good
[Mitsuki]
00:50:451 (2,3) - Could you rearrange this? Could be pretty confusing as to where the slider starts if snaking sliders is turned off.
01:05:944 (1,2) - This one isn't as bad since it isn't covered in hit bursts, but still not recommended.
01:27:106 (3) - This flows better control + r'd
01:55:069 - Drag the break to here
02:32:479 (5,6,7,8,9,10) - I'm not understanding why there is a velocity change here...
Good lookin' sliders
Mainly worry about the SV in Normal posing as the easiest difficulty. :/
First, all fixed Fullmoon diff and checked hitsound.Garven wrote:
[Fullmoon]
00:06:995 (4,2) - You can easily avoid this overlap
01:37:686 (1,2) - ^
04:02:037 (1,3) - ^
You may want to double check for holes in your custom claps too.
[Mitsuki]
There are some small things that kind of mar the polish on this map. Look at the spacing between 00:02:460 (2,3,4) - and then look at 00:03:216 (5,6) - It's the same rhythm, but just the fact that they notes are touching compared to not is enough for me to go 'eugh' There are a lot of these during the beginning and a couple later in, if you want to adjust things to be more presentable.
00:59:709 (2) - Feels too close
02:20:387 (4,5,6) - There a reason for this spacing? There are other occasions that use this, and I just couldn't feel why except during the very end when everything is slower anyway.
02:40:981 (6) - A tad close
Eh, just minor things, really. Let me know if you fix anything.
All fixedGarven wrote:
[Fullmoon]
02:40:415 (2) - I worry about how this is placed. Might be confusing for new players to tell if this is there until it's too late. Also the hitsound on the end is probably unintended.
04:04:682 (4,5) - These would look better stacked
[Mitsuki]
01:29:373 (2,3) - Tiny overlap
02:21:898 (9,1) - Not-so-tiny
04:02:793 (3,4) - I don't like the way this plays. It's fine, I guess, but it doesn't feel right compared to a lot of the mapping up until here.
아하하;;; 타밍을 바꿀때에는 오랫동안 보이지 않으셔서 ..lepidopodus wrote:
@brikel: 제가 타이밍 바뀌면 부르라는 말을 빼먹은 모양이네요.
Oh thank you KRZY, I miss that thingsKRZY wrote:
Modding because I felt like it :S
[Mitsuki]
I don't like how setting the SV as 3.6 and tick rate as 1 on [Mitsuki] virtually removes all sliderticks that should be there on the map. This pretty much has the same effect as setting the tick rate to 0.5, which is now forbidden. I suggest you set the tick rate to 2 to avoid this potential bubble-popping problem. It actually sounds better with the ticks too.
01:52:991 (4) - Ctrl+R this slider as this jump is unexpected and not really fitting.
02:32:668 (6) - This slider's repeat is not mapped to anything, which makes it really awkward to play/listen to. Try setting this slider's speed to 0.5x.
03:37:097 (4,1) - This kind of slider overlapping is often impossible to read in one's first try (Note how I say 'often' and not 'always'). Therefore, I suggest putting 03:37:097 (4) to the left instead of to the right.
04:15:641 (7,8,9) - Same as above, try putting one of the sliders above note 8 instead of putting both sliders below.
All changed that things.Garven wrote:
It helps to list what changes you applied and didn't apply. I'm going off the assumption that you were going to address all of KRZY's points due to your post.
01:52:991 (4) - What KRZY meant was for this slider to look like this, I am thinking:
Um I accept krzy's suggetion
03:37:853 (1) - And were you not going to address this one as well? I thought It's hard to change first, but I accepted his suggetion and changed another pattern like this
브렉타임에 노트를 넣기엔 애매해서 ;; 그냥 넘어가는게 나을거같아요minyeob wrote:
일단 댓글을 담으로써 팝 방지하고 ㅋ
[Standard Diffs]
(첫 Break)
브레이크 전의 플레이 시간보다 이 브레이크 시간이 더 길다보니 뭔가 지루한 느낌이 드네요
뭐 고치시든 말든 랭크에는 지장 없겠죠 그냥 한번 랭크 전에 확인차~