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Bitter Sweet Entertainment - Kanashimi no Mukougawa (Piano V

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Topic Starter
JBHyperion
This beatmap was submitted using in-game submission on 12 September 2016 at 12:42:47

Artist: Bitter Sweet Entertainment
Title: Kanashimi no Mukougawa (Piano Version)
Source: 永恆的賽妮亞
Tags: 悲傷的另一面 The Other Side of Sorrow Eternal Senia Holy Priest Sis Magaleta Sacred Sanctum Fallen rpg arpg sister piano score magic bomb mbomb RPGツクール - 音素材集 vol.00 -
BPM: 148
Filesize: 2970kb
Play Time: 01:21
Difficulties Available:
  1. Cup (1.12 stars, 103 notes)
  2. Easy (1.4 stars, 85 notes)
  3. Eternal (3.64 stars, 237 notes)
  4. Hard (2.95 stars, 205 notes)
  5. MBomb's Platter (2.86 stars, 204 notes)
  6. Normal (1.92 stars, 162 notes)
  7. Salad (2.05 stars, 167 notes)
Download: Bitter Sweet Entertainment - Kanashimi no Mukougawa (Piano Version)
Information: Scores/Beatmap Listing
---------------
[WHAT'S THIS?]
PROJECT SENIA ~ Sis Magaleta's Theme (piano version)

Winner of September 2016 osu!catch Monthly Ranking Chart

#5 ranked (:

- Xinely
- Sc4v4ng3r

A beautiful song from an amazing game <3
Find the game on Steam

Other Project Senia mapsets - MaouDamashii - piano11 - {CtB} by me and - Magic Bomb -

[DIFFS AVAILABLE]

STD
Easy by me - 100%
Normal by me - 100%
Hard by me - 100%

CTB
Cup by me - 100%
Salad by me - 100%
MBomb's Platter by - Magic Bomb - - 100%
Eternal by me - 100%

[CHANGELOG]
27/03/16 - Submitted mapset with all diffs hitsounded and ready for modding
18/05/16 - Updated metadata, applied mods from MMBan and 100bit
25/05/16 - Applied mods from WildOne94 and Chalwa
02/06/16 - Applied mod from Del05
06/06/16 - Applied mods from Absolute Zero and moonlightleaf
09/06/16 - Applied mod from -Nya-
19/06/16 - Applied mod from Sc4v4ng3r
08/07/16 - Updated metadata - please redownload
16/08/16 - Applied mod from ZiRoX
10/09/16 - Applied mods from Xinely and Tatsuyu, by Xinely
12/09/16 - Applied mod from Sc4v4ng3r, by Sc4v4ng3r

SEXY MODDERS AND SUPPORTERS ;)
MMBan - Mod
100bit - Mod +
WildOne94 - Mod
Chalwa - Mod + 3
Del05 - Mod
Absolute Zero - Mod
moonlightleaf - Mod + 2
-Nya- - Mod +
Sc4v4ng3r - 2 Mods +
CookieKivi - 2
IamKwaN - Metadata assistance
ZiRoX - Mod
Xinely - Mod +
Tatsuyu - Mod
MMBan
Suggestions ctb one.
  • Cup

Pretty relaxing. I like it
  1. 00:09:996 - What does whistle does here? I think this should be here 00:10:213 -
  2. 01:06:564 - Decrease or increase a bit distance to this slider.
  • Salad

I guess a bit too harsh for new players with bad pc :P . (Some forces dashes)
  1. 00:04:942 - Reduce a bit distance. Might force to dash causing unneeded miss
  2. 00:32:510 - Slightly to left. Not needed too but might force to dash. May stay.
  3. 01:17:528 - Bit to left too. Jump on slow part? Hmm.. not sure.
Might suggest ar 6.5 but 6.4 is ok too. (Funny looks on HR and i know this ar is uncommon to see)
  • Non JBHyperion Platter

Very difficult for platter in my guess. Destroys SS players.
  1. 00:24:402 - 00:25:821 - This pattern always confuses me. I don't know what to suggest.. maybe the next slider after it a bit easier to catch?
  2. 00:58:456 - Anti SS-Player slider catching 2 droplet might cause unneeded outrage for 40% of SS only players. Maybe reshape?

    Rest seem ok for my guess but i don't know why i'm dropping 40% of those droplets ;s
  • Eternal (Rain?)

Somehow like this i was imagining rain of this map.
  1. 00:29:875 - 00:30:686 - This distance a bit confuses me. Always i miss it and i don't know why.

    Rest seem aright. Or maybe not sure.. Meh.
Good luck
DeletedUser_6181859
hey, small mod by me because i can't make normal mods xD
Song and Beatmaps
I can't check metadata:(
Well, i don't see other problems with beatmaps.
Oh, Magaleta and Senia... I love this game. And this song. Really.
Easy
00:08:186 (2) - make mirror of 00:06:564 (1)
00:34:132 (2) - i think, this slider far from 00:32:510 (1)
00:35:753 (1) - make like in %image%

00:40:618 (2) - how about reverse?
00:45:483 (1,2) - make simpler sliders than this
00:57:240 (4,5) - make reverse slider instead note-slider?
00:58:456 (1,2) - make like in 01:00:077 (3,4)
01:04:942 (1,2) - ^
p.s. you killed perfectionist inside me
01:03:321 (3) - any hitsound in begin
Normal
AR=5
00:00:888 (2,3,4) - oh, very strange pattern
00:07:375 (3) - i think it must begin in 00:07:172
00:08:996 (6) - i think it must begin in 00:08:794
00:13:861 (2) - move like in %image%

00:22:577 (8) - nc
00:22:780 (1) - remove nc
00:35:550 (7) - nc
00:35:753 (1) - remove nc
00:37:983 (4,5) is stackable, but 00:38:186 (5,6) not stackable... hmm...
00:56:632 (3,5,7) - not readable stack
01:02:105 (2,3,4) - have problems with rhytm
01:16:591 (1) - remove nc
Hard
i can't mod this, but...
00:20:348 (3,4) - make like in 00:21:564 (2,3) or 00:23:186 (2,3) ; you also can make conversely
00:34:740 (2,3) - have problems with rhytm
00:36:159 (2,3) - ^
00:51:159 (4,5,6,7) - make some easier pattern
00:58:050 (5,6) - make slider?
01:07:781 (4) - remove
Oh, i'm CTB-player, but i can't mod CTB diffs^^
{end of mod}
Topic Starter
JBHyperion
I've been so busy with work I haven't even had chance to look at these... Thanks for the mods guys, I'll find some time to apply soon and get you your kudosu.
Topic Starter
JBHyperion

MMBan wrote:

Suggestions ctb one.
  • Cup

Pretty relaxing. I like it
  1. 00:09:996 - What does whistle does here? I think this should be here 00:10:213 - Swapped whistle on 00:09:807 (1,2) for consistency with 00:22:780 (1,2) and following
  2. 01:06:564 - Decrease or increase a bit distance to this slider. Care to explain why? It feels fine to me and is consistent with other 1/1 spacings such as 00:38:996 (1,2) - 01:11:429 (1,2) - etc.
  • Salad

I guess a bit too harsh for new players with bad pc :P . (Some forces dashes)
  1. 00:04:942 - Reduce a bit distance. Might force to dash causing unneeded miss Reduced this and 00:10:618 (2,1) - for a more gradual step in difficulty
  2. 00:32:510 - Slightly to left. Not needed too but might force to dash. May stay. Consistent with all other 1/2 dashes I use, don't see why this one causes any more of a problem so I'll keep it
  3. 01:17:528 - Bit to left too. Jump on slow part? Hmm.. not sure. Reduced a little. Jump is necessary here to highlight the strong final note with finish hitsound
Might suggest ar 6.5 but 6.4 is ok too. (Funny looks on HR and i know this ar is uncommon to see) Will keep 6.4 for an even spread of +0.9 per diff

Gonna leave Platter to MB since his style is very different to mine and I don't want to compromise it.

  • Eternal (Rain?)

Somehow like this i was imagining rain of this map. It's a Rain /o/
  1. 00:29:875 - 00:30:686 - This distance a bit confuses me. Always i miss it and i don't know why. Tried to distinguish 00:29:875 (2,3) - as as more of a jump, not sure if that helps

    Rest seem aright. Or maybe not sure.. Meh.
Good luck

100bit wrote:

hey, small mod by me because i can't make normal mods xD
Song and Beatmaps
I can't check metadata:( I just made a random guess since I can't confirm the correct(?) meta. Hopefully someone can help me out with this down the line.
Well, i don't see other problems with beatmaps.
Oh, Magaleta and Senia... I love this game. And this song. Really. <3
Easy
00:08:186 (2) - make mirror of 00:06:564 (1) I already use a lot of mirror patterns, I'd prefer the current pattern both for variety and to keep the nice slider head/tail stacks
00:34:132 (2) - i think, this slider far from 00:32:510 (1) It's all lcoked into 1.0x DS, looks like a larger spacing because of the 1/1 gap though
00:35:753 (1) - make like in %image% Bend is at 00:36:564 to match the higher pitch piano sound there

00:40:618 (2) - how about reverse? Yeah, it's currently inconsistent with my other patters
00:45:483 (1,2) - make simpler sliders than this Wanted to try and create some interesting slider shapes to prevent it from feeling too boring, and can't see there being any major readability issues since the overlap still clearly indicates the proper sliderpath. If more people suggest the same I will change though
00:57:240 (4,5) - make reverse slider instead note-slider? I want 00:57:645 (5) to be clickable since it's a stronger sound, feels odd and underemphasized as a slider repeat to me
00:58:456 (1,2) - make like in 01:00:077 (3,4) Not possible, since there's no sound at 00:59:672 to map (2) to (it's on the 1/2 tick previous)
01:04:942 (1,2) - ^^
p.s. you killed perfectionist inside me not sure what this means but ok xD
01:03:321 (3) - any hitsound in begin there's a whistle on the head, consistent with other rhythms
Normal
AR=5 Was meant to be this anyway, fixed
00:00:888 (2,3,4) - oh, very strange pattern How so? Follows the piano pretty well to my ears
00:07:375 (3) - i think it must begin in 00:07:172 Deliberately skipping 00:07:172 - since it's a weaker beat than the white ticks and I'm following the main melody here
00:08:996 (6) - i think it must begin in 00:08:794 ^
00:13:861 (2) - move like in %image% As before, following the main melody here by skipping weaker red ticks outside of the kiai

00:22:577 (8) - nc
00:22:780 (1) - remove nc
00:35:550 (7) - nc
00:35:753 (1) - remove nc INo change as 'm following a consistent 8 beat NC pattern to add emphasis to the downbeats throughout
00:37:983 (4,5) is stackable, but 00:38:186 (5,6) not stackable... hmm... Done this way because I don't like stacking circles under sliders - I find it much more readable to stack circles on top
00:56:632 (3,5,7) - not readable stack How so? There's a 2/1 spacing between each and they're each directly following on from the previous flow, I don't see how this could be misread
01:02:105 (2,3,4) - have problems with rhytm Agreed, swapped 01:02:105 (2,3) so the clap hitsound is clickable now, plays much better
01:16:591 (1) - remove nc Necessary to highlight the decrease in BPM, there is no other indicator here since SV change is gradual
Hard
i can't mod this, but...
00:20:348 (3,4) - make like in 00:21:564 (2,3) or 00:23:186 (2,3) ; you also can make conversely Deliberately skipping the weak sound at 00:20:753 to give the strong sound at 00:20:956 (4) more emphasis
00:34:740 (2,3) - have problems with rhytm Why? It's following the main piano rhythm just fine
00:36:159 (2,3) - ^ ^
00:51:159 (4,5,6,7) - make some easier pattern This is a Hard diff, so I have licence to use hard patterns. This creates a great emphasis and intensity flowing into the kiai section
00:58:050 (5,6) - make slider? Two distinct sounds, both strong, spaced to emphasize the midpoint of the kiai
01:07:781 (4) - remove But there's a clear piano sound held here...
Oh, i'm CTB-player, but i can't mod CTB diffs^^
{end of mod}
Thanks for the mods guys! Just waiting for MBomb~

Whoops accidental doublepost ):
MBomb

MMBan wrote:

Suggestions ctb one.

  • Non JBHyperion Platter

Very difficult for platter in my guess. Destroys SS players. - Yeah, I felt the song fit a platter a bit harder than normal.
  1. 00:24:402 - 00:25:821 - This pattern always confuses me. I don't know what to suggest.. maybe the next slider after it a bit easier to catch? - Whilst the mix of dashes and non-dashes may be confusing for some players, I feel for a platter difficulty, this kind of movement is fine.
  2. 00:58:456 - Anti SS-Player slider catching 2 droplet might cause unneeded outrage for 40% of SS only players. Maybe reshape? - I think this is fine because if flows with the HDash, as the stronger movement after the HDash flows better into stronger horziontal movement.

    Rest seem ok for my guess but i don't know why i'm dropping 40% of those droplets ;s
Good luck
Thanks for the mod.
Topic Starter
JBHyperion
Updated all and changed song title metadata - I'm seeing more of the capitalized version now and I feel it looks much nicer than the all lowercase version at any rate so we'll stick with it for now.

Time to revive and get some more mods on this beauty /o/
WildOne94
Yo o/
Here for a m4m :3
It's been a while since I have modded Std so sorry if it's not the best of work.

General

CS in STD seems very high for the levels (apart from easy). I know you did a consistent spread but perhaps 3, 3.5, 4 would be better ? (Maybe ctb too but I case I was too experienced with Ctb to notice any challenge (^:)

The bg image is not a pic of us! So I can't let you rank it :^( (Be funny if we photoshopped our faces onto the characters XD)

Osu! Standard

Easy
One note that stood out from the rest was this one as I thought it looked a lot different and probably should have some mirroring to 00:06:564 (1) - . Try something like this. (as you see I have changed (1) slightly also.
http://puu.sh/oYLfJ/1e995f986d.jpg

00:14:672 (2,2) - I you were to rotate this reverse here it could then potentially blanket the longer slider at 00:16:699 (2) - (perhaps you might want to rotate 00:13:050 (1) - also if you do this to keep mirror).

00:23:186 (2) - I think you could mirror this to the other reverse slider at 00:24:807 (4) - although it would require some moving up of this section.

00:38:186 (3,1) - This is SOOOOO picky of me but (1) just needs to be nudged slightly into the DS XD (Sorry i know.. really silly of me). So it's x:244 y:292 (But you know... better blankets ftw).

00:45:483 (1) - Hmmm the end of this slider is losing it's path and looking like it's merging a bit with the tail (Basically creating a path that beginners can potentially get confused with if can't see where the ball goes next). Would say to move the point between the 2 anchors to x:80 and y:344 to make it clearer. (hope that made sense).

00:48:726 (1,2,3,4,5,6,1,2,3,4) - Hmmm it might be just me but I think it get's a little too hard here for beginners as there is no break. Would recommend either deleting some circle notes or making a longer slider for example here. (very quick example)
http://puu.sh/oYLYV/71a65cef0d.jpg

00:58:456 (1,2) - I don't know about you but when testplaying i found (2) was a very very very weak sounding note which made me get 100 on this note. I highly recommend you join these up for a bigger slider instead as it proved difficult for even myself XD.

01:01:294 (4) - I think this is just a little out of the middle between the 2 slider and should be nudged a bit to the left at say. x:208 y:56.

01:04:942 (1,2) - same as slider reason before last suggestion.

01:16:591 (1,2,3) - I would do what you did with 01:14:852 (1,2) - and curve these sliders so that (3) can be centred more for ease of players to start spinning at the end.

Normal
00:00:888 (2) - First time playing this I actually missed this slider due to the it being a really low sound ;w;. This pattern would seem better at the start imo.


00:12:848 (6) - I think you should lower this down just a little bit for it to be easier here. Something like x200 y:116 seemed to play nicer imo.

00:13:861 (2) - Hmmm this note was very quiet and stuggled here. Perhaps replace with a pattern like this ? (Like the first suggestion)


00:20:145 (2) - I would perhaps lower this a bit too so it's not too awkward and a bit easier to hit.

00:20:348 (3) - Like the previous puushes I sent it felt really unsual for this note to be here in play. Would just place a circle note where the tail end is instead of this small slider.

00:26:834 (3) - ^ (If any more I will not mention again >w<)

00:33:321 (3) - Although I said I won't mention about these I still think I should mention that for this section it's a bit of an overmap due to previous notes before this and suggest perhaps removing some.

00:37:375 (3,4) - I would move these up a bit also as awkward to try hit.

00:38:794 (6) - ^

00:47:915 (7) - For a normal I don't there is need for this reverse as the other sounds are very quiet. Would remove the reverse in the middle and extend to where it previously ended.

00:55:010 (8) - I hardly saw this note due to previous (6). I would recommend moving elsewhere like this maybe?


00:57:442 (5,7) - ^

01:03:321 (5) - This does note feel right in play. This however ( (^: ) does feel right.


01:18:606 (1) - Same as easy. Wouldn't it look nicer if ended nearer the centre ? (OCD alert!! QUICK! CALL THE NUMBER ON THE BACK OF MY BRACELET!!)

Hard
Might not be that great at modding hard's since it's been a while since I have played them but I will try my best. Plus CS 5 O_O ? I know it's for consistancy with the others but man this is hard stuff.

Might be just me since I am bad but I found the spacing a little awkward also.

00:02:510 (3,4,1) - Try something like this with curves so you can blanket (1).
http://puu.sh/oYP0l/c5fcade781.jpg

00:06:361 (4) - It be nice if this note was at x:304 y:152 so it gets blanketed and also makes triangle shape between 00:05:550 (2,3) - (could adjust (1) though if you do this as it's not a perfect triangle then XD).

00:15:889 (4,1) - Blanket and triangle formation again?

00:23:186 (2,3,4) - Like this maybe for a more cooler mirror ?
http://puu.sh/oYPuf/34f1b35de1.jpg

00:26:632 (2) - Move left a bit for triangle formation + even spacing at x:112 y:180?

00:30:077 (3) - Move left a little for tri.... oh you know (^:

00:47:915 (3) - Imo I think you should rotate this in the direction you want to be going to the next note. Example shot (as it's a little hard to see).


00:54:402 (3,4) - I think curving these slightly just seems to make it feels nicer.
http://puu.sh/oYPWj/91b91bb4b2.jpg

01:08:592 (2,3,4) - (3,4) can defo be blanketed but to make it nicer I would curve (2) also.

01:11:226 (4) - Move to x:452 y:304 for.... Say it with me now (^: Triangle!

01:13:964 (3,4) - Slight curves also due to how it sooths more with the music? (God I sound sad)


01:18:606 (1) - "WE NEED HELP IMMEDIATELY !" You know my OCD condition (^:.

Catch The Beat

Cup
Compared to salad, this SV is waaaaay too low D:. I would suggest increasing it to 1.10.

00:02:915 (3) - Try stay consistent to the start and remove this note.

00:09:402 (3) - ^ You did it fine on this section however O-o 00:13:050 (1,2) -

00:27:645 (4) - The end slider does not hit the loudess and most prompt sound which is at 00:28:659 - suggest trying a different pattern like this hit the main sounds.


00:35:348 (3) - Same reason as earlier.

01:14:408 (3) - ^

01:18:231 - I don't think it would hurt to have a last note here on the ending sound.

Pretty solid cup never the less.

Salad
Bit of a problem with this diff if that I almost FC'ed the diff with no dashing. (I think I could have FC'ed without dashing because it was literally 2 notes at the end of the map where I missed).
http://puu.sh/oYQX7/8810605d0e.jpg

00:12:848 (4,1) - I think the distance here could be increased as it has potential for a bigger jump but can catch without dashing atm.

00:19:334 (4,1) - ^

00:25:821 (4,1) - ^

00:29:267 (1,2) - I find this movement somewhat a flow stopper and fairly awkward in play. I would Ctrl + G 00:29:875 (2) - and move to the left of (1) giving a nice dash here 00:29:875 (2,3) -

00:38:186 (3,4) - Distance was way too close together making it sometimes hard to catch (4). I would nudge this a bit left to it flows better and easier to catch. (same with earlier ones actually like 00:12:240 (3,4) - )

00:45:077 (4,1) - I think this jump could be bigger too to fit with the intensity sound of the piano sound.

00:45:888 (2,3,2) - Sliders like these are hard to catch with the slider ends as when going for the next note players sometimes miss these (Afb taught me this XD). Try slant these sliders for ease.

00:51:564 (5,1) - More of a bigger jump here too.

00:52:375 (2,3) - Straight up slider reason as before. These should be mirrored also imo to look nice.

00:58:253 (3,1) - bigger dash again.

00:58:862 (2,3) - Mirror and slant again ?

01:00:483 (2,3) - ^

01:10:618 (2,3) - ^

MBomb's Platter
00:06:159 (4) - In play this slider does not really fit well due to how it stops flow with a not so slanted slider. Would try something like this instead so it mirrors previous (3) slider.


00:06:564 (1) - I think this one also should have the tail slant to the left a bit more also to not be so vertical. even without the curve in the middle would work.

00:12:240 (3,4) - Weird how these don't mirror. Slant (3) all the way till horizontally so it does not have a sudden change in flow.

00:24:402 (1,2) - These are far too close to eachother in play. Try moving (1) to x:224 and (2) to x:32 (DS basically). If you think it's too far away from next section then you can always change that bit slightly like this (00:24:807 (2,3,4,5) - )


00:28:253 (2,3) - I don't get why you change the slant here ? Try stay consistent with the flow and match them to one slant of equal value.

00:42:240 (1,2) - Thought these 2 were a little close together. Could move (2) right a bit for a nicer jump.

00:50:145 (4,1,2,3,4,5,6,1) - Hmmm platter are supposed to introduce hypers to people and I think 3 hypers in one little section is a bit too much. Maybe remove on and reduce spacing such as these 2? 00:50:753 (2,3) - (Most I would recommend removing).

01:03:321 (1,2) - Same sort of instance as I said earlier at 00:24:402 (1,2) -

01:09:807 (1,3) - Hmmm I don't really like these reverse direction reverse sliders but if you want to keep then at least match (1) to (3)'s slant.

Eternal
CS time (^: !

00:00:483 (2) - Is this slider meant to be like this due to it gradually getting more horizontal for the intro ? Just thought it would be better that rains should keep the playing moving all the time and this one was a slow start with this here. Try putting it more horizontal ?

00:25:821 (5,1) - I would move these a little more left together as the jump from these 2 00:25:213 (4,5) - was hard and kept missing on retrying.

00:31:699 (3) - This opposite direction slider is so unexpected and not only that but it should match to 00:30:888 (1) - really. Try flip this ?

00:35:145 (4,5) - Too close to each other. try space out a bit

00:37:375 (1,2,3) - It's not equally spaced out which is kind of awkward as it alters on how much to dash. Would reduce distance of (3) a little closer to other notes before this.
Edit : Nevermind I was being a bit dumb here. It seems fine.

00:43:861 (1) - (Last time I mention about these but straight up sliders stop movement).

00:53:186 (4,5) - Hard jump to the hyper. Try reduce a bit here.

01:15:929 (4,5) - Barely caught these. Reduce please. Also reason was because notes before sort of come in a bit closer for the outro where this one was really spaced out and looks different to the rest.

01:17:997 (5,6) - ^

01:18:543 (1) - I think the end of this slider does not full finish on the correct 2nd piano sound. Sounds more like it end on 01:18:574 - to me.

Pretty nice Rain

Well hope that helped.
Another piano song for ranking I see (^:
Good luck!
Chalwa
Hello from my queue!

Easy
Very nice diff :D <3

Normal
00:08:996 (6) - (It's my opinion, you can ignore it) I think it's well if you do the same like 00:07:375 (3),
00:56:632 (3,5,7) - Hmm... I think it's good, but my friend (who testing your map, he has got 400k rank) think it's too hard to Normal
Also great diff

Hard
I'm not good at modding CS5, but...
00:19:942 (2) - Ctrl + J?

I LOVE THIS MAP <3... I'll give you stars, cause my mod isn't very good, but your map is very, very great
GL!
Topic Starter
JBHyperion

WildOne94 wrote:

Yo o/
Here for a m4m :3
It's been a while since I have modded Std so sorry if it's not the best of work. Ayyy welcome back man (^:

General

CS in STD seems very high for the levels (apart from easy). I know you did a consistent spread but perhaps 3, 3.5, 4 would be better ? (Maybe ctb too but I case I was too experienced with Ctb to notice any challenge (^:) High CS is a feature of my maps, especially ones with simpler rhythm like this. The diffs are built around these settings and to change it now would destroy the concept of the diffs themselves, so I'd prefer to work with what I have unless I absolutely have to change it

The bg image is not a pic of us! So I can't let you rank it :^( (Be funny if we photoshopped our faces onto the characters XD) You're weird xD

Osu! Standard

Easy
One note that stood out from the rest was this one as I thought it looked a lot different and probably should have some mirroring to 00:06:564 (1) - . Try something like this. (as you see I have changed (1) slightly also. DO YOU HAVE ANY IDEA HOW LONG IT TOOK ME TO GET THIS PERFECT JADFKJASNDFLANFJASDBNF please include code next time ;_; Fixed though
http://puu.sh/oYLfJ/1e995f986d.jpg

00:14:672 (2,2) - I you were to rotate this reverse here it could then potentially blanket the longer slider at 00:16:699 (2) - (perhaps you might want to rotate 00:13:050 (1) - also if you do this to keep mirror). I don't really feel like these two are visible together for long enough for it to be worth it in this case, though I would definitely consider it if they were closer together

00:23:186 (2) - I think you could mirror this to the other reverse slider at 00:24:807 (4) - although it would require some moving up of this section. Would compromise my following patterns, gonna keep the current

00:38:186 (3,1) - This is SOOOOO picky of me but (1) just needs to be nudged slightly into the DS XD (Sorry i know.. really silly of me). So it's x:244 y:292 (But you know... better blankets ftw). Just rotated (3)'s tail one degree anticlockwise LOL

00:45:483 (1) - Hmmm the end of this slider is losing it's path and looking like it's merging a bit with the tail (Basically creating a path that beginners can potentially get confused with if can't see where the ball goes next). Would say to move the point between the 2 anchors to x:80 and y:344 to make it clearer. (hope that made sense). Have had some suggestions about this before so okay, I'll change it

00:48:726 (1,2,3,4,5,6,1,2,3,4) - Hmmm it might be just me but I think it get's a little too hard here for beginners as there is no break. Would recommend either deleting some circle notes or making a longer slider for example here. (very quick example) This would create a weird rhythmical inconsistency I would prefer to avoid. This is a kiai section so we can afford a little extra difficulty, and the extra hit leniency on sliders makes this less harsh than at first glance
http://puu.sh/oYLYV/71a65cef0d.jpg

00:58:456 (1,2) - I don't know about you but when testplaying i found (2) was a very very very weak sounding note which made me get 100 on this note. I highly recommend you join these up for a bigger slider instead as it proved difficult for even myself XD. There is a clear pitch change at 00:59:267 (2) that I want to emphasize so I need to separate these. It's a regular 1/1 spacing just like the rest of the map, so I don't see why it should be preblematic

01:01:294 (4) - I think this is just a little out of the middle between the 2 slider and should be nudged a bit to the left at say. x:208 y:56. Yeah, fixed this right before I read the suggestion but thanks for catching that xD

01:04:942 (1,2) - same as slider reason before last suggestion. Gonna keep this the same too for consistency

01:16:591 (1,2,3) - I would do what you did with 01:14:852 (1,2) - and curve these sliders so that (3) can be centred more for ease of players to start spinning at the end. Decided to move (3) alongside (2) and rotate all of 01:16:591 (1,2,3) clockwise slightly instead, but yeah, (3) is closer to the playfield centre now

Normal
00:00:888 (2) - First time playing this I actually missed this slider due to the it being a really low sound ;w;. This pattern would seem better at the start imo. Circles on red ticks is a very artificial rhythm, so I did something slightly different


00:12:848 (6) - I think you should lower this down just a little bit for it to be easier here. Something like x200 y:116 seemed to play nicer imo. Done slightly differently, making 00:12:240 (5,6,1) heads linear

00:13:861 (2) - Hmmm this note was very quiet and stuggled here. Perhaps replace with a pattern like this ? (Like the first suggestion) Strongest sound is the white tick so that's what I'm making clickable, the red tick sounds are much weaker here so skipping them makes no sense


00:20:145 (2) - I would perhaps lower this a bit too so it's not too awkward and a bit easier to hit. Done

00:20:348 (3) - Like the previous puushes I sent it felt really unsual for this note to be here in play. Would just place a circle note where the tail end is instead of this small slider. Dude, the head is far stronger and has a clap hitsound, it's a much more recognizable rhythm than the alternative

00:26:834 (3) - ^ (If any more I will not mention again >w<) ^

00:33:321 (3) - Although I said I won't mention about these I still think I should mention that for this section it's a bit of an overmap due to previous notes before this and suggest perhaps removing some. This is not overmapped at all? I'm building up note density as the song progresses to add variety, since it's basically the same 4 stanzas repeated throughout. This is one aspect of that and is justified in my eyes so I'll keep the current rhythm

00:37:375 (3,4) - I would move these up a bit also as awkward to try hit. Not really much I can do here without breaking the following patterns but I tried my best

00:38:794 (6) - ^ ^

00:47:915 (7) - For a normal I don't there is need for this reverse as the other sounds are very quiet. Would remove the reverse in the middle and extend to where it previously ended. The reverse is actually the strongest piano sound here xD The reason it's not clickable is because switching rapidly between on and off beat is too hard for a Normal

00:55:010 (8) - I hardly saw this note due to previous (6). I would recommend moving elsewhere like this maybe? Done


00:57:442 (5,7) - ^ Won't change here, as explained in the previous mod it's perfectly clear the next note returns upon the previous, and this pattern is made to emphasize that

01:03:321 (5) - This does note feel right in play. This however ( (^: ) does feel right. Plays fine to me o_O


01:18:606 (1) - Same as easy. Wouldn't it look nicer if ended nearer the centre ? (OCD alert!! QUICK! CALL THE NUMBER ON THE BACK OF MY BRACELET!!) It's already in the centre though...

Hard
Might not be that great at modding hard's since it's been a while since I have played them but I will try my best. Plus CS 5 O_O ? I know it's for consistancy with the others but man this is hard stuff. Hard diffs are supposed to be hard, because they have the word "Hard" in the name lmao. Learn to play small circle size xD

Might be just me since I am bad but I found the spacing a little awkward also. All of it? Or just some specific jumps/antijumps/whatnot? Help me out here man xD

00:02:510 (3,4,1) - Try something like this with curves so you can blanket (1). This is not intended to be a blanket. Slanting sliders (and circles) are a feature of this mapset and are used consistently
http://puu.sh/oYP0l/c5fcade781.jpg

00:06:361 (4) - It be nice if this note was at x:304 y:152 so it gets blanketed and also makes triangle shape between 00:05:550 (2,3) - (could adjust (1) though if you do this as it's not a perfect triangle then XD). Nice idea, but I prefer to maintain a smooth circular flow here

00:15:889 (4,1) - Blanket and triangle formation again? Same as 00:02:510 (3,4,1) except curved this time. Blanket not intended as it cramps the flow

00:23:186 (2,3,4) - Like this maybe for a more cooler mirror ? 00:24:199 (4) - Needs to be clickable as it's a much stronger sound and it leads into the jump at 00:24:402 (1) -
http://puu.sh/oYPuf/34f1b35de1.jpg

00:26:632 (2) - Move left a bit for triangle formation + even spacing at x:112 y:180? Sorry, triangle formation is better now with constant spacing (even if it's not perfectly equal on all sides)

00:30:077 (3) - Move left a little for tri.... oh you know (^: Prevents me from blanketing without creating a weird slider flow. Will have to keep the current placement

00:47:915 (3) - Imo I think you should rotate this in the direction you want to be going to the next note. Example shot (as it's a little hard to see). Rotated it a little, but want to keep a neat symmetry as well here


00:54:402 (3,4) - I think curving these slightly just seems to make it feels nicer. Sorry, visual flow from (2,3) looks clunky that way, I'll keep them linear
http://puu.sh/oYPWj/91b91bb4b2.jpg

01:08:592 (2,3,4) - (3,4) can defo be blanketed but to make it nicer I would curve (2) also. Yeah I prefer blanketing here, done

01:11:226 (4) - Move to x:452 y:304 for.... Say it with me now (^: Triangle! Say it with me now (^: This is a jump and is deliberately meant to have more spacing than the previous objects!

01:13:964 (3,4) - Slight curves also due to how it sooths more with the music? (God I sound sad) As before, I prefer the visual flow with linear sliders


01:18:606 (1) - "WE NEED HELP IMMEDIATELY !" You know my OCD condition (^:. This is a hard diff, I don't need to babysit people anymore. Players of this difficulty should be more than capable of reacting to a 1/2 spinner at this BPM

Catch The Beat

Cup
Compared to salad, this SV is waaaaay too low D:. I would suggest increasing it to 1.10. As I mentioned to you in Discord, I do not hold much relevance to SV in CtB as it affects very little. If I remapped with higher SV I would just angle my sliders less and the result would be exactly the same

00:02:915 (3) - Try stay consistent to the start and remove this note. This beat is noticeably stronger than the first, removing it feels very weird to me so I'd rather keep it

00:09:402 (3) - ^ You did it fine on this section however O-o 00:13:050 (1,2) - Added a note there instead for consistency with the first two

00:27:645 (4) - The end slider does not hit the loudess and most prompt sound which is at 00:28:659 - suggest trying a different pattern like this hit the main sounds. Want to follow the long violin sound with the slider so I just removed the repeat and placed a circle on that red tick piano sound instead


00:35:348 (3) - Same reason as earlier. Same response

01:14:408 (3) - ^ ^

01:18:231 - I don't think it would hurt to have a last note here on the ending sound. Sure

Pretty solid cup never the less.

Salad
Bit of a problem with this diff if that I almost FC'ed the diff with no dashing. (I think I could have FC'ed without dashing because it was literally 2 notes at the end of the map where I missed). This screenshot does not prove that you didn't use dash (^: but okay, I'll try and bump up a few spacings for you
http://puu.sh/oYQX7/8810605d0e.jpg

00:12:848 (4,1) - I think the distance here could be increased as it has potential for a bigger jump but can catch without dashing atm. Increased a little

00:19:334 (4,1) - ^ ^

00:25:821 (4,1) - ^^

00:29:267 (1,2) - I find this movement somewhat a flow stopper and fairly awkward in play. I would Ctrl + G 00:29:875 (2) - and move to the left of (1) giving a nice dash here 00:29:875 (2,3) - I don't want paired dashes of different snaps and strengths, so I'll keep the current placement

00:38:186 (3,4) - Distance was way too close together making it sometimes hard to catch (4). I would nudge this a bit left to it flows better and easier to catch. (same with earlier ones actually like 00:12:240 (3,4) - ) Done

00:45:077 (4,1) - I think this jump could be bigger too to fit with the intensity sound of the piano sound. Done with some rearranging

00:45:888 (2,3,2) - Sliders like these are hard to catch with the slider ends as when going for the next note players sometimes miss these (Afb taught me this XD). Try slant these sliders for ease. These are intended to be slanted and the spacing between them is such that missing is a penalty on lazy movement and not bad flow. I don't see the point in babying players as long as the concept you're introducing them to is fair

00:51:564 (5,1) - More of a bigger jump here too. Done

00:52:375 (2,3) - Straight up slider reason as before. These should be mirrored also imo to look nice. They look fine as they are to me, variety is important in a repetitive song such as this

00:58:253 (3,1) - bigger dash again. Done

00:58:862 (2,3) - Mirror and slant again ? Intentional...

01:00:483 (2,3) - ^ ^

01:10:618 (2,3) - ^ ^

Eternal
CS time (^: !

00:00:483 (2) - Is this slider meant to be like this due to it gradually getting more horizontal for the intro ? Just thought it would be better that rains should keep the playing moving all the time and this one was a slow start with this here. Try putting it more horizontal ? The movement is slight because the song is less intense and the note density is low. Gradually adding density and more movement helps emphasize the buildup if the song

00:25:821 (5,1) - I would move these a little more left together as the jump from these 2 00:25:213 (4,5) - was hard and kept missing on retrying. I find this perfectly fine to play, (4,5) isn't excessive at all

00:31:699 (3) - This opposite direction slider is so unexpected and not only that but it should match to 00:30:888 (1) - really. Try flip this ? I don't see how it's unexpected, the AR is low to enable easy readability of the high CS, the hyper strength is minimal to avoid overshooting and inverting this pattern is the best way to shoehorn more movement in if I want to build intensity at the end of the stanza. This is fine to me

00:35:145 (4,5) - Too close to each other. try space out a bit Done as well as some other similar spacings

00:37:375 (1,2,3) - It's not equally spaced out which is kind of awkward as it alters on how much to dash. Would reduce distance of (3) a little closer to other notes before this.
Edit : Nevermind I was being a bit dumb here. It seems fine. 00:37:375 (1,2) is intended to be walkable, 00:37:780 (2,3) is an intended dash

00:43:861 (1) - (Last time I mention about these but straight up sliders stop movement). Last time I have to explain why they're fine /o/ Vertical sliders are intended to give a rest period and emphasize a pair of similarly intense, sharp sounds such as the piano here

00:53:186 (4,5) - Hard jump to the hyper. Try reduce a bit here. Moved (4) to the right slightly, should be more comfortable now

01:15:929 (4,5) - Barely caught these. Reduce please. Also reason was because notes before sort of come in a bit closer for the outro where this one was really spaced out and looks different to the rest. Done by making (4) more vertical

01:17:997 (5,6) - ^ Moved (5) a little more to the left

01:18:543 (1) - I think the end of this slider does not full finish on the correct 2nd piano sound. Sounds more like it end on 01:18:574 - to me. The end is in the same place every other diff ends at, on the reset red line. I've checked this many times and the current timing sounds fine to me

Pretty nice Rain

Well hope that helped.
Another piano song for ranking I see (^: You have your wubstep, I have my piano <3
Good luck!

Chalwa wrote:

Hello from my queue!

Easy
Very nice diff :D <3 <3

Normal
00:08:996 (6) - (It's my opinion, you can ignore it) I think it's well if you do the same like 00:07:375 (3) I used a 1/1 slider here because the stronger sound is on the white tick at 00:09:402 - whereas before it was actually on the red tick

00:56:632 (3,5,7) - Hmm... I think it's good, but my friend (who testing your map, he has got 400k rank) think it's too hard to Normal If more people mention this I will change it, though I personally think it should be fine

Also great diff

Hard
I'm not good at modding CS5, but...
00:19:942 (2) - Ctrl + J? Creates a spacing that's a bit too large for my liking, and fixing that creates a weird overlap. Sorry, I'll keep the current pattern

I LOVE THIS MAP <3... I'll give you stars, cause my mod isn't very good, but your map is very, very great Sorry I didn't change anything, but thanks for taking a look and shooting stars! :D
GL!
Thanks for the mods guys! Waiting for MBomb.
Del05
Hi
still remember me ?? I ask you NM in-game but you offer M4M instead :D

This is my first time to mod BN's map (i never mod BAT's map too in the past xD)
So sorry if it is not helpful, and if you think my mod is not helpful or it is not fair to make it M4M cause my mod not good enough, you can make my mod become NM

My map : Ray - a-gain

[Easy]
  1. 00:11:429 (3,1) - didn't this kind of stack kinda hard to see for new player ?? (easy diff usually played by new player, that's why i said this)
  2. 00:28:051 (4) - how about end at 00:28:659 , cause we can hear piano sound at 00:28:659
  3. 00:26:429 (2) - how about end at 00:27:037 , cause we can hear piano sound at 00:27:037
  4. 00:37:983 (1,2) - i think blanket can be better http://puu.sh/pcx6b/fa91f80b3d.jpg
  5. 00:55:213 (1,2) - blanket can be more neat http://puu.sh/pcx90/004e0e1c91.jpg
  6. 00:58:456 (1) - how about you make this slider same with 00:57:645 (5) , i mean copy 00:57:645 (5) then ctrl+j
  7. 00:58:456 (1,2) - try this --> http://puu.sh/pcxdt/07b5836efb.jpg
  8. 01:04:942 (1,2) - ^^

    Nice diff

[Normal]
  1. 00:00:078 (1,2,3) - try this --> http://puu.sh/pcxqa/d7f8d4a8d8.jpg
  2. 00:04:740 - how about add circle here or just map this sound, cause this sound kinda louder and i feel it is bad if you skip it
  3. 01:03:321 (5,6,7) - if we compare three of them, 01:03:321 (5,6) - is kinda to close compare with 01:03:726 (6,7) - so try to make 01:03:321 (5,6) - farther
  4. 00:07:375 (3) - 00:13:861 (2) - 00:39:807 (2) - 01:05:753 (3) - 01:12:274 (3) - try to make it become --> http://puu.sh/pcxAR/b5b2eeac16.jpg, because i dont see the point why you start it at the white tick
  5. 00:56:632 (3,5,7) - um... how i can say about this, i think for new player it is kinda hard xD, but it is just my opinion :D
  6. 00:37:375 (3) - how about move the slider body higher, like this http://puu.sh/pcxNs/01c617a87d.jpg, i make copy 00:38:186 (5) - and ctrl+j

[Hard]
  1. Um... how about use CS 4.5 ?? CS 5 is too small for hard i think xD
  2. 00:04:942 (1,3) - blanket can be improve http://puu.sh/pcykR/a2309e5779.jpg
  3. 00:08:591 (2,3,4) - ^^
  4. 00:02:510 (3,4,1) - how about use blanket instead straight slider like what you use at 00:08:996 (3,4,1) -
  5. 00:06:361 (4) - how about move it to x:300;y:156, then make 00:05:753 (3) - blanket it
  6. 00:47:915 (3) - how about rotate it CW, so the slider tail will point to 00:48:524 (4) -, like this i mean http://puu.sh/pczG6/ceb84e6cde.jpg
  7. 01:13:964 (3,4) - um... try to use blanket then straight slider ?? i kinda like this style 01:07:375 (3,4) - if you place the slider like that
Topic Starter
JBHyperion

Del05 wrote:

Hi
still remember me ?? I ask you NM in-game but you offer M4M instead :D

This is my first time to mod BN's map (i never mod BAT's map too in the past xD)
So sorry if it is not helpful, and if you think my mod is not helpful or it is not fair to make it M4M cause my mod not good enough, you can make my mod become NM I'm sure it'll be fine, have some confidence! (:

My map : Ray - a-gain

[Easy]
  1. 00:11:429 (3,1) - didn't this kind of stack kinda hard to see for new player ?? (easy diff usually played by new player, that's why i said this) (3) has faded out by the time (4) is being played, giving the player almost a second to react to the stacked (1) which I feel should be more than enough time
  2. 00:28:051 (4) - how about end at 00:28:659 , cause we can hear piano sound at 00:28:659 This does fit better, and I used 3/2 spacing in other places so it should be fine for readability
  3. 00:26:429 (2) - how about end at 00:27:037 , cause we can hear piano sound at 00:27:037 ^ Fixed with the above
  4. 00:37:983 (1,2) - i think blanket can be better http://puu.sh/pcx6b/fa91f80b3d.jpg Fixed
  5. 00:55:213 (1,2) - blanket can be more neat http://puu.sh/pcx90/004e0e1c91.jpg This one looks fine to me
  6. 00:58:456 (1) - how about you make this slider same with 00:57:645 (5) , i mean copy 00:57:645 (5) then ctrl+j Current pattern is still semi-symmetrical with rotation, and provides a smoother flow for me
  7. 00:58:456 (1,2) - try this --> http://puu.sh/pcxdt/07b5836efb.jpg Stronger sounds are on white ticks, going offbeat here is much more difficult for a beginner to follow
  8. 01:04:942 (1,2) - ^^^

    Nice diff

[Normal]
  1. 00:00:078 (1,2,3) - try this --> http://puu.sh/pcxqa/d7f8d4a8d8.jpg Starting out offbeat feels very weird to play even for me - I think following the onbeat rhythm is perfectly justifiable here
  2. 00:04:740 - how about add circle here or just map this sound, cause this sound kinda louder and i feel it is bad if you skip it I skipped this so that I could build note density and difficulty as the song progresses. Since it's the same piece of music repeated, I have to do something to add variety and make it more interesting to play
  3. 01:03:321 (5,6,7) - if we compare three of them, 01:03:321 (5,6) - is kinda to close compare with 01:03:726 (6,7) - so try to make 01:03:321 (5,6) - farther made spacing more consistent
  4. 00:07:375 (3) - 00:13:861 (2) - 00:39:807 (2) - 01:05:753 (3) - 01:12:274 (3) - try to make it become --> http://puu.sh/pcxAR/b5b2eeac16.jpg, because i dont see the point why you start it at the white tick White tick sound is much stronger and is a far more accessible rhythm to follow and play than offbeat with 1/2 spacing
  5. 00:56:632 (3,5,7) - um... how i can say about this, i think for new player it is kinda hard xD, but it is just my opinion :D I feel this should be fine as explained in previous mods - the flow is obvious even if the placement is slightly obscured
  6. 00:37:375 (3) - how about move the slider body higher, like this http://puu.sh/pcxNs/01c617a87d.jpg, i make copy 00:38:186 (5) - and ctrl+j Rotated both of 00:37:375 (3,5) about 30 degrees clockwise

[Hard]
  1. Um... how about use CS 4.5 ?? CS 5 is too small for hard i think xD Higher CS than usual is a feature of my mapping, as I feel that aiming is a skill too, and I feel it adds a nice touch of difficulty to an otherwise simple map
  2. 00:04:942 (1,3) - blanket can be improve http://puu.sh/pcykR/a2309e5779.jpg Fixed
  3. 00:08:591 (2,3,4) - ^^ Tried, but these already seemed fine to me
  4. 00:02:510 (3,4,1) - how about use blanket instead straight slider like what you use at 00:08:996 (3,4,1) - Purely for variety - I like blankets but blanketing everything would be overkill and seriously restrict my mapping options
  5. 00:06:361 (4) - how about move it to x:300;y:156, then make 00:05:753 (3) - blanket it I prefer circular flow here to provide a more simple intro to the map
  6. 00:47:915 (3) - how about rotate it CW, so the slider tail will point to 00:48:524 (4) -, like this i mean http://puu.sh/pczG6/ceb84e6cde.jpg If I do that, the flow from (2) will look messy. The current position is the best compromise between flow going in and out
  7. 01:13:964 (3,4) - um... try to use blanket then straight slider ?? i kinda like this style 01:07:375 (3,4) - if you place the slider like that I prefer straight sliders here because the head and tail have very similar sounds. I use curves to show changes in sound, which aren't present here
Thanks for the mod!
Absolute Zero
[Cup]
00:10:213 (2) - Breaking consistency (the music is calm here, so perhaps it's not the best place to create a new pattern yet). Make this a 2/1 slider instead.
00:27:645 (4,5) - You change to following the music instead of a 1/1 beat, and it feels strange to suddenly switch to the music instead. Change this to a 2/1 slider or something similar.
00:32:510 (1) - Make this two 1/1 sliders 1/1 apart. This will follow the music closer to how the other pattern does.
00:42:240 (1) - (Weak comment) Personally I feel this would work better as two 1/1 sliders to further establish the beat you have been following more.
00:44:672 (3) - Curve this more? Will create a smoother transition back to (1).
01:00:686 - Personally, based on the earlier parts of the combo, I was expecting a hitcircle here to accentuate the other beat. Add one at x=104.
01:17:528 (2) - Move to x=328. There is still a pitch shift up, which would imply even slight movement.

[Salad]
00:23:388 - Note in the melody you don't hit. Add a hitcircle or change around the polarity of the sliders to match the music.
00:29:064 (3,1) - This distance is similar to 00:30:686 (3,1), and is also much longer than 00:27:442 (4,1) . The interval between notes is the same as 00:27:442 (4,1), so why not decrease the distance to 1.6x snap?
00:33:321 (3) - Make this a single hitcircle. Extra note on the red tick I don't hear in the melody.
00:42:240 (1,2) - Keep pattern consistent with 00:36:159 (2) and make this a 1/1 repeat slider instead.
00:55:821 - Add a hitcircle here to hit a note in the phrase that you miss.
01:07:375 (2) - Move this to start at 01:07:172 instead--I'm unsure what the end of the slider follows, and it sounds strange this way.
01:12:274 (3) - ^
01:17:528 (3) - When put in context of that timing section, this is not snapped! Lengthen the slider so it fits to the timeline snap.

[MBomb's Platter]
00:20:550 (3) - Flip this around its head. The lack of movement is a little awkward for the player with the transition to the next phrase.
00:34:132 (1,2) - Restructure this so that you can Ctrl+G (2) without making the movement from (1) awkward.
00:46:902 (4,1) - Increase distancing to represent the musical pitch shift.
01:05:550 (2,3) - Increase length to make a stronger dash here.

[Eternal]
00:15:483 (3,4,5) - Make this a repeat 1/2 slider instead. This will make a simple movement back to the new combo.
00:52:375 (2) - Turn this slider left for a smoother transition to (3).
01:17:059 (2,3,4) - Although I was able to hit this, I feel like the jump itself is a little uncomfortable, since there's a more-than-half-screen jump after a directional change. Lower distance (3,4).
01:14:852 (1,2) - Make this a 2/1 slider to keep consistency with the previous
moonlightleaf
Ticket:

[General]

AudioLeadIn: 0->1500? since it suddenly start ,player maybe no ready

add a mute "soft-sliderslide.wav" to make the slider mute

[Easy]

00:21:969 (4,2) - i suggest mapping like 00:04:942 (2,3) ,it will be comfortable and look better

00:24:807 (4,2) - it is obvious should blanket

00:50:348 (3,4,5,6) - i am confuse that easy-diff has seriate 4notes

01:18:606 (3) - NC

[Normal]

cs5? cs4 is always for hard or higher diff

00:00:888 (2,3) - exchange rhythm ? since you do that at 00:07:375 (3,4,5)

00:36:159 (2,3,4,5,6) - try this rhythm

00:49:132 (2) - ^

00:47:915 (7) - no repeat , just end at 00:48:118 -

00:54:402 (7) - ^

00:55:010 (8,1) - will better if blaknet them

01:18:231 (4,1) - i perfer use a slider , since it hard for player to click the bpm-change-note ,slider is friendly for that

[Hard]

in my impression , almost hard often use CS4 , in so many insane-diff , i also hard to fine which use CS5 , just say that

OD->6

00:02:510 (3,4,5) - try this

00:31:091 (2) - delete, would be fine for me to play,as you map at 00:37:375 -

00:44:064 (2) - ^

00:50:550 (2) - ^ lol , i find those maybe your style, but i perfer delete them , it's depend on you , since has many like those, check

01:04:334 (5,6) - better to ctrl+g

01:15:709 (3) - need NC to remind that bpm-changed

01:16:591 (1,2,3,1,2,3,1) - lol , 1.0x is not so fit that , maybe you consider that the music is clamdown , but try 1.3x

very comfortable piano , star★ for you :)
Topic Starter
JBHyperion

Absolute Zero wrote:

[Cup]
00:10:213 (2) - Breaking consistency (the music is calm here, so perhaps it's not the best place to create a new pattern yet). Make this a 2/1 slider instead. Done
00:27:645 (4,5) - You change to following the music instead of a 1/1 beat, and it feels strange to suddenly switch to the music instead. Change this to a 2/1 slider or something similar. The piano really does delay by 1/2 here, so I'm following it. Can't find an onbeat pattern I like so I'll keep this for now
00:32:510 (1) - Make this two 1/1 sliders 1/1 apart. This will follow the music closer to how the other pattern does. 00:33:726 - is dampened so I intentionally left this unmapped. I feel a repeat slider fits better here
00:42:240 (1) - (Weak comment) Personally I feel this would work better as two 1/1 sliders to further establish the beat you have been following more. Is following the strings rather than the piano, included for variety
00:44:672 (3) - Curve this more? Will create a smoother transition back to (1). Tried, but it's hard to curve 1/1 sliders at this low SV
01:00:686 - Personally, based on the earlier parts of the combo, I was expecting a hitcircle here to accentuate the other beat. Add one at x=104. Too dense for a Cup diff and this beat isn't that strong, I'd rather leave this as 1/1
01:17:528 (2) - Move to x=328. There is still a pitch shift up, which would imply even slight movement. Ugh, this creates an awkward flowstop since there's basically no movement. I'll keep the current spacing

[Salad]
00:23:388 - Note in the melody you don't hit. Add a hitcircle or change around the polarity of the sliders to match the music. Weak beat, would rather keep the onbeat pattern here for simplicity
00:29:064 (3,1) - This distance is similar to 00:30:686 (3,1), and is also much longer than 00:27:442 (4,1) . The interval between notes is the same as 00:27:442 (4,1), so why not decrease the distance to 1.6x snap? Done
00:33:321 (3) - Make this a single hitcircle. Extra note on the red tick I don't hear in the melody. There's a clear piano note here, and even if there wasn't this could be justified as an extension. No change
00:42:240 (1,2) - Keep pattern consistent with 00:36:159 (2) and make this a 1/1 repeat slider instead. 00:43:050 (2) - is noticeably different than the previous sound and justifies it's own object
00:55:821 - Add a hitcircle here to hit a note in the phrase that you miss. As before, this note is too weak to consider mapping right now
01:07:375 (2) - Move this to start at 01:07:172 instead--I'm unsure what the end of the slider follows, and it sounds strange this way. As before, there is a piano note here. It's clearly audible. Also I don't want that strong white tick sound to be a slidertail
01:12:274 (3) - ^ ^
01:17:528 (3) - When put in context of that timing section, this is not snapped! Lengthen the slider so it fits to the timeline snap. Oops, fixed

[Eternal]
00:15:483 (3,4,5) - Make this a repeat 1/2 slider instead. This will make a simple movement back to the new combo. I made this a curve for variety, 1/2 slider repeat spam looked kinda ugly. I feel it gives a nice flow in it's own way
00:52:375 (2) - Turn this slider left for a smoother transition to (3). This makes the hyper from (1) uncomfortable as it's possible to overshoot more easily
01:17:059 (2,3,4) - Although I was able to hit this, I feel like the jump itself is a little uncomfortable, since there's a more-than-half-screen jump after a directional change. Lower distance (3,4). Done, also reduced (2,3) a little
01:14:852 (1,2) - Make this a 2/1 slider to keep consistency with the previous Keeping these separated to build up to the climax of the song

moonlightleaf wrote:

Ticket:

[General]

AudioLeadIn: 0->1500? since it suddenly start ,player maybe no ready necessary AudioLeadIn is added automatically in recent builds, so it's not necessary to do this manually any more

add a mute "soft-sliderslide.wav" to make the slider mute Done

[Easy]

00:21:969 (4,2) - i suggest mapping like 00:04:942 (2,3) ,it will be comfortable and look better I dislike how this flows from 00:22:780 (1,2) - a straight slider allows good flow both in and out

00:24:807 (4,2) - it is obvious should blanket How did I not notice this? Fixed

00:50:348 (3,4,5,6) - i am confuse that easy-diff has seriate 4notes Was intended to build up into the kiai, but yeah it's too much. Made 00:50:348 (3,4) into a 1/1 slider

01:18:606 (3) - NC Done

[Normal]

cs5? cs4 is always for hard or higher diff This is cs4 ._.

00:00:888 (2,3) - exchange rhythm ? since you do that at 00:07:375 (3,4,5) Ok several people have suggested this and I'm finally convinced - changed

00:36:159 (2,3,4,5,6) - try this rhythm I didn't like the switch between onbeat and offbeat, felt very confusing for a new player. I'll keep the current pattern

00:49:132 (2) - ^ ^

00:47:915 (7) - no repeat , just end at 00:48:118 - Done

00:54:402 (7) - ^ Keeping here as this adds an extra intensity to the kiai that I feel fits really nicely

00:55:010 (8,1) - will better if blaknet them Spacing isn't completely perfect but I tried, hope it's okay

01:18:231 (4,1) - i perfer use a slider , since it hard for player to click the bpm-change-note ,slider is friendly for that Will consider it if it's really too difficult, but I want to make (1) clickable if possible since it's such a strong sound

[Hard]

in my impression , almost hard often use CS4 , in so many insane-diff , i also hard to fine which use CS5 , just say that I tend to use smaller CS in my maps, especially when the rhythms are simple like here as it adds variety from other maps.

OD->6 Will consider it, though I don't want the slow-down section to be annoying to acc right at the end, which is why I went with lower OD initially

00:02:510 (3,4,5) - try this Keeping even parity on 00:02:510 (3,4) feels better to play for me as the stronger sounds are on white ticks

00:31:091 (2) - delete, would be fine for me to play,as you map at 00:37:375 - There is a piano note here but not there, which is why I mapped them differently

00:44:064 (2) - ^ ^

00:50:550 (2) - ^ lol , i find those maybe your style, but i perfer delete them , it's depend on you , since has many like those, check Whewre there are piano sounds I added the 1/2 triplet, where there weren't, I didn't. They play fine to me and fit the song so I'd like to keep them

01:04:334 (5,6) - better to ctrl+g I had a vertical flow here before but since the movement out of 01:03:726 (3) and into 01:04:942 (1) are horizontal I decided to change it to the current pattern. I feel it plays better this way

01:15:709 (3) - need NC to remind that bpm-changed Good point, fixed

01:16:591 (1,2,3,1,2,3,1) - lol , 1.0x is not so fit that , maybe you consider that the music is clamdown , but try 1.3x Yeah this was a little cramped. Done

very comfortable piano , star★ for you :)
Thanks for the mods and stars guys!
MBomb

Absolute Zero wrote:

[MBomb's Platter]
00:20:550 (3) - Flip this around its head. The lack of movement is a little awkward for the player with the transition to the next phrase. - I disagree, I feel as though the lack of movement makes the antiflow of the slider play more comfortably.
00:34:132 (1,2) - Restructure this so that you can Ctrl+G (2) without making the movement from (1) awkward. - But why Ctrl+G 2? The pattern feels more interesting than just having the same pattern over and over again, and I like the way the antiflow on the slider plays.
00:46:902 (4,1) - Increase distancing to represent the musical pitch shift. - Done.
01:05:550 (2,3) - Increase length to make a stronger dash here. - I'd rather not have this as a dash, the note doesn't feel that strong to me.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: The Other side of sorrow piano version.mp3
AudioLeadIn: 0
PreviewTime: 51969
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:The Other Side of Sorrow (Piano Version)
TitleUnicode:The Other Side of Sorrow (Piano Version)
Artist:Holy Priest
ArtistUnicode:Holy Priest
Creator:JBHyperion
Version:MBomb's Platter
Source:永恆的賽妮亞
Tags:Eternal Senia Sis Magaleta Sacred Sanctum Fallen rpg sister piano score magic_bomb
BeatmapID:937655
BeatmapSetID:435287

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7.3
ApproachRate:7.3
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"SeniaMagaleta.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Colours]
Combo1 : 255,200,80
Combo2 : 115,115,185
Combo3 : 255,70,70
Combo4 : 200,125,100

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376,192,49334,2,0,L|280:192,1,75,0|0,0:0|0:0,0:0:0:0:
200,192,49740,2,0,L|280:192,1,75,0|0,0:0|0:0,0:0:0:0:
440,192,50145,1,0,0:0:0:0:
176,192,50348,5,2,0:0:0:0:
368,192,50753,1,0,0:0:0:0:
104,192,50956,1,0,0:0:0:0:
264,192,51159,2,0,L|352:192,1,75,8|0,0:0|0:0,0:0:0:0:
176,192,51564,1,0,0:0:0:0:
352,192,51767,1,0,0:0:0:0:
88,192,51969,6,0,P|48:144|112:120,1,150,4|0,0:0|0:0,0:0:0:0:
280,192,52577,2,0,L|376:192,1,75,0|8,0:0|0:0,0:0:0:0:
192,192,52983,2,0,L|112:192,1,75,0|0,0:0|0:0,0:0:0:0:
304,192,53388,1,0,0:0:0:0:
480,192,53591,6,0,P|408:128|336:128,1,150,2|0,0:0|0:0,0:0:0:0:
264,192,54199,2,0,L|344:192,1,75,0|8,0:0|0:0,0:0:0:0:
168,192,54605,2,0,L|248:144,1,75,0|0,0:0|0:0,0:0:0:0:
400,192,55010,1,0,0:0:0:0:
224,192,55213,6,0,L|64:192,1,150,2|0,0:0|0:0,0:0:0:0:
168,192,55821,2,0,L|248:192,1,75,0|8,0:0|0:0,0:0:0:0:
128,192,56226,2,0,L|40:192,1,75,0|0,0:0|0:0,0:0:0:0:
232,192,56632,1,0,0:0:0:0:
496,192,56834,6,0,P|496:152|400:176,1,150,2|0,0:0|0:0,0:0:0:0:
144,192,57442,1,0,0:0:0:0:
16,192,57645,2,0,L|104:192,1,75,8|0,0:0|0:0,0:0:0:0:
280,192,58050,1,0,0:0:0:0:
456,192,58253,1,0,0:0:0:0:
184,192,58456,6,0,B|104:184|104:136|184:120,1,150,4|0,0:0|0:0,0:0:0:0:
352,192,59064,2,0,L|432:192,1,75,0|8,0:0|0:0,0:0:0:0:
256,192,59469,2,0,L|336:192,1,75,0|0,0:0|0:0,0:0:0:0:
168,192,59875,1,0,0:0:0:0:
432,192,60077,6,0,P|472:160|408:128,1,150,2|0,0:0|0:0,0:0:0:0:
307,192,60686,2,0,L|232:192,1,75,0|8,0:0|0:0,0:0:0:0:
64,192,61091,2,0,L|144:192,1,75,0|0,0:0|0:0,0:0:0:0:
328,192,61496,1,0,0:0:0:0:
496,192,61699,6,0,P|376:136|336:136,1,150,2|0,0:0|0:0,0:0:0:0:
456,192,62307,2,0,L|360:192,1,75,0|8,0:0|0:0,0:0:0:0:
272,192,62713,2,0,L|176:192,1,75,0|0,0:0|0:0,0:0:0:0:
360,192,63118,1,0,0:0:0:0:
80,192,63321,5,2,0:0:0:0:
224,192,63726,1,0,0:0:0:0:
488,192,63929,1,0,0:0:0:0:
328,192,64132,2,0,L|280:128,1,75,8|0,0:0|0:0,0:0:0:0:
448,192,64537,1,0,0:0:0:0:
280,192,64740,1,0,0:0:0:0:
16,192,64942,6,0,P|80:128|160:120,1,150,4|0,0:0|0:0,0:0:0:0:
240,192,65550,2,0,L|88:192,1,150,0|0,0:0|0:0,0:0:0:0:
272,192,66361,1,0,0:0:0:0:
90,192,66564,6,0,P|48:136|120:112,1,150,2|0,0:0|0:0,0:0:0:0:
216,192,67172,2,0,L|296:192,2,75,0|0|0,0:0|0:0|0:0,0:0:0:0:
392,192,67983,1,0,0:0:0:0:
224,192,68186,6,0,L|376:192,1,150,2|0,0:0|0:0,0:0:0:0:
472,192,68794,2,0,L|392:192,1,75,0|0,0:0|0:0,0:0:0:0:
304,192,69199,2,0,L|384:192,1,75,0|0,0:0|0:0,0:0:0:0:
288,192,69605,1,0,0:0:0:0:
24,192,69807,6,0,L|80:128,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
200,192,70415,1,0,0:0:0:0:
363,192,70618,2,0,L|275:192,2,75,8|0|0,0:0|0:0|0:0,0:0:0:0:
208,192,71226,1,0,0:0:0:0:
472,192,71429,6,0,P|496:128|432:112,1,150,2|0,0:0|0:0,0:0:0:0:
328,192,72062,1,0,0:0:0:0:
232,192,72274,1,0,0:0:0:0:
336,192,72485,2,0,L|424:192,2,75,0|0|0,0:0|0:0|0:0,0:0:0:0:
128,192,73119,6,0,P|80:144|144:104,1,150,2|0,0:0|0:0,0:0:0:0:
256,192,73752,2,0,L|344:192,1,75,0|0,0:0|0:0,0:0:0:0:
456,192,74186,2,0,L|368:192,1,75,0|0,0:0|0:0,0:0:0:0:
280,192,74630,1,0,0:0:0:0:
56,192,74852,6,0,P|112:136|184:184,1,150,2|0,0:0|0:0,0:0:0:0:
56,192,75494,2,0,L|152:192,1,75,0|0,0:0|0:0,0:0:0:0:
256,192,75929,2,0,L|344:192,1,75,0|0,0:0|0:0,0:0:0:0:
176,192,76370,1,0,0:0:0:0:
456,192,76591,6,0,L|392:144,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
240,192,77294,1,0,0:0:0:0:
40,192,77528,2,0,L|104:144,2,75,8|0|0,0:0|0:0|0:0,0:0:0:0:
256,192,78231,1,0,0:0:0:0:
256,192,78606,12,0,81606,0:0:0:0:
-Nya-
Heya~ M4M from in-game. Here's my map again: https://osu.ppy.sh/s/439104

Hard:
  1. 00:04:942 (1) –You can place a whistle on the tail as well since there’s a piano sound.
  2. 00:11:429 (1) -^
  3. 00:13:050 (1) –Make this jump a bit bigger since the beat there is quite strong, so try to make the spacing at least the same as 00:11:226 (4,1) –
  4. 00:19:942 (2,3) –This flow is a bit weird imo. Maybe try something like this instead:
  5. 00:23:592 (3) –I think there has to be a clap on the head of this slider since you did it with other similar sliders and right now it sounds empty if that clap sound isn’t there.
  6. 00:29:267 (1) –Perhaps place a small jump here. I think the beat supports it.
  7. 00:36:159 (2,3) –This flow can be better. Perhaps try something like this instead:

Normal:
  1. Hmm, check AiMod. Apparently there are objects that are not spaced correctly. It can be a glitch I guess, but just doublecheck.
  2. 00:00:888 (2) –I think this rhythm can be improved, so I rather recommend a pattern like this one:
    It follows the piano better imo.
  3. 00:04:942 (3) –Like in the Hard, you can place a whistle on the tail of the slider.
  4. 00:18:321 (4) –Whistle to support the piano sound.
  5. 00:19:537 (1,2,3) –This flow looks a bit weird to me. To solve this, you can maybe do this:
  6. 00:26:023 (1,2) –Oh, here’s a spacing error.
  7. 00:28:253 (6) –Move this slider a bit to the right for better flow.
  8. 00:24:807 (5) –You can turn this circle into a short slider as well to catch this beat: 00:25:010 –
  9. 00:52:375 (2,3) –Check this spacing and then all the spacings after this one, because as far as I know, your distance spacing have to remain consistent throughout the entire diff.
  10. 00:52:375 (2,6) –This overlap can be avoided by placing (6) somewhere else.

Please check those spacings in the kiai. I understand why you did it, but usually you are only allowed to raise the SV a bit, but you may not change the distance spacing in the Easy or Normal.

Easy:
  1. 00:03:321 (1,2) –Check this spacing please. AiMod also points it out.
  2. 00:23:186 (2) –I suggest placing a clap on the repeat because currently the hitsounding feels a bit empty there as if something is needed.
  3. 00:26:429 (2,4) –I think whistles can be placed on the tails of these sliders, since there are piano sounds. There will be other places as well.

Very clean Easy.

Overall:

Very clean set. I guess it’s just that spacing in the Normal in the kiai that’s bothering me, so here’s a lovely star for you~

Good Luck~!
Topic Starter
JBHyperion

-Nya- wrote:

Heya~ M4M from in-game. Here's my map again: https://osu.ppy.sh/s/439104

Hard:
  1. 00:04:942 (1) –You can place a whistle on the tail as well since there’s a piano sound.
  2. 00:11:429 (1) -^ Done both
  3. 00:13:050 (1) –Make this jump a bit bigger since the beat there is quite strong, so try to make the spacing at least the same as 00:11:226 (4,1) – Made them the same
  4. 00:19:942 (2,3) –This flow is a bit weird imo. Maybe try something like this instead:
    Reversal in flow forms a smooth curve that should be readable by players at this level and I like the aesthetic more. I'll see what the next modder thinks before changing this
  5. 00:23:592 (3) –I think there has to be a clap on the head of this slider since you did it with other similar sliders and right now it sounds empty if that clap sound isn’t there. Good ctach, added
  6. 00:29:267 (1) –Perhaps place a small jump here. I think the beat supports it. I prefer a normal spacing here, the beat is only a little stronger than the previous ones and adding a jump here would take emphasis away from 00:30:483 (4,1)
  7. 00:36:159 (2,3) –This flow can be better. Perhaps try something like this instead: Tried to improve this, though I'm not 100% happy with it

Normal:
  1. Hmm, check AiMod. Apparently there are objects that are not spaced correctly. It can be a glitch I guess, but just doublecheck. I got no warnings in AImod or Modding Assistant, so I think this must be bugged
  2. 00:00:888 (2) –I think this rhythm can be improved, so I rather recommend a pattern like this one:
    It follows the piano better imo. Disagree, switching to an offbeat rhythm here is very artificial and not representative of the melody. I want to emphasise the foreground piano on white ticks primarily
  3. 00:04:942 (3) –Like in the Hard, you can place a whistle on the tail of the slider. Followed sma esuggestions as in Hard
  4. 00:18:321 (4) –Whistle to support the piano sound. Done
  5. 00:19:537 (1,2,3) –This flow looks a bit weird to me. To solve this, you can maybe do this: Tried making this more clear
  6. 00:26:023 (1,2) –Oh, here’s a spacing error. Fixed
  7. 00:28:253 (6) –Move this slider a bit to the right for better flow. Player around with some slider shapes and flow here since I didn't like the body overlap
  8. 00:24:807 (5) –You can turn this circle into a short slider as well to catch this beat: 00:25:010 – Done
  9. 00:52:375 (2,3) –Check this spacing and then all the spacings after this one, because as far as I know, your distance spacing have to remain consistent throughout the entire diff. Explained below
  10. 00:52:375 (2,6) –This overlap can be avoided by placing (6) somewhere else. (2) and (6) are not visible at the same time during play, so I don't see a need to change this

Please check those spacings in the kiai. I understand why you did it, but usually you are only allowed to raise the SV a bit, but you may not change the distance spacing in the Easy or Normal. DS does not need to be constant throughout Normal diffs, although this seems to be a commonly held "unwritten rule". I feel the way it's used here is fine as the spacing is still constant between objects in the kiai section and the transitions are clearly distinguishable from each other

Easy:
  1. 00:03:321 (1,2) –Check this spacing please. AiMod also points it out. Oops, fixed
  2. 00:23:186 (2) –I suggest placing a clap on the repeat because currently the hitsounding feels a bit empty there as if something is needed. Done
  3. 00:26:429 (2,4) –I think whistles can be placed on the tails of these sliders, since there are piano sounds. There will be other places as well. Done here and at 00:45:483 (1,2)

Very clean Easy.

Overall:

Very clean set. I guess it’s just that spacing in the Normal in the kiai that’s bothering me, so here’s a lovely star for you~

Good Luck~!
Thanks for the mod!
-Nya-
About the spacing in Normal, I read the RC for the first time in a long time, and read that it's fine to change the SV in the Normal as long as it remains consistent throughout the kiai, so your current spacings are fine. Sorry for that.
Sc4v4ng3r
Sorry the mod's taking a little bit longer time than it should; placeholding to finish the mod at least by the weekends.
Please don't snipe me :c
Ascendance
pew pew sniped ;)
Sc4v4ng3r
Checking as requested.
This song is tempting me to sleep zzz
Made another post just for the sake of notification :3

[General]
  1. I tried my best to see if the metadata is correct, but I couldn't find any legit source or anything that I can check metadata from ;w; Any proof on metadata?(Maybe a picture from the game or something idk)
  2. You might want to add in 'arpg' into the tags as well, as the game is techinically an ARPG game.
  3. For all difficulties - 01:14:840 - On this tick, the uninherited timing point sounds quite off; the piano sound's actually a little bit more earlier than the current offset. I think the red line should be moved -12ms(i.e. 01:14:840 - , or offset of 74840).
[Easy]
  1. 00:26:429 (2,3,4,1) - Since this is the only rhythm that you use polarity on, it might be a little bit too hard, even at this BPM. (The BPM's quite fast compared to the mood of the song lol) You might be better off not using them at all, or use some more polarities in the kiai to reflect on the more intense mood.
  2. 01:16:591 (1,2) - The song's getting smoother, so I would suggest you to instead follow the flow instead of using an anti-flow pattern to reflect better on this. Something like this could work better.
  3. 01:18:606 (1) - The note's placed so that it looks like it has an approximate gap of 1/1, but since this note's visible when 01:17:528 (2) - this note's playing, it should be placed on the normal distance. Well currently this is impossible as this will make an overlap between these 2 notes, so the only solution is to increas the overall DS to 1.1x - I can see that the default DS on the settings are already set to 1.1x, so some adjustments to patterns here and there should be enough. Maybe check with some other std BNs and see if this is rankable or not lol
  4. But overall, the map's clean and fun, well done :)
[Normal]
  1. 00:02:713 - 00:09:199 - etc. - I don't quite agree with the idea that the pianos' sound are skipped over on these ticks. Yes, the music's more calmer than the other sections here, but not following the consistency(although the rhythm's repeated in other combos, the piano sounds shouldn't be skipped to avoid confusion) may result in an unintuitive gameplay. For all the ticks, I would do this or this, whichever you like.
  2. 00:56:632 (3,4,5,6,7) - Although the pattern's cool looking and all, the pattern could be challenging to be played out by a Normal player, as they require to read all the 3 circles(i.e. 3,5,7) constantly in a 1/2 gap, and since the next circles almost right away appears after the former ones are clicked, so they wouldn't have too much time to react. Honestly I would opt for a pattern like this instead((2) is not moved, (3)'s stacked on 00:54:402 (7) - 's head), where reading is much more comfortable. Well you can use any other pattern you want, so long the pattern is much more easier to be read.
  3. 01:18:231 (4,1) - Due to the nature of the rhythms before these notes, (1) could be easily misperceived as a 1/2 note, which might throw players off. I know, that sound on (1)'s is strong enough to make it clickable, but for playability, I would instead change (4) into a slider lasting up to 01:18:606 - , as clicking that unnatural rhythmical gap individually in this level of play might not be appreciated.
  4. Overall, I don't really agree too much on the rhythm usage, but other than that the difficulty's fine.
[Hard]
  1. 00:19:942 (2,3) - Well if this is an intended jump, right now because of the sliders' structure, the movement feels like 00:43:050 (3,4) - these sliders' movement - it almost doesn't feel like a jump at all. And even if this is not a intended jump or anything, I do feel that the anti-flow movement here(although it draws a circle) is unnecessary here, as 00:21:564 (2,3) - these did their emphasis on the piano just fine. I would opt for a pattern like what Nya has suggested in the mod above if you agree with me.
  2. 00:21:969 (3) - Since 00:20:348 (3) - this is having a small jump, why not add a jump here too, as this piano sound is identical to the one at that note?
  3. 01:18:231 (3,1) - Even in Hard difficulty, the pressing off that 'off-sync' rhythm could be a little bit awkward to adjust to, as (1) is hard to click accurately on its own. I would again suggest a similar suggestion like I did on Normal, where I would make (3) a slider up to 01:18:606 - .
Standard difficulties looks fine for me :3

Now for CtB difficulties:

[Cup]
  1. 00:03:321 (1) - Since it is the beginning of the song and all, why not make this slider a 2/1 slider instead, to induce less movement? In my opinion back and forth movement like this early in the map might be a little difficult for Cup players. And besides, the latter rhythms use simpler rhythms (circle + 2/1 slider), so I don't see the reason why this place has to be denser than them.
  2. 00:24:402 (3) - You could try a farther distance on this note as the stress on the instrument is very strong, compared to the other notes in this section.
  3. 01:01:091 - While the piano isn't too strong like 00:59:469 - (hence the rhythm I guess), a consistency of rhythm here could be better as the difference isn't too big to be noticed, so avoiding confusion might be a better option here.
  4. 01:08:186 (1,2) - Like suggested at 00:03:321 (1) - , since they are of the similar synth, follow my suggestion here as well if you followed on the former one.
  5. 01:18:231 (3) - Yea no movement here could be beneficial for beginners, but that strong piano stress can't be ignored either. To fit with the piano's pitch better, I would suggest you to move this note more towards the right(somewhere around x=356).
[Salad]
  1. 00:03:726 (2,1) - Is this distance supposed to be like this? Right now they are catchable by just walking, so increase the distance if this is an intended dash. This applies to 00:10:618 (2,1) - these notes as well, so check over them as well.
  2. 00:23:388 - Although the pitch might not be similar as 00:21:767 - or 00:20:145 - these, the difference between the first tick and this one isn't too much -
    so I believe there should be a circle added in here. Plus, since this is reaching the pinnacle of the build-up, it would be a nice emphasis.
  3. 00:23:388 - All this time you weren't ignoring this very piano sound for all the other combos in this section, so breaking the consistency here seems quite odd. IMO I think the rhythm in this section should be following every piano sound as after all, they are made from the same instrument.
  4. 00:36:159 (2) - Which applies to this too; 00:36:361 - this tick shouldn't be left blank due to the same reason as mentioned above.
  5. 00:38:186 (3) - IMO the distance here feels a little bit awkward to be played for me, as the strong anti-flow patterning on this induces harsh movement - which could lead into dashes which aren't actually required. To give smoother gameplay as dashing is only at the introductory level here, I would reduce down the distance to at least 2.0x - you could make it lesser than this if you want to. Or if you want a dash, make it more obvious - somewhere around 2.4x(by moving the tail of the slider more towards the left) could work well to complement the next similar part.
  6. 00:42:848 - That point on 00:36:159 (2) - applies here too, as well as 00:49:132 (2) - .
  7. 00:51:159 (3) - I'm pretty positive you are missing out on a clap here, judging by the pattern you were having on them. I guess this statement holds true :^)
  8. 00:52:780 (3) - This slider could be tilted to the right more, as this is your defined 'kiai', so naturally the movement should be harder to reflect on this. That stopflow on this slider feels a little bit boring to be played on a kiai time.
  9. 00:53:591 (1) - You possibly could add a dash here, following the downbeat dash measures like 00:55:213 (1) - and 00:56:834 (1) - . It's a strong piano note on top of being a downbeat, too.
  10. 01:08:186 (1) - That unsnapped note lawl
  11. 01:15:709 (2) - Another unsnapped note lol
[MBomb's Platter]
  1. 00:58:050 (4,5,1) - I am aware that this is to give variety of movement between these and the latter notes, but I feel that such a strong movement towards the right side then a strong hyper to the left side might be a little bit challenging, even in the kiai. Especially when (5) should be catched by holding dash from the previous note(as letting go of dash will result in insuffient momentum to actually catch it), a quick hyper might not be too intuitive at this level. To make the pattern easier a tad bit, I would move (5) to x=432, then move 00:58:456 (1) - to x=168 to preserve the hyper.
  2. 01:16:591 (1,2,3,4) - Personally I feel the pattern may be a little bit overdone. Yes, the BPM is lowered here, but since players kinda have to get used to the rapidly dropping BPM in this section, far distances might throw them off. I would personally opt for distances lower than the current ones; (2) on x=256, (3) on x=72, and (4) on x=272.
  3. While everything in this difficulty looks fine for me, those heavy anti-flow hypers feels a little bit questionnable to me; as Platter in sense is an introductory level on using hypers, anti-flow hypers could be really challenging for them. But well, I could be wrong at this assesing thing as I can't play CtB too well.
[Eternal]
  1. 00:27:442 (5) - I'm not quite sure why you didn't decide to add a dash here, as this itself is quite strong with that high-pitched piano, and since the other weaker piano sounds like 00:29:064 - were at least getting emphasized with a short dash. Since the pitch is prominent over those, I would strongly recommend a dash here.
  2. 00:35:551 (5) - Then here you decide to break the consistency off, when you compare it to 00:29:064 (5) - . Sure, the distance on the former one isn't too strong(hell, I could consider it just a walking distance), but when that small emphasis isn't even present here, the piano sound is really undermined. I would recommend to increase the distance here like the former note to give that emphasis that it deserves.
  3. 00:42:037 (4) - Here too, with the same reason like above, I would recommend another farther distance as well.
  4. 00:48:321 (4) - When this note is compared to 00:46:699 - this tick, the sound is somewhat similar; both are very faint, and they contain no real beats of piano as well. Since I can see that this is more of a calmer part than the previous parts, IMO the note should be removed to reflect better on that.
  5. 00:57:645 (3) - The repeat and the tail are both strong piano sounds like 00:57:645 - (although a tad bit weaker), yet they are 'ignored' by not having a real emphasis on them. Since this is a 'kiai' time, it would be better for emphasizement if you were to split this up into 3 circles then made the distance a little bit larger(but walkable of course, you could add a dash towards 00:58:253 (4) - this note if you are applying this though).
  6. 01:04:131 (3) - Do the same like my above suggestion if you applied it, for consistency.
  7. 01:18:231 (6,1) - I'm not sure why but this distance really feels hard to be catched, as the odd snapping between these notes are quite awkward to be played with. I guess it is because of the anti-flow pattern(look at 01:17:997 (5,6,1) - )... Anyway, it would be much more comfortable if (1) was moved somewhere like x=436 to have the catcher catch it more easily.
Well, I think the CtB difficulties could use more modders. Maybe few mods from experienced modders would be good enough.
Call me back once you've got few more mods onto those :3
Topic Starter
JBHyperion

[Sc4v4ng3r] wrote:

Checking as requested.
This song is tempting me to sleep zzz
Made another post just for the sake of notification :3

[General]
  1. I tried my best to see if the metadata is correct, but I couldn't find any legit source or anything that I can check metadata from ;w; Any proof on metadata?(Maybe a picture from the game or something idk) I legit have nothing I'm afraid, the only places I could find it were in the game files as "SC_theme6_Piano" and the YT link and here. I had heard the music for the game was taken from an open-source library but was never able to find this anywhere, so not sure how to proceed really...
  2. You might want to add in 'arpg' into the tags as well, as the game is techinically an ARPG game. Thought I had this already, added
  3. For all difficulties - 01:14:840 - On this tick, the uninherited timing point sounds quite off; the piano sound's actually a little bit more earlier than the current offset. I think the red line should be moved -12ms(i.e. 01:14:840 - , or offset of 74840). Sounds good, fixed
[Easy]
  1. 00:26:429 (2,3,4,1) - Since this is the only rhythm that you use polarity on, it might be a little bit too hard, even at this BPM. (The BPM's quite fast compared to the mood of the song lol) You might be better off not using them at all, or use some more polarities in the kiai to reflect on the more intense mood. Reverted to an onbeat rhythm by shortening (2) and extending (4)
  2. 01:16:591 (1,2) - The song's getting smoother, so I would suggest you to instead follow the flow instead of using an anti-flow pattern to reflect better on this. Something like this could work better. Done
  3. 01:18:606 (1) - The note's placed so that it looks like it has an approximate gap of 1/1, but since this note's visible when 01:17:528 (2) - this note's playing, it should be placed on the normal distance. Well currently this is impossible as this will make an overlap between these 2 notes, so the only solution is to increas the overall DS to 1.1x - I can see that the default DS on the settings are already set to 1.1x, so some adjustments to patterns here and there should be enough. Maybe check with some other std BNs and see if this is rankable or not lol Tried fiddling this so it's most understandable, but the slowdown makes everything uncertain lol
  4. But overall, the map's clean and fun, well done :)
[Normal]
  1. 00:02:713 - 00:09:199 - etc. - I don't quite agree with the idea that the pianos' sound are skipped over on these ticks. Yes, the music's more calmer than the other sections here, but not following the consistency(although the rhythm's repeated in other combos, the piano sounds shouldn't be skipped to avoid confusion) may result in an unintuitive gameplay. For all the ticks, I would do this or this, whichever you like. So you don't want me to skip the weak red tick, but you're fine with me skipping the strong white tick? I don't understand the logic here. I skipped the weak beats so that I can build up note density and intensity as the song progresses, since the rhythm is repetitive
  2. 00:56:632 (3,4,5,6,7) - Although the pattern's cool looking and all, the pattern could be challenging to be played out by a Normal player, as they require to read all the 3 circles(i.e. 3,5,7) constantly in a 1/2 gap, and since the next circles almost right away appears after the former ones are clicked, so they wouldn't have too much time to react. Honestly I would opt for a pattern like this instead((2) is not moved, (3)'s stacked on 00:54:402 (7) - 's head), where reading is much more comfortable. Well you can use any other pattern you want, so long the pattern is much more easier to be read. Okay fine since multiple people have suggested this now I must concede defeat and change it
  3. 01:18:231 (4,1) - Due to the nature of the rhythms before these notes, (1) could be easily misperceived as a 1/2 note, which might throw players off. I know, that sound on (1)'s is strong enough to make it clickable, but for playability, I would instead change (4) into a slider lasting up to 01:18:606 - , as clicking that unnatural rhythmical gap individually in this level of play might not be appreciated. Easy has a ~ 5/4 gap with a clickable last note, I feel a ~ 3/4 spacing here should be fine here. I can't bring myself to make (1) not-clickable so I'd like to try keeping it if at all possible
  4. Overall, I don't really agree too much on the rhythm usage, but other than that the difficulty's fine.
[Hard]
  1. 00:19:942 (2,3) - Well if this is an intended jump, right now because of the sliders' structure, the movement feels like 00:43:050 (3,4) - these sliders' movement - it almost doesn't feel like a jump at all. And even if this is not a intended jump or anything, I do feel that the anti-flow movement here(although it draws a circle) is unnecessary here, as 00:21:564 (2,3) - these did their emphasis on the piano just fine. I would opt for a pattern like what Nya has suggested in the mod above if you agree with me. There is no jump intended here, consistent with previous patterns - the larger spacing is purely to offset slider leniency. I have considered and reconsidered this over and over again and I honestly feel the antiflow plays fine, so would prefer to keep it
  2. 00:21:969 (3) - Since 00:20:348 (3) - this is having a small jump, why not add a jump here too, as this piano sound is identical to the one at that note? Increased spacing on the previous object pair is explained above, I don't feel a jump is necessary here since the flow is more natural
  3. 01:18:231 (3,1) - Even in Hard difficulty, the pressing off that 'off-sync' rhythm could be a little bit awkward to adjust to, as (1) is hard to click accurately on its own. I would again suggest a similar suggestion like I did on Normal, where I would make (3) a slider up to 01:18:606 - . Players of this difficulty should definitely be able to read the approach circles here, mapping this as a slider severely reduces emphasis and is unfitting for the difficulty.
Standard difficulties looks fine for me :3

Now for CtB difficulties:

[Cup]
  1. 00:03:321 (1) - Since it is the beginning of the song and all, why not make this slider a 2/1 slider instead, to induce less movement? In my opinion back and forth movement like this early in the map might be a little difficult for Cup players. And besides, the latter rhythms use simpler rhythms (circle + 2/1 slider), so I don't see the reason why this place has to be denser than them. Good point, done
  2. 00:24:402 (3) - You could try a farther distance on this note as the stress on the instrument is very strong, compared to the other notes in this section. Raised it a little bit
  3. 01:01:091 - While the piano isn't too strong like 00:59:469 - (hence the rhythm I guess), a consistency of rhythm here could be better as the difference isn't too big to be noticed, so avoiding confusion might be a better option here. Copying the previous rhythm artificially feels odd, 1/1 feels better to me. The confusion potential is minimal due to low spacing and lack of requirement to click as in Std
  4. 01:08:186 (1,2) - Like suggested at 00:03:321 (1) - , since they are of the similar synth, follow my suggestion here as well if you followed on the former one. Changed
  5. 01:18:231 (3) - Yea no movement here could be beneficial for beginners, but that strong piano stress can't be ignored either. To fit with the piano's pitch better, I would suggest you to move this note more towards the right(somewhere around x=356). Didn't move it quite that far, but did add more spacing to a note added at 01:18:605 (1) - (spinner was moved back) to compensate
[Salad]
  1. 00:03:726 (2,1) - Is this distance supposed to be like this? Right now they are catchable by just walking, so increase the distance if this is an intended dash. This applies to 00:10:618 (2,1) - these notes as well, so check over them as well. Intended to be walkable as the piano sound is very soft here
  2. 00:23:388 - Although the pitch might not be similar as 00:21:767 - or 00:20:145 - these, the difference between the first tick and this one isn't too much -
    so I believe there should be a circle added in here. Plus, since this is reaching the pinnacle of the build-up, it would be a nice emphasis. The buildup continues for a while yet, 00:26:023 (1) is an increase in intensity but not the final stage . This beat is weak enough to be skippable
  3. 00:23:388 - All this time you weren't ignoring this very piano sound for all the other combos in this section, so breaking the consistency here seems quite odd. IMO I think the rhythm in this section should be following every piano sound as after all, they are made from the same instrument. This is the same timestamp as the point above - did you mean somewhere else?
  4. 00:36:159 (2) - Which applies to this too; 00:36:361 - this tick shouldn't be left blank due to the same reason as mentioned above. Huh? I haven't mapped that red tick beat at all before now, where's the inconsistency?
  5. 00:38:186 (3) - IMO the distance here feels a little bit awkward to be played for me, as the strong anti-flow patterning on this induces harsh movement - which could lead into dashes which aren't actually required. To give smoother gameplay as dashing is only at the introductory level here, I would reduce down the distance to at least 2.0x - you could make it lesser than this if you want to. Or if you want a dash, make it more obvious - somewhere around 2.4x(by moving the tail of the slider more towards the left) could work well to complement the next similar part.Made a dash, ~ 2.5x DS
  6. 00:42:848 - That point on 00:36:159 (2) - applies here too, as well as 00:49:132 (2) - . As previously
  7. 00:51:159 (3) - I'm pretty positive you are missing out on a clap here, judging by the pattern you were having on them. FixedI guess this statement holds true :^) NotLikeThis D:
  8. 00:52:780 (3) - This slider could be tilted to the right more, as this is your defined 'kiai', so naturally the movement should be harder to reflect on this. That stopflow on this slider feels a little bit boring to be played on a kiai time. Done
  9. 00:53:591 (1) - You possibly could add a dash here, following the downbeat dash measures like 00:55:213 (1) - and 00:56:834 (1) - . It's a strong piano note on top of being a downbeat, too. Done
  10. 01:08:186 (1) - That unsnapped note lawl Ayyy fixed
  11. 01:15:709 (2) - Another unsnapped note lol Same tbh
[Eternal]
  1. 00:27:442 (5) - I'm not quite sure why you didn't decide to add a dash here, as this itself is quite strong with that high-pitched piano, and since the other weaker piano sounds like 00:29:064 - were at least getting emphasized with a short dash. Since the pitch is prominent over those, I would strongly recommend a dash here. 00:27:442 (5,1) has a dash though? 00:28:861 (4,5,1) has double dash because both notes are stronger
  2. 00:35:551 (5) - Then here you decide to break the consistency off, when you compare it to 00:29:064 (5) - . Sure, the distance on the former one isn't too strong(hell, I could consider it just a walking distance), but when that small emphasis isn't even present here, the piano sound is really undermined. I would recommend to increase the distance here like the former note to give that emphasis that it deserves. Gave it a bit more spacing
  3. 00:42:037 (4) - Here too, with the same reason like above, I would recommend another farther distance as well. Done
  4. 00:48:321 (4) - When this note is compared to 00:46:699 - this tick, the sound is somewhat similar; both are very faint, and they contain no real beats of piano as well. Since I can see that this is more of a calmer part than the previous parts, IMO the note should be removed to reflect better on that. Reduced spacing a little
  5. 00:57:645 (3) - The repeat and the tail are both strong piano sounds like 00:57:645 - (although a tad bit weaker), yet they are 'ignored' by not having a real emphasis on them. Since this is a 'kiai' time, it would be better for emphasizement if you were to split this up into 3 circles then made the distance a little bit larger(but walkable of course, you could add a dash towards 00:58:253 (4) - this note if you are applying this though). Done
  6. 01:04:131 (3) - Do the same like my above suggestion if you applied it, for consistency. Yup
  7. 01:18:231 (6,1) - I'm not sure why but this distance really feels hard to be catched, as the odd snapping between these notes are quite awkward to be played with. I guess it is because of the anti-flow pattern(look at 01:17:997 (5,6,1) - )... Anyway, it would be much more comfortable if (1) was moved somewhere like x=436 to have the catcher catch it more easily. Okie doke
Well, I think the CtB difficulties could use more modders. Maybe few mods from experienced modders would be good enough.
Call me back once you've got few more mods onto those :3
Applied all, waiting for MBomb. Thanks for the mod!
MBomb

[Sc4v4ng3r] wrote:

Checking as requested.
This song is tempting me to sleep zzz
Made another post just for the sake of notification :3

[MBomb's Platter]
  1. 00:58:050 (4,5,1) - I am aware that this is to give variety of movement between these and the latter notes, but I feel that such a strong movement towards the right side then a strong hyper to the left side might be a little bit challenging, even in the kiai. Especially when (5) should be catched by holding dash from the previous note(as letting go of dash will result in insuffient momentum to actually catch it), a quick hyper might not be too intuitive at this level. To make the pattern easier a tad bit, I would move (5) to x=432, then move 00:58:456 (1) - to x=168 to preserve the hyper. - Done.
  2. 01:16:591 (1,2,3,4) - Personally I feel the pattern may be a little bit overdone. Yes, the BPM is lowered here, but since players kinda have to get used to the rapidly dropping BPM in this section, far distances might throw them off. I would personally opt for distances lower than the current ones; (2) on x=256, (3) on x=72, and (4) on x=272. - Done.
  3. While everything in this difficulty looks fine for me, those heavy anti-flow hypers feels a little bit questionnable to me; as Platter in sense is an introductory level on using hypers, anti-flow hypers could be really challenging for them. But well, I could be wrong at this assesing thing as I can't play CtB too well. - I think it's fine to have a slightly more challenging platter here, and I still think it's fine as a level of introduction, but instead as an introduction of antiflow HDashes.
Well, I think the CtB difficulties could use more modders. Maybe few mods from experienced modders would be good enough.
Call me back once you've got few more mods onto those :3
Thanks for the mod!

osu file format v14

[General]
AudioFilename: The Other side of sorrow piano version.mp3
AudioLeadIn: 0
PreviewTime: 51969
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:The Other Side of Sorrow (Piano Version)
TitleUnicode:The Other Side of Sorrow (Piano Version)
Artist:Holy Priest
ArtistUnicode:Holy Priest
Creator:JBHyperion
Version:MBomb's Platter
Source:永恆的賽妮亞
Tags:Eternal Senia Sis Magaleta Sacred Sanctum Fallen rpg arpg sister piano score magic_bomb
BeatmapID:937655
BeatmapSetID:435287

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7.3
ApproachRate:7.3
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"SeniaMagaleta.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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64,192,35145,2,0,P|16:152|32:128,1,75,0|0,0:0|0:0,0:0:0:0:
208,192,35550,1,0,0:0:0:0:
376,192,35753,6,0,B|488:192|488:192|440:192,1,150,2|0,0:0|0:0,0:0:0:0:
272,192,36361,2,0,L|184:192,1,75,0|0,0:0|0:0,0:0:0:0:
296,192,36767,2,0,L|216:192,1,75,0|0,0:0|0:0,0:0:0:0:
56,192,37172,1,0,0:0:0:0:
320,192,37375,5,2,0:0:0:0:
496,192,37780,1,0,0:0:0:0:
232,192,37983,1,0,0:0:0:0:
56,192,38186,2,0,L|144:192,1,75,8|0,0:0|0:0,0:0:0:0:
320,192,38591,1,0,0:0:0:0:
488,192,38794,1,0,0:0:0:0:
224,192,38996,6,0,P|128:176|96:112,1,150,2|0,0:0|0:0,0:0:0:0:
272,192,39605,2,0,L|176:192,1,75,0|0,0:0|0:0,0:0:0:0:
16,192,40010,2,0,L|104:192,1,75,0|0,0:0|0:0,0:0:0:0:
256,192,40415,1,0,0:0:0:0:
88,192,40618,6,0,L|240:192,1,150,2|0,0:0|0:0,0:0:0:0:
136,192,41226,2,0,L|48:192,1,75,0|0,0:0|0:0,0:0:0:0:
240,192,41632,2,0,L|328:192,1,75,0|0,0:0|0:0,0:0:0:0:
488,192,42037,1,0,0:0:0:0:
312,192,42240,6,0,P|240:136|288:96,1,150,2|0,0:0|0:0,0:0:0:0:
352,192,42848,2,0,L|256:192,1,75,0|0,0:0|0:0,0:0:0:0:
176,192,43253,2,0,L|264:192,1,75,0|0,0:0|0:0,0:0:0:0:
416,192,43659,1,0,0:0:0:0:
152,192,43861,6,0,P|208:152|280:176,1,150,2|0,0:0|0:0,0:0:0:0:
16,192,44469,1,0,0:0:0:0:
168,192,44672,2,0,L|248:192,1,75,8|0,0:0|0:0,0:0:0:0:
72,192,45077,1,0,0:0:0:0:
232,192,45280,1,0,0:0:0:0:
496,192,45483,6,0,P|464:144|376:128,1,150,2|0,0:0|0:0,0:0:0:0:
272,192,46091,2,0,L|176:192,1,75,0|0,0:0|0:0,0:0:0:0:
368,192,46496,2,0,L|456:192,1,75,0|0,0:0|0:0,0:0:0:0:
248,192,46902,1,0,0:0:0:0:
56,192,47105,6,0,P|120:128|200:128,1,150,2|0,0:0|0:0,0:0:0:0:
280,192,47713,2,0,L|184:192,1,75,0|0,0:0|0:0,0:0:0:0:
384,192,48118,2,0,P|328:144|296:144,1,75,0|0,0:0|0:0,0:0:0:0:
160,192,48523,1,0,0:0:0:0:
328,192,48726,6,0,L|488:192,1,150,2|0,0:0|0:0,0:0:0:0:
376,192,49334,2,0,L|280:192,1,75,0|0,0:0|0:0,0:0:0:0:
200,192,49740,2,0,L|280:192,1,75,0|0,0:0|0:0,0:0:0:0:
440,192,50145,1,0,0:0:0:0:
176,192,50348,5,2,0:0:0:0:
368,192,50753,1,0,0:0:0:0:
104,192,50956,1,0,0:0:0:0:
264,192,51159,2,0,L|352:192,1,75,8|0,0:0|0:0,0:0:0:0:
176,192,51564,1,0,0:0:0:0:
352,192,51767,1,0,0:0:0:0:
88,192,51969,6,0,P|48:144|112:120,1,150,4|0,0:0|0:0,0:0:0:0:
280,192,52577,2,0,L|376:192,1,75,0|8,0:0|0:0,0:0:0:0:
192,192,52983,2,0,L|112:192,1,75,0|0,0:0|0:0,0:0:0:0:
304,192,53388,1,0,0:0:0:0:
480,192,53591,6,0,P|408:128|336:128,1,150,2|0,0:0|0:0,0:0:0:0:
264,192,54199,2,0,L|344:192,1,75,0|8,0:0|0:0,0:0:0:0:
168,192,54605,2,0,L|248:144,1,75,0|0,0:0|0:0,0:0:0:0:
400,192,55010,1,0,0:0:0:0:
224,192,55213,6,0,L|64:192,1,150,2|0,0:0|0:0,0:0:0:0:
168,192,55821,2,0,L|248:192,1,75,0|8,0:0|0:0,0:0:0:0:
128,192,56226,2,0,L|40:192,1,75,0|0,0:0|0:0,0:0:0:0:
232,192,56632,1,0,0:0:0:0:
496,192,56834,6,0,P|496:152|400:176,1,150,2|0,0:0|0:0,0:0:0:0:
144,192,57442,1,0,0:0:0:0:
16,192,57645,2,0,L|104:192,1,75,8|0,0:0|0:0,0:0:0:0:
280,192,58050,1,0,0:0:0:0:
432,192,58253,1,0,0:0:0:0:
168,192,58456,6,0,B|88:184|88:136|168:120,1,150,4|0,0:0|0:0,0:0:0:0:
352,192,59064,2,0,L|432:192,1,75,0|8,0:0|0:0,0:0:0:0:
256,192,59469,2,0,L|336:192,1,75,0|0,0:0|0:0,0:0:0:0:
168,192,59875,1,0,0:0:0:0:
432,192,60077,6,0,P|472:160|408:128,1,150,2|0,0:0|0:0,0:0:0:0:
307,192,60686,2,0,L|232:192,1,75,0|8,0:0|0:0,0:0:0:0:
64,192,61091,2,0,L|144:192,1,75,0|0,0:0|0:0,0:0:0:0:
328,192,61496,1,0,0:0:0:0:
496,192,61699,6,0,P|376:136|336:136,1,150,2|0,0:0|0:0,0:0:0:0:
456,192,62307,2,0,L|360:192,1,75,0|8,0:0|0:0,0:0:0:0:
272,192,62713,2,0,L|176:192,1,75,0|0,0:0|0:0,0:0:0:0:
360,192,63118,1,0,0:0:0:0:
80,192,63321,5,2,0:0:0:0:
224,192,63726,1,0,0:0:0:0:
488,192,63929,1,0,0:0:0:0:
328,192,64132,2,0,L|280:128,1,75,8|0,0:0|0:0,0:0:0:0:
448,192,64537,1,0,0:0:0:0:
280,192,64740,1,0,0:0:0:0:
16,192,64942,6,0,P|80:128|160:120,1,150,4|0,0:0|0:0,0:0:0:0:
240,192,65550,2,0,L|88:192,1,150,0|0,0:0|0:0,0:0:0:0:
272,192,66361,1,0,0:0:0:0:
90,192,66564,6,0,P|48:136|120:112,1,150,2|0,0:0|0:0,0:0:0:0:
216,192,67172,2,0,L|296:192,2,75,0|0|0,0:0|0:0|0:0,0:0:0:0:
392,192,67983,1,0,0:0:0:0:
224,192,68186,6,0,L|376:192,1,150,2|0,0:0|0:0,0:0:0:0:
472,192,68794,2,0,L|392:192,1,75,0|0,0:0|0:0,0:0:0:0:
304,192,69199,2,0,L|384:192,1,75,0|0,0:0|0:0,0:0:0:0:
288,192,69605,1,0,0:0:0:0:
24,192,69807,6,0,L|80:128,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
200,192,70415,1,0,0:0:0:0:
363,192,70618,2,0,L|275:192,2,75,8|0|0,0:0|0:0|0:0,0:0:0:0:
208,192,71226,1,0,0:0:0:0:
472,192,71429,6,0,P|496:128|432:112,1,150,2|0,0:0|0:0,0:0:0:0:
328,192,72062,1,0,0:0:0:0:
232,192,72274,1,0,0:0:0:0:
336,192,72485,2,0,L|424:192,2,75,0|0|0,0:0|0:0|0:0,0:0:0:0:
128,192,73119,6,0,P|80:144|144:104,1,150,2|0,0:0|0:0,0:0:0:0:
256,192,73752,2,0,L|344:192,1,75,0|0,0:0|0:0,0:0:0:0:
456,192,74182,2,0,L|368:192,1,75
280,192,74620,1,0,0:0:0:0:
56,192,74839,6,0,P|112:136|184:184,1,150,2|0,0:0|0:0,0:0:0:0:
56,192,75491,2,0,L|152:192,1,75
256,192,75928,2,0,L|344:192,1,75
176,192,76369,1,0,0:0:0:0:
456,192,76590,6,0,L|392:144,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
256,192,77293,1,0,0:0:0:0:
72,192,77527,2,0,L|136:144,2,75,8|0|0,0:0|0:0|0:0,0:0:0:0:
272,192,78230,1,0,0:0:0:0:
256,192,78605,12,0,81605,0:0:0:0:
Topic Starter
JBHyperion
Updated.
Sc4v4ng3r
Here for clarification - This is my response

JBHyperion wrote:

[Sc4v4ng3r] wrote:

  1. I tried my best to see if the metadata is correct, but I couldn't find any legit source or anything that I can check metadata from ;w; Any proof on metadata?(Maybe a picture from the game or something idk) I legit have nothing I'm afraid, the only places I could find it were in the game files as "SC_theme6_Piano" and the YT link and here. I had heard the music for the game was taken from an open-source library but was never able to find this anywhere, so not sure how to proceed really... I'll try to ask few others about this matter, gotta come to a conclusion somehow lol
  2. 00:23:388 - All this time you weren't ignoring this very piano sound for all the other combos in this section, so breaking the consistency here seems quite odd. IMO I think the rhythm in this section should be following every piano sound as after all, they are made from the same instrument. This is the same timestamp as the point above - did you mean somewhere else? Why is this even here ;w; Just ignore this point, the actual one should be the point after this and I'll clarify that too -
  3. 00:36:159 (2) - Which applies to this too; 00:36:361 - this tick shouldn't be left blank due to the same reason as mentioned above. Huh? I haven't mapped that red tick beat at all before now, where's the inconsistency? Looking at 00:29:875 (2) - , that similar red tick wasn't skipped, but for all others it was skipped. Actually a better option would be to change the first note into something like 00:36:159 (2) - , so that lesser adjusting would be required, but if you want to follow the piano sound on the red tick on 00:29:875 (2) - , all other notes like 00:36:159 (2) - 00:49:132 (2) - should be changed similarly for consistency.
  4. 01:18:231 (6,1) - I'm not sure why but this distance really feels hard to be catched, as the odd snapping between these notes are quite awkward to be played with. I guess it is because of the anti-flow pattern(look at 01:17:997 (5,6,1) - )... Anyway, it would be much more comfortable if (1) was moved somewhere like x=436 to have the catcher catch it more easily. Okie doke Dokidoki kokoro rank pls :^) where did that come from kill me
Topic Starter
JBHyperion
@Sc4 - I mapped 00:27:645 (1,2) - 00:29:267 (1,2) - as 1/1 sliders with a 1/1 gap in the easier diffs since that was the dominant sounding rhythm. That white tick sound at 00:28:456 and 00:30:077 - is skipped in this measure (for some unknown reason) so I skipped it in the map. I would prefer to be consistent too, but for me it just sounds better with the current design than artificially carrying on the previous rhythm.
IamKwaN
I searched a bit and asked the game dev/staff about the song title and artist.

The original song is called 悲しみの向こう側, according to the dev/staff. Also, it's from a BGM library namely RPGツクール - 音素材集 vol.00 -. I am not available to confirm this as I couldn't find a source to download.

Still waiting for the dev's respond on the composer name. Let's see!

Conversation with the game dev/staff:



Sites you may be interested in:
http://www.bitter-sweet.jp/tkool_sound_library/
Topic Starter
JBHyperion
After discussing with KwaN in PM, we came to the following conclusions:

  1. The game developer doesn't know who the composer of the track is, only that it was obtained through a BGM library - http://bitter-sweet.jp/tkool_sound_library/index.html
  2. There was no reliable information connecting this song to 秋山裕和 (Akiyama Hirokazu) or 魔王魂 (MaouDamashii) who are known artists that produced some of the music for the game
  3. Given there's no "track list" or any way of identifying the artists or individual songs in the mentioned BGM library, we decided to use the CD label "Bitter Sweet Entertainment" as the most viable option for the artist - their website is located here - http://bitter-sweet.jp/
  4. There are many naming styles used for the above company, including bittersweet entertainment, bitter sweet entertainment, the addition of "inc.", etc., all of which we deemed as acceptable.
To that end, I've decided to use the following metadata:
Artist: Bitter Sweet Entertainment
Romanised Artist: Bitter Sweet Entertainment
Title: 悲しみの向こう側(悲傷的另一面)
Romanised Title: The Other Side of Sorrow (Piano Version)

Source will remain the same, I will add "RPGツクール - 音素材集 vol.00 -" and "Holy Priest" to tags (afaik he/she uses this name exclusively).

Does this sound okay? If anyone has any opinions or more info on this please let me know.
IamKwaN
ah, sorry. Forgot to tell you the correct title. 悲傷的另一面 is actually the Chinese translation of 悲しみの向こう側 while The Other Side of Sorrow is the English translation. Both belong to the Tags instead .

Should be something like this:
Unicode Title: 悲しみの向こう側 (Piano Version)
Romanised Title: Kanashimi no Mukougawa (Piano Version)

o/
Topic Starter
JBHyperion

IamKwaN wrote:

ah, sorry. Forgot to tell you the correct title. 悲傷的另一面 is actually the Chinese translation of 悲しみの向こう側 while The Other Side of Sorrow is the English translation. Both belong to the Tags instead .

Should be something like this:
Unicode Title: 悲しみの向こう側 (Piano Version)
Romanised Title: Kanashimi no Mukougawa (Piano Version)

o/
Aaaah this is so confusing xD

Thanks for the confirmation, will fix that now.
ZiRoX
[Cup]
  1. 00:28:659 (5) - I get that there's a piano sound on this red tick. It feels a bit odd when compared to the rest of your rhythms, and also because 00:29:064 - isn't mapped. I prefer placing this note on 00:28:861 - .
  2. 00:34:132 (2,3) - Maybe this pattern can be replaced by a single 3/2 slider (kinda mimicking the previous suggestion). It follows the violin nicely and adds an interesting rhythm variation.
  3. 00:35:753 (1) - Making this a 4/1 slider goes along well with the violin suggested above. The following shape plays nicely:
  4. 00:55:010 - Maybe adding a note on this 1/2 tick helps make the Kiai a little different from the non-Kiai sections, and it's consistent with other notes like 00:58:253 (6) -
  5. 01:01:496 - ^Same applies here
  6. 01:08:186 (1,2) - I think placing the slider before the circle emphasizes things a bit better. Having the circle at 01:09:412 - creates a better transition to the strong 1/1 sounds at 01:09:807 (3,4) - than a sliderend. I can't really explain it that well, but think of it as how "clickable" objects in standard emphasize things better. This placement works well:
[Salad]
  1. 00:03:321 (1,2) - Similar as something I suggested on the Cup. Having a "individual" object before the strong beat at 00:04:942 (1) - sounds better. So I suggest reversing their order in the timeline:
  2. 00:24:199 (3,1,2,3) - Both dashes needed here are pretty close, and the 2nd one is clearly weaker. 00:24:807 (2,3) - even has the same distance as 00:25:821 (4,1) - , which is really odd. Placing (3) on x:324 already makes the pattern more comfortable to play.
  3. 00:30:686 (3,1) - This distance is quite ambiguous. I suggest you either increase it to induce dashing or reduce it to make it more walkable.
  4. 00:35:753 (1,2) - Same as suggested previously, 00:36:159 - isn't as strong to have a separate sliderhead, so I'd reverse their order in the timeline and fix their placement.
  5. 00:44:267 (2,3) - This dash feels a bit excessive to me, I'd reduce the distance by moving (3) to the right. Maybe x:264 plays okay.
  6. 00:48:726 (1,2) - Same as I've said previously, I'd think having their order in the timeline reversed (and the placement in the field) feels better to me.
[Platter]
First of all, this Platter is really, really dashy. So much some stanzas have more hyperdashes than the Rain. That needs to be fixed.

  1. 00:02:713 (4,5,1) - Having a double dash feels a bit too much, considering how the rest of the diffs are mapped and that this is a calm song overall.
  2. 00:04:942 (1,2,3,4) - Same on this, all the dashing feels a bit too much considering the spread. Try the following placement:
  3. 00:09:199 (3,4,1) - Double dash hue
  4. 00:10:821 (3,4) - This distance is really harsh and can easily lead to missing the hyperdash, which implies missing more fruits. Maybe you can Ctrl+G 00:10:821 (3) - and move (4) to the right if you feel it's too close after the change.
  5. 00:11:429 (1,2,3,4) - Same comment on this part having too many hyperdashes. Maybe you can rearrange something like this (because it was done really fast and sucks a bit):
  6. 00:17:307 (3,4) - This distance can also be easily missed, which also leads to missing an hyperdash. Move (4) closer to (3)
  7. 00:17:915 (1,2,3,4) - Aaand once again too many hyperdashes when even the Rain doesn't have that many.
  8. 00:19:537 (1,2,3,4,1,2,3,4,1,2,3,4) - All distances on this part require dash, which makes the strongest notes lose emphasis. I'd reduce the distances overall with the exception of jumps to big white ticks.
  9. 00:23:794 (3,4) - Another distance that can be easily missed, I'd move 00:24:199 (4,1) - to the left a bit.
  10. 00:24:807 (2,3,4,5,6) - This is a Platter boy, this is too much dashing for a Platter in a calm song.
  11. 00:25:821 (6,1) - HDash right into the wall! You can surely curve (1) better so it has a more comfortable movement.
  12. 00:26:632 (2,3,4) - Too much dashing boy. You can get a more fitting and really similar pattern if you move (3) to x:120.
  13. 00:28:253 (2,3,4) - ^Same. Maybe you can Ctrl+G (3).
  14. 00:30:280 (3,4) - And yet again another easily missable distance before an hyperdash. I'd move 00:30:686 (4,1) - to the left a bit.
  15. 00:31:294 (2,3,4,5,6) - Calm down boy, it's a Platter. This whole pattern requires reducing distances.
  16. 00:35:145 (3,4,1) - The distance is larger before the middle note than after it, even though (1) is a downbeat. The distances are also easy to miss. I think you can move (4) to the left (x:104) to reduce the first distance, and making an hyperdash to the downbeat.
  17. 00:37:780 (2,3,4,5,6) - Calm down boy :(
  18. 00:38:996 (1,2,3,4) - Again, this feels too dashy. Moving (3) to x:72 gets a similar pattern without too much dashing.
  19. 00:41:632 (3,4,1) - Double dashing, and the distance to (4) feels a bit awkward to play. Maybe you can move 00:42:037 (4,1) - to x:400.
  20. 00:43:253 (3,4) - Another easily missable dash right before an hyperdash. Move (4) closer to the previous note.
  21. 00:45:077 (4,5) - Same on this. Move (5) closer to (4).
  22. 00:46:496 (3,4,1) - Similar distances when there's one that should be clearly larger. Maybe you can move (4) to x:320 to trigger a HDash.
  23. 00:50:753 (2,3,4,5,6) - Calm down boy.
  24. 00:52:983 (3,4,1) - Again, similar distances. Move (4) closer to the previous object and maybe try to create an hyperdash to (1).
  25. 00:57:645 (3,4,5) - Same again, this distances require an awkward dash that can make the pattern easily missable. You can put (4) on x:224 and (5) on x:360. If you want to get the hyperdash to (1) back again, you can rearrange 00:58:456 (1,2,3) - as follows:
  26. 01:01:091 (3,4,1) - Stop triggering me with this type of patterns please. You can place (4) on x:232 to balance the distance and properly emphasize the downbeat.
  27. 01:03:726 (2,3,4,5,6) - Again, it feels a bit dashy, so maybe you can reduce the distances here a tiny bit, like it's shown here:
  28. 01:09:807 (1,2,3,4) - Seeing as the song is ending, you don't need to have such a dashy pattern for this, with antiflows and all. Reducing the distances like the screenshot keeps the pattern but more adequate to what's in the song:
  29. 01:16:590 (1,2,3,4) - ^Same idea applies here
[Eternal]

Cool diff, so I'm basically nit-picking/polishing some distances:
  1. 00:04:942 (1,2) - This distance is quite unexpected, so I missed it a few times when testing. Other similar patterns use a much smaller distance (e.g. 00:09:807 (1,2) - and 00:13:051 (1,2) - ). I'd put 00:05:348 (2) - on x:220.
  2. 00:05:753 (3,4) - Same thing happens on this one and, again, other similar patterns use a smaller distance. I'd place 00:06:361 (4) - on x:116.
  3. 00:17:510 (4,5) - Same as mentioned before, I'd put (5) on x:440.
  4. 00:17:915 (1,2) - Aaand the same again, I'd put (2) on x:408
  5. 00:21:969 (3,4,5) - Both distances require a really small dash, which can make it the whole pattern a bit awkward to play. I suggest x:328 for (4) and x:76 for (5).
  6. 00:51:969 (1,2) - I'd prefer you make this distance a bit smaller. Moving 00:52:375 (2,3,4,5) - to x:460 already makes a small difference.
  7. 00:53:591 (1) - There isn't any significative sound on the sliderend, and it sounds more like there's a held sound that goes into 00:53:996 (2) - . For this reason, having a 1/1 slider sounds better, like you've done in several parts (e.g. 00:08:186 (1) - , 00:27:645 (1) - and 00:48:726 (1) - , among a lot more), so I'd prefer you use that same approach, for example, with the follwing placement:
  8. 01:00:077 (1,2) - Same idea applies here, maybe this placement pleases you:
  9. 01:01:699 (1,2) - And same for this. This placement works:
  10. 01:16:590 (1,2) - 01:17:527 (4,5) - The song is already calming, so I think a weaker dash fits better here. x:296 works for 01:17:058 (2) - , while x:236 works for 01:17:996 (5) - .
Topic Starter
JBHyperion

ZiRoX wrote:

[Cup]
  1. 00:28:659 (5) - I get that there's a piano sound on this red tick. It feels a bit odd when compared to the rest of your rhythms, and also because 00:29:064 - isn't mapped. I prefer placing this note on 00:28:861 - . Changed, considering this is the only place I did it as you say
  2. 00:34:132 (2,3) - Maybe this pattern can be replaced by a single 3/2 slider (kinda mimicking the previous suggestion). It follows the violin nicely and adds an interesting rhythm variation. I removed the 3/2 previously so did the same here, opted for 2/1 + circle instead
  3. 00:35:753 (1) - Making this a 4/1 slider goes along well with the violin suggested above. The following shape plays nicely: It's 3/1, but I gotchu (^:
  4. 00:55:010 - Maybe adding a note on this 1/2 tick helps make the Kiai a little different from the non-Kiai sections, and it's consistent with other notes like 00:58:253 (6) - Done, with less spacing than the stronger 1/2 piano sounds for differentiation
  5. 01:01:496 - ^Same applies here Done
  6. 01:08:186 (1,2) - I think placing the slider before the circle emphasizes things a bit better. Having the circle at 01:09:412 - creates a better transition to the strong 1/1 sounds at 01:09:807 (3,4) - than a sliderend. I can't really explain it that well, but think of it as how "clickable" objects in standard emphasize things better. This placement works well: That was exactly my intention here, which is why 01:08:591 - is the slider start for that strong, low-pitched piano sound. Leaving that in a sliderbody would be a poor rhythm choice, which is why I prefer to put the slider second
[Salad]
  1. 00:03:321 (1,2) - Similar as something I suggested on the Cup. Having a "individual" object before the strong beat at 00:04:942 (1) - sounds better. So I suggest reversing their order in the timeline: Same situation, the end of (2) is so weak relative to the head to justify reversing these imo
  2. 00:24:199 (3,1,2,3) - Both dashes needed here are pretty close, and the 2nd one is clearly weaker. 00:24:807 (2,3) - even has the same distance as 00:25:821 (4,1) - , which is really odd. Placing (3) on x:324 already makes the pattern more comfortable to play. Made first strong but walkable, reduced distance to second
  3. 00:30:686 (3,1) - This distance is quite ambiguous. I suggest you either increase it to induce dashing or reduce it to make it more walkable. Moved (3) left to create a clear dash
  4. 00:35:753 (1,2) - Same as suggested previously, 00:36:159 - isn't as strong to have a separate sliderhead, so I'd reverse their order in the timeline and fix their placement. Same response as before
  5. 00:44:267 (2,3) - This dash feels a bit excessive to me, I'd reduce the distance by moving (3) to the right. Maybe x:264 plays okay. Done
  6. 00:48:726 (1,2) - Same as I've said previously, I'd think having their order in the timeline reversed (and the placement in the field) feels better to me. We shall agree to disagree here (:
[Eternal]

Cool diff, so I'm basically nit-picking/polishing some distances:
  1. 00:04:942 (1,2) - This distance is quite unexpected, so I missed it a few times when testing. Other similar patterns use a much smaller distance (e.g. 00:09:807 (1,2) - and 00:13:051 (1,2) - ). I'd put 00:05:348 (2) - on x:220. Generally reduced spacing on all of this combo a little to be more consistent with the patterns you mentioned
  2. 00:05:753 (3,4) - Same thing happens on this one and, again, other similar patterns use a smaller distance. I'd place 00:06:361 (4) - on x:116. Fixed with the above
  3. 00:17:510 (4,5) - Same as mentioned before, I'd put (5) on x:440. Done
  4. 00:17:915 (1,2) - Aaand the same again, I'd put (2) on x:408 Done slightly differently for consistency with the first section fixes
  5. 00:21:969 (3,4,5) - Both distances require a really small dash, which can make it the whole pattern a bit awkward to play. I suggest x:328 for (4) and x:76 for (5). Done
  6. 00:51:969 (1,2) - I'd prefer you make this distance a bit smaller. Moving 00:52:375 (2,3,4,5) - to x:460 already makes a small difference. Forgot I increased SV here lol, fixed
  7. 00:53:591 (1) - There isn't any significative sound on the sliderend, and it sounds more like there's a held sound that goes into 00:53:996 (2) - . For this reason, having a 1/1 slider sounds better, like you've done in several parts (e.g. 00:08:186 (1) - , 00:27:645 (1) - and 00:48:726 (1) - , among a lot more), so I'd prefer you use that same approach, for example, with the follwing placement: Wasn't keen initially as I felt the kiai should be more emphasized with density, but after testing I did find it played better
  8. 01:00:077 (1,2) - Same idea applies here, maybe this placement pleases you: Done
  9. 01:01:699 (1,2) - And same for this. This placement works: Kept these for consistency with 00:55:213 (1,2) - I do hear a piano sound on (1)'s tail
  10. 01:16:590 (1,2) - 01:17:527 (4,5) - The song is already calming, so I think a weaker dash fits better here. x:296 works for 01:17:058 (2) - , while x:236 works for 01:17:996 (5) - . Tweaked all the spacings in the ending so there are some comfortable walking parts and the hdashes are fairly weak
Thanks for the mod! Waiting for MBomb.
Topic Starter
JBHyperion
Applying for MBomb too because he decided two weeks late that he's too lazy to apply this >.>

ZiRoX wrote:

[Platter]
First of all, this Platter is really, really dashy. So much some stanzas have more hyperdashes than the Rain. That needs to be fixed. Buck Fen srsly

  1. 00:02:713 (4,5,1) - Having a double dash feels a bit too much, considering how the rest of the diffs are mapped and that this is a calm song overall. Removed the first
  2. 00:04:942 (1,2,3,4) - Same on this, all the dashing feels a bit too much considering the spread. Try the following placement: Nerfified
  3. 00:09:199 (3,4,1) - Double dash hue Fixed similarly to previous
  4. 00:10:821 (3,4) - This distance is really harsh and can easily lead to missing the hyperdash, which implies missing more fruits. Maybe you can Ctrl+G 00:10:821 (3) - and move (4) to the right if you feel it's too close after the change. Fixed in a differnt way whilst re-arranging the above
  5. 00:11:429 (1,2,3,4) - Same comment on this part having too many hyperdashes. Maybe you can rearrange something like this (because it was done really fast and sucks a bit): Found a way, removed hdash and one of the regular dashes
  6. 00:17:307 (3,4) - This distance can also be easily missed, which also leads to missing an hyperdash. Move (4) closer to (3) Done
  7. 00:17:915 (1,2,3,4) - Aaand once again too many hyperdashes when even the Rain doesn't have that many. Fixed as before
  8. 00:19:537 (1,2,3,4,1,2,3,4,1,2,3,4) - All distances on this part require dash, which makes the strongest notes lose emphasis. I'd reduce the distances overall with the exception of jumps to big white ticks. Done for all
  9. 00:23:794 (3,4) - Another distance that can be easily missed, I'd move 00:24:199 (4,1) - to the left a bit. Sure
  10. 00:24:807 (2,3,4,5,6) - This is a Platter boy, this is too much dashing for a Platter in a calm song. What are you doing MB D:
  11. 00:25:821 (6,1) - HDash right into the wall! You can surely curve (1) better so it has a more comfortable movement. Done
  12. 00:26:632 (2,3,4) - Too much dashing boy. You can get a more fitting and really similar pattern if you move (3) to x:120. Went a bit further to offset the antiflow
  13. 00:28:253 (2,3,4) - ^Same. Maybe you can Ctrl+G (3). Flipped (3) and respaced these
  14. 00:30:280 (3,4) - And yet again another easily missable distance before an hyperdash. I'd move 00:30:686 (4,1) - to the left a bit. Fixed differently whilst redoing the above
  15. 00:31:294 (2,3,4,5,6) - Calm down boy, it's a Platter. This whole pattern requires reducing distances. Nerfed this into the ground
  16. 00:35:145 (3,4,1) - The distance is larger before the middle note than after it, even though (1) is a downbeat. The distances are also easy to miss. I think you can move (4) to the left (x:104) to reduce the first distance, and making an hyperdash to the downbeat. Did this in some way, though I don't really remember how :/
  17. 00:37:780 (2,3,4,5,6) - Calm down boy :( I want to die
  18. 00:38:996 (1,2,3,4) - Again, this feels too dashy. Moving (3) to x:72 gets a similar pattern without too much dashing. Dropped spacing
  19. 00:41:632 (3,4,1) - Double dashing, and the distance to (4) feels a bit awkward to play. Maybe you can move 00:42:037 (4,1) - to x:400. Fixed
  20. 00:43:253 (3,4) - Another easily missable dash right before an hyperdash. Move (4) closer to the previous note. Done
  21. 00:45:077 (4,5) - Same on this. Move (5) closer to (4). Fixed with above
  22. 00:46:496 (3,4,1) - Similar distances when there's one that should be clearly larger. Maybe you can move (4) to x:320 to trigger a HDash. Reduced the first, but kept a normal dash on the second (albeit a smaller one)
  23. 00:50:753 (2,3,4,5,6) - Calm down boy. Boy has been successfully calmed
  24. 00:52:983 (3,4,1) - Again, similar distances. Move (4) closer to the previous object and maybe try to create an hyperdash to (1). Success
  25. 00:57:645 (3,4,5) - Same again, this distances require an awkward dash that can make the pattern easily missable. You can put (4) on x:224 and (5) on x:360. If you want to get the hyperdash to (1) back again, you can rearrange 00:58:456 (1,2,3) - as follows: Nice solution, thanks
  26. 01:01:091 (3,4,1) - Stop triggering me with this type of patterns please. You can place (4) on x:232 to balance the distance and properly emphasize the downbeat. Triggering avoided
  27. 01:03:726 (2,3,4,5,6) - Again, it feels a bit dashy, so maybe you can reduce the distances here a tiny bit, like it's shown here: Done
  28. 01:09:807 (1,2,3,4) - Seeing as the song is ending, you don't need to have such a dashy pattern for this, with antiflows and all. Reducing the distances like the screenshot keeps the pattern but more adequate to what's in the song: :ok_hand:
  29. 01:16:590 (1,2,3,4) - ^Same idea applies here
Thanks again for your suggestions! This should be much better now :V
Xinely
from m4m

General :
- imo kiai doesnt fit here. the music in 00:51:969 - until kiai end you make is so calm. just like how the begining works until here.. imo you can use kiai fountain instead

Cup :
- 00:11:429 (3) - i think you can reduce a bit like x:308. since the flow is anti flow so high spacing may cause a miss for newbies
- 00:02:915 (3) - i would say remove it. the main musics are piano here which can be hear in 00:02:713 - 00:03:118 - instead of the whitetick
- 00:15:888 (3) - same as above
- 00:20:347 (3,6) - 00:26:834 (3) - same as above. for this imo you can try to replace 00:19:942 (2,5) - with 3/2 sliders (so its follow strong piano in 00:20:550 - 00:22:172 - )
- 00:34:132 (2,3) - maybe combine them? i cant hear a sound for 00:34:942 -
- 00:46:294 (2,4) - 00:59:267 (2) - if they follow piano then you need to start them 1/2 earlier and change to 1/1 sliders qwq
- 00:57:240 (4) - imo 1,4x spacing for a weak sound is too far here. x:124 instead?
- 01:00:888 (5,6) - they need to start 1/2 earlier if follow piano

Salad :
- as proposal says in t/435598&start=0, CS should be max 3,5 here. imo CS 4 for salad is too hard
- 00:45:483 (1) - a bit to left. still can catch w/o dash qwq
- 01:16:590 (1) - lower the jump a bit like x:208? it was a bit unexpected to me ><

Platter :
- 00:06:159 (4,1) - hdash for consistency with 00:12:645 (4,1) - ?
- 00:19:132 (4) - try keep use 1,4x because your normal spacing w/o break the hdash. this incosistency spacing is too obvious to noticed qwq
- 00:25:010 (3,4) - reduce a bit?
- 01:09:807 (1,2,3,4) - hope the jump can be reduced. anti flow jumps in row look better for rain qwq
- i think you can reduce some hyperdashes. this diff has 29 hdashes. for a quite relax song, imo that is too much. prefer something like 20 hdashes ><

Rain :
- 00:06:361 (4,1) - should be hdash?
- 00:22:577 (5,1) - hdash for consistency i guess
- 00:35:753 (1,2,3) - i guess the spacing can be more consistent, 1,4 and 1,6 look a bit different
- 00:38:591 (5) - x:256? no strong sound can be follow for jump here
- 00:51:564 (5) - hdash is very not comfortable here. it has no any sound. that should be for normal spacing instead of hdash imo
- 01:18:542 (1) - reduce a bit like x:412 hue

Easy :
- 00:12:240 (4) - 376,76 to make the symmetrical not really close with previous slider
- 00:26:429 (2) - nazi, 1 grid right for blanket
- 00:42:240 (1) - i would say 2 sliders of 1/1. the main sound is in 00:42:645 - imo
- 00:54:402 (4) - middle node 292,144. to make similar curve level with 2 sliders before
- 01:00:077 (3,1) - i hope you can avoid the overlap.. imo 1/1 gap is too fast for newbie to read this pattern correctly

Normal :
- 00:06:564 (1) - according flow on 00:05:753 (4,5) - this circle can be move to 256,372 i guess
- 00:16:091 (6) - inconsistency spacing (1,17x)
- 00:33:118 (2) - remove this circle. your rhythm 00:30:686 (3,4,5,6,7,1) - is quite long already. also consistency with 00:34:740 -
- 00:41:226 (5) - remove, reason same as above

Hard :
- i guess CS should be 4,5 max.. aaaa this is hard diff and cs 5 is tooooooooooooooo smallllllllllllllllllll
- 00:31:091 (2) - 00:44:064 (2) - 00:50:550 (2) - 01:03:523 (2) - i would say remove. the sound is so weak i cant even notice when play.. also stacking twice is bad for me
- 00:38:794 (5) - the flow is a bit sharp from here to next. aaa try 336,232 for smoother it. and you can make harder jump for next if you want
- 01:18:605 (1) - the spacing is a bit too low due bpm change. try 208,284?

feel free to call me back after 1-2 mods more for std
Topic Starter
JBHyperion

Xinely wrote:

from m4m

General :
- imo kiai doesnt fit here. the music in 00:51:969 - until kiai end you make is so calm. just like how the begining works until here.. imo you can use kiai fountain instead I'd prefer to keep it, the violin pitch and intensity is increased through this section and I complimented that with a different hitsound and note pattern. Removing it now would feel more awkward than leaving it in.

Cup :
- 00:11:429 (3) - i think you can reduce a bit like x:308. since the flow is anti flow so high spacing may cause a miss for newbies Moved 00:09:402 (3,1,2) right a little instead, same effect
- 00:02:915 (3) - i would say remove it. the main musics are piano here which can be hear in 00:02:713 - 00:03:118 - instead of the whitetick There's a clear piano sound here that's of similar intensity to the tail of 00:01:699 (2) so it feels weird to skip this
- 00:15:888 (3) - same as above ^
- 00:20:347 (3,6) - 00:26:834 (3) - same as above. for this imo you can try to replace 00:19:942 (2,5) - with 3/2 sliders (so its follow strong piano in 00:20:550 - 00:22:172 - ) Did this originally but switching to a background rhythm felt odd to follow, for an easy diff I prefer to stay with the dominant rhythm here since they're both reasonably strong
- 00:34:132 (2,3) - maybe combine them? i cant hear a sound for 00:34:942 - Tail reflects the pitch decrease of the violin
- 00:46:294 (2,4) - 00:59:267 (2) - if they follow piano then you need to start them 1/2 earlier and change to 1/1 sliders qwq Done
- 00:57:240 (4) - imo 1,4x spacing for a weak sound is too far here. x:124 instead? Okay
- 01:00:888 (5,6) - they need to start 1/2 earlier if follow piano Made a 1/1 slider between red ticks

Salad :
- as proposal says in t/435598&start=0, CS should be max 3,5 here. imo CS 4 for salad is too hard The theme of the set is high CS / low AR, intended to facilitate easier use of dash and hdash patterns when the beat snap is high (1/2, 1/1) which simply would not comfortably fit at smaller CS. To do this I have to make Salad CS slightly higher so there is a sensible spread between diffs. Lastly, (and I don't like using it as an excuse) but this set was uploaded before the rule change came into effect anyway, and the 6 month grace period isn't over yet
- 00:45:483 (1) - a bit to left. still can catch w/o dash qwq Done
- 01:16:590 (1) - lower the jump a bit like x:208? it was a bit unexpected to me >< Alright

Platter :
- 00:06:159 (4,1) - hdash for consistency with 00:12:645 (4,1) - ? Agreed, changed
- 00:19:132 (4) - try keep use 1,4x because your normal spacing w/o break the hdash. this incosistency spacing is too obvious to noticed qwq Fixed
- 00:25:010 (3,4) - reduce a bit? Done
- 01:09:807 (1,2,3,4) - hope the jump can be reduced. anti flow jumps in row look better for rain qwq Reduced a bit
- i think you can reduce some hyperdashes. this diff has 29 hdashes. for a quite relax song, imo that is too much. prefer something like 20 hdashes >< Any suggestions? Currently your mod caused me to add a hdash and now you want me to remove some? lol

Rain :
- 00:06:361 (4,1) - should be hdash? Done
- 00:22:577 (5,1) - hdash for consistency i guess Fixed
- 00:35:753 (1,2,3) - i guess the spacing can be more consistent, 1,4 and 1,6 look a bit different Fixed
- 00:38:591 (5) - x:256? no strong sound can be follow for jump here Done
- 00:51:564 (5) - hdash is very not comfortable here. it has no any sound. that should be for normal spacing instead of hdash imo (6) is a strong piano sound, deserves hdash imo
- 01:18:542 (1) - reduce a bit like x:412 hue Fair enough

Easy :
- 00:12:240 (4) - 376,76 to make the symmetrical not really close with previous slider Sure
- 00:26:429 (2) - nazi, 1 grid right for blanket lol
- 00:42:240 (1) - i would say 2 sliders of 1/1. the main sound is in 00:42:645 - imo Following violin here which is a 3/2 rhythm
- 00:54:402 (4) - middle node 292,144. to make similar curve level with 2 sliders before Fixed
- 01:00:077 (3,1) - i hope you can avoid the overlap.. imo 1/1 gap is too fast for newbie to read this pattern correctly Nuuuuu muh sliderart ;w; had to fiddle around to find something I liked but done in the end

Normal :
- 00:06:564 (1) - according flow on 00:05:753 (4,5) - this circle can be move to 256,372 i guess Tried it before and I remember it looking a bit ugly, also linear movement to the circle will offset the reduced leniency compared to the sliders
- 00:16:091 (6) - inconsistency spacing (1,17x) whoops fixed
- 00:33:118 (2) - remove this circle. your rhythm 00:30:686 (3,4,5,6,7,1) - is quite long already. also consistency with 00:34:740 - Good point
- 00:41:226 (5) - remove, reason same as above Ok

Hard :
- i guess CS should be 4,5 max.. aaaa this is hard diff and cs 5 is tooooooooooooooo smallllllllllllllllllll Personal preference I guess, I like CS5 here, gives an element of variety and difficulty to make a fairly simple song more interesting imo, also see comments on Salad regarding spread
- 00:31:091 (2) - 00:44:064 (2) - 00:50:550 (2) - 01:03:523 (2) - i would say remove. the sound is so weak i cant even notice when play.. also stacking twice is bad for me Removed all mentioned, kept as 1/1 stacks and spaced out 00:37:780 (2,3,4) - and 00:56:834 (1,2,3) - (the only other 1/2 stacks) for easier readability and consistency
- 00:38:794 (5) - the flow is a bit sharp from here to next. aaa try 336,232 for smoother it. and you can make harder jump for next if you want Done and also rotated 00:38:996 (1,2,3) - for a much smoother curve
- 01:18:605 (1) - the spacing is a bit too low due bpm change. try 208,284? Went for y-264, 284 felt excessive to me

feel free to call me back after 1-2 mods more for std off to find more std mods I guess whee
Thanks for the mod!

Also added a quieter soft-hitnormal since the default felt a bit too loud to me. Redl for this please (:
Xinely
i think a bn can reduce hdashes w/o suggestions jk
err tbh i dont think 29 hdashes on platter is a big issue but just kinda afraid with something happened in star!!

i think if can reduced some that would be great to remove hdash on 00:35:753 (1) - (because no hdash for every kind piano sound like this) and 01:01:699 (1) - (since no hdash for 00:55:213 (1) - )

other hdashes fit and consistency each other i think, also 01:17:527 (3,4) - may move them a bit to right.. dash to (3) is a bit hard imo
Bursthammy
late offset xd

Easy:

00:45:459 (1,2) - Not sure if this is better or not, but try shortening these by a 1/8, they might fit better slightly with the music, give it a shot
01:13:119 (2,2) - Stack dis

what a shit mod for a great mapset
Topic Starter
JBHyperion

Xinely wrote:

i think a bn can reduce hdashes w/o suggestions jk
err tbh i dont think 29 hdashes on platter is a big issue but just kinda afraid with something happened in star!!

i think if can reduced some that would be great to remove hdash on 00:35:753 (1) - (because no hdash for every kind piano sound like this) and 01:01:699 (1) - (since no hdash for 00:55:213 (1) - )

other hdashes fit and consistency each other i think, also 01:17:527 (3,4) - may move them a bit to right.. dash to (3) is a bit hard imo
Fair enough, removed the mentioned hypers and a few others in the kiai, swapped for strong-sih dashes: 00:53:378 (4,1) and 00:59:865 (4,1) and reduced that last distance in Platter as suggested. Thanks for the clarification :3

Tatsuyu wrote:

late offset xd not sure how we all missed this, offset -10ms

Easy:

00:45:459 (1,2) - Not sure if this is better or not, but try shortening these by a 1/8, they might fit better slightly with the music, give it a shot Think these sound much better with new offset, and also for simplicity reasons it's better to stick the 1/2 for sliderend here, 1/8 is more likely to confuse new players
01:13:119 (2,2) - Stack dis Done

what a shit mod for a great mapset
Thanks for the mod on short notice <3
Xinely
bubbi
Topic Starter
JBHyperion


Thanks Xinely! (:
Bursthammy
all me
Sc4v4ng3r
Re-check as requested.

[Easy]
  1. 00:47:095 (2) - Don't mean to hate your slider art or anything, but just purely imo the slider could be improved. You could try to change up the slider like this(red nodes on white and red ticks respectively to emphasize on piano) if you do agree with me.
[Normal]
  1. 01:16:359 (3,1,2,3,4) - Taking another look at these notes, I don't get why they are spaced out further than the normal DS. It is not in the kiai so it is unrankable, and using the normal DS on these notes doesn't really hurt aesthetics or reading at all(since they pretty much look like normal 1/2 notes anyway). I highly suggest you to use the normal DS on these.
  2. 01:18:220 (4,1) - No I'm not going to complain the same thing here Well since you do really want to keep the emphasis, you may want to space out the notes a little bit more here, as the sound gap(like I mentioned in my previous mod) is around ~1/1, and compared to the normal spacing on 1/1 notes before this, this is quite close together, so it might throw players off(like me). Around 2.2x-2.3x would work better.
[Hard]
  1. 00:38:784 (5) - 00:51:757 (6) - Both of these notes goes against the consistency on that strong red tick piano sound before the downbeat(other notes had jumps but not these).(And by that I mean 00:32:297 (4) - 00:45:270 (4) - including these 2) I would make them all have jumps or have no jumps.
Other than that, standard difficulties should be good to go.

[Cup]
  1. 00:32:500 (1) - Can't really hear a difference in pitch between this note and 00:29:257 (1) - , so I believe their distances should be the same.
  2. 00:55:203 (1) - Imo I would have a little bit more distance on this note as it contains a strong piano sound, with the addition of downbeat.(and it feels weird to have the 1/2 notes on lower distance in the kiai than in the non-kiai lol)
[MBomb's Platter]
  1. 00:45:270 (5) - The other similar notes like 00:38:784 (6) - required dashes to catch the hyper, but this one in particular doesn't. I would keep the consistency and increase the distance here, so that there's a clear dash.(and the same goes to 00:51:757 (6) - ) Or, you could remove the dashes on 00:25:811 (6) - , 00:32:297 (6) - and 00:38:784 (6) - , I'll explain it why on the next point.
  2. 00:58:243 (5) - Before the kiai, this sound on the similar ticks has been dashes, yet having no dashes in the kiai makes this tick really plain over the non-kiai ones(basically giving the contrast of strength, which shouldn't as the kiai you are trying to add in here is actually more 'intense'). So you have two choices :
    1. Is to basically have no dashes on the notes listed above and instead have them on the kiai,(example : add dashes on 00:57:635 (3,5) - (instead of hyper) and the notes after that) or
    2. Add dashes to the similar notes in the kiai, also making sure that you add those dashes to the similar notes in the non-kiai
    I would prefer the former really, as it reduces the amount of hypers(thus avoiding that problem in Star!!), it still does the emphasis work, and overall escalates the emphasis in the kiai. But the choice is up to you.
[Eternal]
  1. 00:06:351 (4,1) - Edge dashes aren't really cool with the new RC, and even without that it is still really hard to execute it in the beginning of the song, or maybe this is a mistake idk. You should definitely fix this.
  2. 00:38:784 (6) - You could give a little bit more distance to this note, as the pitch doesn't differ too much from 00:37:973 (3) - , right now it is visibly inconsistent. I would bring up the distance to 2.0x to give it a dash, so that it's strength isn't undermined.
  3. 01:18:532 (1) - I might just be too negative towards edge dashes, but since it would be good to place extra emphasis on this note as it is somewhat 'unique' and strong, I would make a hyper instead. Moving this to somewhere around x=440 would work.(But then again you seem to agree with Xinely here so it is up to you)
Yea the ctb difficulties looks fine after a mod too, call me back after everything's applied.
Topic Starter
JBHyperion

[Sc4v4ng3r] wrote:

Re-check as requested.

[Easy]
  1. 00:47:095 (2) - Don't mean to hate your slider art or anything, but just purely imo the slider could be improved. You could try to change up the slider like this(red nodes on white and red ticks respectively to emphasize on piano) if you do agree with me. Looks a little more flowing and not so rigid this way, so sure. Moved some of the following patterns around a bit to accomodate
[Normal]
  1. 01:16:359 (3,1,2,3,4) - Taking another look at these notes, I don't get why they are spaced out further than the normal DS. It is not in the kiai so it is unrankable, and using the normal DS on these notes doesn't really hurt aesthetics or reading at all(since they pretty much look like normal 1/2 notes anyway). I highly suggest you to use the normal DS on these. DS does not have to be used exclusively on Normal diffs, so it's not unrankable. The reason for doing this is to counteract the decrease in BPM. If I held DS constant throughout, these overlap and I want to avoid that here because the spacing helps to indicate that the BPM is actually changing and the time/distance spacing between notes is increasing.
  2. 01:18:220 (4,1) - No I'm not going to complain the same thing here Well since you do really want to keep the emphasis, you may want to space out the notes a little bit more here, as the sound gap(like I mentioned in my previous mod) is around ~1/1, and compared to the normal spacing on 1/1 notes before this, this is quite close together, so it might throw players off(like me). Around 2.2x-2.3x would work better. Went with 2.2x
[Hard]
  1. 00:38:784 (5) - 00:51:757 (6) - Both of these notes goes against the consistency on that strong red tick piano sound before the downbeat(other notes had jumps but not these).(And by that I mean 00:32:297 (4) - 00:45:270 (4) - including these 2) I would make them all have jumps or have no jumps. Changed for the first as that was an oversight when redesigning the previous pattern. Kept the second as these all being circles adds an extra degree of difficulty here, compared to the more lenient sliders used previously. As the introduction to the kiai I want this to be a little more difficult, but spacing (6) also would throw players off here I believe
Other than that, standard difficulties should be good to go.

[Cup]
  1. 00:32:500 (1) - Can't really hear a difference in pitch between this note and 00:29:257 (1) - , so I believe their distances should be the same. Done
  2. 00:55:203 (1) - Imo I would have a little bit more distance on this note as it contains a strong piano sound, with the addition of downbeat.(and it feels weird to have the 1/2 notes on lower distance in the kiai than in the non-kiai lol) Good catch, fixed
[MBomb's Platter]
  1. 00:45:270 (5) - The other similar notes like 00:38:784 (6) - required dashes to catch the hyper, but this one in particular doesn't. I would keep the consistency and increase the distance here, so that there's a clear dash.(and the same goes to 00:51:757 (6) - ) Or, you could remove the dashes on 00:25:811 (6) - , 00:32:297 (6) - and 00:38:784 (6) - , I'll explain it why on the next point.
  2. 00:58:243 (5) - Before the kiai, this sound on the similar ticks has been dashes, yet having no dashes in the kiai makes this tick really plain over the non-kiai ones(basically giving the contrast of strength, which shouldn't as the kiai you are trying to add in here is actually more 'intense'). So you have two choices :
    1. Is to basically have no dashes on the notes listed above and instead have them on the kiai,(example : add dashes on 00:57:635 (3,5) - (instead of hyper) and the notes after that) or
    2. Add dashes to the similar notes in the kiai, also making sure that you add those dashes to the similar notes in the non-kiai
    I would prefer the former really, as it reduces the amount of hypers(thus avoiding that problem in Star!!), it still does the emphasis work, and overall escalates the emphasis in the kiai. But the choice is up to you.

    Removed dashes outside kiai, added inside kiai. Didn't reduce the number of hypers though, as it would counteract the idea of emphasizing the kiai more than the rest of the map. Overall number of dashes/hdash has remained roughly the same I would say
[Eternal]
  1. 00:06:351 (4,1) - Edge dashes aren't really cool with the new RC, and even without that it is still really hard to execute it in the beginning of the song, or maybe this is a mistake idk. You should definitely fix this. Wtf why is this not a hyper it's the same DS as the previous hyper??? Fixed I guess lol
  2. 00:38:784 (6) - You could give a little bit more distance to this note, as the pitch doesn't differ too much from 00:37:973 (3) - , right now it is visibly inconsistent. I would bring up the distance to 2.0x to give it a dash, so that it's strength isn't undermined. Went for 1.9x, the direction change demands a little more leniency here
  3. 01:18:532 (1) - I might just be too negative towards edge dashes, but since it would be good to place extra emphasis on this note as it is somewhat 'unique' and strong, I would make a hyper instead. Moving this to somewhere around x=440 would work.(But then again you seem to agree with Xinely here so it is up to you) I actually didn't try to make this a hyper because I was convinced it wouldn't fit for some strange reason... Seems to work fine though and it does fit the music so sure, done
Yea the ctb difficulties looks fine after a mod too, call me back after everything's applied.
Thanks for the recheck! Also re-snapped all preview points to kiai start after the offset change.
Electoz
damn I completely forgot lol, pls forgive me jbh
Sc4v4ng3r
Everything looks fine in my eyes now, let us see what happens in the coming days /o

Qualified~
Topic Starter
JBHyperion
Thanks Sc4! /me remembers nostalgic feeling of getting a map qualified (^:

Electoz wrote:

damn I completely forgot lol, pls forgive me jbh
Ah dw there's always next time ;)
meii18
Congratz JBH!! :3
DeletedUser_6181859
first song which I try to map
congratz!
wajinshu
Congrats (:
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