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Hana - Sakura no Uta

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Topic Starter
Gust

Minakami Yuki wrote:

Karen wrote:

几把

  1. Just some complaints.
  2. My personal suggestions.
  3. Highly recommended.
  4. Unrankable, you have to fix it.

General
  1. 讲道理不是很懂命名diff name加上I, II, III, IV这类东西的存在意义,和easy,normal等正统命名有一种作用重复的感觉 游戏梗
Easy
  1. 00:48:992 (1) - 没必要nc ok
  2. 01:07:659 (3) - 前面00:56:992 (1) - nc了,这里怎么就不nc了?疏忽了。。
  3. 02:02:659 (2) - 和前面01:51:325 (2) - 下一样的比较好吧 想的是01:50:992 (1,2) - 这里前面没有任何object所以可以下的稍微紧凑一些,而02:00:992 (2,1,2) - 这里前面已经很紧凑了,所以既为了突出重音,又能有一些小break就之下了2个note
  4. 02:10:992 (1) - 改成1/1 slider?ok~
  5. 02:49:992 (1) - remove nc 保留一下这里吧,这里02:49:992 (1,2) - 衔接前后的vocal,不能合并所以要下NC
  6. 03:06:992 (1,2) - 03:09:659 (1,2) - 这俩blanket明显没包好啊 不太懂,这两个右上角是1.02,1.00和1.01,1.00,要是看这个不准我就有些没辙
  7. 03:16:992 (1,3) - swap nc 跟的vocal,而且这里vocal比较重要,所以在1下了nc。而且改了会破坏梗的结构感觉


Normal
  1. 01:01:325 (4,5) - 1/2折返尾巴在长白线上太奇怪,改成类似 ok~
  2. 01:09:325 (3) - ^ ok~
  3. 01:12:325 (1) - remove nc 长白线,vocal和梗都是这里下NC的道理,我觉得可以的
  4. 01:17:992 (3) - ^ 这地方的NC我纠结了很久,这个NC是因为前面不是vocal而这里是,另外后面的NC是vocal以及长白线需要所以导致的两个连续的NC。仔细想了一下我把01:18:992 (2) - 这个长白线的NC取消,因为这里跟vocal的必要性要大于跟长白线
  5. 01:20:659 (1) - ^ 道理是类似于上边的
  6. 02:00:325 (1) - ^ 这里长白线不用NC吗?曲子里也明显变了啊
  7. 02:03:325 (1) - ^ remove了02:04:325 (3) - 的NC,感觉这样比较合适
  8. 02:05:992 (1,2) - swap nc 感觉,5之前主低音,1之后升到高音,所以感觉这个NC不应该改
  9. 02:08:325 (1) - remove nc 长白线,和梗的划分,所以下了NC
  10. 02:10:992 (1) - ^ 同02:00:325 (1) -
  11. 02:29:659 (4,1) - swap nc ok~
  12. 02:36:992 (1,2) - ^ 我仔细想了一下,00:56:992 (1,2) - 这里有梗和vocal支持所以在1下了NC,这里梗不明显,只有vocal支持不足以下NC,改到2的长白线的确更合适
  13. 02:38:992 (1) - remove nc 长白线和很明显的钢琴音区别于前面的vocal,所以NC
  14. 02:52:325 (1) - ^ vocal和长白线和梗都在
  15. 02:57:992 (1,2) - swap nc 道理和01:17:992 (1) - 是一样的。。不过这里2没和前面一样统一下NC倒是我失误,正好也不用取消了(
  16. 03:00:659 (1,4) - ^ ok~这里跟了vocal,但梗和长白线两个原因感觉要优于vocal,我没注意
  17. 03:02:992 (1) - remove nc 不懂,vocal和长白线都是下NC的理由
  18. 03:10:992 (1) - ^ vocal以及很明显的钢琴音以及长白线
  19. 03:16:325 (1,3) - swap nc vocal和长白线,3虽然有长白线但没有vocal支持所以不能NC。提到这的话我就贴一下歌词吧因为我太喜欢这句了。蘇り また飛び立つ有好几个难度我在这里都为了这句歌词下了梗
  20. 03:18:659 (1) - remove nc 梗和歌词的NC
  21. 03:20:325 (6) - nc 我错了
  22. 03:32:325 (1) - remove nc 下得不太合适。。改的话根据歌词和梗和03:32:159 (4) - 换了NC
  23. 03:38:992 (1) - 这个转盘卡在结尾前面kiai当中,还是map出来比较好 ok~ 补上了
Advanced
  1. 00:47:492 (5) - 在00:47:659 - 的vocal不要忽略比较好,毕竟你大多数节奏跟的都是vocal,这里突然断了很奇怪 ok~
  2. 01:24:325 (4) - nc ok~因为vocal以及歌词是没有必要下NC的地方所以就没下,考虑到梗的变化还是下了比较好
  3. 01:36:659 (6) - ^ 同上
  4. 02:18:325 (1,4) - swap nc ok~
  5. 02:20:325 (1) - remove nc 梗和长白线支持,感觉下个NC也可以的~
Hard
  1. hp5 or 4.5 ok~
  2. 00:09:492 (1,2) - swap nc ok~
  3. 00:58:492 (5) - nc ok~
  4. 01:34:325 (1) - remove nc 和之前不一样这里没有vocal跟了,而且有梗所以NC
  5. 01:37:159 (1) - ^ ok~
  6. 02:00:325 (1,2,3) - 这个三连overmap了,这里没啥1/4音的,而且白线起三连不太合乐理 可以,这里删掉
  7. 02:04:325 (5) - nc ok~
  8. 02:06:992 (5) - 和前面同一部分01:56:325 (1,2,3,4) - 对比是不是太水了?nc一下改下节奏 ok~
  9. 02:09:659 (5) - nc ok~
  10. 02:10:992 (1,2,3) - the same overmap 这个三连我想留着,这里的下法我相当喜欢,三连接两个叠接一个圈圈绕<3
  11. 02:50:659 (1,2) - swap nc 跟的vocal以及梗,要优于长白线NC,所以保留
  12. 03:11:325 (5) - nc ok~
  13. 03:15:992 (2,3,4) - 一样,remove 03:16:075 (3) - ,然后03:15:825 (1,3) - swap nc ok~
  14. 03:20:325 (4) - nc ok~
Insane
  1. hp6,cs还是4比较适合 hp6好,cs还是这样吧(
  2. 00:08:825 (2,3,4,1) - 卡手梗,3摆近点,34和41间放个跳 ok~
  3. 00:13:659 (4) - nc ok~
  4. 00:21:325 (4) - 不是很懂你们喜欢长白线结尾,没有音乐游戏的击打感,在蓝线结束后面加一个单点或1/2滑条会舒服很多 ok,不少人说这个问题了,改了好了......
  5. 01:55:992 (5) - ^,改1/2滑条,长白线加note ok~
  6. 02:00:409 (2) - remove note 把三连改到了02:00:492 (2,3,4) -
  7. 02:02:992 (5) - nc ok~
  8. 02:11:075 (2) - remove 同,后移了
  9. 02:11:742 (7) - 没听出来02:11:909 - 是个五连吗 听出来了,但这里做成2个三连真的感觉更好玩一些
  10. 02:18:992 (5) - nc,然后02:19:992 (1,2) - swap nc 好,02:19:992 (4,1) - 这里长白线和跟梗比较适合一些,也改了
  11. 02:22:742 (8) - remove 这个三连是配合vocal下的,我很喜欢,想保留
  12. 02:45:325 (5) - 同上提到的 改了
  13. 02:49:659 (7,1) - swap nc and 02:50:992 (3) - nc 后面的02:50:659 (1,2,3,4,5) - 是跟vocal+梗所以NC不能改,前面也感觉在7的长白线NC有些不太合适,想了一下在02:49:492 (6) - 起了个NC,合梗以及vocal
  14. 02:53:742 (2,7) - 你真要加三连不如红线起的 托爷爷来背锅可以,红线起
  15. 03:12:409 (2) - 节奏移到后一根蓝线
  16. 03:13:492 (1,2,3,4,5,6,7,8,9,10,11,12) - 这段飞球竟然什么都没说?反正这段我是不可能给过的,这堆三连太突兀了,可以改成跳 我试了各种slider+circle的组合,这里还是怎么都不如四个连打既照顾梗打起来又很好玩,希望yuki大大高抬贵手。。(听飞球的也找了一些人试,感觉不是太突兀?)
  17. 03:21:742 (6) - remove and 03:36:075 (9) - 移到后一根蓝线 03:36:075 (9) - 的改掉的,03:21:742 (6) - 想留着,3连接一个5连打起来很有意思~
Artist of the Sakura
  1. 00:31:242 (3) - remove 这里可以啊。。
  2. 02:00:741 (4) - ^ 同~
  3. 02:30:991 (5) - nc 02:29:658 (1,2,3,4,5,6,7,8) - 这一组是一个大的vocal+歌词梗,所以不NC了
  4. 02:33:659 (9,1) - swap nc 02:33:992 (1) - 跟vocal和梗的NC
  5. 02:49:741 (3) - remove 这里一连串我也相当喜欢<3,可以的话想留着
  6. 03:13:492 (4,5,6,7,8,1,2,3,4,1) - 这里也是一样,kiai部分也没什么变化和1/4音,非得搞这么多1/4滑条干什么呢?是这样的,03:13:492 (4,5,6,7) - 跟vocal,03:14:159 (8,1,2,3,4) - 有底音,最开始是连打,然后被指overmap所以改成了slider
  7. 03:15:158 (2) - 这里音效是不是下错了,感觉finish好吵啊 没。。finish都是跟着vocal下的<3
主要问题也是新人通病:nc乱下,不按节奏来,就算你跟vocal下节奏也能一会经常nc一会一段都不nc
然后就是白线三连,自创节奏不是不支持,可以丰满歌曲中空旷的地方,但白线三连是听起来打起来都怪的节奏
还是滑条尾放长白线,这样会缺少音乐游戏的打击感,长白线的重音是最适合击打下去的,你自己找找你图的节奏,有这种的最好都改一下
至于钝角flow变ds,可以说是特色吧……不过全图都这样,打起来是真的是感到不爽,右手的移动特别别扭
另外kiai个别音效可以考虑改一下,finish感觉太多了,吵死

改完再说吧
长白线改了一些觉得不合适的。谢谢yuki~ :)
Pata-Mon

神 麻婆
就是

固执
就不给改
就点
就飞
就神
Topic Starter
Gust

Pata-Mon wrote:


神 麻婆
就是

固执
就不给改
就点
就飞
就神
你搞笑的
Pata-Mon

Ultimate Madoka wrote:

Pata-Mon wrote:


神 麻婆
就是

固执
就不给改
就点
就飞
就神
你搞笑的
扑通

搞笑的
而你

Topic Starter
Gust

Pata-Mon wrote:

Ultimate Madoka wrote:

你搞笑的
扑通

搞笑的
而你


不是神
我跟你一起
搞笑
Pata-Mon

Ultimate Madoka wrote:

Pata-Mon wrote:

扑通

搞笑的
而你


不是神
我跟你一起
搞笑
能跟
fm神
一起
不管干什么
搞笑也好
都是我的
荣幸
Koiyuki
Easy
  1. 03:06:992 (1,2,1,2) - blanket指的是这个:让滑条的内弧形和圈的apporach circle形成同心圆
    并不是ds的问题
  2. 02:00:325 (4) - remove nc
Normal
  1. 至于normal让你remove这么多nc的原因并不是乐理问题,而是在低难度情况下太多的nc会导致新手读图混乱
Insane
  1. 02:11:659 (6,7,8,9,10,11) - 我觉得还是做成五连比较好,你这图的可玩性并不是通过白线三连表现的而是变间距单点,这里两个白线三连不和音乐是肯定的,而且长单点中查两个三连很容易使玩家卡手
  2. 03:13:492 (1,2,3,4,5,6,7,8,9,10,11,12) - 不想改节奏的话可以把间距改小点,这段真的挺难的,比你ex难度同一个地方难得多
另外,这都是你的diff的话,尽量保持同样的combo color和kiai time设置。
“尽量”,如果高难度有些自己的想法的话可以不同,但低难度还是保持下比较好
yf_bmp
我也柑橘finish少放点为好,太响了。
为了省事的话可以kiai专门搞个提前降低音量的finish(或者换一种音效)
Topic Starter
Gust

Minakami Yuki wrote:

Easy
  1. 03:06:992 (1,2,1,2) - blanket指的是这个:让滑条的内弧形和圈的apporach circle形成同心圆
    并不是ds的问题 知道了~已改
  2. 02:00:325 (4) - remove nc ok~
Normal
  1. 至于normal让你remove这么多nc的原因并不是乐理问题,而是在低难度情况下太多的nc会导致新手读图混乱
阔以的,改动记录 现在的新手不是1天E 3天H 5天I 满一周打X吗
  1. 01:01:325 (4,5) - 1/2折返尾巴在长白线上太奇怪,改成类似 ok~
  2. 01:09:325 (3) - ^ ok~
  3. 01:12:325 (1) - remove nc 长白线,vocal和梗都是这里下NC的道理,我觉得可以的 ok~
  4. 01:17:992 (3) - ^ 这地方的NC我纠结了很久,这个NC是因为前面不是vocal而这里是,另外后面的NC是vocal以及长白线需要所以导致的两个连续的NC。仔细想了一下我把01:18:992 (2) - 这个长白线的NC取消,因为这里跟vocal的必要性要大于跟长白线
  5. 01:20:659 (1) - ^道理是类似于上边的 remove 01:21:659 (1) - NC
  6. 02:00:325 (1) - ^ 这里长白线不用NC吗?曲子里也明显变了啊ok~
  7. 02:03:325 (1) - ^ remove了02:04:325 (3) - 的NC,感觉这样比较合适
  8. 02:05:992 (1,2) - swap nc 感觉,5之前主低音,1之后升到高音,所以感觉这个NC不应该改
  9. 02:08:325 (1) - remove nc 长白线,和梗的划分,所以下了NC remove 02:09:659 (3) - nc
  10. 02:10:992 (1) - ^ 同02:00:325 (1) - ok~
  11. 02:29:659 (4,1) - swap nc ok~
  12. 02:36:992 (1,2) - ^ 我仔细想了一下,00:56:992 (1,2) - 这里有梗和vocal支持所以在1下了NC,这里梗不明显,只有vocal支持不足以下NC,改到2的长白线的确更合适 那这里需要保留了
  13. 02:38:992 (1) - remove nc 长白线和很明显的钢琴音区别于前面的vocal,所以NC
  14. 02:52:325 (1) - ^ vocal和长白线和梗都在 ok~
  15. 02:57:992 (1,2) - swap nc 道理和01:17:992 (1) - 是一样的。。不过这里2没和前面一样统一下NC倒是我失误,正好也不用取消了(
  16. 03:00:659 (1,4) - ^ ok~这里跟了vocal,但梗和长白线两个原因感觉要优于vocal,我没注意
  17. 03:02:992 (1) - remove nc 不懂,vocal和长白线都是下NC的理由
  18. 03:10:992 (1) - ^ vocal以及很明显的钢琴音以及长白线 ok~
  19. 03:16:325 (1,3) - swap nc vocal和长白线,3虽然有长白线但没有vocal支持所以不能NC。提到这的话我就贴一下歌词吧因为我太喜欢这句了。蘇り また飛び立つ有好几个难度我在这里都为了这句歌词下了梗
  20. 03:18:659 (1) - remove nc 梗和歌词的NC
  21. 03:20:325 (6) - nc 我错了
  22. 03:32:325 (1) - remove nc 下得不太合适。。改的话根据歌词和梗和03:32:159 (4) - 换了NC
  23. 03:38:992 (1) - 这个转盘卡在结尾前面kiai当中,还是map出来比较好 ok~ 补上了

Insane
  1. 02:11:659 (6,7,8,9,10,11) - 我觉得还是做成五连比较好,你这图的可玩性并不是通过白线三连表现的而是变间距单点,这里两个白线三连不和音乐是肯定的,而且长单点中查两个三连很容易使玩家卡手 改成一个叠五连了(
  2. 03:13:492 (1,2,3,4,5,6,7,8,9,10,11,12) - 不想改节奏的话可以把间距改小点,这段真的挺难的,比你ex难度同一个地方难得多 把连打的DS缩小到0.8了,和前面的连打DS大概差不多,应该可以。不过这图就这里难一些一改星数立马下去了((
另外,这都是你的diff的话,尽量保持同样的combo color和kiai time设置。
“尽量”,如果高难度有些自己的想法的话可以不同,但低难度还是保持下比较好
Combo colour除了主难度是统一的,kiai看了一下结尾有些不统一,改了一下。

yf_bmp wrote:

我也柑橘finish少放点为好,太响了。
为了省事的话可以kiai专门搞个提前降低音量的finish(或者换一种音效)
保持就好了,低难度原来也是一样的音量但由于object太少显得太突兀就改低了很多,较高难度为了迎合歌曲就把音效音量设高了,我是觉得没什么问题的。。找人test也没有提到过音效的问题 :(
Koiyuki
sry for the late, another issue should be fixed:

Found unused .wav files:
- soft-sliderslide3.wav
Topic Starter
Gust

Minakami Yuki wrote:

sry for the late, another issue should be fixed:

Found unused .wav files:
- soft-sliderslide3.wav
ok~fixed
thx :D
Koiyuki
nominated. ;)

good luck with your 1st mapset.
Underforest
first qualified, gratz newbie :)
Monstrata
Why 1.Easy instead of 1. Easy

Is that format part of the game or something?
Yohanes
wo, congratz for first qualified map! :D

EDIT : another "wo". Really interesting mapping style O.O
Koiyuki

Monstrata wrote:

Why 1.Easy instead of 1. Easy

Is that format part of the game or something?
means different chapters in the game, which used as I,II,III,IV
also his interest
Sonnyc
Nice pattern usages, especially the pentagons lol

Have my star
Pata-Mon

索尼克
射星

fm神
真是
太可怕

扑通
教小的
飞x标啊
Monstrata
Oh. uh, i meant I.Easy vs I. Easy

The lack of a space felt weird for me lol.
Misure
恭喜啊 :)
Giralda
Preview point at 00:00:000 is kinda funny since music actually begins at 00:00:326.
Quite an interesting style you have there compared to what we're used to, but it looks promising.

Either way, grats on your first qualify!
Kibbleru
sorry, i know you want to try something new but imo you can't ignore the playability concerns with this map as it is.

00:01:992 (1,2,3,4,5,6) - this pattern in general forces awkward speed up and slow down motions in order to play it (but its not TOO bad as it sorta fits the song)
00:16:325 (1,2,3,4,5,6) - here you gradually lower the spacing as the music follows, which makes sense but you do the complete opposite here 00:17:825 (1,2,3,4,5,6,7) - . some consistency issues. not to mention linear motion (especially with inconsistent spacing) is VERY bad to play since it requires complex amounts of accelerating. to different notes
00:30:992 (1,2,3,4,5) - in order for things like this to play well, you need to increase spacing for 00:30:992 (1,2) - 00:31:325 (4,5) - so players can snap to the triplet as 'one object'. Alternate option is to lower the spacing on the triplet.
02:00:492 (2,3,4,5,1) - ^ same
02:10:992 (1,2,3,4,5) - ^
00:31:159 (2,3,4) - side note you can probably blanket the end of 00:30:659 (3) - with that triplet there
00:32:325 (1,2,3,4,5,6,7,8) - again linear motion is SO hard to snap to properly (especially with changing spacing)
01:16:825 (2,3,4,5,6) - huge spacing pentagons really uncomfortable to play.
01:26:992 (1,2,3,4) - more huge linear motion.
01:36:659 (3,1,2,3,4,5) - you could consider blanketing imo
01:45:326 (3,4,1) - sudden spacing changes need bigger angles in order for them to play well.
01:48:825 (1) - this is pretty cool q;
02:32:325 (1,2,3,4,5,6,7,8) - again with these.
03:24:325 (1,2,3,4,5) - ^
02:44:325 (1,2,3,4,5,6) - overmapped sorta?
03:13:492 (4,5,6,7,8) - ^ making these 1/4 sliders also play better when u space it out alot more. they play more like 1/2 circles.
00:35:325 (1,2,3) - 00:36:659 (2,3,4) - how come here is the only times you use these kind of stacked slider patterns? what about 00:36:659 (2,3,4) - ? or 02:15:325 - ?


I really like the concept of the 'flower' themed beatmap. However, it would be really great if you could make it play well as good as it looks ><
idk if im making too big of a deal off this but. yeah.
yf_bmp
Not something new actually, but something old (2011~2012 mapping (maybe?
Yuii-
Tess, this one goes for you.

I gotta be honest here. Map is actually pretty damn sick. I love when people try out new styles, especially when it is completely different from nowaday's. Some jumps and spacings feel a bit random. I personally didn't have a problem with a lot of these but I'll be giving suggestions on the ones you can improve.
Before starting with anything else, I do not think this difficulty is anywhere ready to be ranked, as it contains gameplay elements that I find really doubtful and that need to be discussed more. While I see that random spacing is pretty much accepted nowadays, I consider this case as rather overdoing this way too much. And that's why there's one fact I still can't ignore: your consistency. Literally non-existent. There's no consistency at all in the whole map. Things feel so randomly placed that it's hard to "guess" where players should move their cursors in order to continue with a good transition.

Now, let's jump into things Kibbleru didn't mention for one on another thing. And that's emphasis and jump placement overall.

VI.Artist of the Sakura


You know, I've noticed your hitsounding usage and... I would really like you to check the way you hitsounded your difficulties. It's kinda messy, they don't follow any kind of patternship nor make actually sense. I'm dropping down below some very noticeable things that should be fixed asap!
Volume from hitsounds should be lowered by 10% in-Kiai. Meaning, everything outside of the Kiais sounds just on point 8-)
Also, some kicksliders seem pretty much randomly placed. I'm not particularly sure what they are trying to follow and if it's even noticeable in the music in any sort of way. Referring to 02:34:325 (2,3,4,5) - , as an example, it's a pattern that follows pretty much nothing and it's "overshadowing" the vocals. Try not to follow everything existent in the music, even if it is just barely noticeable!

  1. HP+1

  2. 00:05:659 (1,2,3,4,5,6,7) - I feel like a pattern would've definitely be better in terms of "trying to follow the music as much as I can". What Kibbleru mentioned makes actual sense, I'd definitely re-consider that and make that kind of pattern you did in 00:01:992 - at 00:05:659 - instead.

  3. 01:26:659 (7) - You almost got me there not placing a jump! Why would you break with your consistency like that? Don't you find it more fitting if (7) would be placed where 01:25:825 (2) - is right now? Making such a counter-intuitive placement can ruin some NCs in the middle of a jumpy section. Try to keep these things clean! Don't you think this is a similar pattern to 02:58:825 (6,1) - ?

  4. 02:39:825 (6,1) - I'm still wondering why there's a jump there instead of being at 02:39:992 (1,2) - . There's nothing in the music to say "imma place a jump here, this would definitely play good". Players would be so focused on the flower pattern and by the time they reach (6) they will be facing a big jump to the other side of the screen. Without any kind of clue or reason whatsoever. You still want to keep something similar yet still maintaining something predictable? What do you think about this pattern?

  5. 02:47:825 (2) - I wouldn't place a clap here, sounds a bit random. Instead, a whistle would be doing a much better job.

  6. 02:49:491 (1,2,3,4,5,6,7,8,1,2,3,4,5,1) - I kinda lost your style here. Not specifically sure what you tried to do with this pattern. What I mean is, if you compare 02:50:658 (1,2,3,4,5) - to 02:52:325 (1,2,3,4,5) - you will easily notice how this is completely inconsistent. Even though their path is similar, the spacing is completely different. And there's almost no difference at all in the music, like, if there's any, it's not noticeable from my point of view. Not to mention the fact that they both look completely overmapped due to all the non-audible beats that you decided to place. I'd really like to see 1 or 2 sliders instead of that circle spam without any reason. I came out with a cool and chill pattern that you might (or not) like that follows the music pretty good! Here's the mighty link.

  7. 02:55:325 (2) - Would definitely remove the Finish from the head. Oh, and also, please... 02:54:992 (1,2) - those claps on their respectives tails sound... not so good.

  8. 03:00:991 (2,3) - Extreme jump? Killed me quite heavily. You're using literally the same spacing in a previous pattern (specifically in 03:00:325 (5,1) - ) so this can definitely catch players off-guard. Not to mention, that this kind of motion is ruining the emphasis in the Finish placed in 03:01:658 (1) - .

  9. 03:06:992 (1,2,3,4,5,6,7,8) - You should really check your hitsounds in this section. Finish on (4,6) feel just so randomly placed. I'm going to give you a suggestion on what would sound better, you're free to follow that:
    (1) Whistle + Finish
    (2) Nothing
    (3) Clap
    (4) Whistle
    (5) Clap
    (6) Whistle
    (7) Clap
    (8) Nothing

  10. 03:17:741 (2,5) - Any reason for their existence? I don't hear anything to place triplets.

  11. 03:21:325 (4,1,2,3) - This will throw people off, calling it right now. In order to keep your consistency with some of the previous patterns, would you consider moving 03:21:825 (2) - to 03:21:325 (4) - 's head?

  12. 03:38:991 (1,2,3,4,5) - Oh, no... not a difficulty spike, please. Lower the spacing from this pattern.

Please, once again, check your hitsounds. Especially those Finish.

I feel like with some work, it could definitely use a lot more of work in terms of flow and playability though, and even some aesthetics.
This was pretty hard to mod, since your mapping style (especially flow choice) is really different from my own.
Kibbleru

yf_bmp wrote:

Not something new actually, but something old (2011~2012 mapping (maybe?
possibly i suppose owo
Topic Starter
Gust
Thanks~
I‘ll check the mod today
Sonnyc

yf_bmp wrote:

Not something new actually, but something old (2011~2012 mapping (maybe?
Honestly like, this is one of the good maps these days compared to recent beatmaps at least to me. It's quite sad to see people considering it as a new style, just because it is using a style which the majority doesn't use.

Although it was a glance on the highest difficulty, I personally feel the map is pretty good enough. Consider the raised concerns, and poke me if you need me.
Okoratu
I agree that the hitsounding could profit from having a few closer looks.
The overmapping concerns brought up by Kibbleru and Yuii- make sense as well.
I myself don't have the severe playing difficulties described by Kibbleru but that might be because i don't use a tablet, but i agree with the things Yuii and Kibbleru mentioned about 00:16:325 (1,2,3,4,5,6) -, i think that pattern should have increasing spacing instead of decreasing
additionally I'd like to mention that 00:38:825 (4,1) - could use more spacing to highlight 1.
Winnie
Damnit look what I've started fuck me
sahuang
老图不受欢迎~~~~(>_<)~~~~
vick
Hey Ultimate Madoka, Im just gonna bring some suggestions for the Insane diff since everyone is only modding the last diff

V.Insane


00:02:992 (3,4) - since you are making those sliders curved, why dont you make this one too ? 00:03:992 (5) - i think it would help the flow if you bend it like this http://puu.sh/pHmyL/09af049356.jpg

00:05:492 (5,1) - I cant understand why did you make so much space here, but its not too bad, maybe you can improve the flow if you bend the slider a little bit less or (my recomendation) bend it to the other side, it would take time to fix the followed sliders but i think it would help a lot

00:08:659 (1,2,3,4) - I think it would be better if you try something like this http://puu.sh/pHmJS/e5d1eee56c.jpg

00:16:325 (1,2,3,4,5,6,7) - In this pattern i have 2 suggestions...

1 - 00:17:325 (7) - bend this slider to make more flow with 6 since it seems like you are hiting it from behind and feels weird (or at least for me)

2 - 00:16:325 (1,2,3,4,5,6) - here i will recommend you to change this a bit, mantaining the same pattern. I think this: http://puu.sh/pHmWg/0aade5b87a.jpg would fit better

00:19:325 (2,3,4) - maybe make this like 00:00:825 (2,3,4) - ? To get a little bit more of consistancy

00:22:659 (3) - maybe bend this more than 1 and 2 ? http://puu.sh/pHn3v/a95ed8f25b.jpg

00:57:659 (3) - I know this would change too many things but in my opinion this http://puu.sh/pHn9A/db7943c210.jpg would fit better

01:31:325 (2,3,4) - maybe make a triangle or something ? It looks weird to make 3 notes stacked Orz

01:58:492 (5,3) - maybe you can move this a little but more to stack this ?

02:09:992 (2,3,4) - same as before when i talked about 3 stacked notes

02:28:992 (3,4) - why is the jump there when the loud hitsound is 02:29:325 (5,6) -

02:42:825 (8) - i prefer to stack this in 02:41:659 (1) - and then bend the 02:42:992 (1) - a bit more something like http://puu.sh/pHnmt/fcb86a311d.jpg

03:07:492 (4,5) - i think this would fit better for flow http://puu.sh/pHnqf/1992e2155b.jpg

03:29:492 (4,6) - uhh, i think stacks in reversearrows are unrankable Orz

03:39:825 (5,3) - stack in 5's tail ?

Could find anything else, Good luck in re-qualify ! :D

(Also, what happened to her eyes o.o http://puu.sh/pHnDJ/8bd1861e74.jpg she looks crazy xd)
Kinomi
Actually it is not something new.
As I told you before,
The main problem is the connection between patterns and patterns, which makes your map look like rigged up by one and one patterns, lack of entirety. And this problem has a great effect on the flow of your map, which makes players feel eggache.
Also, too many obtuse angle jumps are placed on top of the screen, these jumps play ochinchinburst, try moving them down.
Winnie
I agree it's just a style that hasn't be utilized in a long time, nowadays is consisted of different string of jumps and patterns. This just goes to show the osu! generation advancing. Still a good piece of work from a different era but some slightly issues
See for yourself
Koiyuki
i had seem this would happen, so nominated to give everyone to have a discuss on it.
believe that this map can be better with help

*also the hitsound usage is quite messy for me too
Topic Starter
Gust

Kibbleru wrote:

sorry, i know you want to try something new but imo you can't ignore the playability concerns with this map as it is.

00:01:992 (1,2,3,4,5,6) - this pattern in general forces awkward speed up and slow down motions in order to play it (but its not TOO bad as it sorta fits the song)
I think it's okay :)
00:16:325 (1,2,3,4,5,6) - here you gradually lower the spacing as the music follows, which makes sense but you do the complete opposite here 00:17:825 (1,2,3,4,5,6,7) - . some consistency issues. not to mention linear motion (especially with inconsistent spacing) is VERY bad to play since it requires complex amounts of accelerating. to different notes
I fixed here~ set the pattern like 00:28:492 (1,2,3,4,5,6,7) -
00:30:992 (1,2,3,4,5) - in order for things like this to play well, you need to increase spacing for 00:30:992 (1,2) - 00:31:325 (4,5) - so players can snap to the triplet as 'one object'. Alternate option is to lower the spacing on the triplet.
02:00:492 (2,3,4,5,1) - ^ same
02:10:992 (1,2,3,4,5) - ^
This ds set is enough that player can snap to the triplet as 'one object'. I found a lots of player to try this map, no problem I think :D

00:31:159 (2,3,4) - side note you can probably blanket the end of 00:30:659 (3) - with that triplet there
ok~
00:32:325 (1,2,3,4,5,6,7,8) - again linear motion is SO hard to snap to properly (especially with changing spacing)
02:32:325 (1,2,3,4,5,6,7,8) - again with these.
03:24:325 (1,2,3,4,5) - ^
ohhhh, I really love these partten~ It suit music and have challenge for players<3 :D
01:16:825 (2,3,4,5,6) - huge spacing pentagons really uncomfortable to play.
I love there<3333
01:26:992 (1,2,3,4) - more huge linear motion.
mmm.. I fixed
01:36:659 (3,1,2,3,4,5) - you could consider blanketing imo
ok~
01:45:326 (3,4,1) - sudden spacing changes need bigger angles in order for them to play well.
mmm.. I think it's well
01:48:825 (1) - this is pretty cool q;
I took a lots of time to make this <3333

02:44:325 (1,2,3,4,5,6) - overmapped sorta?
I changed to 2 sliders
03:13:492 (4,5,6,7,8) - ^ making these 1/4 sliders also play better when u space it out alot more. they play more like 1/2 circles.
I think it's well. I want to keep it (and there is suit for lyric <3333)
00:35:325 (1,2,3) - 00:36:659 (2,3,4) - how come here is the only times you use these kind of stacked slider patterns? what about 00:36:659 (2,3,4) - ? or 02:15:325 - ?
(Also suit for lyric, lyric is different so I use different patterns <33)


I really like the concept of the 'flower' themed beatmap. However, it would be really great if you could make it play well as good as it looks ><
idk if im making too big of a deal off this but. yeah.
Thanks for like this map and mod <3333333333

Yuii- wrote:

Tess, this one goes for you.

I gotta be honest here. Map is actually pretty damn sick. I love when people try out new styles, especially when it is completely different from nowaday's. Some jumps and spacings feel a bit random. I personally didn't have a problem with a lot of these but I'll be giving suggestions on the ones you can improve.
Before starting with anything else, I do not think this difficulty is anywhere ready to be ranked, as it contains gameplay elements that I find really doubtful and that need to be discussed more. While I see that random spacing is pretty much accepted nowadays, I consider this case as rather overdoing this way too much. And that's why there's one fact I still can't ignore: your consistency. Literally non-existent. There's no consistency at all in the whole map. Things feel so randomly placed that it's hard to "guess" where players should move their cursors in order to continue with a good transition.

Now, let's jump into things Kibbleru didn't mention for one on another thing. And that's emphasis and jump placement overall.

VI.Artist of the Sakura


You know, I've noticed your hitsounding usage and... I would really like you to check the way you hitsounded your difficulties. It's kinda messy, they don't follow any kind of patternship nor make actually sense. I'm dropping down below some very noticeable things that should be fixed asap!
Volume from hitsounds should be lowered by 10% in-Kiai. Meaning, everything outside of the Kiais sounds just on point 8-) That's great! I fixed.
Also, some kicksliders seem pretty much randomly placed. I'm not particularly sure what they are trying to follow and if it's even noticeable in the music in any sort of way. Referring to 02:34:325 (2,3,4,5) - , as an example, it's a pattern that follows pretty much nothing and it's "overshadowing" the vocals. Try not to follow everything existent in the music, even if it is just barely noticeable!
I think my kicksliders set is no problem, It have sound to follow and not influence player's feel~

  1. HP+1 ok~

  2. 00:05:659 (1,2,3,4,5,6,7) - I feel like a pattern would've definitely be better in terms of "trying to follow the music as much as I can". What Kibbleru mentioned makes actual sense, I'd definitely re-consider that and make that kind of pattern you did in 00:01:992 - at 00:05:659 - instead.
    I followed the piano to set the partten, I think It's ok
  3. 01:26:659 (7) - You almost got me there not placing a jump! Why would you break with your consistency like that? Don't you find it more fitting if (7) would be placed where 01:25:825 (2) - is right now? Making such a counter-intuitive placement can ruin some NCs in the middle of a jumpy section. Try to keep these things clean! Don't you think this is a similar pattern to 02:58:825 (6,1) - ?
    It's a new part of the lyric, I think my set is no problem..
  4. 02:39:825 (6,1) - I'm still wondering why there's a jump there instead of being at 02:39:992 (1,2) - . There's nothing in the music to say "imma place a jump here, this would definitely play good". Players would be so focused on the flower pattern and by the time they reach (6) they will be facing a big jump to the other side of the screen. Without any kind of clue or reason whatsoever. You still want to keep something similar yet still maintaining something predictable? What do you think about this pattern?
    I followed vocal and lyric to set this jump~

  5. 02:47:825 (2) - I wouldn't place a clap here, sounds a bit random. Instead, a whistle would be doing a much better job.
    I think It's necessary to place a clap, because vocal is very strong, and whistle or finish is not suit for here.
  6. 02:49:491 (1,2,3,4,5,6,7,8,1,2,3,4,5,1) - I kinda lost your style here. Not specifically sure what you tried to do with this pattern. What I mean is, if you compare 02:50:658 (1,2,3,4,5) - to 02:52:325 (1,2,3,4,5) - you will easily notice how this is completely inconsistent. Even though their path is similar, the spacing is completely different. And there's almost no difference at all in the music, like, if there's any, it's not noticeable from my point of view. Not to mention the fact that they both look completely overmapped due to all the non-audible beats that you decided to place. I'd really like to see 1 or 2 sliders instead of that circle spam without any reason. I came out with a cool and chill pattern that you might (or not) like that follows the music pretty good! Here's the mighty link.
    02:49:491 (1,2,3,4,5,6,7,8) - This part is very special, consider with the music, vocal and lyric, I decide to set circle in here... I think it's pretty good, I tried to use 2 slider, but I can't feel anything in my heart, so I want to keep it.
  7. 02:55:325 (2) - Would definitely remove the Finish from the head. Oh, and also, please... 02:54:992 (1,2) - those claps on their respectives tails sound... not so good.
    02:55:325 (2) - I removed the Finish, but those claps I think no problem..kiai time coming soon, so I use clap to increase this feel to player.
  8. 03:00:991 (2,3) - Extreme jump? Killed me quite heavily. You're using literally the same spacing in a previous pattern (specifically in 03:00:325 (5,1) - ) so this can definitely catch players off-guard. Not to mention, that this kind of motion is ruining the emphasis in the Finish placed in 03:01:658 (1) - .
    I think no problem, lots of players played this map, But almost no one off-guard in here.
  9. 03:06:992 (1,2,3,4,5,6,7,8) - You should really check your hitsounds in this section. Finish on (4,6) feel just so randomly placed. I'm going to give you a suggestion on what would sound better, you're free to follow that:
    (1) Whistle + Finish
    (2) Nothing
    (3) Clap
    (4) Whistle
    (5) Clap
    (6) Whistle
    (7) Clap
    (8) Nothing
    I used finish in strong vocal, whistle in light vocal. Because I think finish is suit for Hana's vocal in this song. yea, this song.
    ahh, I'm sorry, I should set clap in 7, not 8. I fixed.
  10. 03:17:741 (2,5) - Any reason for their existence? I don't hear anything to place triplets.
    yea. It's the most important word in lyric for this song. So I used two triplets for increase this feeling to players, and it's very fun for playing~
  11. 03:21:325 (4,1,2,3) - This will throw people off, calling it right now. In order to keep your consistency with some of the previous patterns, would you consider moving 03:21:825 (2) - to 03:21:325 (4) - 's head?
    I think it's no problem~ I like this part<33
  12. 03:38:991 (1,2,3,4,5) - Oh, no... not a difficulty spike, please. Lower the spacing from this pattern.
    Why I use a square jump? Because this part in lyric is one theme of Sakura no Uta(I think both song and game. yea, this game and this song both called "Sakura no Uta"), I tried a lots of parttens, at last I think high ds square jump is the best way.(To give player a impression. I'm not used pentagons in here because it's not suit.)

Please, once again, check your hitsounds. Especially those Finish.
yea, and I followed yf_bmp's suggestion, I made a lower volume finish.wav file. Maybe It'll be better than before

I feel like with some work, it could definitely use a lot more of work in terms of flow and playability though, and even some aesthetics.
This was pretty hard to mod, since your mapping style (especially flow choice) is really different from my own.
Thanks a lot for modding my map!!
Pata-Mon

Tsukuyomi wrote:

makes players feel eggache
these jumps play ochinchinburst
可以,这很


激光 wrote:

koi,this is very tsukuyomi

vick wrote:

Also, what happened to her eyes o.o http://puu.sh/pHnDJ/8bd1861e74.jpg she looks crazy xd


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Topic Starter
Gust

vick wrote:

Hey Ultimate Madoka, Im just gonna bring some suggestions for the Insane diff since everyone is only modding the last diff

V.Insane


00:02:992 (3,4) - since you are making those sliders curved, why dont you make this one too ? 00:03:992 (5) - i think it would help the flow if you bend it like this http://puu.sh/pHmyL/09af049356.jpg
I think It's same with 00:01:325 (5) -
00:05:492 (5,1) - I cant understand why did you make so much space here, but its not too bad, maybe you can improve the flow if you bend the slider a little bit less or (my recomendation) bend it to the other side, it would take time to fix the followed sliders but i think it would help a lot
here like the main diff, I think it's no problem~
00:08:659 (1,2,3,4) - I think it would be better if you try something like this http://puu.sh/pHmJS/e5d1eee56c.jpg
hmm.. here I followed Minakami Yuki's suggestion to fixed, I want to keep it.
00:16:325 (1,2,3,4,5,6,7) - In this pattern i have 2 suggestions...

1 - 00:17:325 (7) - bend this slider to make more flow with 6 since it seems like you are hiting it from behind and feels weird (or at least for me)
I fixed this slider's angle to same to 00:17:825 (1) -
2 - 00:16:325 (1,2,3,4,5,6) - here i will recommend you to change this a bit, mantaining the same pattern. I think this: http://puu.sh/pHmWg/0aade5b87a.jpg would fit better

00:19:325 (2,3,4) - maybe make this like 00:00:825 (2,3,4) - ? To get a little bit more of consistancy
I used stack many time in this diff, I want to keep it. maybe first triangle is strange(
00:22:659 (3) - maybe bend this more than 1 and 2 ? http://puu.sh/pHn3v/a95ed8f25b.jpg
I think no nessesary <3
00:57:659 (3) - I know this would change too many things but in my opinion this http://puu.sh/pHn9A/db7943c210.jpg would fit better
you can see my all diff, I never set the parttern like these.... because I don't think it's pretty <3
01:31:325 (2,3,4) - maybe make a triangle or something ? It looks weird to make 3 notes stacked Orz
same as 00:19:325 (2,3,4) - ~
01:58:492 (5,3) - maybe you can move this a little but more to stack this ?
It take me long time to fixed, but I think it need to be stack
02:09:992 (2,3,4) - same as before when i talked about 3 stacked notes
yea :D
02:28:992 (3,4) - why is the jump there when the loud hitsound is 02:29:325 (5,6) -
you said right! I fixed here~
02:42:825 (8) - i prefer to stack this in 02:41:659 (1) - and then bend the 02:42:992 (1) - a bit more something like http://puu.sh/pHnmt/fcb86a311d.jpg
It's great! fixed
03:07:492 (4,5) - i think this would fit better for flow http://puu.sh/pHnqf/1992e2155b.jpg
I want to keep straight slider. But I fixed somewhere.
03:29:492 (4,6) - uhh, i think stacks in reversearrows are unrankable Orz
It's ok~
03:39:825 (5,3) - stack in 5's tail ?
stack 5 in 3~

Could find anything else, Good luck in re-qualify ! :D
Thanks for modding!!!
(Also, what happened to her eyes o.o http://puu.sh/pHnDJ/8bd1861e74.jpg she looks crazy xd)
yea, she is unusual in that time <3
Topic Starter
Gust

Okorin wrote:

I agree that the hitsounding could profit from having a few closer looks.
The overmapping concerns brought up by Kibbleru and Yuii- make sense as well.
I myself don't have the severe playing difficulties described by Kibbleru but that might be because i don't use a tablet, but i agree with the things Yuii and Kibbleru mentioned about 00:16:325 (1,2,3,4,5,6) -, i think that pattern should have increasing spacing instead of decreasing
additionally I'd like to mention that 00:38:825 (4,1) - could use more spacing to highlight 1.
yea~ I fixed all problem. and I'm also don't use a tablet<3
Grrum
Hi. If you don't mind, I'd like to give my input while it's waiting to be requalified. Feel free to ask me in game if you have any questions or concerns.

[General]

Consider moving your preview point to either 00:09:659 - or 01:13:659 – since the current position doesn't give as accurate reflection of the song.

[VI]

00:00:825 (2,3,4,5) – Try making the flow a little smoother with the slider like this, it looks a little more continuous: http://puu.sh/pIaWY/cd6d058ab9.jpg

00:18:992 (1,2) – I suggest you do Ctrl G on these to make the slider be on the downbeat since I think this gives rest to the player at a better time

00:15:325 (2) - and 00:16:325 (1) - compare this to 00:25:825 (1) – and 00:26:992 (1) –. Why emphasize these measures differently? If you think the first measure is weaker for the first instance, why do you make the first measure stronger in the second instance when it's the same music?

00:28:991 (4) – This is a stronger note than 00:29:158 (5) – isn't it? That's where the beat and change in pitch are right? If so, why is the jump on (5) and not (4)?
A question worth asking is 'why have a jump at all?' If you do have a reason to jump, consider 00:32:659 (3) - . Doesn't this have a strong feel to it that suggests to add emphasis, and start detracting emphasis at 00:32:992 (5) - ? (I'm only playing devil's advocate for this one and I'm happy if you don't change it. I can see the feeling your getting at, but the more you lean into (3) being a strong note, the more you can appease perspectives like Kibb's by say doing Ctrl + G on 00:32:659 (3,4) - )

00:38:825 (4,1) – The angle and DS of this flow doesn't play well to me. It doesn't feel like there's proper emphasis on this downbeat, which is what the jumps/drums on 00:38:325 (1,2,3,4) – are building into. Consider something more like: http://puu.sh/pI8l9/37081a3539.jpg

01:04:325 (5,6,7) – For structure/design, move (5) to 133, 336 and move (6) to 45, 117 http://puu.sh/pI8Mt/c22b52e567.jpg. This makes these two lines parallel, which gives it more strucuture: http://puu.sh/pI9ek/8b2ffa363a.jpg

01:16:325 (1) – This is the downbeat that starts the kiai, so I think it deserves a little stronger jump to add emphasis to this section. If you need an example, consider moving to 166, 133. This also helps with the following issue since it foreshadows the large jumps.

01:16:825 (2,3,4,5,6,1,2,1,2,3,4,5,6) – I'd like you to reconsider this. The big spacing compromises your pacing a little bit because this spacing is very intense but the following spacing in the next couple measures are relatively low (since sliders will weaken the feel of the DS). I think doing Ctrl + Shift + S by .93 would help keep it in balance with the rest of the map.

01:26:659 (7) – Consider moving this +4x, +4y so it's easier to see a stacked note here. I don't see what there is to gain by hiding information from the player, when this alternative does virtually the same thing: http://puu.sh/pI9kL/e34b1987be.jpg
01:29:659 (1,3) – There are similar instances like this one, but I'll let you decide and find them

01:29:325 (6,1) – The downbeat at (1) has a kind of small DS. I know you want to keep your structure/ pattern, but I don't think it's worth under-emphasizing a strong note here.

01:35:492 (4,5,6) - overmap feels unnecessary.
03:35:325 (8,9,10) - ^

01:44:325 (1,2,3,4,1,2,3,4) – Compare to similar sections like 01:40:325 (1,2,3,4,5,6,7,8,1,2,3) – and 01:45:659 (1) - . Why use constant DS here but not in these other ones? Aren't the pitch changes in these other sections also very strong here as well? (which is what I'm assuming the DS changes are going with). It's actually easy to use the same type of structure and add in DS changes by switching around the notes like this http://puu.sh/pIaJd/d41018df8d.jpg. If this change results in too intense of a DS, just scale the pattern down with ctrl shift S

01:48:825 (1,1) – This overlap looks kinda strange, consider a less aggressive one like: http://puu.sh/pIaSM/48a5719ed1.jpg

01:58:825 (7,1) – Try emphasizing the downbeat a little more by doing something like: http://puu.sh/pIbef/0502d1910b.jpg

02:04:325 (1,2) – Consider giving a little room between these for a similar effect as 00:35:325 (1,2,3) – like” http://puu.sh/pIbk5/600a263e13.jpg
02:04:825 (3,4) - ^
02:05:325 (1,1) -

02:28:659 (1,2) – I don't like this. The circle at (2) is using the same flow as the reverse slider. What about the drum note at (2) is repetitive? There's a big change here, so I think you should also change your flow.

02:59:992 (4,5) – Why stack this? Why not continue the flow you've been doing by putting (5) around 276, 20? Why choose to make (5) a circle and not a slider? Test out a flow like this: http://puu.sh/pIcij/4801851a4f.jpg. If you need room, feel free to move 02:58:992 (1) – since 02:57:991 (1) - has faded completely, so there's no need to worry about any overlap issues with it as long as the structure with 02:58:658 (5,6) – stays good, and the DS increase would actually help emphasize the downbeat a little.

03:13:492 (4,5,6,7,8) – These ¼ sliders seem premature and unnecessary. I'd like you to explain how they go with the lyrics since your explanation to Kibbleru didn't seem sufficient. How do they add to the vocals? The way I see it, the lyrics are on (4,6,7), and by adding ¼ sliders, you are stealing emphasis from these notes and putting them where there is no music, which doesn't fit the song in a way I like. Furthermore, you steal the emphasis from 03:14:325 (1,2,3,4) - . While technically overmapped, these notes make sense since the new measure is a good place for change to exist since it lacks the vocals, which allows for the added hitsounds of the drums, but by having ¼ sliders at 03:13:492 (4,5,6,7,8) – the drums you added don't have the same effect because they're overshadowed here.

03:41:159 (3) – Consider doing Ctrl + G for a less aggressive drop-off flow or moving to: http://puu.sh/pIeZ4/fc0130c7fc.jpg

03:46:825 (1,2,3,1,2,3,1,2,3) – Consider scaling these up a bit to recognize the increasing pitch. Just a little acknowledgment will reassure the player that the map is going to change with the music and help build up this last part a little better.

Hope this helps and good luck!
Topic Starter
Gust

pinataman wrote:

Hi. If you don't mind, I'd like to give my input while it's waiting to be requalified. Feel free to ask me in game if you have any questions or concerns.

[General]

Consider moving your preview point to either 00:09:659 - or 01:13:659 – since the current position doesn't give as accurate reflection of the song.
I love this piano in the start. It's a important part of this song.

[VI]

00:00:825 (2,3,4,5) – Try making the flow a little smoother with the slider like this, it looks a little more continuous: http://puu.sh/pIaWY/cd6d058ab9.jpg
mmm.. I think It's good now.

00:18:992 (1,2) – I suggest you do Ctrl G on these to make the slider be on the downbeat since I think this gives rest to the player at a better time
It will brake the parttern, I want to keep it.

00:15:325 (2) - and 00:16:325 (1) - compare this to 00:25:825 (1) – and 00:26:992 (1) –. Why emphasize these measures differently? If you think the first measure is weaker for the first instance, why do you make the first measure stronger in the second instance when it's the same music?
I think it's same. 00:25:992 (2,3,4,5,6,7) - 23 45 67 are three x2.4 ds jump, and 12 is not jump. maybe I putting 1 in the Pentagon is hard to distinguish.

00:28:991 (4) – This is a stronger note than 00:29:158 (5) – isn't it? That's where the beat and change in pitch are right? If so, why is the jump on (5) and not (4)?
A question worth asking is 'why have a jump at all?' If you do have a reason to jump, consider 00:32:659 (3) - . Doesn't this have a strong feel to it that suggests to add emphasis, and start detracting emphasis at 00:32:992 (5) - ? (I'm only playing devil's advocate for this one and I'm happy if you don't change it. I can see the feeling your getting at, but the more you lean into (3) being a strong note, the more you can appease perspectives like Kibb's by say doing Ctrl + G on 00:32:659 (3,4) - )
1.00:28:492 (1,2,3,4) - have same strong sound so I set same ds, and 00:28:991 (4,5,6,7) - have 45 and 56 two sets lower sound so I set parttern like this. I think It have no problem for play~
2.00:32:325 (1,2,3,4,5,6,7,8) - I think It's one set, so I set eight note and ds change like this. I think it's ok~


00:38:825 (4,1) – The angle and DS of this flow doesn't play well to me. It doesn't feel like there's proper emphasis on this downbeat, which is what the jumps/drums on 00:38:325 (1,2,3,4) – are building into. Consider something more like: http://puu.sh/pI8l9/37081a3539.jpg
That's great! I fixed!

01:04:325 (5,6,7) – For structure/design, move (5) to 133, 336 and move (6) to 45, 117 http://puu.sh/pI8Mt/c22b52e567.jpg. This makes these two lines parallel, which gives it more strucuture: http://puu.sh/pI9ek/8b2ffa363a.jpg
yea, It seem like more beautiful!

01:16:325 (1) – This is the downbeat that starts the kiai, so I think it deserves a little stronger jump to add emphasis to this section. If you need an example, consider moving to 166, 133. This also helps with the following issue since it foreshadows the large jumps.
hmm.. 01:16:325 (1) - this slider is a longer slider that 01:15:992 (4) - turned 72°. to make 01:14:992 (1,2,3,4,1) - like a flower <3

01:16:825 (2,3,4,5,6,1,2,1,2,3,4,5,6) – I'd like you to reconsider this. The big spacing compromises your pacing a little bit because this spacing is very intense but the following spacing in the next couple measures are relatively low (since sliders will weaken the feel of the DS). I think doing Ctrl + Shift + S by .93 would help keep it in balance with the rest of the map.
you said right, Maybe this parttern is too hard. I have followed your's suggestion to Ctrl + Shift + S by .93.

01:26:659 (7) – Consider moving this +4x, +4y so it's easier to see a stacked note here. I don't see what there is to gain by hiding information from the player, when this alternative does virtually the same thing: http://puu.sh/pI9kL/e34b1987be.jpg
01:29:659 (1,3) – There are similar instances like this one, but I'll let you decide and find them
Maybe here have a little hard for reading map, but I think it's ok~

01:29:325 (6,1) – The downbeat at (1) has a kind of small DS. I know you want to keep your structure/ pattern, but I don't think it's worth under-emphasizing a strong note here.
mmm... I tried to revise the structure, It's more reasonable now~

01:35:492 (4,5,6) - overmap feels unnecessary.
03:35:325 (8,9,10) - ^
I set some to increase the feeling of vocal/lyric, It's not influence playing, I want to keep it.

01:44:325 (1,2,3,4,1,2,3,4) – Compare to similar sections like 01:40:325 (1,2,3,4,5,6,7,8,1,2,3) – and 01:45:659 (1) - . Why use constant DS here but not in these other ones? Aren't the pitch changes in these other sections also very strong here as well? (which is what I'm assuming the DS changes are going with). It's actually easy to use the same type of structure and add in DS changes by switching around the notes like this http://puu.sh/pIaJd/d41018df8d.jpg. If this change results in too intense of a DS, just scale the pattern down with ctrl shift S
ahh, you have missing 01:38:159 (1,2,3,4,5,1,2,3,4,5) - part. the all structure is 01:38:159 (1,2,3,4,5,1,2,3,4,5) - x1.0 ds(Obtuse angle) - 01:40:325 (1,2,3,4,5,6,7,8,1,2) - x1.6 ds(Acute angle) - 01:44:325 (1,2,3,4,1,2,3,4) - x1.3 ds(Obtuse angle) - 01:45:659 (1,2,3,4,1,2,3,4) - x2.0 ds(Acute angle). I followed the sound to set those, I think it's ok.

01:48:825 (1,1) – This overlap looks kinda strange, consider a less aggressive one like: http://puu.sh/pIaSM/48a5719ed1.jpg
I think It's ds problem, I fixed now~

01:58:825 (7,1) – Try emphasizing the downbeat a little more by doing something like: http://puu.sh/pIbef/0502d1910b.jpg
ok~

02:04:325 (1,2) – Consider giving a little room between these for a similar effect as 00:35:325 (1,2,3) – like” http://puu.sh/pIbk5/600a263e13.jpg
02:04:825 (3,4) - ^
02:05:325 (1,1) -
I think it's no problem here~

02:28:659 (1,2) – I don't like this. The circle at (2) is using the same flow as the reverse slider. What about the drum note at (2) is repetitive? There's a big change here, so I think you should also change your flow.
I think here's flow is not good, I changed somewhere~

02:59:992 (4,5) – Why stack this? Why not continue the flow you've been doing by putting (5) around 276, 20? Why choose to make (5) a circle and not a slider? Test out a flow like this: http://puu.sh/pIcij/4801851a4f.jpg. If you need room, feel free to move 02:58:992 (1) – since 02:57:991 (1) - has faded completely, so there's no need to worry about any overlap issues with it as long as the structure with 02:58:658 (5,6) – stays good, and the DS increase would actually help emphasize the downbeat a little.
yea. here I also followed the vocal and lyric, I think It's need a space(03:00:492 - ) to connect before and after, so I used a circle(03:00:325 (5) - ). and here(03:00:325 (5) - ) vocal is over, no necessary to increase ds, so I stack here.

03:13:492 (4,5,6,7,8) – These ¼ sliders seem premature and unnecessary. I'd like you to explain how they go with the lyrics since your explanation to Kibbleru didn't seem sufficient. How do they add to the vocals? The way I see it, the lyrics are on (4,6,7), and by adding ¼ sliders, you are stealing emphasis from these notes and putting them where there is no music, which doesn't fit the song in a way I like. Furthermore, you steal the emphasis from 03:14:325 (1,2,3,4) - . While technically overmapped, these notes make sense since the new measure is a good place for change to exist since it lacks the vocals, which allows for the added hitsounds of the drums, but by having ¼ sliders at 03:13:492 (4,5,6,7,8) – the drums you added don't have the same effect because they're overshadowed here.
the lyric of here is "蝶々", using romanised is "ChouCho/ChouChou",03:13:492 (4,5) -"Cho", 03:13:825 (6) - "u", 03:13:992 (7,8,1,2,3,4) - ”Cho/Chou". I used those parttern(03:13:492 (4,5,6,7) - ) that it seem like "蝶々(Butterfly)"(yea, maybe you'll think it's strange), you can see I used similar parttern in V.Insane/IV.Hard. Maybe It plays not well and feels strange, But I think here(03:12:325 (1) - to 03:18:325 (6) -, and "蝶々(Butterfly)" is the subject.)is one of the most important part in this song and this game.(yea, this game, this song is the opening and final chapter's ending of this game called "sakura no uta", and lyric include so may things. as a mapper and a fans of this song and this game, I think I should create something that it's only belong this song)
I have changed NC to 03:13:492 (1) - and fixed some ds.

03:41:159 (3) – Consider doing Ctrl + G for a less aggressive drop-off flow or moving to: http://puu.sh/pIeZ4/fc0130c7fc.jpg
hmm, you said right. I fixed here.

03:46:825 (1,2,3,1,2,3,1,2,3) – Consider scaling these up a bit to recognize the increasing pitch. Just a little acknowledgment will reassure the player that the map is going to change with the music and help build up this last part a little better.
I think if I scaling those note, It will broke the structure on last part (yea, maybe you have noticed that select 03:44:825 (1) - to 03:49:492 (2) - ), so I want to keep it, and I have incrased ds(03:45:159 (3,1) - to 03:47:159 (3,1) - :D )
Hope this helps and good luck!
thanks a lot for modding!!
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