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Hana - Sakura no Uta

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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!!
Topic Starter
Gust

Tsukuyomi wrote:

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.
ah, yea. I have almost no consider on flow. And I think obtuse angle jumps on top of the screen isn't a problem(Maybe I use the mouse so I have no feeling like this).
Thank you a lot BBQboss, you gave me a lots of helpful advice in my map :D

Minakami Yuki wrote:

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
ahh, thank you yuki~ finally I followed yf's suggestion

Kocari wrote:

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
wow~ Nice work <3333

Pata-Mon wrote:

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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pata神天天来爬我串,小的感激不尽
Fushimi Rio

Tsukuyomi wrote:

which makes players feel eggache.
I feel highlighted so take a look here

[VI]
whistle的用法是比较蛋疼 有些时候一个地方纠结好久听着似乎没问题了 其实乍一听显得很蠢 偏偏玩家基本也只会听那么一两次

00:06:158 (4) - 这里加个w
00:09:325 (3) - 你一定要在这加normal的话把音量降低一点 现在这样并不能突出该突出的重音(①)
00:10:659 (9,10) - 交换顺序好点
00:26:659 (6,7) - ^,虽然你可能看不起五角星跳 但是考虑到后面连续同向滑条这里用个卡手的flow并不是很带感
00:39:825 (4) - 我觉得叠在3下面好 原因略
00:53:659 (4) - 00:54:325 (2) - 看你喜好 挑一个去掉finish 都塞上也太嗨了
01:09:159 (9) - 这个finish也是没什么必要

01:17:825 (2) - 说实话 前面都是大钝角的软移动 这里出现一个一百八十度回旋跳很生硬 不如放到后面那个五边形的中间去 让两个梗中间有个平滑的过渡
01:26:992 (1,2,3,4) - 我也觉得太靠上了 虽然我的ochinchin没有burst
01:48:825 (1) - ……
如何摆一个最普通的花
1. 如果要摆一个五瓣的花 那么首先做一个五边形出来
2. 然后摆一个花瓣 长度刚好是从一个点开始到另一个点结束 注意把最后一个点点成红的 (我开了stack所以错开了,不开其实更容易摆)
3. 复制五个转72度 这就不能开stack了
4. 然后保存 进.osu代码 找到这一堆滑条
5. 把选中的这一段删掉 前后两个滑条就合并了 像这样把五个滑条合并为一个
6.保存.osu 打开图 一切顺利的话它们就变成了这样
然后用ctrl+s 放缩一下整个滑条就显示出来了 顺便调整一下长度时间音效之类的 我就不放图了

最后是调整过的code 如果你懒得这么做并且审美和我一样独特
注意把滑条前面的绿线sv改为0.6
208,116,108825,2,0,B|156:124|145:142|145:142|148:158|188:192|188:192|180:243|194:259|194:259|210:261|254:233|254:233|301:257|320:248|320:248|327:233|315:183|315:183|351:145|349:125|349:125|338:113|286:110|286:110|261:63|241:59|241:59|226:66|208:114|208:114,1,662.999979766846,4|4,0:0|0:0,0:0:0:0:

02:46:492 - 这里补个note吧 既然前面跟的是鼓点
03:00:325 (5) - 其实放在滑条下面更舒服
03:13:492 (1,2,3,4) - 为啥忽然跳出来两个短滑条?
03:21:159 - 倒也不是说同样的地方必须下成同样的节奏 但是你前面塞满后面塞满 这里为啥空下来 拍脑袋?
03:28:325 (1) - ctrl+J, ochinchin very burst
03:36:659 (2) - finish放在reverse箭头上更好
03:41:159 (3) - ctrl+g
03:42:492 (6,7) - 同 01:17:825 (2) - ,而且最莫名的是这个7接1还不顺

懒得看前面一大堆英文 就这样吧
怎么写了这么长 没空就不用回了
Topic Starter
Gust

imoutosan wrote:

Tsukuyomi wrote:

which makes players feel eggache.
I feel highlighted so take a look here

[VI]
whistle的用法是比较蛋疼 有些时候一个地方纠结好久听着似乎没问题了 其实乍一听显得很蠢 偏偏玩家基本也只会听那么一两次

00:06:158 (4) - 这里加个w
听了好多遍,考虑后边的一组音效觉得加上比较好,kk
00:09:325 (3) - 你一定要在这加normal的话把音量降低一点 现在这样并不能突出该突出的重音(①)
kk, 然后在III,IV,V难度都改了
00:10:659 (9,10) - 交换顺序好点
修了一下10-1的ds
00:26:659 (6,7) - ^,虽然你可能看不起五角星跳 但是考虑到后面连续同向滑条这里用个卡手的flow并不是很带感
其实并不是看不起五角星跳,我在后面用了很多五角星跳。这里00:25:992 (2,3,4,5,6,7) - 有三个升调的音所以在考虑ds的同时用了23-45-67这种需要上移的移动。类似的00:17:825 (1,2,3,4,5,6,7) - 00:28:991 (4,5,6,7) - 01:57:825 (1,2,3,4,5,6,7) - 02:06:991 (1,2,3,4,5,6) - 一些地方都有考虑。可能对一部分来说打起来有点卡手,不过,就这样吧,我很喜欢。
00:39:825 (4) - 我觉得叠在3下面好 原因略
其实这里怎么处理比较好我还比较纠结。因为要照顾到00:39:825 (4,1) - 的连接需要一个小跳,同时还要照顾到排版所以叠在了2的尾 仔细想想,我也没必要非得在这里搞两个note,一个slider带过更符合vocal的感觉。改成了slider然后把附近的flow修了一下
00:53:659 (4) - 00:54:325 (2) - 看你喜好 挑一个去掉finish 都塞上也太嗨了
保留,该hai的地方就要hai
01:09:159 (9) - 这个finish也是没什么必要
kk,低难度修复
01:17:825 (2) - 说实话 前面都是大钝角的软移动 这里出现一个一百八十度回旋跳很生硬 不如放到后面那个五边形的中间去 让两个梗中间有个平滑的过渡
kk 保留
01:26:992 (1,2,3,4) - 我也觉得太靠上了 虽然我的ochinchin没有burst
稍微往下移了一点
01:48:825 (1) - ……
如何摆一个最普通的花
1. 如果要摆一个五瓣的花 那么首先做一个五边形出来
2. 然后摆一个花瓣 长度刚好是从一个点开始到另一个点结束 注意把最后一个点点成红的 (我开了stack所以错开了,不开其实更容易摆)
3. 复制五个转72度 这就不能开stack了
4. 然后保存 进.osu代码 找到这一堆滑条
5. 把选中的这一段删掉 前后两个滑条就合并了 像这样把五个滑条合并为一个
6.保存.osu 打开图 一切顺利的话它们就变成了这样
然后用ctrl+s 放缩一下整个滑条就显示出来了 顺便调整一下长度时间音效之类的 我就不放图了

最后是调整过的code 如果你懒得这么做并且审美和我一样独特
注意把滑条前面的绿线sv改为0.6
208,116,108825,2,0,B|156:124|145:142|145:142|148:158|188:192|188:192|180:243|194:259|194:259|210:261|254:233|254:233|301:257|320:248|320:248|327:233|315:183|315:183|351:145|349:125|349:125|338:113|286:110|286:110|261:63|241:59|241:59|226:66|208:114|208:114,1,662.999979766846,4|4,0:0|0:0,0:0:0:0:

妹桑神受我一跪,整个串我就服你了。试了很久的拉花发现总有点小误差,就用了你的代码,头尾重叠太多unrank所以又稍微改了一些。
02:46:492 - 这里补个note吧 既然前面跟的是鼓点
保留
既然说到这个地方,无聊也是无聊不如多说一些。这里类似的地方有四个:00:55:992 (1,2,3,4) - 01:06:492 (1,2,3,4,5) - 02:35:991 (1,2,3,4) - 02:46:658 (3,4,5) - 而我只在第二个的前面补了note(01:06:492 (1) - )。看一下四个地方的voca与lyricl分别是射すsasu, 恐osore, 空sora, 君kimi. 除了第二个之外都是比较清脆的音,适合作为开始note. 其实作图的时候只是凭直觉觉得第二个地方应该加前note,剩下三个地方不应该加。
03:00:325 (5) - 其实放在滑条下面更舒服
保留了,有人提到过我解释过了
03:13:492 (1,2,3,4) - 为啥忽然跳出来两个短滑条?
这里很多人都提了,我也一直想改但不知道改成什么好,等我花些时间构思一下
03:21:159 - 倒也不是说同样的地方必须下成同样的节奏 但是你前面塞满后面塞满 这里为啥空下来 拍脑袋?
歌词梗,素晴らしき刻。另外你会发现从kiai开始的02:56:325 (1) -直到结尾全是塞满,除了这个差不多处于kiai正中央的地方,适当地停顿一下也是不错的选择。
03:28:325 (1) - ctrl+J, ochinchin very burst
kkkkkk
03:36:659 (2) - finish放在reverse箭头上更好
kkk,低难度修复
03:41:159 (3) - ctrl+g
kk
03:42:492 (6,7) - 同 01:17:825 (2) - ,而且最莫名的是这个7接1还不顺
保留
懒得看前面一大堆英文 就这样吧
怎么写了这么长 没空就不用回了
总觉得我写的比你还多了
感激不尽
Streliteela
可以,这个妹桑很黑科技
Topic Starter
Gust
although I have explaned many times and said a lot of things...finally I have changed the parttern of 03:13:492 (1) - to 03:14:826 (4) - . yea, beacuse everbody said here is strange, and I don't want to see that in my fav part...
sahuang

Streliteela wrote:

可以,这个妹桑很黑科技
S神无敌
Poruteri
ReQualified 加油!
Topic Starter
Gust

Poruteri wrote:

ReQualified 加油!
ありがとう :)

100 post~
Koiyuki
well, let's have another try on this
Pata-Mon
好 fm神神
Topic Starter
Gust
谢谢yuki大爷rebub!!
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