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Nintendo - Merry Go Round

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Topic Starter
gamescreator
This beatmap was submitted using in-game submission on sexta-feira, 17 de junho de 2016 at 19:36:07

Artist: Nintendo
Title: Merry Go Round
Source: Super Mario 64
Tags: videogame n64 boo mansion ost
BPM: 200
Filesize: 1636kb
Play Time: 00:58
Difficulties Available:
  1. Easy (1,46 stars, 62 notes)
  2. Hard (2,75 stars, 156 notes)
  3. Insane (4,85 stars, 199 notes)
  4. Light Insane (4,26 stars, 192 notes)
  5. Normal (1,79 stars, 118 notes)
Download: Nintendo - Merry Go Round
Information: Scores/Beatmap Listing
---------------
Please give me feedback if you can!
Airachi
Hey!!
General stuff:
  1. try to use more space, its a consistent map but thats because of repeating patterns https://osu.ppy.sh/ss/4920867 you almost never go into the corners or the map lol (it is however a short map so theres less notes overall, but be aware of it)
  2. Please don't use black combo colour, it doesnt work with common settings that people play on . IE: dim background, or beatmap skin enabled making approach circles Black
  3. 1.3/ 1.77/ 2.9/ 4.87 is not a good difficulty spread, more so the 2.9->4.87 is too big of a gap imo
  4. okay generally speaking, easier difficulties should have lower AR, which they are.. but i think it would be better for something along the lines of 3/5/7/9 or something similar, not 8/9/9/9.5. Approch rates are used to keep objects off the screen, and tidy the map up as make it readable, which is why you don't normally use AR 3 for an extra difficulty, because it makes the area really dense and cluttered. Lower AR also gives newer players more time to react with the lessened note density.
    ^ you can find generalizations of difficulties https://osu.ppy.sh/wiki/Difficulty_appr ... y_elements and clicking the difficulties at the top of the article
  5. Try to avoid unintentional overlapping of notes, when you adjust The AR of lower difficulties you might see what i mean more
  6. You should add hitsounds, hitsounds are needed for ranking. the only thing im any good at hitsounding is claps. lol anyway heres a link to a hitsounding guide i use, t/306177 i am still trying to learn them myself ;w;
Insane:
  1. theres not much to say about note positioning cause its repeating patterns over and over but i think you should move them a bit and find ways to make it flow better and use more space consistently. Also the first like 3 seconds of the song utilizes the most space, i don't think the first three seconds should be the most aim intensive. other than that i enjoy the map idea, consistency and the pattern ideas!
  2. IMO some spacing for example 00:22:350 (1,2) - compared to 00:22:800 (3,4) - is visually the same.. \\\ 00:22:800 (3,4) - should be spaced further than 00:22:350 (1,2) - because it's a simple map and its note emphasizing anything by being spaced the same, i would actually consider it downtime, ur moving so little so when u get there its like oh ok, ALTERNATIVELY you could stack 00:23:100 (4) - on 00:22:800 (3) - to get a way better effect of emphasis
refering to the comment above-- 00:24:600 (3,4) - this one is pretty good spacing flows nice, is very obvious of the gap in the music and feels better to play

00:27:600 (1) - cute af ^M^

00:54:675 (1,1) - you could do alot more with this then stack them, i didn't think of anything over the top but even something like this is better flow https://osu.ppy.sh/ss/4920901

Hard:
  1. dont be afraid to use more space!!
00:51:675 (3,4) - spacing feels off, think either further spaced out or stacked, similar for all instances

Normal:
  1. distances have to be consistent on normal Difficulty
00:51:975 (4,1) - spacing here aren't consistent with the others
00:32:175 (4,2) - example of small overlap
00:33:675 (3,4) - more overlap

Easy:
  1. Use more space!!!!
I think you will have to remap this difficulty after changing the AR, everything will be overlapping crazy
Everything is 1x DS so thats good
00:15:000 (1,2,1,2,1) - i like this pattern alot, very aesthetically pleasing to me hahah

not a bad easy diff, just gonna look weird with lower AR
I think i covered everything i could think of.. hope i could help at all! make sure distances are consistent and you read the link i sent you, feel free to ask me questions i will try to answer as best as i can! Happy mapping :)

on a side note, after 100% mario64 in one day a few years ago, this game has scarred me for life lol ;w;
Topic Starter
gamescreator

Airachi wrote:

Hey!!
General stuff:
  1. try to use more space, its a consistent map but thats because of repeating patterns https://osu.ppy.sh/ss/4920867 you almost never go into the corners or the map lol (it is however a short map so theres less notes overall, but be aware of it) I see, I will change some notes to corners but not much, i like to put stuff more on the center
  2. Please don't use black combo colour, it doesnt work with common settings that people play on . IE: dim background, or beatmap skin enabled making approach circles Black Yea I just left those combo colors as placeholders and forgot to change them lol
  3. 1.3/ 1.77/ 2.9/ 4.87 is not a good difficulty spread, more so the 2.9->4.87 is too big of a gap imo I agree, i will probably map another diff between those today or tomorrow
  4. okay generally speaking, easier difficulties should have lower AR, which they are.. but i think it would be better for something along the lines of 3/5/7/9 or something similar, not 8/9/9/9.5. Approch rates are used to keep objects off the screen, and tidy the map up as make it readable, which is why you don't normally use AR 3 for an extra difficulty, because it makes the area really dense and cluttered. Lower AR also gives newer players more time to react with the lessened note density.
    ^ you can find generalizations of difficulties https://osu.ppy.sh/wiki/Difficulty_appr ... y_elements and clicking the difficulties at the top of the article I will lower AR a bit on easy and normal but not much, maps with low AR just seem ugly to me and sometimes even harder than high AR, even easy-ish maps so i'm now using 6.5/7.5/9/9.5
  5. Try to avoid unintentional overlapping of notes, when you adjust The AR of lower difficulties you might see what i mean more cleaned most overlaps on easy, may find more and fix over time
  6. You should add hitsounds, hitsounds are needed for ranking. the only thing im any good at hitsounding is claps. lol anyway heres a link to a hitsounding guide i use, t/306177 i am still trying to learn them myself ;w; I know, i know, will be done soon after i feel more confident about the mapset and my "hitsounding skills" lol
Insane:
  1. theres not much to say about note positioning cause its repeating patterns over and over but i think you should move them a bit and find ways to make it flow better and use more space consistently.Will take a look this later Also the first like 3 seconds of the song utilizes the most space, i don't think the first three seconds should be the most aim intensive.Well, I wanted the beggining of the map to be like this for some reason, so i'm keeping the crazy stuff for now at least other than that i enjoy the map idea, consistency and the pattern ideas! Thanks!
  2. IMO some spacing for example 00:22:350 (1,2) - compared to 00:22:800 (3,4) - is visually the same.. \\\ 00:22:800 (3,4) - should be spaced further than 00:22:350 (1,2) - because it's a simple map and its note emphasizing anything by being spaced the same, i would actually consider it downtime, ur moving so little so when u get there its like oh ok, ALTERNATIVELY you could stack 00:23:100 (4) - on 00:22:800 (3) - to get a way better effect of emphasisI get what you're saying, I rotated the slider horizontally and moved it and i think it's better now
refering to the comment above-- 00:24:600 (3,4) - this one is pretty good spacing flows nice, is very obvious of the gap in the music and feels better to play

00:27:600 (1) - cute af ^M^ Thanks :3

00:54:675 (1,1) - you could do alot more with this then stack them, i didn't think of anything over the top but even something like this is better flow https://osu.ppy.sh/ss/4920901 Changed this and added some jumps after just because of the evil factor

Hard:
  1. dont be afraid to use more space!! OK but not this time mwahahahahahaha

00:51:675 (3,4) - spacing feels off, think either further spaced out or stacked, similar for all instances Stacked this but couldn't find any other instances of it :?

Normal:
  1. distances have to be consistent on normal Difficulty Ok, what does this mean? :/

00:51:975 (4,1) - spacing here aren't consistent with the others Fixed
00:32:175 (4,2) - example of small overlapFixed
00:33:675 (3,4) - more overlap^

Easy:
  1. Use more space!!!!
You really like space dont'ya? I changed spacing and tried to use more space
I think you will have to remap this difficulty after changing the AR, everything will be overlapping crazy Basically changed some stuff
Everything is 1x DS so thats good
00:15:000 (1,2,1,2,1) - i like this pattern alot, very aesthetically pleasing to me hahah Will let this untouched than <3

not a bad easy diff, just gonna look weird with lower AR
I think i covered everything i could think of.. hope i could help at all! make sure distances are consistent and you read the link i sent you, feel free to ask me questions i will try to answer as best as i can! Happy mapping :) Thanks! Really helped :)

on a side note, after 100% mario64 in one day a few years ago, this game has scarred me for life lol ;w;Same lol
Topic Starter
gamescreator
Mapset update: Added new diff, Light Insane
Also other changes and changed AR distribution, now it's 4/6/8/9/9.5
SLM
Hey! as requested
Good old mario64 music, 2creepy4me

Before I start the actual modding
My first impression of your map was that your map is too old-style.
If you want to rank this mapset (and further mapsets you'll make), You'll need to change your mapping style.

Here are some examples of old-style maps :
https://osu.ppy.sh/b/18682
https://osu.ppy.sh/b/36547
https://osu.ppy.sh/b/86996

and examples of recent-style maps :
https://osu.ppy.sh/b/495590
https://osu.ppy.sh/b/781124
https://osu.ppy.sh/b/716269
https://osu.ppy.sh/b/782310

take a look of those, compare, and find out what's the general differences of them.



Old maps
-patterns are quiet inconsistent even when the music is same/repeating.
-use pretty random DS(distance snap) changes regardless of whether the music/beat is strong or not.
-make lots of polygonal patterns (or some gimmicky ones) not considering the flow.
-switches between slider/circles randomly (without good reason).

Recent maps
-use DS changes where the beat goes strong/the mapper wants to highlight.
-rarely use continuous circles (like more than 4) unless it's a part where the mapper is emphasizing, and make good & enjoyable combination of sliders and circles.
-^ when using continuous circles, the flow is more back&forth-y rather than straight.
You can see this is much more comfortable and even enjoyable to play than this or this
-use blanket patterns very frequently


This is a short example I made : http://puu.sh/oogpJ/b2ee3b0f34.osz

- the whole map is ctrl+c,v of blanket patterns, but with some little changes like rotating or ctrl+G
- 00:06:000 (1,2,3,4) - I used slower SV and easier patterns where I feel the music is weak.
- notice how 00:07:800 (1,2,3) - 00:09:600 (1,2,3) - is easier than previous 00:00:600 (1,2,3) - 00:02:400 (1,2,3) - ones
- I made this 00:06:600 (2) - and 00:07:500 (4) - this clickable but not here 00:13:800 - and 00:14:700 - by using repeating slider where the music is weaker.

So, what I want to say is:
-make patterns considering the music
-make jump patterns back & forthy rather than staright or polygonal (except triangles, since they are queit back & forth-y imo)
-using some blanket patterns would be nice!( t/208596 this topic will help)






General

  1. Remove Tags: nintendo super mario 64 merry . You don't need what's written in other sections.
  2. grey combo color is probably not allowed?? (I'm not sure about this)
  3. Hitsound is too loud. Volume: 50~70% would work.
  4. Those 'M' sliders at 00:27:600 - should end at 00:28:575 -
Easy


  1. 00:08:100 (1,2) - this flow isn't very good for easy diff, move this 00:08:700 (2) - a bit upward
  2. 00:14:400 (5) - fix spacing
  3. 00:16:500 (2,1,2,1,2,1) - stacking is not a good idea at easy diff, since it is mostly for 'first time playing osu' players and they're gonna need some time to read it properly.
  4. 00:23:100 (2,1) - not a good flow
  5. 00:33:075 (1,2) - 00:43:875 (1,1) - 00:49:275 (1,2) - avoid overlapping
  6. 00:43:275 (3,1) - avoid overlapping, also not a good flow
  7. 00:49:275 (1,1) - making this a blanket would be nice
Normal


  1. change HP to 3-4
  2. 00:01:500 (4) - 00:03:300 (4) - ... and others - make these a repeating slider?
  3. 00:01:500 (4,1) - 00:03:300 (4,1) - 00:15:900 (4,1) - 00:44:775 (4,1) - You should use consistent DS(distance snap) on normal diff.
  4. 00:13:200 (1,2,1,2) - 00:42:075 (1,2,1,2) - this is too messy, try to set apart them
  5. 00:18:600 (1,2,3) - this is not good for normal diff, as the flow is suddenly reversing.
  6. 00:33:675 (3,4) - try to unstack this, be consistent with 00:29:475 (1,2,3,4,1,2,3,4) - (or you could stack 3&4 at here, but I do not recommend it)
  7. 00:48:375 (4,5) - a bit hard to read, move 00:48:975 (5) - somewhere else.
  8. 00:49:275 (1,2,1,2) - make this to one slider, since you're using a whole slider this part even on harder diffs.
Hard


  1. change HP to somewhere around 5
  2. change CS, CS 5.5 is too much for hard diff while you have 4 on light insane.
  3. 00:02:400 (1,2,3) - & 00:04:200 (1,2,3) - their DS is same but the actual difficulty is way different.
    maybe change 00:04:200 (1,2,3) - like this?
    when using 1/2 sliders, try to think those as a circle since they are played with a singletap
    for example, 00:09:600 (1,2,3) -
    this is how it looks
    but this is how it is actually played
  4. 00:09:600 (1,2,3) - move a bit, unless you intended overlapping
  5. 00:49:275 (6) - new combo
  6. 00:54:675 (1,1,1,1,1,1) - there's no reason to spam new combo imo
Light Insane


  1. 00:05:100 (1) - would be nice to stack with 00:04:800 (5) - or move near it rather than stacking with 00:04:950 (6) -
  2. 00:18:600 (1,2,3,4,5,6,1) - this is a weird flow to me, maybe make another triangle with 00:19:050 (4,5,6) - ?
  3. 00:19:500 (1) - ctrl+G?
  4. 00:20:400 (3,1) - 00:32:175 (4,5,6) - 00:54:975 (1,1,1,1,1) - stack properly
  5. 00:23:100 (4,5) - maybe change like this?
  6. 00:33:075 (1,2,3,4,5,6) - why suddenly change to all circles? keeping consistent with 00:29:475 (1,2,3) - 00:31:275 (1,2,3) - would be better
  7. 00:43:875 (1,2,3,4,5,6) - 00:45:675 (1,2,3,4,5,6) - 00:47:475 (1,2,3,4,5,6) - this kind of pattern is not very comfortable to aim
  8. 00:49:275 (9) - new combo
  9. 00:54:675 (1,1,1,1,1,1) - new combo spam?
Insane


  1. 00:29:475 (1,2,3) - 00:31:275 (1,2,3) - why switch to sliders even though you have same music going 00:00:596 - ? it lowers the difficulty too much (only this part) and it feels very similar to light insane diff. If you want to keep these sliders, you should probably increase spacing a lot here.
  2. 00:49:275 (9) - new combo

That's all!
Feel free to ask me if you don't understand.
It took way longer than I thought, I need to sleep zzz...
Please forgive me if I said rudely, I'm not very familiar writing in English.
Good luck on your map! :)
Topic Starter
gamescreator

SLMmix wrote:

Hey! as requested
Good old mario64 music, 2creepy4me

Before I start the actual modding
My first impression of your map was that your map is too old-style.
If you want to rank this mapset (and further mapsets you'll make), You'll need to change your mapping style.

Here are some examples of old-style maps :
https://osu.ppy.sh/b/18682
https://osu.ppy.sh/b/36547
https://osu.ppy.sh/b/86996

and examples of recent-style maps :
https://osu.ppy.sh/b/495590
https://osu.ppy.sh/b/781124
https://osu.ppy.sh/b/716269
https://osu.ppy.sh/b/782310

take a look of those, compare, and find out what's the general differences of them.



Old maps
-patterns are quiet inconsistent even when the music is same/repeating.
-use pretty random DS(distance snap) changes regardless of whether the music/beat is strong or not.
-make lots of polygonal patterns (or some gimmicky ones) not considering the flow.
-switches between slider/circles randomly (without good reason).

Recent maps
-use DS changes where the beat goes strong/the mapper wants to highlight.
-rarely use continuous circles (like more than 4) unless it's a part where the mapper is emphasizing, and make good & enjoyable combination of sliders and circles.
-^ when using continuous circles, the flow is more back&forth-y rather than straight.
You can see this is much more comfortable and even enjoyable to play than this or this
-use blanket patterns very frequently


This is a short example I made : http://puu.sh/oogpJ/b2ee3b0f34.osz

- the whole map is ctrl+c,v of blanket patterns, but with some little changes like rotating or ctrl+G
- 00:06:000 (1,2,3,4) - I used slower SV and easier patterns where I feel the music is weak.
- notice how 00:07:800 (1,2,3) - 00:09:600 (1,2,3) - is easier than previous 00:00:600 (1,2,3) - 00:02:400 (1,2,3) - ones
- I made this 00:06:600 (2) - and 00:07:500 (4) - this clickable but not here 00:13:800 - and 00:14:700 - by using repeating slider where the music is weaker.

So, what I want to say is:
-make patterns considering the music
-make jump patterns back & forthy rather than staright or polygonal (except triangles, since they are queit back & forth-y imo)
-using some blanket patterns would be nice!( t/208596 this topic will help)
mmm, here's the thing: I actually kinda made the whole thing to be old style-ish because i kinda like some of the older maps (you can kill me if you want :P) but since you mentioned the style may lead to problems when i try ranking stuff, i changed some stuff just so the map does not feel that much like the old stuff. Thanks for the tips and for the example :)






General

  1. Remove Tags: nintendo super mario 64 merry . You don't need what's written in other sections. OK
  2. grey combo color is probably not allowed?? (I'm not sure about this) IDK, but changed anyway haha
  3. Hitsound is too loud. Volume: 50~70% would work. Was going to chage that yesterday but forgot :P
  4. Those 'M' sliders at 00:27:600 - should end at 00:28:575 -
I like the way they are now, but may change if other mods call it out too

Easy


  1. 00:08:100 (1,2) - this flow isn't very good for easy diff, move this 00:08:700 (2) - a bit upward moved up and changed slider a bit
  2. 00:14:400 (5) - fix spacing Fixed
  3. 00:16:500 (2,1,2,1,2,1) - stacking is not a good idea at easy diff, since it is mostly for 'first time playing osu' players and they're gonna need some time to read it properly. Dammit, i really wanted them stacked! Changed anyways
  4. 00:23:100 (2,1) - not a good flow IDK, changed 2 anyways
  5. 00:33:075 (1,2) - 00:43:875 (1,1) - 00:49:275 (1,2) - avoid overlapping And i thought i had fixed them before...
  6. 00:43:275 (3,1) - avoid overlapping, also not a good flow Changed
  7. 00:49:275 (1,1) - making this a blanket would be nice
Liked the idea, did it

Normal


  1. change HP to 3-4 forgot to change hp too k
  2. 00:01:500 (4) - 00:03:300 (4) - ... and others - make these a repeating slider? Liked the idea
  3. 00:01:500 (4,1) - 00:03:300 (4,1) - 00:15:900 (4,1) - 00:44:775 (4,1) - You should use consistent DS(distance snap) on normal diff. Fixed
  4. 00:13:200 (1,2,1,2) - 00:42:075 (1,2,1,2) - this is too messy, try to set apart them OK
  5. 00:18:600 (1,2,3) - this is not good for normal diff, as the flow is suddenly reversing. changed
  6. 00:33:675 (3,4) - try to unstack this, be consistent with 00:29:475 (1,2,3,4,1,2,3,4) - (or you could stack 3&4 at here, but I do not recommend it)done
  7. 00:48:375 (4,5) - a bit hard to read, move 00:48:975 (5) - somewhere else. Done
  8. 00:49:275 (1,2,1,2) - make this to one slider, since you're using a whole slider this part even on harder diffs.
IDK why i did this probably distracted k

I changed most of this diff overall because of style adaptations

Hard


  1. change HP to somewhere around 5 Yup
  2. change CS, CS 5.5 is too much for hard diff while you have 4 on light insane. Meh, i wanted it to be small, but i guess i have to change it ;-;
  3. 00:02:400 (1,2,3) - & 00:04:200 (1,2,3) - their DS is same but the actual difficulty is way different.
    maybe change 00:04:200 (1,2,3) - like this?
    Liked your idea, changed it
    when using 1/2 sliders, try to think those as a circle since they are played with a singletap
    for example, 00:09:600 (1,2,3) -
    this is how it looks
    but this is how it is actually played
    Will take this into account, but will leave this that way
  4. 00:09:600 (1,2,3) - move a bit, unless you intended overlapping Was intended
  5. 00:49:275 (6) - new combo OK
  6. 00:54:675 (1,1,1,1,1,1) - there's no reason to spam new combo imo
I like it and it's stacked so no problem too

Did not change much about style here, maybe will do so in the near future

Light Insane


  1. 00:05:100 (1) - would be nice to stack with 00:04:800 (5) - or move near it rather than stacking with 00:04:950 (6) - hmm IDK really, i won't change it now but may change it if other mods point it out. It was fine for me when i playtested
  2. 00:18:600 (1,2,3,4,5,6,1) - this is a weird flow to me, maybe make another triangle with 00:19:050 (4,5,6) - ? Yea this was ugly and weird lol, changed to illuminatti
  3. 00:19:500 (1) - ctrl+G? Done
  4. 00:20:400 (3,1) - 00:32:175 (4,5,6) - 00:54:975 (1,1,1,1,1) - stack properly So many stacking problems lol, fixed
  5. 00:23:100 (4,5) - maybe change like this?
    That was my first intention but i messed the blanket up, it's fixed now
  6. 00:33:075 (1,2,3,4,5,6) - why suddenly change to all circles? keeping consistent with 00:29:475 (1,2,3) - 00:31:275 (1,2,3) - would be better Changed
  7. 00:43:875 (1,2,3,4,5,6) - 00:45:675 (1,2,3,4,5,6) - 00:47:475 (1,2,3,4,5,6) - this kind of pattern is not very comfortable to aim Won't change the fist 2 ones for now, but changed the third pattern
  8. 00:49:275 (9) - new combo OK
  9. 00:54:675 (1,1,1,1,1,1) - new combo spam? Same as on hard
May make style changes another day, it's getting late :/

Insane


  1. 00:29:475 (1,2,3) - 00:31:275 (1,2,3) - why switch to sliders even though you have same music going 00:00:596 - ? it lowers the difficulty too much (only this part) and it feels very similar to light insane diff. If you want to keep these sliders, you should probably increase spacing a lot here. Changed for consistency, you are right
  2. 00:49:275 (9) - new combo yaya

I won't change much abou this diff, since it's supposed to be the jumpy mess it is now :D

That's all!
Feel free to ask me if you don't understand.
It took way longer than I thought, I need to sleep zzz...
Please forgive me if I said rudely, I'm not very familiar writing in English.
Good luck on your map! :) Thx man, really useful mod!
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