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Alexandr Komlev, Elena Chebaturkina - Shaman King Theme (Rus

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WooWooWoo_old
This beatmap was submitted using in-game submission on 8 ноября 2016 г. at 5:31:17

Artist: Alexandr Komlev, Elena Chebaturkina
Title: Shaman King Theme (Russian Version)
Source: Shaman King
Tags: russian русский Opening OP TV size Jetix Asakura
BPM: 150
Filesize: 6662kb
Play Time: 00:54
Difficulties Available:
  1. Easy (1,49 stars, 59 notes)
  2. Hard (3,17 stars, 154 notes)
  3. Normal (2,12 stars, 97 notes)
Download: Alexandr Komlev, Elena Chebaturkina - Shaman King Theme (Russian Version)
Download: Alexandr Komlev, Elena Chebaturkina - Shaman King Theme (Russian Version) (no video)
Information: Scores/Beatmap Listing
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MokouSmoke
from my queue~
[General]
  1. I'm not a timing expert, but since it sound like an actual person is singing the song, some of the vocals need individual timing points (red lines) if you plan to follow vocals. Sorry, you'll need to find someone better than me to help you with that. Regardless, you should move offset to 411 since that's where you start mapping
[Normal]

  • It looks like you're a new mapper, so let me just keep my mod general
  1. Spacing - Proper spacing is very important in maps. For lower diffs, consistent spacing helps newer players develop a relationship between time and distance between notes. See this for a longer explanation. For normal and easy diffs, it is highly recommended (almost an ironclad rule nowadays) that you keep distance snapping (DS) on for the entire map for the reason stated above. Just pick one DS and stick with it for the entire map

  2. Rhythm - pay close attention to the song and try to match your rhythms with the song as closely as possible. Examples:
    1. Both the synth and drums have a loud sound at 00:01:411 - yet this is completely skipped over by the slider.
    2. Same thing with 00:02:311 - this can be followed by using a 3/4 repeat slider starting at 00:02:011 -
    3. Downbeats (big white ticks) are typically important beats in the song and should have a clickable object to represent them, especially if a strong sound from the music falls on this beat. So places like 00:06:811 - and 00:10:011 - 00:14:811 - 00:22:811 - etc... where the vocals or instruments land need something clickable. Along those lines, if you have no idea when to add new combos (NCs), a simple way is to add a NC every downbeat or every 2 downbeats.
    4. 00:14:011 (3) - should start at 00:14:211 - to align with vocals and drums
    5. 00:14:811 (4,5,6) - rhythm can be simplifed and vocal at 00:15:411 - needs something clickable: http://puu.sh/otAC9/cbd9b55288.jpg
    6. 00:17:611 (4,5,6) - ctrl+g rhythm so strong vocal sounds at 00:17:811 - and 00:18:211 - are clickable
    7. etc...
  3. Aesthetics - People like pretty maps, so make your maps pretty!
    1. Blankets: A blanket is a type of visual pattern that can help make your sliders look neat. Please refer to this guide for help on how to make good blankets. Try to incorporate some these into your mapset
    2. Overlaps: they aren't pretty, so try to keep them to a minimum. For a normal diff, you shouldn't use too many 1/2 rhythms in a row, otherwise everything looks messy. Try to map the important beats and skip the ones that aren't as strong to minimize overlaps. For example, you could use notes instead of sliders at 00:03:811 (2,3) -
    3. Patterns and symmetry: pretty self-explanatory. Try using more ctrl+g -> reverse selection and ctrl+h/j -> flip horizontally/vertically for your sliders to improve the structure of your map
[Easy]
  1. Everything I said in normal applies here as well. In addition, don't use any 1/2 rhythms in easy diff, it's too hard for new players.

I didn't want to get too specfic, but I think you're smart enough to apply what I said to the rest of your mapset. Good luck and if you have any questions, PM in-game ~
[DBF]
Нормально у тебя всё с таймингом. С расположением нот - нет.

https://dl.dropboxusercontent.com/u/724 ... est%5D.osu

Я тебе натыкал тестовую карту с примером того как должны ноты стоять чтобы в ритм было и в вокал попадало.

Правой кнопкой на ссылку тык > сохранить как > сохранить. Потом закинь этот файл в папку песни своей и через редактор открой. Сориентируешься думаю.
Shishou
[General]
offset=400
remove the secong timing point

[Easy]
00:02:411 (4) - fix overlap

00:04:011 (2,4) - stack

00:10:411 (2) - reverse then use distance spacing

00:17:611 (3) - ds

00:54:811 (1) - make it a 4/4 reverse slider

[Normal]
1.4 sv? 2fast4me change it to 1.20 sv

00:05:411 (5) - fix overlap

00:05:811 (6) - blanket

00:12:011 (5) - ds

00:12:411 (6) - ds

00:23:111 (2) - move it here 00:23:311 (2) -

00:23:111 (2) - put circle

00:23:111 (2) - ds

GL :)
Fraye
Okay, so here are my opinions \o/

General

~your timing in the first part feels off
~timing point at 00:26:011


Hard

00:05:411 , 00:05:811 I don't hear claps on these parts
00:08:811 (7,8) - same ^
00:18:411 (7,8) - ^
00:21:611 (7,8) - ^
00:25:311 (3,4) - there are drums on these parts
00:24:711 (1,2,3,4) - I suggest not mapping this part since the timing is off

Normal

~check AiMod for distance snapping issues

00:05:411 (5,6) - unnecessary hitsounds again-- I think I don't need to state all of them since you'll notce them while scrolling through your map ;)
00:03:011 (4) - this makes the flow awkward due to it's shape and direction; point it towards the next object imo
00:04:011 (2,3) - this sounds wrong-- I think your offset is wrong or maybe you need a new timing point (idk tbh ;_;)
00:16:011 (6,1) - stacking is not recommended in easy-normal diffs
00:20:011 (2,3) - these two are overlapping in a weird way
00:32:111 (7) - put this on the next white tick since I think you're mapping to the vocals
00:34:111 (1) - then bring this closer to 00:32:311 (7) - (when you apply the previously stated suggestion) because DS is really important lol

Easy

~I do believe your timing is off; the beats don't make any sense :cry:

00:04:411 (3) - unnecessary hitsound
00:05:211 (4) - ^
00:21:611 (3,4) - ^
00:26:711 (3) - ^
00:29:511 (2,3) - ^^^^
00:34:711 (2,3) - ^
00:43:911 (2,3) - ^ ; I'll stop mentioning these since it's probably apparent to you what I meant by unnessecary hitsounds

That's all! I hope it helps! :)

GL btw ;)
Pata-Mon
M4M from my q

  1. the second red line should be deleted. Because of the wrong timing, the rhythm in ur map is in confusion
  2. u didn't follow the music in many place. for example, from 00:00:411 - to 00:03:611 - , the sounds in music are:
    but u creat rhythm by uself in every diff, i have to say "remap plz"
  3. check AImod with "check distance snap" in E/N diff
  4. avoid overlap like this
  5. hard - 00:39:911 (1,3) - this is unrankable
GL~
TheLeviathan
From my mod Q


Начнем с того, что понизь уровенс хитсоундов до 45 - 55% , а то уши болят

HARD

00:12:411 (3) - Последующая часть до 00:12:811 кажется пустой. Замени 3 на слайдер до 00:12:811 00:13:211 (4) - NC
00:18:811 (8) - и - 00:22:011 (8) - та же штука про слайдер, слайдеры тут лучше всего подходят под песню
00:25:511 - до начала киай, очень сильные ударные звуки которые на замапаны. Что-то типа этого будет ок 00:26:711 (3) - думаю будет лучше сделать ее такой же как и 1,2 слайдеры до него
А вообще мне не нравится вся эта часть 00:25:911 (1,2,3,4,5,6) - она как то не подходит под песню, во первых удали клэпы на началах слайдеров, они тут не вписываются , далее я вижу что ты мапишь под лирику песни, но мапится эта часть неправильно. Чтобы вписаться эта часть должна быть сделана из трех длинных слайдеров 00:29:111 (1,2,3,4,5,6) - ^
00:33:911 (9) - эта нота лишняя
00:34:311 (1) - этот слайдер должен начинаться 00:34:111 - здесь, и одиночная нота - 00:34:511 - здесь
00:49:311 - здесь пропущена очень важная нота
00:45:911 - ^

NORMAL

00:11:611 (4) - перемести на X:320 Y:276 а то не бланкет
ну и после 00:12:011 (5,6) - подвинь чуток чтоб не перекрывались


EASY


00:36:711 - не хватает ноты
00:50:311 - мне кажется эта часть тоже пустая


на этом все, удачи
Ambient
G'day, from my queue

Hard

  1. 00:05:000 (6) - Move this slider over to the white tick and add a note, since you cant hear a distinct beat on the read tick.
  2. 00:08:200 (6) - Extend this slider to the red tick perhaps.
  3. 00:16:400 (1) - NC
  4. 00:24:600 add a note here
  5. 00:31:600 (2,3) - Delete the note and move the slider where the note was, and extend the slider to the read tick to match the vocals.

Normal

  1. 00:28:200 (6) - Reduce this slider to the red tick and add a note on the white tick that follows.
  2. 00:35:000 (3) - Move this note over to the white tick.
Hope this was helpful, GL ;)
ariffleng
Hi mate. From my queue.

All the previous mods have given good pointers as on how to improve the map. So this mod will be incredibly short. Yeah


00:36:400 (1) - This return slider is quite far off the slider before it. Consider moving it closer to the previous slider (Use distance snapping 1.1)
00:48:400 (1,2,3,4,5) - Try placing claps here? Sounds good in my opinion. You decide.
00:50:200 (1,2,3,4) - Wanna try these notes instead? I've considered placing the notes following the vocal here. Again, you decide.


00:26:000 (1) - Wanna try this windmill-like shape? This has the effect of emphasizing the 'la-la-la' bit of the music.
00:35:600 (5) - Consider replacing the 1/2 return slider to a note. Put finish to it.
00:50:400 (1) - Try to replace this with 1/2 slider and see if it sounds good for you? (Put the 1/2 slider on the red tick before the white tick)

I guess thats it. Good luck man :D
propasy
Easy
00:01:200 (2) – this slider should start here 00:01:000
00:22:800 (1,2) – this should just be one slider that looks something like this : https://osu.ppy.sh/ss/5267210
00:37:199 (1,2,3) – circle 2 and slider 3 isn’t timed well. Make this bit look like this: https://osu.ppy.sh/ss/5267233. Circle 2 should start here 00:37:400 and slider 3 should start here: 00:37:800
00:39:199 (2) – this slider should start here: 00:39:000
00:41:199 (5) - ^ same with this, should start here: 00:41:000 also make this slider and 00:39:199 (2) – this slider closer to their previous circle if you decide to change the timing.
00:54:799 (1,2,3) – slider 2 isn’t timed correctly. I suggest you make circle 1 a slider. Make this section look similar to this: https://osu.ppy.sh/ss/5267274

Normal
00:06:800 (1) – this should be here 00:06:700 (1) –
00:17:600 (4,5) –I think this should just be a single slider that repeats
00:32:000 (2,3) – circle 2 doesn’t make sense
00:36:400 (1) – this slider should start at the end of 00:35:600 (7) – this slider
00:50:400 (1) – this should be a slider that starts here: 00:50:300 and ends 00:50:400

Hard
00:10:400 (2,3,4) – this feels out of place. Instead, you should put a slider that repeats. Also change the timing of this 00:10:800 (3) – into 00:10:700 (3) – here like this: https://osu.ppy.sh/ss/5266988
00:19:600 (1,2,3) – this triple click also feels out of place, instead make circle on into a short slider
00:23:800 (3,4) – move these two sliders slightly more to the right so that circle 3 is exactly aligned with slider 2
00:29:200 (1) –the skewered slider path is unnecessary
00:32:400 (2,3,4,5,6,7,8,9) – this stream doesn’t work in my opinion. (and should end at circle 8 instead of circle 9) instead you should make multiple short slider shaped like slider 2 in this picture https://osu.ppy.sh/ss/5266988.
00:41:200 (5,6,7,8) – this would be a good spot for a longer stream
00:49:600 (5,6,7) – this triplet doesn’t work, just end it with a short slider that doesn’t repeat
00:50:400 (1,2,3) – these circles should move to 00:50:200 (1,2,3) – Also circle 3 and 4 should just be one long slider and circle 1 and 2 should shape appropriately to introduce this slider
Namki
Привет. Прости, что о-о-о-очень долго задержал мод, просто я был в запое писал экзамены, ну, думаю, ты не обижаешься.
[General]
  1. Найди название сонга, т.к. текущее явно неверное.
  2. В изике нет видео, пофикси.
  3. Отключи вайдскрин саппорт, он находится там же, где и отсчет, а нужео только для сторибордов.
  4. 00:48:800 (3) - / 00:49:600 (5) - сюда финиш, потому что сильный звук, такой же как и тут 00:48:200 (1) - , поэтому стоит выделить финишом.
[Easy]
  1. Выдели все объекты на карте (ctrl+A) и посмотри, они все находятся по центру, а углы пустые, такое тоже не очень хорошо, старайся в следующих мапах углы мапать тоже.
  2. 00:02:400 (4,2) - когда в изике один объект наезжает на другой — это не очень хорошо выглять из-за низкого АР и CS, следует избегать таких оверлапов. У тебя вся диффа в них, поправь.
    Кстати, даже такие оверлапы смотрятся ужасно 00:05:200 (3,2) - , поверь.
  3. 00:10:399 (2) - ну тут реверс просится.
  4. 00:14:400 - вообще, очень странно, что ты пропустил половину вокальной части тут, поставь серкл, что ли, туда или немного вот этот слайдер продли 00:13:200 (4) - , буквально до красного тика, чтобы заканчивался на белом.
  5. 00:13:200 (4,1,3) - снова некрасиво.
  6. 00:16:400 (3,1,2) - вот например тут, ты мог слайдер(2) расположить не справа, а слева
    А еще, если так сделаешь, то переход 00:18:800 (4,1) - будет намного лучше.
  7. 00:22:800 (1) - ну его лучше горизонтально, да. Кстати, тут на красном тике очень сильный звук, вот тут 00:23:400 - , а ты его игноришь, в силу вокала, что ли? Сделай тогда слайдер таким, даже по вокалу подходит.
  8. 00:37:599 (2,3) - бланкет можно поровнее поставить.
  9. 00:48:399 (1,2) - то же самое с красным тиком, он тут сильный.
[Normal]
  1. 00:05:800 (6) - / 00:09:200 (5) - / 00:12:400 (6) - / 00:13:600 (2) - странно, что ты пропускаешь вокалы тут, можно продлить и будет выглядеть ну намного лучше.
  2. 00:17:600 (4,5) - такое можно и раздвинуть, получше будет.
  3. 00:36:400 (1) - я не слышу звука на белом тике.
  4. 00:39:600 (1) - ненужное НК.
  5. 00:50:300 (6) - ну такое делать в нормале нельзя, 1/4 кикслайдеры на 150 бпм даже в хардах не всегда делают.
  6. Опять же не очень аккуратно, можно избавиться от оверлапов.
[Hard]
  1. 00:10:400 (2,3,4) - один единственный спейсед трипл на всю карту, давай-ка удали его. Смысл таких триплов в том, что нужно делать не один на всю диффу, а последовательно, чтобы игрок не был удивлен спейсед триплом.
  2. 00:32:200 (1,2,3,4,5,6,7,8) - мне не нравится такой паттерн, добавь-ка слайдеров, а то тяжеловато выходит.
  3. 00:41:200 (1,2,3,4,5,6,7) - тяжело очень по сравнению с нормалом, сделай стрим и вместо последних трех нот 1/4 реверс. И спейсинг у стрима меньше делай, и не таким загнутым его, чтобы полегче было.
  4. 00:50:200 (1) - а тут звука-то нет.
Да вроде и всё.
Удачи.
Xayler
Hello, from my queue. :)

A lot of those are just my opinions, but for me it plays better that way.

:idea: General
Preview point seems to be unsnapped
I see that you have some places where you have some bad overlapping, I didn't mention them, but I would suggest to check that you shouldn't have any overlaps in easier difficulties. Also the flow can be improved a bit.

Easy
SPOILER
From start I find that the second slider isn't on beat (well it is, but there isn't any beat at that time). The song itself is kinda bad to map as I hear so I don't know.
00:00:400 (1) - I would make this repeat slider and add a circle, sounds better in my opinion
00:19:600 (5) - Repeat slider again probably
00:35:600 (4) - Repeat again, but make it repeat at 00:36:200
00:50:400 - I would add circle
00:50:800 - ^
00:51:200 - ^ or a repeat slider instead of them
00:51:599 (1) - End this spinner at 00:53:200

Normal
SPOILER
00:28:000 (5) - Make this a repeat slider what repeats at 00:28:200 and remove the slider at 00:28:800 (6) - add a circle instead
00:31:600 (1) - Make this as a slider to 00:32:000 and then start the next repeat slider at 00:32:400 (2) -
00:40:700 (6) - Add a circle?
00:50:400 (6) - Move this circle from blue to white, remove the small slider and add a circle to 00:50:600 (7) and move the slider to 00:50:800 (8) - what ends in 00:51:200
00:51:600 (1) - From Easy, end this spinner at 00:53:200
00:54:200 (1) - I would add a circle then at this time

Hard
SPOILER
00:18:400 (3) - I would remove the circle and add a slider instead to 00:18:600
00:20:200 (3) - Make this repeat in 00:20:400 and remove 00:20:600 (4)
00:20:800 (1) - Remove the repeat from this slider and add a circle 00:21:200 (2) - here
00:32:200 (1,2,3,4,5,6,7,8,9) - Overall a good idea, but the flow can be improved
00:35:600 (5) - Remove this repeat slider, instead make it into a big slider to 00:36:000
00:39:000 (4) - Make this slider into two circles
00:40:600 (3) - ^
00:41:700 (6) - Remove this circle from the stream, there isn't sound, and move 00:41:800 (7) -
00:42:000 (1) - Remove the circle and make it to repeat with next slider
00:50:400 (1) - From Normal - start the circle from that time and move the next circle to 00:50:600 (2) - and slider to 00:50:800 (3) - and end it in 00:51:200
00:51:600 (1) - From Easy and Normal - end the spinner at 00:53:200
Optional:
You can add those sliders after the spinner:
00:53:600 (1) - to 00:54:000
00:54:200 (2) - to 00:54:600

I think that's all, good luck! ;)
Ashton
easy

00:05:200 (3) - maybe curve this a little more?

00:10:399 (2) - maybe mend it a little better with 00:11:599 (3) - this note? When I say mend I mean curve it so it matches the 'line of direction' as the next note

00:28:000 (4,1,2) - maybe move all these notes up? It'll look a lot nicer

00:33:999 (1) - curve this more? I mean it flows good but just try to curve it

00:45:199 (1) - add slightly less curve, it might flow better and it looks a lot cleaner, but honestly you can keep it the way it is

00:50:000 - I know this is an easy diff, but do you really have to skip four beats?



Normal

00:01:400 (2) - curve this slider so it matches 00:03:000 (4) - this one?

00:02:000 (3) - curve this slider so it looks 00:00:400 (1) - like this one?

00:01:400 (2) - this looks messy as it overlaps with 00:03:000 (4) - this slider

00:26:000 (1,2,3,4) - maybe make these notes like, more hexagonal? Idk but they look messy

00:38:800 (1) - this note is just there, all alone, the positioning of that note looks weird espicially when it goes into 00:39:200 (2) - that note, or could it just be me being REALLY picky about how notes are placed?

00:41:000 (6) - same exact thing, but the feeling is worse :O maybe 'mend' it better

00:50:600 (7,8) - blanket?


Hard

00:07:400 (3,4) - I think it's just me, but maybe blanket this better?

00:10:400 (2) - curve it the other way, it'll make it flow better

00:14:400 (5) - uncurve this very slightly

00:16:600 (2) - same thing

00:18:000 (2) - same thing

00:20:600 (4,1) - blanket this better

00:40:000 (1) - move this down so it matches 00:40:600 (3) - that it'll blanket better

00:42:600 (3) - curve this a bit more?

00:43:600 (7) - curve this so it flows with the other notes better

00:55:400 (3) - NC?

sorry this was a bad mod, I kind of rushed but kudos if it was useful
pishifat
xzxzxzxz

when you get a new mod, be sure to reply to the post saying what you did and didn't change (and any reasoning for why you decide not to change soemthing). this way, modders can get feedback on what they say and improve their mapping
an example of a mod reply is something like this, which you've probably seen on lots of other map threads

letting mods pile up like this also makes it look like you aren't even applying anything, which is kinda lol


hard
so with rhythms, you'll want the map to allow clicking on individual sounds. clicking when there's no actual beat is a thing to avoid when constructing rhythm
00:14:000 (4) - some examples of objects being clicked on nothing. there's beats/sounds on 00:13:800 - and 00:14:200 - , but not 00:14:000 - . because of this, arranging rhythm where you click on those places works best, like zzzz. including sliderends where there's very weak/nonexistent sounds is often acceptable since you're not actually clicking on them
00:16:600 (2) - this is the same sorta thing. using that logic, you should be able to come up with a more acceptable rhythm

00:32:200 (1,2,3,4,5,6,7,8,9) - you should know by now what the issue with this could be. clicking on nothing constantly isn't really valid

00:23:200 (2) - similar to the previous things -- this time think more about which sounds are more important than others. 2 does start on a sound, but the sound on its reverse is much more powerful, meaning something like xzxz would be more fitting

00:34:800 (3,4) - mapping with reverses when there's no actual 1/4 sounds in the song would be considered inappropriate as well. there's times where such things work, but when the song is clearly focusing on 1/2 like this, it won't be

hitsounds are also something you might not fully get yet. you're placing finishes correctly and emphasizing some other sounds as well with other hitsounds, but you're still missing out on a lot of opportunities for other hitsound usage.

most of the time, mappers use claps to represent snare drums in the song (just as you represent cymbal crashes with the finish hitsound).
00:34:800 (3,4) - for example, these are used in the way most mappers would, since the song has a snare drum on the sliderheads of both 3 and 4
the same sounds can be heard on 00:28:400 (3) - 00:31:600 (2) - 00:33:200 (6) - and pretty much everywhere else throughout the song. using similar hitsounds to represent similar noises whereever they repeat in the song is like the basics of consistent hitsounds


these concepts affect all difficulties so uh i'd rather not say anything else super specific lol

normal
high sv/spacing can work for a normal difficulty, but when you're not all that good with controlling clean placements yet, it'll be easier to use conventional lower sv (around 1-1.2) and spacing that allows 1/2 gaps to overlap.
with the current high settings, you've got loads of unintuitive placements, like
00:04:600 (4,5,6) - object crowding
00:08:800 (4,5) - 00:12:400 (6,1,2) - ambiguous head vs tail (ideally head of slider will be closer to previous object than tailon lower difficulties)
00:26:000 (1,2,3,4,1,2) - 00:05:800 (6,1,2,3) - and general large spacing makes it harder to visually see what 1/1 spacing is vs 3/2 spacing (which wouldn't be a problem with more object density or smaller spacing)

gl!!
Topic Starter
WooWooWoo_old
thank you so much
Mod

pishifat wrote:

xzxzxzxz

when you get a new mod, be sure to reply to the post saying what you did and didn't change (and any reasoning for why you decide not to change soemthing). this way, modders can get feedback on what they say and improve their mapping
an example of a mod reply is something like this, which you've probably seen on lots of other map threads

letting mods pile up like this also makes it look like you aren't even applying anything, which is kinda lol

Ok I'm starting to reply now :)


hard
so with rhythms, you'll want the map to allow clicking on individual sounds. clicking when there's no actual beat is a thing to avoid when constructing rhythm
00:14:000 (4) - some examples of objects being clicked on nothing. there's beats/sounds on 00:13:800 - and 00:14:200 - , but not 00:14:000 - . because of this, arranging rhythm where you click on those places works best, like zzzz. including sliderends where there's very weak/nonexistent sounds is often acceptable since you're not actually clicking on them
It's right. I tried to follow the lyrics of songs and forgotten about melody. I fixed this thing

00:16:600 (2) - this is the same sorta thing. using that logic, you should be able to come up with a more acceptable rhythm
Yeah, In fact the whole line of the song is sung on a single note guitar(Probably :) ). But the vocals are still strong, so I think that it will help players. Anyway. I fixed this place (Maybe not quite right, but fixed. I think it is better)

00:32:200 (1,2,3,4,5,6,7,8,9) - you should know by now what the issue with this could be. clicking on nothing constantly isn't really valid
I fixed it in accordance with previous ideas

00:23:200 (2) - similar to the previous things -- this time think more about which sounds are more important than others. 2 does start on a sound, but the sound on its reverse is much more powerful, meaning something like xzxz would be more fitting
I agree. Fixed

00:34:800 (3,4) - mapping with reverses when there's no actual 1/4 sounds in the song would be considered inappropriate as well. there's times where such things work, but when the song is clearly focusing on 1/2 like this, it won't be
Fixed

hitsounds are also something you might not fully get yet. you're placing finishes correctly and emphasizing some other sounds as well with other hitsounds, but you're still missing out on a lot of opportunities for other hitsound usage.

most of the time, mappers use claps to represent snare drums in the song (just as you represent cymbal crashes with the finish hitsound).
00:34:800 (3,4) - for example, these are used in the way most mappers would, since the song has a snare drum on the sliderheads of both 3 and 4
the same sounds can be heard on 00:28:400 (3) - 00:31:600 (2) - 00:33:200 (6) - and pretty much everywhere else throughout the song. using similar hitsounds to represent similar noises whereever they repeat in the song is like the basics of consistent hitsounds
Great advice. Thank you. But it's difficult for realizing in practice for me now. I will think about it


these concepts affect all difficulties so uh i'd rather not say anything else super specific lol

normal
high sv/spacing can work for a normal difficulty, but when you're not all that good with controlling clean placements yet, it'll be easier to use conventional lower sv (around 1-1.2) and spacing that allows 1/2 gaps to overlap.
with the current high settings, you've got loads of unintuitive placements, like
00:04:600 (4,5,6) - object crowding
00:08:800 (4,5) - 00:12:400 (6,1,2) - ambiguous head vs tail (ideally head of slider will be closer to previous object than tailon lower difficulties)
00:26:000 (1,2,3,4,1,2) - 00:05:800 (6,1,2,3) - and general large spacing makes it harder to visually see what 1/1 spacing is vs 3/2 spacing (which wouldn't be a problem with more object density or smaller spacing)
I reduced spacing and fixed placements

gl!!
Sonnyc
[Easy]
Rhythm of the intro felt less fitting. 00:00:401 (1) this reverse slider doesn't follow a particular element of the song. To follow the long melody, a single 2/1 slider without a reverse would fit better. Due to how the song is structured, 00:04:000 (2,3) this rhythm is not snapped properly to the drums. In this case, I just suggest to make a long slider starting at 00:03:600.
00:32:400 (6,1) - Starting combo from (6) will fit the song better.
[Normal]
00:06:700 (1) - Wrong snapped.
00:32:400 (7,1) - Same combo suggestion with easy.
00:50:400 (6) - NC would do good.
[Hard]
00:36:200 ~ 00:41:000 - Do you really think the best rhythm for this song is this? Currently it is just spammed with 1/2 while the song provides something more. Listen to the song more carefully, and use a rhythm that could best reflect the song please. For example, 00:36:400 has nearly no beat that doesn't demands a note. 00:36:700 there is a beat here that could be expressed as 1/4, but it is just empty.

Not bad, but I've got a feeling that you've just toggled distance snap on, and placed objects according to the distance snapping without a proper understanding of patterning. Besides, the Hard diff worked out nicely among these three diffs.

Hope you can have some more mapping experience yourself by making several beatmaps. Also looking other mapper's beatmap (preferably a ranked beatmap) would help you forming a better idea of mapping.

Good luck.
Izzywing
heyo, m4m from queue. The maps you can choose from are posted in the queue, thanks!

[Easy]

00:16:400 (3,2) - Consdier making these parallel for the sake of aesthetics. I think it would look nice.

00:19:600 (1,2) - This blanket is very slightly off, adjust the end of 2

00:26:400 (2,3) - This blanket is off, adjust the top of 3 to curve around 2 better

00:29:599 (2,3) - I'm assuming this isn't a blanket, but if it is one then you should redo the slider

[Normal]

00:05:800 (6) - If you're gonna shape the slider like this, make it symmetrical

00:09:200 (5) - ^

00:10:400 (2,3) - 2 is not blanketed properly. Adjust it to make it smoother (less curved)

00:31:600 (5,6) - Blanket could be better. Curve 5 a bit more.

00:34:200 (1) - Kinda ugly. I'd redo this slider.

[Hard]

00:15:200 (2,3,4) - Consider making this an equilateral triangle (by using the create polygon circles feature)

00:16:400 (1) - If you do the above, stack this on 00:15:200 (2), and then move everything accordingly.

00:20:400 (3) - Move this up a hair, so it isn't as close to 00:19:600 (1)

00:22:000 (7) - Somewhat unattractive slider. I'd redo it.

00:35:600 (4) - NC

00:36:200 (1) - remove NC

00:37:800 (8,1,2) - fix blanket

00:41:900 - Missing a note

As another note, I think you should redo combos in your Hard, and try to see if you can do the NCs during downbeats whenever you can. Right now the combos just kinda seem all over the place.

Good luck!
Topic Starter
WooWooWoo_old
Thank you very much guys :)
Sonnyc's mod

Sonnyc wrote:

[Easy]
Rhythm of the intro felt less fitting. 00:00:401 (1) this reverse slider doesn't follow a particular element of the song. To follow the long melody, a single 2/1 slider without a reverse would fit better. Due to how the song is structured, 00:04:000 (2,3) this rhythm is not snapped properly to the drums. In this case, I just suggest to make a long slider starting at 00:03:600. Thanks for the advice, I fixed it
00:32:400 (6,1) - Starting combo from (6) will fit the song better. It's right. Fixed
[Normal]
00:06:700 (1) - Wrong snapped. Yeah, I know it but the vocals and the drums start at 00:06:736 - between blue and white ticks so I do not know what to do. If you think it's wrong then I will fix
00:32:400 (7,1) - Same combo suggestion with easy. Ok, fixed
00:50:400 (6) - NC would do good. Ok, fixed
[Hard]
00:36:200 ~ 00:41:000 - Do you really think the best rhythm for this song is this? Currently it is just spammed with 1/2 while the song provides something more. Listen to the song more carefully, and use a rhythm that could best reflect the song please. For example, 00:36:400 has nearly no beat that doesn't demands a note. 00:36:700 there is a beat here that could be expressed as 1/4, but it is just empty. Yes, I thought about it. I reworked this part. Now it is much better

Not bad, but I've got a feeling that you've just toggled distance snap on, and placed objects according to the distance snapping without a proper understanding of patterning. Besides, the Hard diff worked out nicely among these three diffs.

Hope you can have some more mapping experience yourself by making several beatmaps. Also looking other mapper's beatmap (preferably a ranked beatmap) would help you forming a better idea of mapping.

Good luck.

Hobbes2's mod

Hobbes2 wrote:

heyo, m4m from queue. The maps you can choose from are posted in the queue, thanks!

[Easy]

00:16:400 (3,2) - Consdier making these parallel for the sake of aesthetics. I think it would look nice. I do not like parallel. I specifically tried to avoid it here

00:19:600 (1,2) - This blanket is very slightly off, adjust the end of 2 Thank you for your attention. Fixed

00:26:400 (2,3) - This blanket is off, adjust the top of 3 to curve around 2 better ^

00:29:599 (2,3) - I'm assuming this isn't a blanket, but if it is one then you should redo the slider ^

[Normal]

00:05:800 (6) - If you're gonna shape the slider like this, make it symmetrical I tried to fix it, it is much better now
00:09:200 (5) - ^ ^

00:10:400 (2,3) - 2 is not blanketed properly. Adjust it to make it smoother (less curved) Thank you for your attention. Fixed

00:31:600 (5,6) - Blanket could be better. Curve 5 a bit more. Fixed

00:34:200 (1) - Kinda ugly. I'd redo this slider. Fixed

[Hard]

00:15:200 (2,3,4) - Consider making this an equilateral triangle (by using the create polygon circles feature)

00:16:400 (1) - If you do the above, stack this on 00:15:200 (2), and then move everything accordingly. Thank you for a good idea

00:20:400 (3) - Move this up a hair, so it isn't as close to 00:19:600 (1) I reworked this part

00:22:000 (7) - Somewhat unattractive slider. I'd redo it. This is my favorite slider :)

00:35:600 (4) - NC I follow the Russian vocal here. 00:34:800 (2,3,4) - It is 1 word. So NC at 00:36:200 (1) -
00:36:200 (1) - remove NC For the same reason

00:37:800 (8,1,2) - fix blanket I reworked this part

00:41:900 - Missing a note Nah, i don't think so

As another note, I think you should redo combos in your Hard, and try to see if you can do the NCs during downbeats whenever you can. Right now the combos just kinda seem all over the place.

Good luck!
Lily Bread
light mod as request

[Easy]
00:07:999 (3) - unsnapped

[Normal]
check DS issues. all objects should DS in Normal diff.
http://puu.sh/pmk20/df62bf5010.png

00:01:400 (2) - 1/4 reverse slider is not good in Normal diff. try this.
http://puu.sh/pmk6G/25b5ea4944.jpg
(the cursor is at - 00:01:400 -)
we can't map all the sound in music in Easy and Normal diff. so we should ignore some music and try to use long slider to express them sometimes.

[Hard]
00:03:400 - you missed a drum here. use a circle or make - 00:03:200 (6) - into a 1/2 slider.

good luck
Topic Starter
WooWooWoo_old

Lily Bread wrote:

light mod as request

[Easy]
00:07:999 (3) - unsnapped Thanks. Fixed

[Normal]
check DS issues. all objects should DS in Normal diff. Fixed
http://puu.sh/pmk20/df62bf5010.png

00:01:400 (2) - 1/4 reverse slider is not good in Normal diff. try this.
http://puu.sh/pmk6G/25b5ea4944.jpg
(the cursor is at - 00:01:400 -)
we can't map all the sound in music in Easy and Normal diff. so we should ignore some music and try to use long slider to express them sometimes.

Yeah, I thought about it. I replaced this part

[Hard]
00:03:400 - you missed a drum here. use a circle or make - 00:03:200 (6) - into a 1/2 slider. It's right. Fixed

good luck
Awesome! Thanks a lot, Lily Bread :) .
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