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posted
This map has been deleted on the request of its creator. It is no longer available.
posted
From my moding queue OneMiss, Kaifin and TvSize225's Moding queue
MoeBass - Feen
Nomenclature
[0|1|2|3|5]

Timed and off-setted properly

Maximum Mania
OD and HP are good.
mods on the map itself:
00:00:800 - 00:18:550 - in that whole section, you use holds and three sets of notes, almost all of it are ghost notes, there's only a clap, adding any other notes is overmapping, here's an example that can be applied to every clap in that section:
00:00:800 (800|1,800|2,800|3,900|1,900|3,1000|4,1000|0) - should be 00:00:800 (800|1,800|2,800|3) - instead as shown here http://puu.sh/pygBA/da67dac244.png for that whole section, I would only keep the initial impact.
In between some of these clap, you use a triple to represant a small sound that is a background theme, like here 00:07:000 (7000|0,7000|4,7000|2) - it should be a single in my opinion, the strength of the sound doesn't justify a triple.
in that section, all the additionnal notes aside from initial impact are overmapping, EX: 00:15:600 (15600|0,15600|1,15650|2,15700|3,15750|4) - shouldn't have 00:15:650 (15650|2,15700|3,15750|4) - those notes, and if you want to stay consistent, you used a triples on all those claps before, you should keep using a triple instead of a double.
00:18:800 (18800|3,18800|2,18800|1,18800|0,18800|4) - Should be a triple for consistency
00:19:201 - 00:20:200 - that whole section need to be triples
00:21:600 - 00:22:200 - same
00:23:600 - every notes mapped in the stream beyond that one, is overmapping, it desn't have a sound.
00:24:750 (24750|3,24750|2,24750|0,24750|4) - those 4 notes doesn't exist.
for this diff, I'll stop here, you should remap this diff, while paying attentions to details like is there actually a sound here? if yes, have I heard that sound before? if yes, what pattern or strength of notes did I use,? and map while making sure you aren't over mapping, make sure it's comfortable to play, the map is currently passable and FCable and all, but it feels so harsh to play, hard to follow, inconsistent and all, if you restart while paying attention to these details, I'm sure you'll be able to come up with something nice !

If you read our rules, we usually don't do other mod than Mania(and recently standard), I'll still mod your taiko a bit.
Maximum Taiko
00:03:000 (4) - Ghost note
00:03:800 (6) - ^
00:06:200 (11) - ^
00:07:000 (13) - ^ and so on before every sliders
00:12:600 (27) - Ghost
00:13:400 (30) - ^
00:15:800 (37) - ^
00:16:600 (40) - ^
00:26:850 (4) - should be 00:26:800 -
00:26:950 (5) - Ghost
00:28:250 (8) - ^
00:30:000 (14) - interesting and fun way to play the droplets.
00:31:900 (19) - Ghost
00:33:500 (24) - ^
00:35:400 (29) - ^
00:36:600 (33) - ^
00:36:500 (32) - should reuse the same pattern for that droplet
00:38:250 (37) - ghost
00:39:650 (44) - should be 00:39:600 - and should be a regular note.
00:38:400 - 00:51:200 - this whole section should only have the drum and droplets mapped, I think using the lead sound + the hey in the back ground to be a bit inhapropriate and hard to follow.
00:51:200 - 01:16:800 - this whole section would be good if you would remove the Hey and the lead sound.
01:20:050 - would be interresting to use spinners here instead.
01:26:450 - same here.
01:26:450 (258) - even if the sound sounds a bit delayed, this should be here 01:26:400 -
01:32:200 (269) - Ghost note.
01:45:000 (308) - ^
02:02:600 (386) - ^
02:10:300 - There should be a note here for the drum
02:46:400 (1,1) - this should be only one roll and should end here 02:47:800 -
02:49:600 - same here and so on.
02:59:200 (1,2,3,4,5,6,7,8,9,10,11) - Overmapping.
03:02:400 - same and so on

Overall, I really love the SV changes, they aren't too missplaced, and feels good to play, I'm a bit against mapping the lead sound, but if you really wanna keep it, you can,. but I think you'll need to do a crazy job in hit sounding with that to keep it, you use a lot of roll, that stacks over another and land s on notes, can be interresting to play but it feels so much like a convert, I think you should ease up on those(maybe only using it for droplets and the Hey scream in the Background, I think you should also pay more attention to the drum mapping, that putting emphasis on arrhythmical sounds happening around. Else, that map was ok , I think a bit of work can be brought and it'll be good, the mania is so-so to be honest, I would advice that you read all the condition that makes a map rankable for that category and maybe watch or read a bit of guide on mapping mania. Keep up the great work, if you have any question on my mods, don't hesitate and good luck on Rank !
posted

TvSize225 wrote:

From my moding queue OneMiss, Kaifin and TvSize225's Moding queue
MoeBass - Feen
Nomenclature
[0|1|2|3|5]

Timed and off-setted properly

Maximum Mania
OD and HP are good.
mods on the map itself:
00:00:800 - 00:18:550 - in that whole section, you use holds and three sets of notes, almost all of it are ghost notes, there's only a clap, adding any other notes is overmapping, here's an example that can be applied to every clap in that section:
00:00:800 (800|1,800|2,800|3,900|1,900|3,1000|4,1000|0) - should be 00:00:800 (800|1,800|2,800|3) - instead as shown here http://puu.sh/pygBA/da67dac244.png for that whole section, I would only keep the initial impact.
In between some of these clap, you use a triple to represant a small sound that is a background theme, like here 00:07:000 (7000|0,7000|4,7000|2) - it should be a single in my opinion, the strength of the sound doesn't justify a triple.
in that section, all the additionnal notes aside from initial impact are overmapping, EX: 00:15:600 (15600|0,15600|1,15650|2,15700|3,15750|4) - shouldn't have 00:15:650 (15650|2,15700|3,15750|4) - those notes, and if you want to stay consistent, you used a triples on all those claps before, you should keep using a triple instead of a double.
00:18:800 (18800|3,18800|2,18800|1,18800|0,18800|4) - Should be a triple for consistency
00:19:201 - 00:20:200 - that whole section need to be triples
00:21:600 - 00:22:200 - same
00:23:600 - every notes mapped in the stream beyond that one, is overmapping, it desn't have a sound.
00:24:750 (24750|3,24750|2,24750|0,24750|4) - those 4 notes doesn't exist.
for this diff, I'll stop here, you should remap this diff, while paying attentions to details like is there actually a sound here? if yes, have I heard that sound before? if yes, what pattern or strength of notes did I use,? and map while making sure you aren't over mapping, make sure it's comfortable to play, the map is currently passable and FCable and all, but it feels so harsh to play, hard to follow, inconsistent and all, if you restart while paying attention to these details, I'm sure you'll be able to come up with something nice !

If you read our rules, we usually don't do other mod than Mania(and recently standard), I'll still mod your taiko a bit.
Maximum Taiko
00:03:000 (4) - Ghost note
00:03:800 (6) - ^
00:06:200 (11) - ^
00:07:000 (13) - ^ and so on before every sliders
00:12:600 (27) - Ghost
00:13:400 (30) - ^
00:15:800 (37) - ^
00:16:600 (40) - ^
00:26:850 (4) - should be 00:26:800 -
00:26:950 (5) - Ghost
00:28:250 (8) - ^
00:30:000 (14) - interesting and fun way to play the droplets.
00:31:900 (19) - Ghost
00:33:500 (24) - ^
00:35:400 (29) - ^
00:36:600 (33) - ^
00:36:500 (32) - should reuse the same pattern for that droplet
00:38:250 (37) - ghost
00:39:650 (44) - should be 00:39:600 - and should be a regular note.
00:38:400 - 00:51:200 - this whole section should only have the drum and droplets mapped, I think using the lead sound + the hey in the back ground to be a bit inhapropriate and hard to follow.
00:51:200 - 01:16:800 - this whole section would be good if you would remove the Hey and the lead sound.
01:20:050 - would be interresting to use spinners here instead.
01:26:450 - same here.
01:26:450 (258) - even if the sound sounds a bit delayed, this should be here 01:26:400 -
01:32:200 (269) - Ghost note.
01:45:000 (308) - ^
02:02:600 (386) - ^
02:10:300 - There should be a note here for the drum
02:46:400 (1,1) - this should be only one roll and should end here 02:47:800 -
02:49:600 - same here and so on.
02:59:200 (1,2,3,4,5,6,7,8,9,10,11) - Overmapping.
03:02:400 - same and so on

Overall, I really love the SV changes, they aren't too missplaced, and feels good to play, I'm a bit against mapping the lead sound, but if you really wanna keep it, you can,. but I think you'll need to do a crazy job in hit sounding with that to keep it, you use a lot of roll, that stacks over another and land s on notes, can be interresting to play but it feels so much like a convert, I think you should ease up on those(maybe only using it for droplets and the Hey scream in the Background, I think you should also pay more attention to the drum mapping, that putting emphasis on arrhythmical sounds happening around. Else, that map was ok , I think a bit of work can be brought and it'll be good, the mania is so-so to be honest, I would advice that you read all the condition that makes a map rankable for that category and maybe watch or read a bit of guide on mapping mania. Keep up the great work, if you have any question on my mods, don't hesitate and good luck on Rank !
thank you very much and I'm sorry, but ... I removed these difficulties for one reason: I myself did not like what I did, I'm sorry that it happened
posted
Hello , NM request here :3
hmm did u read the desc of my queue? im usually just modding 4k , but maybe i can help you with this short mod for easy diff.
here we go

COLUMN GUIDE
1|2|3|4|5

00:04:800 (4800|2) - delete this , make consistency a bit
00:16:800 (16800|2,17200|1,17200|3,17600|2,18000|1,18000|3) - u can make variation like this
00:25:600 (25600|1) - this LN must be end here 00:27:050 - , other LN too , i think it need remakes
00:45:600 - add notes
00:53:600 - here too ^
00:56:800 - u must protect your pattern consistency
01:09:600 (69600|2) - delete
01:14:800 (74800|2) - delete
i think the rest is almost ok.. hmm this my opinion and little suggestion for you , i think triple or more notes are too hard for newbie , i hope u wanna change it into 2 or 1 notes , make this easier for newbie.
newbie need a consistant and easy pattern for adaptation , and i think chord is a little bit too hard for them.
okay thats all.

Complete

Thank you for requesting , feel free to request again on my Queue
posted
Status: Active
Using lane: 1-2-3-4
Normal Mania
I'll split these in two part, patterns and Kiai
Tl;dr, lots of inconsistencies
  1. Your offset is 0, so add the clap on 0
  2. 00:04:800 (4800|2) - I'm assuming these triples are mapped on the bass, so you have to add these to 00:01:600 (1600|3), 00:03:200 (3200|3), etc. and remove 00:02:400 (2400|2).
  3. 00:12:800 (12800|3) - Some more inconsistencies, like 00:14:000 (14000|2) and 00:14:400 (14400|2) etc.
  4. 00:21:400 (21400|4) - What is this mapped to?
  5. 00:22:400 (22400|1,22400|4) - Add
  6. 00:22:800 (22800|3,23200|4,23600|3,24000|4) - Make these follow the sounds you used previously, weird to mid-hold change them up
  7. 00:33:600 (33600|4) - I don't quite understand your hold usage. You use single 00:25:600 (25600|1), double 00:30:400 (30400|4) and 00:33:600 (33600|4) triple for all the same sound. Really confusing.
  8. 01:05:600 (65600|2) - And here you suddenly stop using the holds altogether, add holds
  9. 01:20:000 (80000|4) - Bass here could be added with single holds, having such a long break in mania isn't really recommended
  10. 01:29:600 (89600|1) - This Kiai isn't a Kiai, but I'll get on that later
  11. 01:31:200 (91200|4,91600|3,92000|2,92400|1) - What are these holds mapped to? If it's mapped to the claps, it's really weird to have holds. Claps are burst-like sound, not very sustaining.
  12. 01:37:600 (97600|0,98000|1,98400|2,98800|3) - ^, maybe use the holds for the lead?
  13. 01:41:200 (101200|2) - Why the triple?
  14. 01:43:200 (103200|4) - Why is this a double and what is it mapped to?
  15. 01:44:800 (104800|4) - Etc, not pointing more of these out
  16. 02:25:600 (145600|4) - This is in no shape of form rankable for a Normal difficulty'
  17. 03:10:400 (190400|4) - A really soft sound with a quint, just use a single hold, please.
  1. 00:19:200 (19200|2) - This is a riser section, so 00:25:600 (25600|2) is a breakdown, Kiai begins here.
  2. 01:16:600 (76600|0) - This is a also a riser, so the Kiai ends 01:16:800 (76800|4) here.
  3. 01:29:600 (89600|1) - Is part of the buildup, so no Kiai here.
  4. 01:42:400 (102400|3) - Another buildup
  5. 01:48:800 (108800|3) - Riser section, so 01:53:600 (113600|3) this is "Get ready for the drop", Kiai begins here 01:55:200 (115200|4).
  6. 02:46:400 (166400|3) - Percussion dissapears, so here the Kiai ends.
Hard Mania
Is Normal + extra notes, so exactly the same issues as Normal. Please remap this and make it more unique.
Insane Mania
Is Hard + extra notes, so exactly the same issues as Hard. Please remap this and make it more unique.
posted
Hello~

NM from Bow Queue

Keep in mind, these are my suggestions, don't change something I mentioned unless it seems good to you! :)

If I didn't make a box for something, that doesn't mean I didn't look at it. It just means I didn't find anything wrong with it.

Change the preview point to be at 01:29:600 - , because it just sounds plain odd when you click on a song and hear nothing from it. (I thought the mp3 was broken. ;w; )
Delete any images in the storyboard/delete the .osb file since you don't have an actual storyboard.
In all of the taiko difficulties make the SV 1.40x. Having 3.60x is not needed.
Your audio quality is too high. It needs to be 192kbps or lower.

For now, kogasa will be modding your map. After you have applied his changes, call me back to look at it. Also, the reason is not that I do not wish to mod this map/I am too lazy, it is that this would require a lot of remapping. Since this isn't exactly mapped like Taiko, rather it is more like Standard.
Small thing though, imo it would be a lot better to use each respectable mode name.

"Kantan" "Futsuu" "Muzukashii" "Oni" | "EZ" "NM" "HD" "MX".
posted
hiya! i was summoned here by ayyri so i'm gonna mod your map. going to try and be as in-depth as possible so i can help you out

[General]
so, first of all, as ayyri already pointed out, you should use the the difficulty names "Kantan," "Futsuu," "Muzukashii," and "Oni." literally no one uses stuff like "hard taiko" and it makes it very confusing.

second, before i get actually in-depth: let me just elaborate on general things
-you do not use sliders correctly. in taiko, specifically osu's version of taiko, to hit sliders you have to 1/4 stream to get points. basically, putting a slider down is putting down a 1/4 stream. so when you use sliders in really stupid ways or just put them everywhere to every lead of the melody, youre incorrectly mapping it to where its just streaming through the held out note. its not intuitive and if anything plays exactly like an auto convert.

-following this, the way you map taiko is very clear that youre not familiar with taiko, because the way youve mapped it is as if you were mapping a standard map. your usage of sliders and rhythms simply do not fit how taiko is supposed to be mapped, nor are they rhythms that would be appropriate for taiko. osu is simply about clicking to a beat, taiko is about learning patterns and is usually more percussion based since, obviously, its based on a drum. if you arent very familiar with taiko, then its hard to put into words.

but for example, in your hard and insane difficulties, you dont think about patterns or taiko-fitting rhythms. you map straight to the melody and only the downbeats. taiko is about patterns. ddd. kkk. dkdkd. 3 note and 5 note patterns, triplets, ect. you dont... use these. and the easiest way to tell what i mean is by just opening a few muzukashii or futsuus and seeing it for yourself. taiko is all about patterns, and rhythm.

-your difficulty settings arent appropriately set for taiko, either. in taiko, OD = note accuracy, same as standard, HP drain has to do with how well you have to do to pass, essentially. AR and CS do nothing. your OD and HP jump way too high and dont work like they should.
the usual guideline for taiko is:
kantan - HP 6-7, OD 3-4
futsuu - HP 5-6, OD 4-5
muzukashii - HP and OD both around 5
oni - HP 4-5, OD 6-7

-ayyri also mentioned this, but your SV should not be 3.60 at all. i have a feeling you made it high so you could make your sliders fit instead of just... repeating them, but in taiko SV increases the speed of the song... and it is not a song fitting for high speeds, either. its slow and calming.

-also, mentioned by ayyri, but your preview point is at the end of the song... lol

anyway. here i go.
[ Easy Taiko]
so, right off the bat. you are using a HEAVY amount of sliders to the rhythm of the song, instead of actually mapping to the song's BEAT. like i said before, i want you to realize this: sliders are basically 1/4 streams. you are putting many, many 1/4 streams in a kantan/easy map. this is exactly what playing an autoconvert would be like, and this gives no practice or actual authentic taiko experience to a player. this is not how taiko is meant to be.

time to be specific:
  1. 00:12:800 (9,10) - right when the beat drops, you start using sliders. not only do these not fit the song at all, these shouldnt be used here.
    THIS is what you SHOULD be doing and mapping to:

    the reason for this is because you put 4/1 rests in between the previous notes, and since the beat kicks in here, you should start using 2/1 breaks or even add simple 3-note 1/1 patterns. you have to map to the beat.
  2. 00:16:000 (13) - this isnt even snapped, most of these sliders are not even snapped. you aren't even mapping them to the lead correctly, because they end prematurely.
  3. 00:25:600 (1) - from this point onward, any slider here is simply not supposed to be here. you have a perfectly simple and easy beat you can map to. an actual rhythm to map to. you cannot map to a synth stab in taiko.
    here is a sort of rhythm you should be using:

    the reason for the note on 00:26:800 (3) - is because of the "hey" voice clip, which allows a simple 3-note 1/1 pattern.
    same thing here - 00:30:000 (4) , which directly lands on one of the melody's main notes.
  4. 00:32:800 - theres no reason to leave these claps empty.
  5. 00:38:400 (9) - same thing i've said, even more so because the beat is actually picking up here and you continue to ignore the beat and percussion completely.
    i wont repeat myself too much, but it should be obvious things i point out should apply to the whole map.
    01:10:400 (5,6,7,8,9,10,11,12,13) - here you miss a lot of opportunities to use 1/1 patterns, not to mention the pattern of your coloring doesnt make sense either.
  6. 01:13:600 (9,10,11) - these do not need to be finishers, theres nothing suggesting the be finishers.
  7. 01:17:200 - your break does not need to be this long, again, this isnt like standard. most taiko maps do not even have breaks. you miss perfectly good opportunities to fill the silence when the melodies kick around 01:24:800 . theres nothing stopping you from mapping to the melody
  8. 01:31:200 (3) - horrible slider placement. youre streaming through the actual melody of the song when you can use 1/1 patterns to fit so much better. check how this sounds:
    [img]01:31:200%20(3)%20-[/img]
  9. 01:35:200 (7) - absolutely no reason to be a finisher here
  10. 01:38:800 - missing another opportunity to put a note here...
  11. 01:43:200 (2,4,6) - all of these finishers that end on second beats also have no reason to be there. if you want to emphasize the second beat, then literally just go "d k d k d k." seriously.

    • the rest are all just things ive already commented on.
[ Normal Taiko]
    1. 00:00:000 - there is, absolutely no reason to not put a note down on the very first beat in the very first measure in the song. osu automatically takes the lead in into account, there is no surprise or anything. its not even to emphasize the claps, because you put a note right after it at 00:01:600 (2) and onwards.
    2. 00:06:400 (8,10) - finishers do not fit and are not needed. im noticing you use finishers to emphasize things in the wrong way. finishers are supposed to be placed where beats or notes are actually emphasized themselves, not to emphasize something thats not already emphasized.
    3. 00:12:800 (16) - same things ive already said about sliders.
    4. 00:14:000 (17,19,21) - these finishers are actually awful. they have no reason to be there, at all. a clap is on every beat. theres nothing to emphasize. youre adding a rhythm and beat thats not there and doesnt need to be
    5. 00:19:200 (28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44) - no. absolutely not. not at all. in kantan, you introduce the player to simple 1/1 patterns. in futsuu, you do the same but with 1/2 patterns. 1/2 is supposed to be sparsely used in futsuu, while adding in more 1/1. you do not, under any circumstance, have a pattern THIS long in a futsuu map.
    6. 00:22:400 (44) - and there is absolutely NO reason to leave this silent! you used a spinner in kantan, so just put in a spinner there. heck, you could even throw in a slider, since the stream there is long enough, and they could actually hit some beats, and the slider would actually fit the song.
    7. where it SHOULD go quiet, is here: 00:24:000 (1) . since the song actually goes dead silent.
    8. 00:25:600 (1,2) - once again, youre solely mapping to the stabs. this isnt even any different from your kantan. actually, the DIFFERENCE is that these sliders are actually properly snapped. which is... very confusing as to how that happened.
    9. in futsuu, simple 1/2 is allowed. therefore, there is absolutely no reason to miss a beat at 00:34:200 , and in any parts of that specific rhythm in the rest of the song.
    10. 00:38:400 (13) - starting from here, you go along with boring 2/1 patterns with no variety, or creativity.
    11. 00:44:800 (21) - i honestly cant even tell what youre trying to map to with this slider. it has no reason to be here.
    12. 00:56:000 (5,6) - again, finishers with no reason. 00:56:800 (6) - doesnt even land on a kick. it lands on a clap.
    13. 01:13:600 (9,10,11,12) - more unnecessary finishers.
    14. same comment about the break.
    15. 01:42:400 (1,2,3,4,5,6) - this is literally the only place you use taiko-like patterns, with simple 3-note 1/1 patterns.
    16. the rest are the same things ive pointed out, except for the last kiai:
    17. 02:46:400 (1,2,3,4) - this rhythm makes literally even less sense and makes it very obvious that youre in a standard mapping mindset. and again, you miss places where 1/2 notes should be.
[ Hard Taiko]
  1. 00:00:000 - same thing i said i futsuu.
  2. 00:06:400 (8,10) - same things ive said about finishers. absolutely nothing implying they be finishers.
  3. 00:13:200 (17,19,21) - ESPECIALLY here.
  4. having a simple pattern 1/2 chain this long (since its just dkdkdkdk) is fine in muzu, but whats NOT ok is the finishers 00:19:400 (33,35,37,39) that DO NOT fit at all, and make it actually really difficult to play.
  5. 00:22:400 (48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64) - this pattern with this stream does not fit. hell, it barely fit before that. its not mixing between kicks or claps here, theyre all claps. but really, i think a slider would just be better here, anyway.
  6. now. like ive said before, taiko is about patterns. in futsuu, you were using 1/1 more and basic 1/2 patterns. in muzkashii, you use a lot more 1/2 patterns and 1/1. additionally, you're able to use simple 1/4 triplets. see the progression?

    a rhythm like this could easily work, since it incorporates the actual melody of the song and actual patterns into the map.
  7. 00:28:800 (6) - this doesnt even fit, and you miss the beat directly before it. what you should be hitting is this:
  8. same 00:29:800 and 00:30:000 .
  9. 00:36:400 (18) - this is not how you sliders at all. at all. this is literally what youre mapping:

    so then just make it that. just make it 2 circles. theres nothing stylistic or cool about a slider like that in taiko. nobody will probably even hit it. it is absolutely pointless. do not use sliders like this.
  10. after that, theres the same bad patterns, misused finishers, and sliders. but MOSTLY misused finishers. seriously, you use them at the start of every measure. its not necessary. it gets annoying at that point.
  11. 00:51:800 (2,3) - and these do not BOTH need to be finishers.
  12. again with the missing beats and outright ignoring the melody, because you could put something right here: 01:14:800 on the cash register noise.
  13. same thing about the break.
  14. 01:37:600 (19,20,21,22) - this makes no sense. you continue mapping to the main beat when the beat stops. previous you used a slider incorrectly at that part instead, but this time you use it in a different spot and use this nonexistent rhythm when if anything, you SHOULD be mapping THIS:
  15. oh, and 01:38:400 (21) - has no reason to be finisher.
  16. 01:43:200 (3,4,5) - what are these finishers even mapped to?!?!?! you try to create nonexistent and not fitting rhythms with your finishers and thats not how theyre supposed to be used.
  17. 01:56:800 (3,4,5) - this is proof that youre mapping this as if its a standard map. this is what this rhythm actually is in taiko:
    [img]01:56:800%20(3,4,5)%20-[/img]

    actually, more importantly why arent you using mapping to the melody here like this:

    with a 5-note 1/2 pattern. this is a thing a muzukashii should have.
  18. everything else is the same.
[ Insane Taiko]
  1. so, following the same progression, an oni should use a lot more 1/2, and more 1/4 patterns and streams, with a lot of 1/1. just putting that out there first.
  2. 00:00:000 (1) - same thing ive said before.
  3. same things ive said about misused finishers.
  4. 00:28:600 (6,7,8,9,10) - this is the rhythm youre using.

    does this make any sense? no. does it make any sense in terms of taiko mapping and using pattern? no.
  5. 00:44:400 (48,49) -
  6. 01:01:200 - why is there not a note here? not only does it sound extremely awkward and bad as a 4-note 1/2 pattern right now, youre clearly missing a note from the melody.
  7. 01:03:600 (27) - oh my god. just make this a 1/4 triplet. youre supposed to use lots of triplets in onis, it makes no sense to make a slider the size of a triplet when you could just make it a triplet.
  8. same thing about the break.
  9. 01:55:200 (5) - finally. from this point on, you start using actual patterns, except theyre at a muzukashii level difficulty. and... still have a lot of issues.
  10. 01:56:600 (11) - you miss a very clear beat from the melody. again.
  11. 01:56:000 (9) - this should be a kat, not only is the melody going up, it lands on the clap.
  12. actually, theres so many problems with your actual patterns (as in coloring) that i cant even tackle them all. you outright ignore the pitch of what youre mapping to. the placement of your dons and kats is literally all about pitch (or drums). you reuse patterns when the melody is different, and then use different patterns when the melody is the same. it makes literally no sense. and you use kdkdd so much that its very uninspired, boring, and doesnt fit. hell, even if you were mapping to the percussion, kdkdd wouldnt fit.
  13. 02:26:800 (21) - ...? why is this a repeating slider while the rest are normal sliders...? there is no difference in taiko between whether a slider is repeated or not. the end result is the same. a button mash-y 1/4 bonus stream. seeing this leads me to believe that, once again, you were mapping in a standard mindset.
  14. more misused finishers...
  15. your patterns are very very inconsistent, which is also something very important. you map to things that you didnt map to just a measure ago, or use sliders in a rhythm when you didnt before. it doesnt make sense.

i really get the feeling that you arent familiar with actually playing taiko and im not sure if you can play your own maps, because i dont think you know how they actually feel to play, or how taiko feels to play in general.

if you want the honest truth, this will not get ranked. all of these will have to be completely remapped if theyre going to get ranked, plain and simple. you should probably play taiko some more, and look at more taiko maps before remapping. its obvious you dont know the mechanics of the game, which you need to know at a basic and fundamental level. since you clearly didnt know how sliders worked in taiko, its apparent that you dont know these yet. so if you want to seriously map taiko, then please do your best to learn these and improve.

good luck ;;
posted
Hello. (no kds.)

I have come back to mod your map, as per your request.

I am glad to see that you changed the difficulty names to their respective names. (Except for the fact that you wrote Muzukashii wrong two times. It's not Muzukanshi or Musukashi, but Muzukashii.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  1. First off, check AiMod. You have a lot of unsnapped objects.
  2. Change the tick rate from 4, to 1. There is no need for so many ticks.
  3. Why have combo colors? They are not needed at all in taiko mapping, they never appear.
  4. Most of your map is a kiai time, please shorten it. Have the first kiai go from 00:25:650 - and end at 00:51:250 - Then, change the second kiai to start at 01:55:250 - and end at 02:20:850 - , despite the melody going longer than this. But honestly half of your map would be a kiai if you followed that. Which isn't too good.
  5. Disable Widescreen support and Letterboxing in all difficulties.
  6. Basically, uncheck all of these options.
  7. And like I told you before, delete the .osb. Your map does not have a storyboard.
  8. After doing so, open the .osu in your map folder and change how low the background goes. Since currently, you can't even see her face when playing. (Change it to 120.) As well as you should change the Slider Multiplyer to be 1.4, instead of the weird decimal that it currently is.
  1. d = don
  2. k = kat
  3. D = big don
  4. K = big kat
  5. The HP should be 7. While the OD is 3.
  6. 00:00:850 - Why are you starting on the second beat of the song? You should be starting at 00:00:050 - instead.
  7. I suggest moving every note from 00:00:850 - to 00:12:050 - forward two measures, so you start where the song actually begins.
  8. For the sounds at 00:12:850 - to 00:18:450 - they don't change from the sounds before these notes. If the beginning is all k's, then this should probably all be k's too then.
  9. 00:25:650 - This should be changed to a D, there's a finish here and it starts off the kiai.
  10. 00:28:050 - and 00:28:850 - ctrl+g. The clap happens at 00:28:050 - rather than at 00:28:850 -
  11. 00:30:050 - Add a d here, to follow the dropping sound.
  12. 00:30:450 - Change to d, there's no real clapping sound here.
  13. 00:32:050 - Remove the finish here. It sounds random and misplaced, since there is nothing to indicate that it should be here.
  14. 00:32:850 - Change to k. There is an actual clap here though.
  15. 00:33:650 - Remove the finish here too. Same reason as the last time.
  16. 00:34:450 - Change to k. Again, there's a clap here.
  17. 00:35:250 - Remove the finish here too. Nothing calls for it here either.
  18. 00:36:450 - Add a d. This will follow the drop sound, and add some diversity to the pattern here.
  19. 00:38:450 - Remove this slider, it doesn't follow anything. It could be changed to something better. Like this:

    Cursor at 00:39:650 - (Goes from 00:38:450 - to 00:40:850 - )
  20. 00:41:650 - Remove the finish here. Nothing calls for this.
  21. 00:42:450 - Add a k, to follow the clap here.
  22. 00:42:850 - Add a d, to follow the drop sound, and add some diversity to the overall pattern here.
  23. 00:44:850 - Remove this slider. You can use the same pattern that I gave for 00:38:450 -
  24. 00:48:050 - Remove the finish here. There's no need for it.
  25. 00:48:850 - Add a k here. Follows the clap in the background.
  26. 00:50:450 - ^
  27. 00:51:250 - Remove this slider too. Follow the pattern for 00:38:450 -
  28. 00:54:450 - ^
  29. 00:57:650 - ^
  30. 01:01:250 - Add a d here, follows the rising pitch in the background.
  31. 01:02:050 - Add a d here. Same reason as above.
  32. 01:02:450 - Remove the finish here. Nothing calls for this. Also, change this note to k. There's a clap here.
  33. 01:03:250 - Add a k here, follows the clap in the background.
  34. 01:04:050 - to 01:16:850 - Remove all of the sliders that you have here. The don't follow the music at all. Follow these patterns instead.
  35. From 01:04:050 - to 01:05:650 -

    (Cursor at 01:04:450 - )
  36. From 01:05:650 - to 01:07:250 -

    (Cursor at 01:06:450 - )
  37. From 01:07:250 - to 01:08:850 -

    (Cursor at 01:08:050 - )
  38. From 01:08:850 - to 01:10:450 -

    (Cursor at 01:09:650 - )
  39. From 01:10:450 - to 01:12:050 -

    (Cursor at 01:11:250 - )
  40. From 01:12:050 - to 01:13:650 -

    (Cursor at 01:12:850 - )
  41. From 01:13:650 - to 01:15:250 -

    (Cursor at 01:14:450 - )
  42. From 01:15:250 - to 01:16:850 -

    (Cursor at 01:16:050 - and 01:16:850 - is K.)
  43. 01:21:650 - Add a d here. It follows the same sound that you had 01:20:050 - following.
  44. 01:23:250 - Add a d here too, same sound as the above point and 01:21:650 -
  45. 01:25:650 - Add a k here, follows the same sound that you had at 01:24:850 -
  46. 01:26:450 - Remove the d here, and change it to a spinner that ends at 01:28:850 - This better follows the rising sound in the background, rather than just leaving it as a break.
  47. 01:29:600 - Should be where the preview point is. Because it is currently unsnapped at 01:29:600 -
  48. 01:29:650 - Change to k. The clapping starts here again.
  49. 01:30:450 - ^
  50. 01:31:250 - Remove this slider, and change it to a d.
  51. 01:32:050 - After removing the above slider, add a k here to follow the sound that 01:31:250 - is initially following.
  52. 01:32:450 - Add a d here, same reason as above.
  53. 01:32:850 - Change to k, to follow the clapping sound in the background.
  54. 01:34:450 - ^
  55. 01:35:250 - Remove the finish here. There is no finish in the background, or anything that calls for it.
  56. 01:36:050 - Remove this slider, and change it to have a k at 01:36:050 - and another at 01:36:850 - which will follow the clapping sound a lot better.
  57. 01:38:450 - Remove this finish. It's not needed here, like before.
  58. 01:38:850 - Add a d, to continue following the sound that 01:37:650 - is following.
  59. 01:39:250 - Change to k. The clapping continues here.
  60. 01:40:050 - Add a k. Sounds rather empty with out the claps being followed here.
  61. 01:40:850 - Remove this slider. It doesn't follow the music, change it to have k's at 01:40:050 - , 01:40:850 - , and 01:41:650 -
  62. 01:42:450 - Add a finish here, there is an actual finish in the background here. And this would actually warrent having a finish at this point.
  63. 01:55:250 - Have the kiai start here, since it is currently unsnapped where you have it.
  64. Basically, your whole kiai needs a remap. Since it is literally 90% sliders, and after those sliders are misplaced finishes and random notes inbetween. Below, I will give examples of what patterns could better follow the rhythm here.
  65. Honestly just delete all of the objects from 01:55:250 - to 02:45:650 -
  66. From 01:55:250 - to 01:58:450 -

    (Cursor at 01:56:850 - )
  67. From 01:59:250 - to 02:08:050 -

    (Cursor at 02:03:650 - )
  68. From 02:08:050 - to 02:14:450 -

    (Cursor at 02:11:650 - )
    Use the above patterns in the rest of the kiai, since it repeats a lot.
  69. From 02:46:450 - to 03:09:650 - also, delete all of these notes and use this type of pattern. Since it just repeats the whole time.

    (Cursor at 02:46:450 - )
  70. 03:10:450 - This spinner is way too short to be here, especially in a Kantan. I would remove it and change it to a D.

    All in all, this difficulty needs a lot of work to even be playable in the taiko mode. Because how it currently is, it looks like a convert. I highly suggest that you play a lot more taiko itself, rather than the converts I have seen you play. Because that is how you will learn how to actually map taiko.


Considering the length of just this difficulty, I will stop here. If you have any further questions or need further modding, you can just message me.
posted
Hi CucumberCuc,
This is mod from my queue, I'm not have experience to mod 5K to be honest, but I'll try my best
There are break time on Basic, Novice, and Advance, I suggested to fill it with note, but you can ignore this
Also on novice, it is an hard diff not a normal diff, I think you should decrease the note until it normal, but you can ignore this too
It happen on Basic too (Basic = easy?) but it a Normal diff (you can ignore this)
And try to avoid using same hitsound on double note, cuz it prohibited
Basic

HP: 6 (It too easy if you set the HP to 4)
OD: 7 (Avarage of Easy diff OD)

Novice

HP: 7 (Avarage Normal diff HP)
OD: 7 (Since it has many LN)

Advanced

HP: 7.5 (but you can keep it on 7)
OD: 7.5 (It has many LN)

Exhaust

HP: 8 (Avarage Insane diff HP)
OD: 8 or 8.5 (To get more harder)
1|2|3|4|5

Basic

00:00:050 - Add one here?
00:04:850 - Remove one? Also you are prohibited to use same hitsound in double notes
00:05:650 - ^
00:11:250 - Remove one?
00:16:450 (16450|1,16450|3) - Remove two notes here? It too hard for beginner player
00:17:250 (17250|2,17250|3) - ^
00:18:050 (18050|2,18050|1) - ^
00:18:850 (18850|3,18850|1) - ^
00:22:250 - remove one?
00:22:850 - ^
00:24:050 (24050|4,24050|0) - Remove this
00:25:650 - Remove one?
00:26:450 - ^
00:27:250 - ^
00:28:050 - ^
00:28:850 - ^
00:29:650 - ^
00:30:450 - ^
00:31:250 - ^
00:32:050 - Remove 1 LN, I guess?
00:32:850 (32850|4) - Move it to column 1?
00:33:650 - Remove one note?
00:34:450 - ^
00:35:250 - ^
00:36:050 - ^
00:36:450 - Remove two notes here?
00:36:850 - Remove one note?
00:37:650 - ^
00:39:250 - ^
00:40:050 - ^
00:40:850 - ^
00:42:450 - ^
00:43:250 - ^
This is too many double notes on easy diff, so I guess you should fix it, I'm so sorry I only can mod until here :<

Btw, Nice song, I'm enjoyed it when I mod this song,
I think I'll make map using this song :D
Anyway,
I hope you helped,
And Good Luck for your map :D
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