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toby fox - Ghost Fight

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Topic Starter
-Kyu
:(

paydayzcool wrote:

I saw a like on my map https://osu.ppy.sh/s/486364 and I decided to give some thanks by modding ur map. XD

Alright.

[Easy]
Turn off grid snap, you wont need it as it will make your map look like it only flows up and down, left to right only. It also helps you use the technique described below.

This map needs to utilize a special technique called "blankets". (https://osu.ppy.sh/wiki/Formation_Techn ... ket_Combos) This will help make the look of your map much cleaner. For examples:
00:00:109 (1,2,3) - These notes can be changed to look like: https://puu.sh/qRqB9/43dc32d549.png (Notice how the approach circle of 2 matches the curves of 1 and 3)
00:03:308 (4,5) - Although I have rotated 5 clockwise by a lot, you can also see that 4's approach circle is following the inside curve of 5. https://puu.sh/qRqNn/57f597b4fd.png
00:06:508 (8,9) - Blanket curves in your map can also be neatened up more. Notice how 8's approach circle is not following the inside curve of 9: https://puu.sh/qRqR2/e833814e10.png
00:12:908 (1,2) - What you've done here is excellent, but if grid snap was off, it could be even better.
00:14:508 (3,4) - This here is well done. No need to change.
00:23:575 (5,6) - The followcircle of a slider can also make good blankets. This can be demonstrated with these notes: https://puu.sh/qRr2P/5ee073201b.png
Ok, I trust that you now know how this technique works, so please apply this to the other parts of the map that most likely need it. XD

00:00:109 (1) - Be careful when using these types of sliders. Because if you wanted to make a long arc or circle with them, it would be harder and less precise. I'll show you a comparison:

Comparison 1
https://puu.sh/qRrjr/218e25d2c0.png
vs
https://puu.sh/qRrzV/fc83a9dc60.png

Comparison 2
https://puu.sh/qRrFB/3d445c0c31.png
vs
https://puu.sh/qRrO7/86f5af8800.png

You can even move the middlepoint around and make it look even uglier: https://puu.sh/qRrUe/17ecf05f0a.png
So yeah, try to avoid them.

00:06:508 (8,9) - Avoid overlapping notes in easy and normal diffs. It makes the map look less readable.

Well done!
[]

[Normal]
Ok, please revise the distance snapping in this diff. The discrepancies with spacing between two notes are too evident. (One example would be these notes 00:11:309 (2,3,4).)
Also use the blanket technique on notes in this diff that most likely need it.
00:08:642 (1,2) - Once again, please don't overlap notes in easy/normal diffs. It looks less readable to beginner players.
00:20:642 (4) - This is a great example of the weird type of slider I explained in the Easy diff. Note how the curve is completely off.
00:20:642 (4,1) - Also, avoid this overlap.

Nice work again!
[]

[PeterEU's Hard]
A bit better with blankets, but there are still some that need to be cleaned up a bit more.
It also reminds me of a 2009-2011 map.
[]

[Hard]
Whoah, the clap hitsound are way too loud and distracting. (00:21:442 (1,2,3,4))
[]

This map imo is quite good, but I'm sure it can be better XDDD.

Also, if you think that I sound too strict and/or unhelpful, you can choose not to give me a kudosu and ignore this post entirely. :D

Thank You for Your Generous Mod!
I'll apply this tomorrow,because i gtg to sleep :)
Edit: it seems like most of your puush is unavailable.Would you mind resend the puush so i can understand more? thanks
Zozimoto
Ill Get A BN
Topic Starter
-Kyu

Zozimoto wrote:

Ill Get A BN

PLZ FIND ONE I NEED THIS TO BE RANKED
Zozimoto
God Damit Bara. Well, I Tried Getting A BN
Topic Starter
-Kyu

Zozimoto wrote:

God Damit Bara. Well, I Tried Getting A BN

Thanks though for your effort~
I do know that this needs a lot of mods
Zozimoto

ExKyu wrote:

Zozimoto wrote:

God Damit Bara. Well, I Tried Getting A BN

Thanks though for your effort~
I do know that this needs a lot of mods
Sadly, I Cant Mod, Cause
  1. I Dont Find Errors
  2. I Cant Think The Way You Are Thinking With This Map, So I Will Only Ruin The Map With A Mod
BounceBabe


Weekly Lottery Queue


What I checked in your mapset
Each point from the list below will have a check mark next to it (✓/ ✕/ ✫). This will tell you whether I checked that point or not.
✓= I checked this point and everything is okay.
✕= I didn't check this point because I think it doesn't need checking.
✫= I checked this point but something needs fixing (explained in the mod)

osu!wiki Modding page

osu!wiki Ranking Criteria page


📖 General 📖
✓ Mapset difficulty spread (Easy, Normal, Hard, Insane)
✓ Background design, skin and SB (if available) and combo colouring
✓ Metadata
> resolution of images, mp3, files,...
> bit rate of song
> hitsounds
> skin (missing elements and resolution checks) and SB (SB load) or video

🕗 Timing 🕗
✓ KIAI time and breaks
✫ Slider Velocity and changes
✫ Timing changes
✫ Timing points
✓ BPM & Offset
✓ Preview point

🎧 Sound 🎧
✫ Hitsounds (Do they match the song?)
✫ Hitsound patterns
✓ Hitsound volume (Timing points)
✫ Rhythm of hit objects (Do they match the song?)

🖰 Object Gameplay 🖰
✓ Reasonable spacing patterns, spacing consistency, Jumps, Anti-Jumps, special pattern
✫ Flow and transition between elements
✕ Overmapping
✫ Other Issues (e.g. Interface, hidden notes, overlaps, stacking, inconsistecies,..)

👀 Visual Gameplay 👀
✫ Combo patterns, New combos
✫ Blankets, symmetry
✓ Variety of different patterns and styles

Icon Legend
[]
  1. Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
General
[]

  1. The song reminds me of PvZ ahaha
  2. You need to add more revocery time after your spinners in Easy and Normal. In Normal you have new elements after 1 beat which is not enough recovery. Add at least 2 beats. 00:40:642 (1) - 00:32:108 (1) - This for example in your Normal, is hard to recover from because there is only 1 beat recovery time after the spinner. I recommend using sliders instead as the spinner will be too short if you shorten it more."Try to avoid using hitobjects directly after spinners (especially on Easy/Normal difficulties). Spinners are sometimes the hardest element for players, and having a hitcircle or slider half a beat (or even a beat) after a spinner will commonly result in frustration and a broken combo. Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties." Source: https://osu.ppy.sh/wiki/Standard_Ranking_Criteria "On average, Easy difficulties should have 4 beats of recovery, Normals 2 beats, and Hard and above 1." Source: https://docs.google.com/document/d/14J4 ... 6FE9ls/pub
  3. 00:21:442 - Why do you have this SV change here after a 1/4 of your KIAI time. The music doesn't change here. It's the most exciting part of the song. If you want to make a SV change place it somewhere where it makes sense, like the start or end of your KIAI time but not in the middle. It is really confusing. Tbh, the 1,25 SV suited the difficulty pretty good so far. I also don't understand why you used 0,75 for the hardest difficulty. The mapset in general is 1,25 and then 1,00. On the hardest difficulty it is 1,00 and then 0,75. Doesn't make sense. I recommend that you use 1,00 for the normal parts and 1,25 for the KIAI time in general.
  4. You should keep the pattern of your hitsounding the same throughout the mapset. It is weird to have different hitsounding from one difficulty to the next.
Easy
[]


  • Spacing:
  1. 00:13:975 (2,3) - Tiny spacing mistake. They are too close together.

    Hitsounds:
  2. 00:21:442 (1,2,3,4,5,6) - Bit too much finish spam. Try to not use so many in a row.
  3. 00:26:775 (3,5) - These have a normal whistle while every other difficulty doesn't. I really think you should have a consistent hitsound pattern throughout your mapset.

    Combo:
  4. 00:36:375 (1) - Remove NC for consistency. You changed your combo pattern here.
Normal
[]


  • Appearance, Flow & Transition:
  1. 00:01:175 (3,4) - You could blanket those better to make them look prettier :)
  2. 00:03:308 (3) - Curve this slider for a better transition between these 00:03:308 (3,4) - http://puu.sh/r8VZm/eec29caaab.jpg curve it to the left Same here 00:05:975 (4) - curve it upwards http://puu.sh/r8W18/e3e3483db9.jpg Same again 00:10:775 (1) - curve it to the left
  3. 00:05:175 (2) - First of all, the spacing is not consistent here. Secondly, it would flow better if you placed it to the right instead of left since the slider 00:04:375 (1) - is directing to the right, not left. http://puu.sh/r8VTX/9660f3e69b.jpg
  4. 00:07:309 (2) - Move the ending point of te slider like this for better transition between 00:06:508 (1,2,3) - http://puu.sh/r8W3y/89db396841.jpg
  5. 00:38:509 (1,3) - Those two are kinda squeezed together which looks forced. Move them apart like this for better aesthetics http://puu.sh/r8Wxr/95be8b8152.jpg

    Spacing:
  6. 00:12:908 (1,2,3,4) - General advice: You have a couple of spacing inconcistencies. Here for example it's clearly visible. Try to be consistent with your spacing, otherwise it looks a bit messy. Keep this in mind for other difficulty and future mapping and adjust it where needed. Clearly noticeable at : 00:28:642 (4) - 00:29:708 (1) - 00:30:508 (3) -

    Combo:
  7. 00:17:175 (4) - NC for consistency.
PeterEU's Hard
[]


  • Appearance, Flow & Transition:
  1. 00:08:642 (1,2) - You definitely could blanket this better.
Nothing else in this difficulty. Nice :)

Hard
[]


  • Appearance, Flow & Transition:
  1. 00:15:842 (3,4,5) - Looks a bit clustered that way. Try this? http://puu.sh/r8XjK/54f742f0ef.jpg
  2. 00:26:508 (5,6) - Blanket

    Combo:
  3. 00:40:642 (5) - NC for consistency

Overall
[]

  1. Needs more polishing in regards to SV changes and a bit in flow and appearance. Overall nicely done!
intiaz

Good luck Kyu!
Topic Starter
-Kyu

Nyantiaz wrote:


Good luck Kyu!
Thanks Nyantiaz~ <3
SnowNiNo_


  • [Normal]
  1. the spacing is rly messy, polish this diff is necessary
  2. 00:17:175 (4) - 00:23:575 (6) - NC..
  3. 00:23:042 (5) - blanket...?
  4. 00:27:842 (2) - should NC here instead
  5. 00:43:042 (2,3,4) - blanket is rly bad here lol
  • [PeterEU's Hard]
  1. 00:01:442 (6) - i would used 2 notes instead of this kinda kick slider cuz the sliderhead got the same sound with sliderend so it makes no sense to used slider
  2. 00:25:442 (5,1) - blanket slightly off
  3. 00:35:308 (4) - i dont recommend 2 reverse cuz it lost impart when playing, i suggest remove a reverse and add a note
  • [Hard]
  1. the spacing is rly messy, polish this diff is necessary
  2. 00:01:842 (6) - same as PeterEU's Hard
  3. 00:17:175 (1,2,3) - blanket slightly off
Peter

SnowNiNo_ wrote:

  • [PeterEU's Hard]
  1. 00:01:442 (6) - i would used 2 notes instead of this kinda kick slider cuz the sliderhead got the same sound with sliderend so it makes no sense to used slider Not Sure
  2. 00:25:442 (5,1) - blanket slightly off Ok it will be fixed
  3. 00:35:308 (4) - i dont recommend 2 reverse cuz it lost impart when playing, i suggest remove a reverse and add a note Im not sure
PeterEU's Hard
osu file format v14

[General]
AudioFilename: Undertale OST_ 010 - Ghost Fight.mp3
AudioLeadIn: 0
PreviewTime: 17175
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Ghost Fight
TitleUnicode:Ghost Fight
Artist:toby fox
ArtistUnicode:toby fox
Creator:ExKyu
Version:PeterEU's Hard
Source:Undertale
Tags:napstablook soundtrack PeterEU
BeatmapID:1022023
BeatmapSetID:453997

[Difficulty]
HPDrainRate:7
CircleSize:3.5
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:2.20000000596047
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Napstablook.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
109,533.333333333333,4,2,0,30,1,0
17175,-80,4,2,0,30,0,1
21442,-100,4,2,0,30,0,1
33708,-100,4,2,0,30,0,0
51308,-100,4,2,0,5,0,0


[Colours]
Combo1 : 0,128,192
Combo2 : 0,202,0
Combo3 : 18,124,255
Combo4 : 242,24,57
Combo5 : 255,192,0

[HitObjects]
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288,104,47042,22,8,L|384:32,3,110.000000298024,8|0|8|0,3:0|0:0|0:0|0:0,0:0:0:0:
480,48,48108,2,8,L|480:160,3,110.000000298024,8|0|8|0,3:0|0:0|0:0|0:0,0:0:0:0:
256,192,49175,12,4,51308,0:0:0:0:
Peter
Nevermind
Ayyri
hi

[General]
  1. Consider having the volume around 20-30% for all difficulties. Sounds a bit loud at 50%.
  2. For Easy/Normal/Hard (Not PeterEU's Hard.) the hitsounding sounds really weird and skips many beats. Try to have someone look at it.
  3. Aside from the weird hitsounding, it sounds like you're forcing the rhythm to fall on the white ticks, even though they should be following the 1/3 rhythms that are provided.
Honestly, I can't really do an in depth mod of this map in the current state that it's in, since the 1/3 is largely being ignored, which makes your rhythms sound off. For example, in your Hard difficulty at, 00:16:108 - . This note should be ending at the purple at 00:16:286 - rather than the blue tick at 00:16:242 - . Please look into this! D:

Good luck. ;w;7
Topic Starter
-Kyu

Ayyri wrote:

hi

[General]
  1. Consider having the volume around 20-30% for all difficulties. Sounds a bit loud at 50%.
  2. For Easy/Normal/Hard (Not PeterEU's Hard.) the hitsounding sounds really weird and skips many beats. Try to have someone look at it.
  3. Aside from the weird hitsounding, it sounds like you're forcing the rhythm to fall on the white ticks, even though they should be following the 1/3 rhythms that are provided.
Honestly, I can't really do an in depth mod of this map in the current state that it's in, since the 1/3 is largely being ignored, which makes your rhythms sound off. For example, in your Hard difficulty at, 00:16:108 - . This note should be ending at the purple at 00:16:286 - rather than the blue tick at 00:16:242 - . Please look into this! D:

Good luck. ;w;7

Well,checked it again and fixed most of it,thanks!

finally a bn mod my map :)
Surono
nice map wuhh d( owo)b
some parts are spontannt are dem for me... just idk, *idk bout std*

Good Luck on ranking!
Topic Starter
-Kyu

Surono wrote:

nice map wuhh d( owo)b
some parts are spontannt are dem for me... just idk, *idk bout std*

Good Luck on ranking!

Thank You for the feedback!
I'll check that parts
Stefan
aye, I may come back to mod it. just remind slap me after a week if I haven't.
intiaz

I'm doing it again <3
Topic Starter
-Kyu

Nyantiaz wrote:


I'm doing it again <3

Thanks again Nyantiaz!
You da best 0w0
Jonarwhal
late nm from amino
you didn't fully apply Ayyri's suggestions about 1/3 rhythms, so I will have to explain that to you
[general]
use actual custom combo colors instead of repeating the default blue
add some more tags: ghost fallen child genocide pacifist pc steam blah blah
[easy]
  1. fix the ds errors in AiMod
  2. 00:00:109 (1,2,3) - your blankets are off, fix them if you care about them
  3. 00:05:442 (1) - just stack it with 00:03:308 (4) - this, and fix the DS in that area too
  4. 00:18:242 (2,3) - I can't agree with this rhythm, it leaves strong beats such as 00:19:308 - this and 00:20:908 - this unclickable
    Try a rhythm where they are more clickable, eg.
  5. 00:27:842 - strong beat is unclickable, make it clickable
  6. 00:29:975 - ^
[normal]
  1. fix blankets as you see fit if you care
  2. 00:01:175 (3,4) - I can't agree with this rhythm, you're missing out on the note 00:01:575 - here, maybe trying to map it 00:01:708 - here. I recommend a reverse slider starting 00:01:175 - here going to 00:01:975 - here, eg.
  3. 00:03:308 (3,4,5) - ^
  4. 00:05:442 (3,4) - ^ ...fix the rhythm in these places
  5. 00:06:508 (1,2) - the flow here is bad, you shouldn't use straight sliders to make sharp curves like that
  6. 00:08:642 (1,2,3,4,5) - ^ you keep doing it...
  7. 00:15:042 (1,2,3) - ^ ...either make the turns more liner or curve the sliders, you can kinda tell it feels uncomfy when playing
  8. 00:20:775 - you missed a pretty strong 1/4 here, you know what to do
  9. 00:24:642 (8) - right angles are usually awful flow, especially in this case with the straight sliders,
  10. 00:32:108 (1) - remove the spinner and just map it, you need 2 measures of spinner recovery in normal and you're not getting it with the spinner here
  11. 00:40:642 (1) - ^ same case
[GD hard]
plz refer to my comments on the other hard
thanks
[hard]
  1. Switch to BSD 1/6 to apply these.
  2. 00:09:975 (5,6) - you're missing 1/3 patterns here, 00:09:975 (5) - this slider should end 00:09:975 (5) - here, and this 00:10:508 (6) - should be 2 notes placed 00:10:420 - here and 00:10:597 - here. To illustrate, this should be your rhythm:
  3. 00:12:108 (5,6) - ^ use a similar rhythm here
  4. 00:14:242 (5,6) - ^ etc. you missed a lot of 1/3
in the kiai, I think you should map:
  1. 00:18:331 -
  2. 00:19:486 -
  3. 00:19:753 -
  4. 00:20:020 -
  5. 00:20:286 -
  6. 00:20:553 - etc.
Good Luck with the ranking~!!
Topic Starter
-Kyu

Jonawaga wrote:

late nm from amino
you didn't fully apply Ayyri's suggestions about 1/3 rhythms, so I will have to explain that to you
[general]
use actual custom combo colors instead of repeating the default blue following the map's background,blue and light blue
add some more tags: ghost fallen child genocide pacifist pc steam blah blah dunno feels unnecessary
[easy]
  1. fix the ds errors in AiMod
  2. 00:00:109 (1,2,3) - your blankets are off, fix them if you care about them
  3. 00:05:442 (1) - just stack it with 00:03:308 (4) - this, and fix the DS in that area too
  4. 00:18:242 (2,3) - I can't agree with this rhythm, it leaves strong beats such as 00:19:308 - this and 00:20:908 - this unclickable
    Try a rhythm where they are more clickable, eg.
  5. 00:27:842 - strong beat is unclickable, make it clickable
  6. 00:29:975 - ^
[normal]
  1. fix blankets as you see fit if you care
  2. 00:01:175 (3,4) - I can't agree with this rhythm, you're missing out on the note 00:01:575 - here, maybe trying to map it 00:01:708 - here. I recommend a reverse slider starting 00:01:175 - here going to 00:01:975 - here, eg.
  3. 00:03:308 (3,4,5) - ^
  4. 00:05:442 (3,4) - ^ ...fix the rhythm in these places
  5. 00:06:508 (1,2) - the flow here is bad, you shouldn't use straight sliders to make sharp curves like that
  6. 00:08:642 (1,2,3,4,5) - ^ you keep doing it...
  7. 00:15:042 (1,2,3) - ^ ...either make the turns more liner or curve the sliders, you can kinda tell it feels uncomfy when playing
  8. 00:20:775 - you missed a pretty strong 1/4 here, you know what to do
  9. 00:24:642 (8) - right angles are usually awful flow, especially in this case with the straight sliders,
  10. 00:32:108 (1) - remove the spinner and just map it, you need 2 measures of spinner recovery in normal and you're not getting it with the spinner here
  11. 00:40:642 (1) - ^ same case
[GD hard]
plz refer to my comments on the other hard
thanks
[hard]
  1. Switch to BSD 1/6 to apply these.
  2. 00:09:975 (5,6) - you're missing 1/3 patterns here, 00:09:975 (5) - this slider should end 00:09:975 (5) - here, and this 00:10:508 (6) - should be 2 notes placed 00:10:420 - here and 00:10:597 - here. ok,fixed,but keep some of it To illustrate, this should be your rhythm:
  3. 00:12:108 (5,6) - ^ use a similar rhythm here
  4. 00:14:242 (5,6) - ^ etc. you missed a lot of 1/3
in the kiai, I think you should map: i don't really get this one,you mean i should put a circle on it?
  1. 00:18:331 -
  2. 00:19:486 -
  3. 00:19:753 -
  4. 00:20:020 -
  5. 00:20:286 -
  6. 00:20:553 - etc.
Good Luck with the ranking~!!
Thank you for the mod!
no reply = fixed
Grim Rapper
ditarik diminta di #indonesian

Easy
Dari 00:00:000 ke 00:08:108 kok nggak ngemap di main beatnya? ntar para pemula bingung
00:30:508 (2,3,4,5) - dibikin curve aja?
combo coloursnya awkwkwkwk

Normal
00:09:175 (2) - pindahin ke X: 128, Y: 24 [saran aja]
00:05:442 (3) - pindahin ke X: 288, Y: 80 [saran aja]
00:11:842 (4) - pindahin ke X: 104, Y: 40 [saran aja]
00:22:509 (3,4) - Gua sih nyaranin slider biar nyambung

PeterEU's Hard
No Problem sir!
why use Finish HS? you can use Clap instead :<

Hard
00:10:420 (6) - ini antara slidernya dikecilin dikit, atau dijadiin 2 note kayak yg dibilang SnowNiNo_
00:14:687 (6) - ^
00:30:242 (2,3,4) - dibikin lonjong aja kayak gini http://puu.sh/rzPXO/42bc9ee232.jpg
:shock:
Topic Starter
-Kyu

Grim Rapper wrote:

ditarik diminta di #indonesian

Easy
Dari 00:00:000 ke 00:08:108 kok nggak ngemap di main beatnya? ntar para pemula bingung
00:30:508 (2,3,4,5) - dibikin curve aja?
combo coloursnya awkwkwkwk

Normal
00:09:175 (2) - pindahin ke X: 128, Y: 24 [saran aja]
00:05:442 (3) - pindahin ke X: 288, Y: 80 [saran aja] hmm nope sorry
00:11:842 (4) - pindahin ke X: 104, Y: 40 [saran aja] ^
00:22:509 (3,4) - Gua sih nyaranin slider biar nyambung ^

PeterEU's Hard
No Problem sir!
why use Finish HS? you can use Clap instead :<

Hard
00:10:420 (6) - ini antara slidernya dikecilin dikit, atau dijadiin 2 note kayak yg dibilang SnowNiNo_
00:14:687 (6) - ^
00:30:242 (2,3,4) - dibikin lonjong aja kayak gini http://puu.sh/rzPXO/42bc9ee232.jpg
:shock:
Thank You for the mod~
No Reply= Fixed
intiaz
This is a BSS Beatmap submission. Click here to view full beatmap information.


Current Star Priority: +29 (666 maps higher on the list)
Shoot a kudosu star! (-1 Kudosu)

You have 1 Kudosu remaining. You can earn Kudosu by helping mod this map! You will earn 1 Kudosu if you mod this map.
Here we go, shot another one! Now, you can get it ranked, Kyu, I believe in you!
Stefan
hi there!

[General]
-) What's about the low volume in all difficulties? It's in the GD Hard slightly louder but feels still too quiet, might increase to 40%.
-) The combo colours you're using looks too similar, I don't even understand why you put five colours and use only two of them. remove Combo colour 1, 3 and 4 and make 2 to Combo2 : 0,202,0 (you have to replace it in the .osu file). If you really want to use two blue colours, make sure they are notable different.

[Easy]
00:01:708 (3,5) - It feels really weird to have a repeat on the upbeat, you'd expect on 00:02:242 - to tap on a slider instead of a continuing repeat. Basically, this is something I'd imagine to do: https://derpovic.s-ul.eu/pNw7JqpE
00:05:442 (1,3) - What's the point of having claps here? The music between 00:00:109 - 00:04:375 - didn't change and you haven't added any claps there.
00:06:508 (3,4) - I think, flow-wise this could be improved, something like this would help: https://osu.ppy.sh/ss/6247863 (this is just a raw example but you see that the transistion from 3 -> 4 isn't so awkward but smoother).
00:08:642 (1,2,3,4) - Generally, you shouldn't fill an Easy difficulty with so many hitobjects on a relatively calm part of the song. Try to use something like that: https://derpovic.s-ul.eu/4JjFkOLX
00:36:908 (2,3,4) - ^, however it's not really calm but it fits the same way.
00:45:442 (4,5,6) - ^

00:18:242 (2,3) - One thing you could try is to Ctrl+J (3) and move like that: https://osu.ppy.sh/ss/6284038 Only adjust (2) a little bit and it's much better to follow. I am also not the biggest fan that 00:21:975 (2) - is exactly on the start-/endpoint of (3) and some newer player might fail because they're confused.
00:26:775 (3) - You would replace the start and end point so it's more logical to follow than currently.
00:41:708 (5) - replace the slider with a circle so you have little and neat break on 00:42:242 - .

Flow is - even for an Easy - something relevant you need to consider it's there. Some parts looks good for the moment but others doesn't and needs to be adjust. Then the difficulty also feels somewhat unnatural to play (mostly relating to parts like 00:08:642 (1,2,3,4) - ), you can emphasize a lower difficulty better with less notes but smarter hitobjects to catch the important sounds of the song.

[Normal]
00:07:308 (2) - I don't really find the drum sampleset good here but if you really insist to keep it, remove it from the start point, that time really doesn't fit.
00:11:575 (3) - Subjectively said, I think it's weird to follow like that. This is probably a better decision: https://osu.ppy.sh/ss/6284558
00:26:775 (5,1) - I think you could already start in the Normal difficulty to work a bit with the 1/3 ~ 1/6 rhythm, for example: https://derpovic.s-ul.eu/tstkesAd I think this will open you more possibilities to map and to combine stuff. At least from the given example, it plays with that bpm pretty good, the OD is also pretty low so it's acceptable.
00:28:908 (5,6,1) - same here.
00:41:175 (6,7,8) - replace it with a 1/3 repeat slider: https://derpovic.s-ul.eu/pY0j6nGy The bigger break makes it acceptable to add and you emphasize the music better.
00:47:042 (1,2) - It's quite nonsense you use only for this time a different rhythm than previously (example: 00:34:242 (1,2,3,4) - ).

It's much better compared to Easy but definitely can use more variety by introducing more 1/3 and 1/6 mapping. Since the spread is limited to E/N/H/H I think this is totally toleratable.

[PeterEU's Hard and Hard]
Both difficulties have personally the problem they really lack on an actual challenge. The song itself offers a lot of 1/3 snapping where it's barely used (just for the begin of Hard and then else it's nowhere used). For example 00:26:775 - in Hard: this could be done instead: https://derpovic.s-ul.eu/qqrjmK3g (from dark blue (6) till light blue (2) ). Don't hesitate to use harder stuff in both difficulties, they're supposed to be the hardest difficulties in your set. For now, some Normal Difficulties are harder than any of these Hard difficulties, without sounding rude but that's not good. That's the biggest issue you have to deal with for now. Things like flow, usage of hitobjects, etc. is less then problem (they also need some improvement but it's not comparable). The first thing you both should consider is to "buff" both difficulties to an acceptable minimum. Maybe one of the Hard difficulties can be noticeable harder than the other so you even have a better spread.

About Hard: 00:17:175 - Why did you put 0.75x to reduce the SV while it's actually the stronger part of the song (and even in kiai)? That makes zero sense.

And that's all I can say for now. I hope to see this map somewhen ready to be qualified because I really like the song. :D Good luck!
Nwolf
can I interest you in adding some taiko GDs? : )
Topic Starter
-Kyu

Stefan wrote:

hi there!

[General]
-) What's about the low volume in all difficulties? It's in the GD Hard slightly louder but feels still too quiet, might increase to 40%.
-) The combo colours you're using looks too similar, I don't even understand why you put five colours and use only two of them. remove Combo colour 1, 3 and 4 and make 2 to Combo2 : 0,202,0 (you have to replace it in the .osu file). If you really want to use two blue colours, make sure they are notable different.

[Easy]
00:01:708 (3,5) - It feels really weird to have a repeat on the upbeat, you'd expect on 00:02:242 - to tap on a slider instead of a continuing repeat. Basically, this is something I'd imagine to do: https://derpovic.s-ul.eu/pNw7JqpE
00:05:442 (1,3) - What's the point of having claps here? The music between 00:00:109 - 00:04:375 - didn't change and you haven't added any claps there.
00:06:508 (3,4) - I think, flow-wise this could be improved, something like this would help: https://osu.ppy.sh/ss/6247863 (this is just a raw example but you see that the transistion from 3 -> 4 isn't so awkward but smoother).
00:08:642 (1,2,3,4) - Generally, you shouldn't fill an Easy difficulty with so many hitobjects on a relatively calm part of the song. Try to use something like that: https://derpovic.s-ul.eu/4JjFkOLX
00:36:908 (2,3,4) - ^, however it's not really calm but it fits the same way.
00:45:442 (4,5,6) - ^

00:18:242 (2,3) - One thing you could try is to Ctrl+J (3) and move like that: https://osu.ppy.sh/ss/6284038 Only adjust (2) a little bit and it's much better to follow. I am also not the biggest fan that 00:21:975 (2) - is exactly on the start-/endpoint of (3) and some newer player might fail because they're confused.
00:26:775 (3) - You would replace the start and end point so it's more logical to follow than currently.
00:41:708 (5) - replace the slider with a circle so you have little and neat break on 00:42:242 - .

Flow is - even for an Easy - something relevant you need to consider it's there. Some parts looks good for the moment but others doesn't and needs to be adjust. Then the difficulty also feels somewhat unnatural to play (mostly relating to parts like 00:08:642 (1,2,3,4) - ), you can emphasize a lower difficulty better with less notes but smarter hitobjects to catch the important sounds of the song.

[Normal]
00:07:308 (2) - I don't really find the drum sampleset good here but if you really insist to keep it, remove it from the start point, that time really doesn't fit.
00:11:575 (3) - Subjectively said, I think it's weird to follow like that. This is probably a better decision: https://osu.ppy.sh/ss/6284558
00:26:775 (5,1) - I think you could already start in the Normal difficulty to work a bit with the 1/3 ~ 1/6 rhythm, for example: https://derpovic.s-ul.eu/tstkesAd I think this will open you more possibilities to map and to combine stuff. At least from the given example, it plays with that bpm pretty good, the OD is also pretty low so it's acceptable.
00:28:908 (5,6,1) - same here.
00:41:175 (6,7,8) - replace it with a 1/3 repeat slider: https://derpovic.s-ul.eu/pY0j6nGy The bigger break makes it acceptable to add and you emphasize the music better.
00:47:042 (1,2) - It's quite nonsense you use only for this time a different rhythm than previously (example: 00:34:242 (1,2,3,4) - ).

It's much better compared to Easy but definitely can use more variety by introducing more 1/3 and 1/6 mapping. Since the spread is limited to E/N/H/H I think this is totally toleratable.

[PeterEU's Hard and Hard]
Both difficulties have personally the problem they really lack on an actual challenge. The song itself offers a lot of 1/3 snapping where it's barely used (just for the begin of Hard and then else it's nowhere used). For example 00:26:775 - in Hard: this could be done instead: https://derpovic.s-ul.eu/qqrjmK3g (from dark blue (6) till light blue (2) ). Don't hesitate to use harder stuff in both difficulties, they're supposed to be the hardest difficulties in your set. For now, some Normal Difficulties are harder than any of these Hard difficulties, without sounding rude but that's not good. That's the biggest issue you have to deal with for now. Things like flow, usage of hitobjects, etc. is less then problem (they also need some improvement but it's not comparable). The first thing you both should consider is to "buff" both difficulties to an acceptable minimum. Maybe one of the Hard difficulties can be noticeable harder than the other so you even have a better spread.

About Hard: 00:17:175 - Why did you put 0.75x to reduce the SV while it's actually the stronger part of the song (and even in kiai)? That makes zero sense.

And that's all I can say for now. I hope to see this map somewhen ready to be qualified because I really like the song. :D Good luck!
Thank You so much Stefan!
i've fixed most of it,and did some remap on Hard
and sorry for the very late reply,i was taking a break from this map >,<

Ntiger wrote:

can I interest you in adding some taiko GDs? : )
I'm very sorry,but i'm keeping this mapset as a standart mapset~
intiaz

Shot 2 Kudosu Stars.
Now, do me a favor.. and get this ranked :)
Yeen
And here we go!

[Easy]

Nope, no criticism here.

[Medium]

I did notice a few errors on this difficulty. I guess not errors in a traditional sense, your earlier mod notes cleaned those up... but on a more technical and enjoyment level, that's where I'm focusing.

So let's do it!

Filler vs blank space:
This, I found, was a problem and at times it even confused me which part of the song you were mapping to. Mind you, the only real errors relevant to Filler Vs Blank were found in your Kiai section. For some examples where I thought improvement could be implemented...

@ 00:28:375, a note is needed

@ 00:22:775, there is an unneeded note. (Tip: keep a theme of what you are mapping to in specific parts)

@ 00:26:508, a note is needed.

The moral of this story is that perhaps you should consider mapping to the voice chop-ups in the Kiai section, starting @ 00:21:442.
Mind you! To make sure the map is not too hard for it's star difficulty, I would select key vocal chop-up lines or rhythms to lay beats down on. If you think it's getting too frantic or hard, just leave out the note in question and ignore that particular voice chop!

This second tip for your 'Medium' difficulty is more of a suggestion then something you MUST change.

@ 00:26:775(4,5,6) should you really have that 'jump' to note five? I think they should be closer.

[PeterEU's Hard]
Totally solid. He did a great job.

[Hard]
I think it's not even technicalities that you're lacking here... but inspiration. Out of all the difficulties, this one felt the most uninspired. I mean, I'm not asking for IAHN - Transform (Original Mix) levels of inspiration... but I do have some advice on how we can make this more interesting.

The time between 00:34:242 and 00:42:508 is where I'd like to focus. Why don't you try mapping all your beats precisely to the trumpet bursts? I think it would lead to a welcome, challenging 'boss level' in an otherwise mild beatmap. It would help your hard difficulty to not be so easily forgotten!

A lesson to take away from this? Well, keep in mind as you get this beatmap ranked and start making others that playing it safe is not always a good idea, and in a community over-inflated by uninspired or shoddy beatmaps, that will be your 'Blue Dragon' ticket to becoming a respected beat-mapper!
intiaz

xD!
Come on Kyu, this should be ranked already!
fattypikachu
Hello! ^_^ Just a random modder passing by!

[General]

According to the Mapping Criteria:

  • Each map must use at least two different combo colors. Also, do not use the same color twice consecutively. Using the same combo colors in a row or using only one combo color makes it impossible for the player to notice and read when a combo starts or ends.
At its current state, the map is unrankable. Here's where you need to fix:

  1. Easy:
    00:17:175 (1) - , 00:25:708 (1) - , 00:34:242 (1) -
  2. Normal:
    00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:42:775 (1) -
  3. PeterEU's Hard:
    00:04:375 (1) - , 00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:27:575 (1) - , 00:31:842 (1) - , 00:36:375 (1) - , 00:40:642 (1) - , 00:44:908 (1) -
  4. Hard:
    00:04:375 (1) - , 00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:25:442 (1) - , 00:29:708 (1) - , 00:36:375 (1) - , 00:40:642 (1) - , 00:44:908 (1) -
Do that first, then continue with the mod.

[Easy]

00:04:908 (7) -NC
00:05:442 (1) - Remove NC

00:27:842 (4) - NC

00:48:108 (2) - I'd suggest moving the tail of the slider so that it faces towards the middle. It'll make the spinner a lot easier.

Other than that, not much...

[Normal]

00:07:308 (2,3) - This doesn't fit the rhythm. Try something like...


00:25:442 (1) - Remove NC
00:25:709 (2) - NC

00:41:175 (2,3,4) - Again, it doesn't fit. Try...


00:48:108 (3) - Move this to x:208 y:216 for better flow

I can't seem to hear the hit sounds between 00:25:709 - and 00:33:175 - . Maybe make them louder?

[PeterEU's Hard]

00:33:175 (5) - Make this a curve like 00:32:108 (2) - . It looks more pleasing and gets rid of the overlap.

00:48:108 (2) - Maybe point the tail towards the centre?

[Hard]

00:16:108 (4) - Remove the finish

00:31:842 (6) - Maybe have this circle not on top of 00:31:042 (5) - , it doesn't really happen outside this instance.

Not much else I can say...

I hope this helped! :)
Topic Starter
-Kyu
ok,so i've asked PeterEU,and i was given permission to take over his diff
any mods given to his diff,i'll fix it myself.
LMT
  • [Hard]
  1. 00:01:842 - feels awkward to click on a weaker beat (sliderend is stronger than sliderhead) so try this https://osu.ppy.sh/ss/6381014 . This applies to the rest of the structure.
  2. 00:10:420 (6) - for this one try this https://osu.ppy.sh/ss/6381039 so that the the rhythm gap is equal from (5)head -> (5)end -> next clicking object. Same applies to the rest of the structure.
  3. 00:12:108 (5,6) - why not mapping 1/6s here? You did just now so the player would actually expect a 1/6 rhythm here.
  4. 00:16:508 (5) - this is incorrectly snapped
  5. 00:17:175 (1,2,3,4,1) - I don't quite see what rhythm you want to achieve here. The synth goes like this https://osu.ppy.sh/ss/6381661 (sliderhead of 4 snapped to a blue tick). I know this is a "hard" diff but since it's the highest diff, you have to make use of precise snapping.
  6. 00:19:575 (2) - same : https://osu.ppy.sh/ss/6381693 if you're following the bass line because only the bass goes like 1/2 .
  7. 00:24:642 (5) - unclear emphasis and this is the only place you seem to highlight the synth. Try https://osu.ppy.sh/ss/6381706 this, more consistent to the synth.
    There are a lot of places where emphasis are really unclear so I advise you to analyse rhythm and different sections carefully again (also try to make it playable as well) and use more 1/6 snapping because that is really what the setting of this song is.
  8. 00:41:175 (3,4) - these sliders are mapped to different sounds so they shouldn't be in the same pattern.
  9. 00:44:375 (4,5) - why not a slider as well, because pattern?
    [PeterEU's Hard]
    Why another hard? Call this something like advanced.
  10. 00:21:708 (2) - why offbeat slider? seems like white tick (sliderend) is stronger. 00:23:575 (6,7) - same
  11. 00:35:308 (4) - this 2 reverse arrow is a gimmick at lower diffs, please use it more consistently, like here 00:39:575 (4) - . Also 00:47:042 (1) - a reason to break structure? The ending is just fading out, no need to make a special final pattern.
    [Normal]
    Specific reason for tick rate 2?
  12. 00:07:308 (2) - this being a 3/4 slider sounds better to me.
  13. 00:13:975 (4) - same, it's just the second sound is always stronger than the first on doubles.
  14. 00:17:175 (1,2,3) - such a large flow break unless you want to make a blanket pattern, which is totally off.
  15. 00:18:775 (1) - feels off rhythm wise. try selecting 00:19:575 (1,2) - these and ctrl+g for better rhythm?
  16. 00:22:775 (4) - this note should not exist if you go for 1/1 pattern here like 00:21:442 (1,2) - this.
  17. 00:25:975 (3,4) - offbeat slider where it shouldn't be. When you put a slider it's almost always implying that the sliderhead has more impact than the sliderend unless the slider is really long like 3/2 or above.
  18. 00:29:353 (6) - map is way too consistent going as 1/2 for a 1/3 and then 2/3 gap here.

    [Easy]

    Object placement feels random in general and I really can't see the logic behind some of those.
  19. 00:00:109 (1,2,3) - skipping downbeat is never a good thing. https://osu.ppy.sh/ss/6382125 try this rhythm.

I have to go and I can't really find the time to finish my mod in Easy, but you should pay more attention to the rhythm in general, especially on Easy.
Good luck!
Topic Starter
-Kyu

fattypikachu wrote:

Hello! ^_^ Just a random modder passing by!

[General]

According to the Mapping Criteria:

  • Each map must use at least two different combo colors. Also, do not use the same color twice consecutively. Using the same combo colors in a row or using only one combo color makes it impossible for the player to notice and read when a combo starts or ends.
At its current state, the map is unrankable. Here's where you need to fix:

  1. Easy:
    00:17:175 (1) - , 00:25:708 (1) - , 00:34:242 (1) -
  2. Normal:
    00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:42:775 (1) -
  3. PeterEU's Hard:
    00:04:375 (1) - , 00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:27:575 (1) - , 00:31:842 (1) - , 00:36:375 (1) - , 00:40:642 (1) - , 00:44:908 (1) -
  4. Hard:
    00:04:375 (1) - , 00:08:642 (1) - , 00:12:908 (1) - , 00:17:175 (1) - , 00:21:442 (1) - , 00:25:442 (1) - , 00:29:708 (1) - , 00:36:375 (1) - , 00:40:642 (1) - , 00:44:908 (1) -
Do that first, then continue with the mod. THIS IS VERY USEFUL OMG THANK YOU!

[Easy]

00:04:908 (7) -NC
00:05:442 (1) - Remove NC

00:27:842 (4) - NC

00:48:108 (2) - I'd suggest moving the tail of the slider so that it faces towards the middle. It'll make the spinner a lot easier.

Other than that, not much...

[Normal]

00:07:308 (2,3) - This doesn't fit the rhythm. Try something like...


00:25:442 (1) - Remove NC
00:25:709 (2) - NC

00:41:175 (2,3,4) - Again, it doesn't fit. Try... changed to another way


00:48:108 (3) - Move this to x:208 y:216 for better flow

I can't seem to hear the hit sounds between 00:25:709 - and 00:33:175 - . Maybe make them louder? well i didn't put any inherited tick there,the sound is still the same

[PeterEU's Hard]

00:33:175 (5) - Make this a curve like 00:32:108 (2) - . It looks more pleasing and gets rid of the overlap.

00:48:108 (2) - Maybe point the tail towards the centre?

[Hard]

00:16:108 (4) - Remove the finish

00:31:842 (6) - Maybe have this circle not on top of 00:31:042 (5) - , it doesn't really happen outside this instance. idk i like this one

Not much else I can say...

I hope this helped! :)
Thanks so much for your mod! it was really helpful!
fixed that i didn't replied on
intiaz

You and me both knows what happens next.
Come on, Kyu! ;)
Hokichi
Hey!
#modreqs

[Easy]
00:01:708 (3) - I don't like the way the slider ends at a big white tick. But it's just my opinion

00:05:975 (3,4) - Map this like what you did earlier

00:23:575 (5,6) - Adjust blanket?

00:26:242 (2,3) - ^

00:29:975 (1,2,3) - Please adjust the flow... It flows bad

[Normal]
00:07:308 (2,3) - I don't think 1/4 is allowed in an Normal diff. But since the BPM is kinda low so...

00:17:175 (1,2) - Fix blanket

00:18:242 (3,4) - ^ . Please fix all of them

00:18:775 (4) - Remove the reverse, then add circle at the end of it

00:32:375 (6,1) - Stack or not overlap at all, your choice :)

[PeterEU's Hard]
00:23:575 (6) - NC

00:35:308 (4) - Do something like 00:34:242 (1,2,3) -

00:43:842 (4) - ^

00:47:042 (1,2) - ^

[Hard]
00:12:108 (5,6) - Do what you did at 00:09:975 (5,6) -

00:38:508 (5) - NC

00:41:175 (3) - Why not try 1/3 slider?

Good luck
-NeBu-
take mine 2 stars too \:D/
Seolv
Hello
I am here for GD submission
o pls accept

Lukas' Advanced
osu file format v14

[General]
AudioFilename: Undertale OST_ 010 - Ghost Fight.mp3
AudioLeadIn: 0
PreviewTime: 17175
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Ghost Fight
TitleUnicode:Ghost Fight
Artist:toby fox
ArtistUnicode:toby fox
Creator:ExKyu
Version:Lukas' Advanced
Source:Undertale
Tags:napstablook soundtrack PeterEU
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2.00000000596047
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Napstablook.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
109,533.333333333333,4,2,0,20,1,0
17175,-100,4,2,0,20,0,1
33708,-100,4,2,0,20,0,0
51308,-100,4,2,0,5,0,0


[Colours]
Combo1 : 38,219,234
Combo2 : 10,115,192

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Thank.
intiaz
Here's a second mod! Currently laptoptiaz and in orlando, but I got this!
First thing to mention, I gave 2 kudos stars. Thanks for reviving this map, and you can do it!

[The Off-Topic Stuff]
1) Can I make a gd? Insane or something? plzplzplzPLZPLZPLZ
2) An advanced for the name of Lukas's Difficulty might be unrankable for an advanced. I'll explain in the mod.

[General]
1) 1.10 Slider Velocity for Easy is a 1% too high. Try 1.00.

[Easy]
00:32:642 - Try curving this.
00:41:708 - Curve this a TINY BIT less.

[Advanced by Lukas]
Okay, First let me start off by saying Advanced is practically a bump up of normal or hard, this is like a bump up of insane. First off, the slider velocity is WAY TOO high. 2.00 is not supposed to be used. A slider velocity of 1.40 is appropriate. Now, let's get to the mod.
00:00:109 - These types of sliders aren't really supposed to be in an advanced.
00:02:242 - ^
00:04:375 - ^
00:06:508 - ^
00:08:642 - ^
00:10:775 - ^
00:12:908 - ^
00:16:108 - Stacks in Advanced are okay, but not like this.
00:17:708 - The slider types are coming back.. o_o
00:19:442 - Really?

[Ending The Mod A Little Early]
I have to go to sleep right now. And when I get up, if I happen to go on osu!, I will not continue the mod for Advanced. The way it's mapped fits like, an Insane+ or something. I really suggest a remap and I'm sorry if I was rude.


Again, Nice job -Kyu, And good luck on the map! PLS I WANNA GD SOMETHING ;_;
Topic Starter
-Kyu

Nyantiaz wrote:

Here's a second mod! Currently laptoptiaz and in orlando, but I got this!
First thing to mention, I gave 2 kudos stars. Thanks for reviving this map, and you can do it!

[The Off-Topic Stuff]
1) Can I make a gd? Insane or something? plzplzplzPLZPLZPLZ awww i'm sorry Nyantiaz,i'm keeping the spread like this
2) An advanced for the name of Lukas's Difficulty might be unrankable for an advanced. I'll explain in the mod.

[General]
1) 1.10 Slider Velocity for Easy is a 1% too high. Try 1.00. it's okay for me

[Easy]
00:32:642 - Try curving this. fixed
00:41:708 - Curve this a TINY BIT less. why? i see no problem without curving it more

[Ending The Mod A Little Early]
I have to go to sleep right now. And when I get up, if I happen to go on osu!, I will not continue the mod for Advanced. The way it's mapped fits like, an Insane+ or something. I really suggest a remap and I'm sorry if I was rude.


Again, Nice job -Kyu, And good luck on the map! PLS I WANNA GD SOMETHING ;_;
Thanks for the mod!
for Lukas' Advanced,we'll talk about that later
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