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SHIROKUMA (CV:Sakurai Takahiro) - My Dear

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Topic Starter
CrystilonZ
This beatmap was submitted using in-game submission on 2016年8月29日 at 18:49:17

Artist: SHIROKUMA (CV:Sakurai Takahiro)
Title: My Dear
Source: しろくまカフェ
Tags: Café Polar Bear Cafe ED Ending Pengin ペンギン Panda パンダ Sasako 笹子 Grizzly グリズリ Llama ラマ Sloth ナマケモノ Nakemono
BPM: 110
Filesize: 27137kb
Play Time: 01:29
Difficulties Available:
  1. Hard (2.68 stars, 188 notes)
  2. My Bear (3.23 stars, 221 notes)
  3. Normal (1.86 stars, 147 notes)
Download: SHIROKUMA (CV:Sakurai Takahiro) - My Dear
Download: SHIROKUMA (CV:Sakurai Takahiro) - My Dear (no video)
Information: Scores/Beatmap Listing
---------------


Bubblezek
Electoheart


BEARRRRRRRRRRRRRRRRRR
Topic Starter
CrystilonZ



Modders
  1. Shurelia
  2. Electoz Electroz -2x
  3. AltF4 The board really hates names with square brackets lol
  4. Prismetical The train of stars really surprised me XD. Thanks again!
  5. Lanturn
  6. kanor
  7. CrzSwordasdf square brackets
  8. Kalibe
  9. Hollow Wings
  10. DosuRyouta
  11. Lilyanna
  12. HappyRocket88
  13. ezek #modezek
  14. Hobbes2blankets & stacks sensor


Shurelia
m4m m4m
50 eps about a polar bear and his cafe.
good song tho

[General]
  1. isn't this the 12nd ED of this anime? then feel free to add "ED_12" / "12" or whatever that you want,

[Normal]
  1. 01:07:303 (4) - Would change this into a 1/2 repeat slider. To follow the vocal better and still following the guitar's well too
  2. good

[Hard]
  1. 01:03:758 (4) - this is really unexpected to play, the sudden back jump and also hidden under the previous slider are quite hard to read for this kind of slow song. I suggest to move this. Also the flow is kinda weird so Xd
  2. else is good

[Bear]
  1. 00:39:758 (6) - hmm, I prefer this to be unstacked for a easier read to players.
  2. 01:06:212 (1) - adding a finish at the head would give players a better sound
  3. 01:21:485 (1) - let's try this one XD , http://puu.sh/p20Et.jpg , use 1/8 for this. Yeah, it follows the guitar better.
clean and good map.

gl
Topic Starter
CrystilonZ

Shurelia wrote:

m4m m4m
50 eps about a polar bear and his cafe.
good song tho

[General]
  1. isn't this the 12nd ED of this anime? then feel free to add "ED_12" / "12" or whatever that you want, just ed should suffice imo

[Normal]
  1. 01:07:303 (4) - Would change this into a 1/2 repeat slider. To follow the vocal better and still following the guitar's well too I want players to have a break from stream of 1/2s. To continue the 1/2 rhythm sounds a bit too overwhelming for Normal
  2. good

[Hard]
  1. 01:03:758 (4) - this is really unexpected to play, the sudden back jump and also hidden under the previous slider are quite hard to read for this kind of slow song. I suggest to move this. Also the flow is kinda weird so Xd I don't think it's so unexpected as I use it throughout the diff lol
  2. else is good

[Bear]
  1. 00:39:758 (6) - hmm, I prefer this to be unstacked for a easier read to players. for some king of consistency with 00:38:667 (3) -
  2. 01:06:212 (1) - adding a finish at the head would give players a better sound sounds a bit unnecessary for a relaxing song
  3. 01:21:485 (1) - let's try this one XD , http://puu.sh/p20Et.jpg , use 1/8 for this. Yeah, it follows the guitar better. I thought so too, but adding 1/8 to the map might not fit well with the song. Will consider if other mods mention about this topic
clean and good map.

gl
Thanks for the mod~~ :)
Electoz
Gonna mod in English cuz it's easier + can't write Thai in Notepad.

[Normal]

  1. 00:26:667 - There's a sound here which would work with a sliderend imo, how about changing 00:26:121 (3,4) into a 1/2 repeat slider?
  2. 00:51:758 (2) - I was expecting a pause like 00:58:303 (2,1) because that slider didn't express neither the vocal nor instrument sound.
  3. 01:01:030 - Supposed to be a clap instead of whistle.
  4. 01:05:394 - This beat is as strong as 01:05:667 so it's kinda wasted for not making it clickable.
[Hard]

  1. 00:27:758 (2,3) - Doesn't flow really well but if you want to keep it for aesthetic reasons then up to you. Also 2.0 DS is kinda big tbh, decreasing a bit would be nice.
  2. 00:41:667 (2) - Missing clap.
  3. 00:43:030 (2,3,4,5,6) - Idk if it's intentional but I noticed you hitsounded this part differently in each diff so I'm gonna mention this just in case.
  4. 00:53:939 (3) - Was expecting this to be a curved slider but doesn't really matter that much lol.
  5. 00:59:394 (5) - Maybe move this to the left side of 00:58:303 (2) for aesthetic reasoning.
  6. 01:14:667 (4) - Move this down a bit to form a blanket with 01:12:758 (1,4) ?
[My Bear]

  1. 00:58:303 (3,4) - What are you trying to emphasize with this spacing lol.
  2. 01:05:530 (7) - Maybe missing clap idk cuz 01:05:258 (5) has it and they're just the same sound.
  3. 01:05:803 (9) - 01:06:076 (11) - Kinda overmapped and 01:05:939 (10) would fit better as a circle alone here cuz the new stanza started there.
Overall nice mapset, good luck~
Topic Starter
CrystilonZ

Electoz wrote:

Gonna mod in English cuz it's easier + can't write Thai in Notepad.

[Normal]

  1. 00:26:667 - There's a sound here which would work with a sliderend imo, how about changing 00:26:121 (3,4) into a 1/2 repeat slider? The double there provide a good transition between... urr... what did you call it? stanzas. Besides, I didn't intend to map all the sounds in Normal ;)
  2. 00:51:758 (2) - I was expecting a pause like 00:58:303 (2,1) because that slider didn't express neither the vocal nor instrument sound. This is to emphasize the vocal, and because jumps are forbidden in Normal, this is pretty much the only way to emphasize something.
  3. 01:01:030 - Supposed to be a clap instead of whistle. oops. also fixed this in Insane
  4. 01:05:394 - This beat is as strong as 01:05:667 so it's kinda wasted for not making it clickable. I do want to, but keep in mind that this is for the beginners and the series of 1/2s was going too long before that point orz
[Hard]

  1. 00:27:758 (2,3) - Doesn't flow really well but if you want to keep it for aesthetic reasons then up to you. Also 2.0 DS is kinda big tbh, decreasing a bit would be nice. toned it down by a bit
  2. 00:41:667 (2) - Missing clap. oops
  3. 00:43:030 (2,3,4,5,6) - Idk if it's intentional but I noticed you hitsounded this part differently in each diff so I'm gonna mention this just in case. I did it as I saw fit XD anyways, fixed by a bit in Insane
  4. 00:53:939 (3) - Was expecting this to be a curved slider but doesn't really matter that much lol.
  5. 00:59:394 (5) - Maybe move this to the left side of 00:58:303 (2) for aesthetic reasoning. this is fine XD the circle stick out and is pretty noticeable anyway
  6. 01:14:667 (4) - Move this down a bit to form a blanket with 01:12:758 (1,4) ? didn't intend to. triangle pattern is better here imo
[My Bear]

  1. 00:58:303 (3,4) - What are you trying to emphasize with this spacing lol. I tried to slow the pace of the map down and accelerate it back up, but the deceleration come a li--ttle bit too late lol.
  2. 01:05:530 (7) - Maybe missing clap idk cuz 01:05:258 (5) has it and they're just the same sound. add a whistle instead
  3. 01:05:803 (9) - 01:06:076 (11) - Kinda overmapped and 01:05:939 (10) would fit better as a circle alone here cuz the new stanza started there. 01:05:803 (9) - isn't but 01:06:076 (11) - is. I had tried deleting 01:06:076 (11) - earlier but it sounded so weird with the dragging vocal, so I decided to keep it
Overall nice mapset, good luck~
Thanks a lot :)
anna apple
hi, from queue(only modding hardest diff because I suck at easy/normal stuff)

[Your bear]
  1. 00:00:758 (1,2) - 00:02:121 (3,1) - 00:01:576 (2,3,4,1) - 00:03:758 (2,5) - 00:05:939 (2,4,1) - 00:13:303 (2,1) - 00:17:667 (2,1) - 00:19:848 (6,1) - 00:21:485 (4,1) - 00:26:394 (2,1) - 00:28:030 (4,3) - 00:40:030 (1,2) - 00:53:394 (2,4) -01:02:667 (2,4) - blanket can improve
  2. 00:22:576 (1,3) - bad slider shape = bad blanket
    yeah fix blankets
  3. 01:05:121 (4,5,6,7,8,9,10,11) - stream is too long
  4. 01:06:076 (11) - does this represent a sound?
pretty good map m8
Topic Starter
CrystilonZ

[alt][F4] wrote:

hi, from queue(only modding hardest diff because I suck at easy/normal stuff)

[Your bear]
  1. 00:00:758 (1,2) - 00:02:121 (3,1) - 00:01:576 (2,3,4,1) - 00:03:758 (2,5) - 00:05:939 (2,4,1) - 00:13:303 (2,1) - 00:17:667 (2,1) - 00:19:848 (6,1) - 00:21:485 (4,1) - 00:26:394 (2,1) - 00:28:030 (4,3) - 00:40:030 (1,2) - 00:53:394 (2,4) -01:02:667 (2,4) - blanket can improve will see what I can do about these
  2. 00:22:576 (1,3) - bad slider shape = bad blanket it's fineee orz
    yeah fix blankets
  3. 01:05:121 (4,5,6,7,8,9,10,11) - stream is too long
  4. 01:06:076 (11) - does this represent a sound? mentioned in previous mod
pretty good map m8
Thanks~ :)
Prismetical
Heyoo! ♥ M4M ♥

Normal
00:10:576 (3,2) - not perfectly stacked
00:36:758 (3) - replace with the same slider as 00:37:848 (1) - so the shapes look more equally and the blanket will look better

Hard
00:45:212 (2,1) - stacking can be improved

This is the most beauitful pending thing I've ever seen... *-* +5*
Best of luck!
Topic Starter
CrystilonZ

Prismetical wrote:

Heyoo! ♥ M4M ♥

Normal
00:10:576 (3,2) - not perfectly stacked fixed
00:36:758 (3) - replace with the same slider as 00:37:848 (1) - so the shapes look more equally and the blanket will look better I think I have enough wave sliders lol

Hard
00:45:212 (2,1) - stacking can be improved tried to. This will be spaced out by the game's stacking process anyway.

This is the most beauitful pending thing I've ever seen... *-* +5* omg thanks a lot XDXD
Best of luck!
Thanks for the prompt mod ~ :)
Lanturn
That samplefish stalk.

Shirokuma - My Dear

[Normal]
Ar5.5 is way too much. This should honestly be a 4-4.5.... 5 is even pushing it.
  1. 00:34:848 (3) - Unless I'm missing something. 00:34:848 (3) - is pretty inconsistent with 00:30:485 -
  2. 00:37:576 (4) - Maybe delete? You aren't following vocals here anyways.
  3. 00:58:848 - again is kinda inconsistent with 01:16:303 (3) -
  4. 01:04:848 (2,3) - lots of clicking in this 01:04:848 (2,3,4,5,1,2,3) - area.. Maybe use a 1/1 slider here? or at 01:06:212 (1,2) -
  5. 00:52:848 (4,5) - and 01:10:303 (4,4) - (tail on second one) maybe delete for breathing room?
[Hard]
The density on this compared to normal is pretty similar... Maybe you should nerf little just a bit more, especially during the Kiai. The only thing that separates this diff is the small jumps really.
  1. 01:14:667 (4) - even though this works fine as a jump. It kind of suits the map better if it follows the DS of the previous two notes since it'll make the jump to 01:14:939 (1) - more dominant.
  2. 00:49:576 (3) - Not sure if I feel this small jump. It almost would fit better under the Tail instead of the head.
  3. 01:04:576 (2) - The tail end with the guitar strum might work better. Maybe make (1) a 1/1 slider and then place a circle after it?
  4. 01:23:667 (1,2,3) - I don't really see a reason why these can't be more centered. They definitely feel like they're way too far in the corner.
[My Bear]
  1. 00:37:848 (1,2,3,4,5,6) - Spacing on this combo feels a bit too much. Maybe try like 2.25 since the combos before it were only at 2 or something.
  2. 01:05:803 (9,11) - Maybe delete these. Its a bit strange having the drums and then the soft whistles all together.
Eh not much else. This is pretty much ready aside from the Normal maybe being a bit too dense.
Topic Starter
CrystilonZ

Lanturn wrote:

That samplefish stalk. lol

Shirokuma - My Dear

[Normal]
Ar5.5 is way too much. This should honestly be a 4-4.5.... 5 is even pushing it. considering the density. High ar might fit better.
  1. 00:34:848 (3) - Unless I'm missing something. 00:34:848 (3) - is pretty inconsistent with 00:30:485 - the bass sounds are playing here :D
  2. 00:37:576 (4) - Maybe delete? You aren't following vocals here anyways. done! applied to 00:39:758 (4) - as well
  3. 00:58:848 - again is kinda inconsistent with 01:16:303 (3) - the guitar is much stronger on the latter
  4. 01:04:848 (2,3) - lots of clicking in this 01:04:848 (2,3,4,5,1,2,3) - area.. Maybe use a 1/1 slider here? or at 01:06:212 (1,2) -
  5. 00:52:848 (4,5) - and 01:10:303 (4,4) - (tail on second one) maybe delete for breathing room? deleted 00:55:030. keeping 01:12:212 (4) - because the sounds playing there is more audible and a little bit more intense imo
[Hard]
The density on this compared to normal is pretty similar... Maybe you should nerf little just a bit more, especially during the Kiai. The only thing that separates this diff is the small jumps really.
  1. 01:14:667 (4) - even though this works fine as a jump. It kind of suits the map better if it follows the DS of the previous two notes since it'll make the jump to 01:14:939 (1) - more dominant. kay
  2. 00:49:576 (3) - Not sure if I feel this small jump. It almost would fit better under the Tail instead of the head.I intended to make a jump here XD
  3. 01:04:576 (2) - The tail end with the guitar strum might work better. Maybe make (1) a 1/1 slider and then place a circle after it? changed it to 2 circles instead
  4. 01:23:667 (1,2,3) - I don't really see a reason why these can't be more centered. They definitely feel like they're way too far in the corner. fixed
[My Bear]
  1. 00:37:848 (1,2,3,4,5,6) - Spacing on this combo feels a bit too much. Maybe try like 2.25 since the combos before it were only at 2 or something. I think it gives some nice accelerating feelings.. idk.
  2. 01:05:803 (9,11) - Maybe delete these. Its a bit strange having the drums and then the soft whistles all together. tried. sounds really weird to me orz
Eh not much else. This is pretty much ready aside from the Normal maybe being a bit too dense.
Thanks a lot ~~ :)
kanor
[Normal]
00:13:030 - i deeply suggesst you to put a circle in this place because it sounds more fluncy. like 00:23:394 (2,3,4,5) -
00:55:030 - why not put a cirle in this beat? i think it better to follow the vocal in this palce?
[Hard]
00:26:121 (1,2,3) - i think it maybe a little more difficult than other patterns?0w0 maybe make change 2 and 3 maybe better,or put 2 into (130,109)?
Good Map and GL!
shoot a star<3
Topic Starter
CrystilonZ

kanor wrote:

[Normal]
00:13:030 - i deeply suggesst you to put a circle in this place because it sounds more fluncy. like 00:23:394 (2,3,4,5) - I use this rhythm if there's nothing indicating otherwise. 00:23:394 (2,3,4,5) - the bass is playing here, so it'd be weird to skip that
00:55:030 - why not put a cirle in this beat? i think it better to follow the vocal in this palce? yup, it's great doing so, but this is Normal, so I also want players to have some breathing spaces. Trains of 1/2s will screw them hard lol
[Hard]
00:26:121 (1,2,3) - i think it maybe a little more difficult than other patterns?0w0 maybe make change 2 and 3 maybe better,or put 2 into (130,109)? I've always make a jump on this particular sound, so why not?
Good Map and GL!
shoot a star<3
Thanks for your help and the star XD
[Crz]Makii
from my queue
[NM]
  1. Nothing found
[HD]
  1. od maybe is too low,try same as HP.
  2. 01:21:485 (1) - well..I think stack with 01:19:303 (1) - is better.
  3. Anyway,also a perfect diff.
[Bear]
  1. 00:19:303 (4) - try to increase distance,now it's a little crowded.
  2. 01:05:121 (4,5,6,7,8,9,10,11,1) - stack streams imo is not fit this diff,a soft song should use soft patterns lol
I think it's so high quality that don't need more mods lol,stared~
Topic Starter
CrystilonZ

[Crz]Sword wrote:

from my queue
[NM]
  1. Nothing found
[HD]
  1. od maybe is too low,try same as HP. I want this map to be relaxing so.. nop
  2. 01:21:485 (1) - well..I think stack with 01:19:303 (1) - is better. owo nice~~
  3. Anyway,also a perfect diff. thanks! XD
[Bear]
  1. 00:19:303 (4) - try to increase distance,now it's a little crowded. I think it's pretty okay
  2. 01:05:121 (4,5,6,7,8,9,10,11,1) - stack streams imo is not fit this diff,a soft song should use soft patterns lol I suck really hard at making streams lol. This is the best I could make orz
I think it's so high quality that don't need more mods lol,stared~ >///<
Thanks for the mod and star~ :)
Kalibe
m4m~

General*

- Having ed and ending makes really nonsense for me, cause means the same thing. It's like you had tv and televison in one, pick one of them.
- The video takes really big space in this map, prefer to ask someone to encode this video to get less filesize, like Shad0w1and
- Pure white colour is unrankable cause it really blends with bg dim and especially with this video~ just change it to something other.

[Normal]

- Since this diff is the easiest one in set, preferable to decrease ar to 4 or 4.5 for generally fit.
- Od 3 and HP 3 looks fitting more with that normal difficulty.
- 01:25:985 (1) - I really dislike using 1/4 snaps in Normal, even if they are to start spinner. How about just moving in on next red beat?
- 00:38:939 (3) - http://puu.sh/qfmrV/570afbc6f8.jpg it touches the accuracy line, recommended to avoid things like this.
- 00:53:121 (1,3) - Nazi blanket ;w;
- 01:12:758 (1,2) - ^^ ;w;w;
- 01:23:667 (1,2,3) - Structure looks cool, but the flow feels really weird while playing -> http://puu.sh/qfmKh/f23d3115d8.jpg - try this, flow should works better imo :3

[Hard]

- How about AR 6.5 here?
- 00:05:121 (1,3) - 01:04:848 (3,6) - Check those stacks, looks they off for me, rip stacks xd
- 00:06:758 (4,1) - I think you can make this transision better moving 00:06:758 (4) - on 359/228 tho.
- cool hard

[My Bear]

- Tons of stack problems here aaa, examples : 00:20:394 (1,3) - 00:23:394 (2,5) - 00:37:848 (1,3) - 00:43:303 (3,1) -
- 00:08:530 (3) - 01:18:348 (4) - Maybe remove claps? You didn't use it 00:43:303 (3,4,5,6,7) - on blue ticks and they're the same instrument.
- 01:05:394 (6) - NC it? This one starts a ds used stream, so.. ?
- also nice

Ok, that's all from me. Good mapset overall! :3
Hollow Wings
m4m

sorry for my really huge delay... ;w;

My Bear

  1. generally good map to me, not really important thing to say, so i pick some personal ones.
  2. 00:15:212 (5,6,2) - you did well in dealing blanket and geometrical structure, but still didn't care some overlap like this. idk if you can keep both distance setting and still change that into a neat one, i just put my words to those obssesion here. same to like 00:48:485 (7,4) - or whatever 00:50:394 (7,3) - ... orz
  3. most of slider and flow's direction are anticlockwise... idk if you noticed that lol

Hard

  1. 01:01:576 (6) - idk, maybe move to 177,203.
  2. fine.

Normal

  1. good.
sorry for the simple mod... really well composed map, star.

good luck.
Topic Starter
CrystilonZ

Kalibe wrote:

m4m~

General*

- Having ed and ending makes really nonsense for me, cause means the same thing. It's like you had tv and televison in one, pick one of them. I don't know exactly how osu! search system works, but generally, ED and ending are totally different terms.
- The video takes really big space in this map, prefer to ask someone to encode this video to get less filesize, like Shad0w1and will try to get one orz
- Pure white colour is unrankable cause it really blends with bg dim and especially with this video~ just change it to something other. I think pure-white is not a problem but the grayish one is. Changed into pale blue.

[Normal]

- Since this diff is the easiest one in set, preferable to decrease ar to 4 or 4.5 for generally fit. Lowered to 5. Anything lower than that will make the map harder to read because the pattern and density.
- Od 3 and HP 3 looks fitting more with that normal difficulty. OD 3 HP 3.5 in order to fit with the other 2 diffs
- 01:25:985 (1) - I really dislike using 1/4 snaps in Normal, even if they are to start spinner. How about just moving in on next red beat? oops. I thought I put it on red.
- 00:38:939 (3) - http://puu.sh/qfmrV/570afbc6f8.jpg it touches the accuracy line, recommended to avoid things like this. I ran out of space lmfao. Can't make out a good way to fix this
- 00:53:121 (1,3) - Nazi blanket ;w; This one is fine. It's blanketing the (1) slider, slightly off but still nice imo
- 01:12:758 (1,2) - ^^ ;w;w; this is also fine imo
- 01:23:667 (1,2,3) - Structure looks cool, but the flow feels really weird while playing -> http://puu.sh/qfmKh/f23d3115d8.jpg - try this, flow should works better imo :3 great!

[Hard]

- How about AR 6.5 here?
- 00:05:121 (1,3) - 01:04:848 (3,6) - Check those stacks, looks they off for me, rip stacks xd fixed
- 00:06:758 (4,1) - I think you can make this transision better moving 00:06:758 (4) - on 359/228 tho. moved around that point. nice catch XD
- cool hard thanks :3

[My Bear]

- Tons of stack problems here aaa, examples : 00:20:394 (1,3) - 00:23:394 (2,5) - 00:37:848 (1,3) - 00:43:303 (3,1) - rip me. will fix these if founded, but ultimately they're going to be spread out by the stacking system anyways
- 00:08:530 (3) - 01:18:348 (4) - Maybe remove claps? You didn't use it 00:43:303 (3,4,5,6,7) - on blue ticks and they're the same instrument. Added claps on 00:43:303 (3,4,5,6,7) with volume variations.
- 01:05:394 (6) - NC it? This one starts a ds used stream, so.. ? I feel like this is not needed.
- also nice XD

Ok, that's all from me. Good mapset overall! :3

Hollow Wings wrote:

m4m

sorry for my really huge delay... ;w; It's okay :)

My Bear

  1. generally good map to me, not really important thing to say, so i pick some personal ones.
  2. 00:15:212 (5,6,2) - you did well in dealing blanket and geometrical structure, but still didn't care some overlap like this. idk if you can keep both distance setting and still change that into a neat one, i just put my words to those obssesion here. same to like 00:48:485 (7,4) - or whatever 00:50:394 (7,3) - ... orz I thought this is fine because 5 has nearly faded away at that point orz. But I really want to keep 00:16:303 (2) - a slider. Will change if any good idea come into my mind. XD
  3. most of slider and flow's direction are anticlockwise... idk if you noticed that lol no I didn't lol

Hard

  1. 01:01:576 (6) - idk, maybe move to 177,203. this seems a bit too hard but it sounds fun lol. fixed
  2. fine.

Normal

  1. good.
sorry for the simple mod... really well composed map, star. Thanks! <3

good luck.
Thanks for the mods! <3
Hikan
Hi, from VNO's modding queue

Normal

00:02:939 (1) - it will look better if this slider blanket with 00:02:121 (3) imo

Hard

00:08:667 (3,4) - this is not really straight, i dont know how to explain it lol xD , maybe it will better if you have image -> this
01:16:303 (1,2,3,1) - you should balance DS here, it is hard to recognize while playing

My Bear

00:47:667 (4,5,6,7,1) - just my opinion, you should change this to 1 slider - 1 circle - 1 slider, because here is not too strong for you to abuse so many jumps
00:15:758 (7,1) - same is here, change this to a slider will make this more comfortable
00:31:576 (2,3) - ^
00:19:030 (3,5) - how about Ctrl + G this?
01:21:485 (1) - this is the hardest diff, I think you should change this circle to a 1/8 reverse slider (example ) to follow the guitar sound, up to you


That is all I can find xD , your map is neat, I hope this helped <3
Topic Starter
CrystilonZ

DosuRyouta wrote:

Hi, from VNO's modding queue

Normal
00:02:939 (1) - it will look better if this slider blanket with 00:02:121 (3) imo it's already blanketing (2)
Hard
00:08:667 (3,4) - this is not really straight, i dont know how to explain it lol xD , maybe it will better if you have image -> this this is intentional XD
01:16:303 (1,2,3,1) - you should balance DS here, it is hard to recognize while playing I think this is fine. It provides some emphasis.
My Bear
00:47:667 (4,5,6,7,1) - just my opinion, you should change this to 1 slider - 1 circle - 1 slider, because here is not too strong for you to abuse so many jumps this is just my style XD. I already lowered their spacing so they should be fine
00:15:758 (7,1) - same is here, change this to a slider will make this more comfortable
00:31:576 (2,3) - ^
00:19:030 (3,5) - how about Ctrl + G this? why?
01:21:485 (1) - this is the hardest diff, I think you should change this circle to a 1/8 reverse slider (example ) to follow the guitar sound, up to you no. because it doesn't fit, and it is not 1/8.

That is all I can find xD , your map is neat, I hope this helped <3
Thanks for the mod~ :)
Lilyanna
Nm from my queuedfjs

Normal

00:12:485 (2,1) - this stack little confusing for normal players maybe avoid and keep it simple since u dont have an easy
00:16:848 (2,1) - ^
01:02:667 (2) - this is almost touching the health bar or maybe just me
01:26:121 (1) - end spinner here 01:28:576 - ?

Hard

00:22:030 - i would make this clickable like u did here 00:20:394 (1,2,3) -
00:26:121 (1,2) - idk if the bigger spacing in needed why not stay consistance like u did here 00:23:939 (1,2,3) -
00:45:212 (2,1) - not stacked well

My bear

your bear is fine

hope i helped a little

Good luck
Topic Starter
CrystilonZ

Lilyanna wrote:

Nm from my queuedfjs

Normal

00:12:485 (2,1) - this stack little confusing for normal players maybe avoid and keep it simple since u dont have an easy it's consistent throughout the diff and the set tho
00:16:848 (2,1) - ^
01:02:667 (2) - this is almost touching the health bar or maybe just me yup, it almost XD
01:26:121 (1) - end spinner here 01:28:576 - ? I'm pretty sure that the sound ends there

Hard

00:22:030 - i would make this clickable like u did here 00:20:394 (1,2,3) - I think it's kinda more similar to 00:10:576 (3) -
00:26:121 (1,2) - idk if the bigger spacing in needed why not stay consistance like u did here 00:23:939 (1,2,3) - I want to makes small jumps on 00:23:939 (1,2,3) -too, but it's kinda too much.
00:45:212 (2,1) - not stacked well why did I make so many stacks orzorzorz

My bear

your bear is fine omg >/////<

hope i helped a little

Good luck
Thanks~!
HappyRocket88
Hellow. \:3/ Sorry for delaying the request for so long. ;w;

The overall map looks fairly decent, I just have some minor suggestions since there's something which is triggering me a bit.
[ General]
Fire and foremost, the density the normal is quite high and makes very hard patterns to click due to the consistent rhythm of 1/2 beats used over the whole difficulty. I do believe making an easy difficulty would let new players react in a better way to the song according how it plays. For instance, and according to the overall rhythm you used, this would be like mapping consistently at 1/1 beats over a map with 220 of BPM. Consequently, leaving it just as is feels like if it were an advanced. Alternatively, I don't really agree having the easiest difficulty of the map with such as a high Approach Rate as 5 is.

To fix this accordingly, I suggest you to:
  1. Either mapping an Easy difficulty
  2. Or nerfing the Normal.
If you decide reducing the density the normal, here's some notes you can easily remove to improve slightly this difficulty:
List
  1. 00:46:303 (4) -
  2. 00:52:848 (4) -
  3. 01:01:303 (4) -
  4. 01:05:939 (5) -
  5. 01:08:121 (5) -
  6. 01:10:303 (4) -
  7. 01:14:667 (4) -
  8. 00:19:576 (3) -
  9. 00:23:939 (3) -
  10. 00:34:848 (3) -
  11. 00:49:848 (3) -
Whilst the combo colors made sense with the chromatic of the video, sometimes the circles blends really bad with the video making unclear paths to the player follow intuitively the notes. I'm convinced using more colors as well as you did with the light blue would make clearer the way players reacted to such as patterns of objects. What about these ones?
Code in the .osu
[Colours]
Combo1 : 55,185,255
Combo2 : 128,128,192
Combo3 : 136,192,255
Combo4 : 185,185,255
SliderBorder : 217,212,200
SliderTrackOverride : 4,29,51
I got a bit curious about the characters used for the bgs. Are they the preferred ones you liked from the anime or is there any reason behind them? XD I said it because it feels weird to skipping pengin-san from the trio of friends who are since the beginning of the story. ;w;

Would you mind providing the site where you took the metadata? During my deep rehearsal, I found that the title should be written as:
Artist SHIROKUMA (CV: Takahiro Sakurai)
founded here: http://www.cdjapan.co.jp/product/AVCA-62313
[ Normal] Nice normal desu you've mapped here! There are some issues regarding the rhythm emphasis I'd like to discuss with you before:
  1. 00:04:303 (3,4) - 00:06:485 (3,4) - 00:08:667 (3,4) - etc. Rhythmically talking, the main sounds of the song are being highlighted in the wrong beat since starting sliders on the red tick plays really awkward. The problem resides that on the red tick the snore isn't as strong as it is over the white tick of the showed patterns. The way I see things, I would be way better if you did ctrl + g over those patterns to emphasize more intuitively the rhythm over this segment. Please, refer to t/58959 for further information.
  2. 00:10:303 (2,3) - What about doing ctrl + g over these? They don't play bad but the rhythm lacks a bit of emphasis if you aimed to give priority to instruments. Hence, switching the rhythm would fit this pattern the best. Try it. :3
  3. 00:13:303 (1,2) - 00:17:667 (1,2) - 00:30:758 (1,2) - etc. Regarding the usage of new combos, I'm afraid I disagree with the way you managed them. The way I see things, splitting combos up so often as the patterns in matter do could make players to lose their combos since it's not very perceptive to change them so suddenly without letting them know when the new stanza resets. Therefore, removing the NC over those patterns would make more intuitive combos to read and play.
  4. 00:46:030 (3,4) - This plays fine but I think it would be better to make easier pattern to click and follow. While I know it's the kiai, how about if we changing them for a single 1/2 slider to shorten the density of beats over this segment? It would hurt no one if you give it a try. :3 Consider doing the same here 01:05:667 (4,5) -
  5. The gap that this pattern 00:58:303 (2,1) - creates is very awkward to play. ;w; I think leaving these spaces of 1/1 on the kiai isn't a good idea since the density doesn't compensate the rhythm you've built up until here with that gap. Therefore, I do think adding a note here 00:58:848 - would fit this pattern the best as well as you did here 01:16:303 -
  6. Claps: 00:00:758 (1) - 00:02:939 (1) - 00:05:121 (1) - 00:07:303 (1) - 00:09:485 (1) - 00:11:667 (1) - 00:13:848 (1) - 00:16:030 (1) - etc, slider-end. It just feels very weird to have it with no emphasis on the slider-end when clearly the instrument brings a sound there.
  7. 00:44:394 (1) - 01:01:848 (1) - Addition Normal. It feels very low with the soft-hitfinish.
  8. 01:26:121 (1) - Shouldn't this spinner end here 01:28:576 - accordingly to what the music provides? I fairly heard something above that spot, hence I think ending it here would cover nicely the fade out of the instruments here.
  9. 01:26:121 (1) - Despite it is being almost silenced at the end, I feel that it still proved that noisy default hitsound of the soft sampleset here 01:29:121 - What about if we add a blank file just as well as soft-sliderslide.wav to mute definitely the sound over that spot where should be partially with no sound?
  10. 01:17:939 (2,3,4) - I think doing ctrl + g over this slider 01:18:758 (4) - would make a more intuitive pattern. Might need to stack 01:19:303 (1) - where 01:18:485 (3) - is but if this is intentional, consider to keep it. I guess it's a matter of note-placement and wise of flow XD
[ Hard] You have something sexy in your hards that I've always loved <3 but I'd never discover that secret. Congratulations! \:3/ Some few suggestions!
  1. Increase the OD to 5 at least. It's a really low value to have below 5 considering this is a hard difficulty and the rhythm is rather uniform in the whole mapset.
  2. 00:10:030 (2,3,4) - Ctrl + G here, try it! It's really awkward to emphasize strong beats with slider-ends since it doesn't give players the idea the emphasis are well emphasized here. Consider doping the same here 00:36:212 (2,3) -
  3. 00:26:121 (1,2,3) - This pattern looks really fancy :D but for consistency purposes it doesn't flow well when you didn't manage that distance variation consering how you applied it in the previous patterns. For this, I suggest you to try out this placement instead. What do you think? :o
[ My Bear] Really well mapped! I really liked the jumps you used over the whole mapset! >u< However, I have some issues I'd like to discuss with you about it before pushing this forward:
  1. 01:01:167 (5) - Overmapped. ;w; It's not a good reference to listen at 25% of playback rate to hear such as soft and almost inaudible hitsounds as this one is. I do believe removing it would make things more appropriated in terms of rhythm.
  2. 01:06:076 (11) - Same goes with this.
[]
Will come back once you reply to the mod /u\ I hope we can get into agreement with this mapset, at least on the Normal diff. ;w;
Topic Starter
CrystilonZ
Yeah about the normal, I believe it's the consensus of the community and I also think it's a bit too hard myself, so I definitely agree with that.
Will reply asap~*

Oh and about the metadata, actually I found both two versions: the one with the colon and the one with the period. I'm not really sure about this either so I went with the one displayed in the video (period). I will ask some metadata pros for this on second thought, I will go with the colon. majority rules i guess lol

HappyRocket88 wrote:

Hellow. \:3/ Sorry for delaying the request for so long. ;w;

The overall map looks fairly decent, I just have some minor suggestions since there's something which is triggering me a bit.
[ General]
Fire and foremost, the density the normal is quite high and makes very hard patterns to click due to the consistent rhythm of 1/2 beats used over the whole difficulty. I do believe making an easy difficulty would let new players react in a better way to the song according how it plays. For instance, and according to the overall rhythm you used, this would be like mapping consistently at 1/1 beats over a map with 220 of BPM. Consequently, leaving it just as is feels like if it were an advanced. Alternatively, I don't really agree having the easiest difficulty of the map with such as a high Approach Rate as 5 is.

To fix this accordingly, I suggest you to:
  1. Either mapping an Easy difficulty
  2. Or nerfing the Normal.
If you decide reducing the density the normal, here's some notes you can easily remove to improve slightly this difficulty:
List
  1. 00:46:303 (4) -
  2. 00:52:848 (4) -
  3. 01:01:303 (4) -
  4. 01:05:939 (5) -
  5. 01:08:121 (5) -
  6. 01:10:303 (4) -
  7. 01:14:667 (4) -
  8. 00:19:576 (3) -
  9. 00:23:939 (3) -
  10. 00:34:848 (3) -
  11. 00:49:848 (3) -
Whilst the combo colors made sense with the chromatic of the video, sometimes the circles blends really bad with the video making unclear paths to the player follow intuitively the notes. I'm convinced using more colors as well as you did with the light blue would make clearer the way players reacted to such as patterns of objects. What about these ones? perfect!
Code in the .osu
[Colours]
Combo1 : 55,185,255
Combo2 : 128,128,192
Combo3 : 136,192,255
Combo4 : 185,185,255
SliderBorder : 217,212,200
SliderTrackOverride : 4,29,51
I got a bit curious about the characters used for the bgs. Are they the preferred ones you liked from the anime or is there any reason behind them? XD I said it because it feels weird to skipping pengin-san from the trio of friends who are since the beginning of the story. ;w; My Bear ofc. so why not bear bgs?

Would you mind providing the site where you took the metadata? During my deep rehearsal, I found that the title should be written as:
Artist SHIROKUMA (CV: Takahiro Sakurai)
founded here: http://www.cdjapan.co.jp/product/AVCA-62313
[ Normal] Nice normal desu you've mapped here! There are some issues regarding the rhythm emphasis I'd like to discuss with you before:
  1. 00:04:303 (3,4) - 00:06:485 (3,4) - 00:08:667 (3,4) - etc. Rhythmically talking, the main sounds of the song are being highlighted in the wrong beat since starting sliders on the red tick plays really awkward. The problem resides that on the red tick the snore isn't as strong as it is over the white tick of the showed patterns. The way I see things, I would be way better if you did ctrl + g over those patterns to emphasize more intuitively the rhythm over this segment. Please, refer to t/58959 for further information. Actually, I personally disagree the notion of sliderheads should only be on white bars, and I don't think those things are even relevant, even though most of the strong beats land on white bars. However, the only thing that matters is the song itself. For these notes, actually, imo things like 00:04:576 and 00:04:848 have pretty much the same intensity, but the clap sound I used might have deceived you. Try listening to them, but without the notes, and tell me if you still think the whites are definitely superior to the reds, so that I could identify the exact problem here. since we have 999,999 more rechecks to go lol XD.
  2. 00:10:303 (2,3) - What about doing ctrl + g over these? They don't play bad but the rhythm lacks a bit of emphasis if you aimed to give priority to instruments. Hence, switching the rhythm would fit this pattern the best. Try it. :3 I don't think I have the right picture of this, because they played really really weird when I tried
  3. 00:13:303 (1,2) - 00:17:667 (1,2) - 00:30:758 (1,2) - etc. Regarding the usage of new combos, I'm afraid I disagree with the way you managed them. The way I see things, splitting combos up so often as the patterns in matter do could make players to lose their combos since it's not very perceptive to change them so suddenly without letting them know when the new stanza resets. Therefore, removing the NC over those patterns would make more intuitive combos to read and play. I don't agree with removing ncs on these either. I think this more as a contrast. The contrast in colors along with unusual change of combos will make players realize that there's something unusual about the note and pay more attention to the rhythm and rely more on the approach circle instead of playing them instinctively.
  4. 00:46:030 (3,4) - This plays fine but I think it would be better to make easier pattern to click and follow. While I know it's the kiai, how about if we changing them for a single 1/2 slider to shorten the density of beats over this segment? It would hurt no one if you give it a try. :3 Consider doing the same here 01:05:667 (4,5) - fixed the former keeping the latter because I think it goes well with the drumroll in the background.
  5. The gap that this pattern 00:58:303 (2,1) - creates is very awkward to play. ;w; I think leaving these spaces of 1/13/2 on the kiai isn't a good idea since the density doesn't compensate the rhythm you've built up until here with that gap. Therefore, I do think adding a note here 00:58:848 - would fit this pattern the best as well as you did here 01:16:303 - eh? but it follows the music properly and emphasize the pause of vocal really well. Besides, I think it's better to start on stronger sound like 00:59:121 (1) -. The reason why I added 01:16:303 (3) - because the guitar there is very audible and deserve a note.
  6. Claps: 00:00:758 (1) - 00:02:939 (1) - 00:05:121 (1) - 00:07:303 (1) - 00:09:485 (1) - 00:11:667 (1) - 00:13:848 (1) - 00:16:030 (1) - etc, slider-end. It just feels very weird to have it with no emphasis on the slider-end when clearly the instrument brings a sound there. to me, more hitsound doesn't mean a better hitsounded map. I want to keep the hitsounds minimal on all diffs to preserve the relaxing nature of the song.
  7. 00:44:394 (1) - 01:01:848 (1) - Addition Normal. It feels very low with the soft-hitfinish. I think it fits well with the guitar tho I think raising the volume on these particular notes may be a better alternative.
  8. 01:26:121 (1) - Shouldn't this spinner end here 01:28:576 - accordingly to what the music provides? I fairly heard something above that spot, hence I think ending it here would cover nicely the fade out of the instruments here. eh? I'm pretty sure it even ends after 01:29:121 but it's kinda hard to hear so I even shorten it.
  9. 01:26:121 (1) - Despite it is being almost silenced at the end, I feel that it still proved that noisy default hitsound of the soft sampleset here 01:29:121 - What about if we add a blank file just as well as soft-sliderslide.wav to mute definitely the sound over that spot where should be partially with no sound? I thought I could avoid it in this map lol. This is not a popular method and I believe it is not encouraged either. but it goes well so screw that.
  10. 01:17:939 (2,3,4) - I think doing ctrl + g over this slider 01:18:758 (4) - would make a more intuitive pattern. Might need to stack 01:19:303 (1) - where 01:18:485 (3) - is but if this is intentional, consider to keep it. I guess it's a matter of note-placement and wise of flow XD gonna keep this lol, because stacking 01:18:485 (3,1) - is kinda ehhh to me.
[ Hard] You have something sexy in your hards that I've always loved <3 but I'd never discover that secret. Congratulations! \:3/ Some few suggestions! this may be because I rarely map hard lol, since the slots were taken by guests, like you and boat XD
  1. Increase the OD to 5 at least. It's a really low value to have below 5 considering this is a hard difficulty and the rhythm is rather uniform in the whole mapset. okay, changed to 5
  2. 00:10:030 (2,3,4) - Ctrl + G here, try it! It's really awkward to emphasize strong beats with slider-ends since it doesn't give players the idea the emphasis are well emphasized here. Consider doping the same here 00:36:212 (2,3) - for 00:10:030 (2,3,4) - I think it might be better to go after the vocals. I will consider this more if the phrase weren't "irrashaimase" XD. and I don't understand the point of ctrlG 00:36:212 (2,3) - since they're circles and emphasize both vocal and the guitar well.
  3. 00:26:121 (1,2,3) - This pattern looks really fancy :D but for consistency purposes it doesn't flow well when you didn't manage that distance variation consering how you applied it in the previous patterns. For this, I suggest you to try out this placement instead. What do you think? :o fixed
[ My Bear] Really well mapped! I really liked the jumps you used over the whole mapset! >u< However, I have some issues I'd like to discuss with you about it before pushing this forward:
  1. 01:01:167 (5) - Overmapped. ;w; It's not a good reference to listen at 25% of playback rate to hear such as soft and almost inaudible hitsounds as this one is. I do believe removing it would make things more appropriated in terms of rhythm. I clearly hear drums on 01:01:167 (5) with normal playback rate. I believe you see it as overmapped is because of it being a little off, meaning it does not snap properly into 1/4 bars. but I can assure you that this is not overmapped. I think adding a clap here might make you perceive the sound easier.
  2. 01:06:076 (11) - Same goes with this. I was getting a lot of feedbacks telling 01:06:076 (11) - being overmapped as well. fixed
[]
Will come back once you reply to the mod /u\ I hope we can get into agreement with this mapset, at least on the Normal diff. ;w;
my osu! crashed lol
I will continue my reply in a moment
or maybe tmr :o
Kyouren
http://www.cdjapan.co.jp/product/AVCA-62312

@Happy, that cd picture is better because it's have "SHIROKUMA" :3
Topic Starter
CrystilonZ
so should I use "SHIROKUMA" (all upper-case) or "Shirokuma"?

btw. nerfed Normal a bit and reduce the AR to 4.2.
but still keeping the last kiai density, because it really deserves difficulty boost.
Kyouren
SHIROKUMA
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