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Hanatan - Attakain Dakara [Osu|CatchTheBeat]

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Nekomata
[Happiness!]
00:15:081 (9) - I can see how the player would want to move a lot more through this streamy part - this repeater may be too long, but it seems to be testing reading skill more over playing by the (tapping) rhythm. Nothing particularly wrong, but do consider alternatives such as 1/4 slider jumps which also fit well here. This goes for all the repeaters in this part of the map.
00:28:316 (1,2,3) - 1/2 slider without repeat here isn't a very enjoyable rhythm in most cases IMO. My suggestion - timeline rearrange: http://puu.sh/pubXy.png, new flow (00:29:375 (4) - is ctrl+g): http://puu.sh/puc4B.png
00:31:669 (3,4) - Similar to above, but supporting the vocals with the slider feels a lot better. http://puu.sh/pucds.png
00:34:669 (5,6) - 1/2 circles would better emphasize the rather strong 00:35:375 (1) - 'wa'. Slider jump isn't strong enough, considering leniency as well.
00:35:904 (2) - Feels out of place relative to the vocal. Consider repeating 00:35:375 (1) - and circle on 00:36:257 - in a possible jump pattern.
00:36:787 (1,2,3,4,5,6,7) - Whistles? (7: on head and tail separately)
00:39:610 (1,2,3,4,5) - Sometimes following the prominent vocal is better: http://puu.sh/pucCm.png
00:42:257 (2) - Music doesn't call for any tapping here, but suggests a tap-hold or a pause at 00:42:081 (1) - . Maybe you just mapped this for 1/2 rhythm but you can create a pause here as well.
00:51:257 (1) - Personal preference, I'd rather remove this and have a delayed break (goes for all diffs?). Otherwise keeping this might as well map through the whole section (that's just what I think anyway).

[Hard]
00:42:257 (4) - Similar to Insane.
00:42:787 (2,3) - Better if this was swapped to emphasize the vocals. http://puu.sh/pueId.png
00:45:787 (2,3) - Maybe try something like this: http://puu.sh/pueNg.png
01:07:316 (2,3) - Probably better off swapped: http://puu.sh/puffH.png
01:09:610 (1) - Multi-syllable vocal, maybe try to match it? The previous 1/1's seemed to match the vocals but they were held vocals. Inconsistent with 00:45:257 (1) - .

[Advanced]
00:06:787 (6,7) - Maybe just simplify this to a 1/2 slider to match vocals.
00:08:728 - I suggest having another 1/2 repeat slider here. 00:08:904 (4,5) - is a bit out of place for the song's pace at this point. You don't have to map everything, just keep it simple and stick with the more prominent vocals here. In gameplay I had to actually read this instead of naturally tapping with the rhythm.
00:09:434 - Following the above, you can use another 1/2 repeat slider here.
00:21:963 (6) - Random 1/4 for this section. It should be consistent, so if you will use this please do so at the beginning of the section. Otherwise, remove it and continue with the simple rhythm before.
00:24:787 (3) - Probably better as separate 1/2 sliders.
00:30:434 (2) - What about using a slider instead for consistency with 00:27:610 (2) - ?
00:49:492 - Circle here is better. Doesn't increase difficulty much and also prevents a potential 100 resulting from a missed tick.
00:51:258 - You can delay the break here for added visual effect. Just drag it on the timeline near the beginning of the break.
Decent rhythm overall though.

[Easy]
00:12:787 (5) - Nothing here that calls for a tap. Try repeating 00:12:081 (4) - instead. Or remove it altogether since it's similar to 00:36:081 (2) -
00:15:963 (4) - IMO, these kinds of sliders in this section should be 1/1 repeats to keep up the 1/1 rhythm if giving a tapping break is your intention with these.

Difficulty spread from Advanced to Hard is most likely unrankable, I suggest increasing difficulty in Advanced and adding a Normal diff (or rename current Advanced to Normal and then create an Advanced lol).
Topic Starter
Stjpa
No answer = changed. Too many points to answer every little thing lol.

Nekomata wrote:

[Happiness!]
00:15:081 (9) - I can see how the player would want to move a lot more through this streamy part - this repeater may be too long, but it seems to be testing reading skill more over playing by the (tapping) rhythm. Nothing particularly wrong, but do consider alternatives such as 1/4 slider jumps which also fit well here. This goes for all the repeaters in this part of the map. I'd have problems with the spread then I suppose because this part isn't nearly as difficult in Hard and I even gotta nerf it there, so making it even harder with kicksliders would be too much I think, let alone that this streampart is already the hardest part in this difficulty so buffing it doesn't make that much sense imo.
00:28:316 (1,2,3) - 1/2 slider without repeat here isn't a very enjoyable rhythm in most cases IMO. My suggestion - timeline rearrange: http://puu.sh/pubXy.png, new flow (00:29:375 (4) - is ctrl+g): http://puu.sh/puc4B.png
00:31:669 (3,4) - Similar to above, but supporting the vocals with the slider feels a lot better. http://puu.sh/pucds.png
00:34:669 (5,6) - 1/2 circles would better emphasize the rather strong 00:35:375 (1) - 'wa'. Slider jump isn't strong enough, considering leniency as well. Since it's not kiai yet I wanted to keep it calmer and easier so the kiai actually has its meaning.
00:35:904 (2) - Feels out of place relative to the vocal. Consider repeating 00:35:375 (1) - and circle on 00:36:257 - in a possible jump pattern.
00:36:787 (1,2,3,4,5,6,7) - Whistles? (7: on head and tail separately)
00:39:610 (1,2,3,4,5) - Sometimes following the prominent vocal is better: http://puu.sh/pucCm.png
00:42:257 (2) - Music doesn't call for any tapping here, but suggests a tap-hold or a pause at 00:42:081 (1) - . Maybe you just mapped this for 1/2 rhythm but you can create a pause here as well.
00:51:257 (1) - Personal preference, I'd rather remove this and have a delayed break (goes for all diffs?). Otherwise keeping this might as well map through the whole section (that's just what I think anyway).

[Hard]
00:42:257 (4) - Similar to Insane.
00:42:787 (2,3) - Better if this was swapped to emphasize the vocals. http://puu.sh/pueId.png
00:45:787 (2,3) - Maybe try something like this: http://puu.sh/pueNg.png
01:07:316 (2,3) - Probably better off swapped: http://puu.sh/puffH.png
01:09:610 (1) - Multi-syllable vocal, maybe try to match it? The previous 1/1's seemed to match the vocals but they were held vocals. Inconsistent with 00:45:257 (1) - .

[Easy]
00:12:787 (5) - Nothing here that calls for a tap. Try repeating 00:12:081 (4) - instead. Or remove it altogether since it's similar to 00:36:081 (2) - Changed both even tho I'm unsure if the second one is good now.
00:15:963 (4) - IMO, these kinds of sliders in this section should be 1/1 repeats to keep up the 1/1 rhythm if giving a tapping break is your intention with these.

Difficulty spread from Advanced to Hard is most likely unrankable, I suggest increasing difficulty in Advanced and adding a Normal diff (or rename current Advanced to Normal and then create an Advanced lol). Gotta nerf it I guess.
Gonna mod your map tomorrow, I hope I can give a mod with as much quality as yours!
Thievley
-NanoRIPE-
[Advanced]
Hitsound?

00:06:963 (7) - hmm i think 1/3 repeat slider ~ is not the right choice,how about 1/2 slider? *follow vocal I felt it was worth highlighting that certain rhythm
00:09:610 (6) - delete circle and add slider like 00:09:081 (5) at 00:09:434 instead changed this already and did another rhythm
00:19:845 (1,2,3,4) - the pattern not suits with the rhythm,maybe you must use pattern like 00:18:434 (1,2,3,4) i wanted to highlight the cymbal crash
00:21:963 (6) - why use this slider? how about 1/2 slider? already ctrl +g'd this pattern and now it is a 1/2 slider
00:37:316 - add note around here? *follow vocal not necessary, I want to emphasize the pause in percussion instrumentals
00:48:610 - add circle here *if u follow drum sound already did!
00:59:728 (1) - how about curve slider and blanket it wih the next one? i think i already changed this but ok ill curve more for parallel
01:02:375 - add note here *follow vocal already did!
01:04:493 (2) - move to x:116 y:32 already fixed!



Nekomata
[Advanced]
00:06:787 (6,7) - Maybe just simplify this to a 1/2 slider to match vocals. I felt the drums were more prominent there so I followed them
00:08:728 - I suggest having another 1/2 repeat slider here. 00:08:904 (4,5) - is a bit out of place for the song's pace at this point. You don't have to map everything, just keep it simple and stick with the more prominent vocals here. In gameplay I had to actually read this instead of naturally tapping with the rhythm. I changed this by using something watered down that outlines what I originally wanted to map to, which was the drums.
00:09:434 - Following the above, you can use another 1/2 repeat slider here. ooo I actually like this
00:21:963 (6) - Random 1/4 for this section. It should be consistent, so if you will use this please do so at the beginning of the section. Otherwise, remove it and continue with the simple rhythm before. I feel it's very prominent there, so I think it is worth mapping and highlighting (I ctrl + g'd it along with another note so now it's here 00:22:316
00:24:787 (3) - Probably better as separate 1/2 sliders. already changed :D
00:30:434 (2) - What about using a slider instead for consistency with 00:27:610 (2) - ? I felt it was a bit repetitive and I wanted to add some hit circles...I might change this later
00:49:492 - Circle here is better. Doesn't increase difficulty much and also prevents a potential 100 resulting from a missed tick. yeah already did that!
00:51:258 - You can delay the break here for added visual effect. Just drag it on the timeline near the beginning of the break. already changed!
Decent rhythm overall though. :,(
thanks so much for the mods!
Feb
stüpfer mappt hanatan o.o
Topic Starter
Stjpa

Feb wrote:

stüpfer mappt hanatan o.o
Hanatan ist toll! Will mehr Songs von ihr mappen. c:
Exa
Easy:
|00:18:434 (3,4) - Although it's fine, it'd be better if this rhythm was swapped so as to be consistent with 00:15:610 (3,4) - .
| 00:40:669 (4,2) - Stack.
| 01:10:316 - Seeing that the music gets somewhat intense here, it'd be nice if the player could tap.
| 01:11:022 (1,4) - Stack
Thievley's Advanced:
| 00:06:963 (7) - Being right after the easy difficulty, a newbie might not have been accustomed to such rhythms. It's fine since it's just a hold, but it'd be nice if the reverse arrow did not hide under the note. Try moving the reverse slider so that the arrow is clearly visible. Just like 00:22:316 (4) -
| 00:08:904 (4,5,6,1) - The pattern gets a bit cramped here and a new player might freak out with all the objects appearing together in one place.
| 00:29:728 (1,1) - This overlap can easily be avoided, it currently reduces the aesthetics of the map, taken that there are already quite a lot of overlaps because of the low DS.
| 00:32:551 (1,1) - Touchy touchy.
| 00:44:551 (2,3,1,2,3) - The sudden stop - go movement here might confuse some players. I suggest spacing 00:45:610 (2,3) - out since the music/ lyrics do get a bit louder here.
| 00:48:787 (2,3,1) - Really unsure about how this pattern will play. You are really taking a risk and trusting the player's readability too much.
| 00:59:022 (2,2) - Another overlap that can easily be avoided.
| 01:02:375 (4,1) - I see no point in reducing movement right before the chorus. It doesn't seem like you are going with a slingshot buildup since no movement is gradually reduced up until now.
| 01:05:022 (3) - The player taps on the big white tick at the start of the chorus but for some reason they don't here...
| 01:06:081 (2,3) - Could've stacked.
| 01:07:846 (3) - Nor do they tap here. It's really weird while playing to not be able to interact with such prominent beats. These are not the only instances this happens as the prominent beats are often being skipped for the sake of reducing the difficulty by using 1/1 or 1/2 repeat sliders.

I think the rhythm choice in this difficulty has a lot of unexploited potential. It's inconsistent throughout the similar sections of the song but most importantly, it might be too much of a jump from the constant 1/1 used in the easy difficulty. What makes this jump even bigger is the low DS, which is unavoidable but significantly reduces readability, as many times there will be more than a few objects on the screen in one place, due to the low AR.
All in all, the settings can be tweaked so that the OD is lower and gives the player a bigger window to react to the many objects that might come up at once.
However this will create an imbalance when it comes to HP drain and OD that might throw some players off.
The best solution here would be the the increase of the overall DS used (which is currently dynamic, so that's that) which will result in the increase of SR but will improve readability. This, of course will require the addition of another NORMAL difficulty to the set.
Hard:
| 00:11:728 (2,3,4,5,6,7) - While testplaying, the sudden use of constant single-direction flow quickly threw me off. It'd be nice if you could recreate a zig-zag effect with gradually but slowly increasing DS so as to both have a much user-friendly flow and also emphasize the song's increase in intensity. What allows you to gradually increase the DS is the dynamic DS used in the advanced difficulty.
| 00:16:140 (5) - I suggest turning that into another triplet as there currently doesn't seem to be a curtain sequence that you follow when deciding between adding a reverse slider or a triplet. Simply going "Rev.Slider + Rev.Slider --> Triplet + Triplet --> Repeat" would be much more consistent and comfortable to play. This stands for every other instance.
| 00:30:434 (3,2) - It'd be amazing if you could find a way to avoid this overlap. It's very notable while playing and only reduces the aesthetics of this map, given that there has not been a single overlap up until now.
| 00:38:198 (1,2) - Please improve this blanket. A quick check and occasional adjustment to every other blanket in all your difficulties would also be a good idea.
| 00:59:022 (3) - You could move this a bit to the right so that it doesn't overlap with 00:57:963 (4) -
| 01:01:140 (1,2,1,2,1,2,1,2) - Now that's what I'm talking about!

The rhythm here is also somewhat inconsistent and quite diverse. It's kind of justified by the difficulty of the map as the player is not expected to need to expect what is to come. (what a way to put it). It'd be nice if you could check back to the similar section of the song and try to make the rhythm a bit more consistent, although it's not necessary.
Shiawase!:
| 00:11:728 (2,3,4,5,6) - Although this is sort of a subjective matter, I don't think that the constant and complete circular flow here does a good enough job emphasizing the snappy beats. Honestly, something with a greater angle/ more snappy would be much more fun to play to!
| 00:16:492 (7) - I highly suggest that you let the player tap on this beat, as it will provide a better sense of rhythm and help them guide themselves with further ease throughout this stream pattern. Thing is, the drum you are following is barely noticeable, so staying true to the actually prominent beats of the song would be the best way to go. Don't skip them like this.
| 00:18:081 (11) - This, for example is an amazing example if how you should do it.
| 00:21:787 (5) - Same goes to this. I could go on with reasons to change it and let the player actually tap on the white tick, but I think what I've said so fat would be more than enough. I am not going to point out every instance this happens as it's very notable, even while playing.
| 00:25:492 (1) - There is no prominent enough beat here, worthy of a tap. If I were in your shoes, I'd leave this blank. Silencing the note does nothing in this case since the player does interact with something that just isn't there.
| 00:41:728 (3,1) - Please make these 2 be of the exact opposite angle, they create a very discomforting flow and look badly oriented.
| 00:46:669 (1,2,3) - Finish what you started, soldier.
| 01:03:610 (5,4) - You could adjust the pattern so that the tails of these sliders stack. The fake overlap that they make is notable as they are not that far apart on the timeline.
| 01:07:316 (2,3) - Ok so you use this kind of flow quite often so I figured I would elaborate on why it's somewhat uncomfortable. As you can see, the flow that (3) proposes is not the same or anywhere near to the flow that you've created before. This is pretty easy to understand, especially with the visualization.
| 01:10:316 (5,1) - If you genuinely try but can't avoid/ get rid of the overlap, at least make it so that the tail of (1) is of equal distance from the head and tail of (5).
Topic Starter
Stjpa
No comment = fixed

Exa wrote:

Easy:
|00:18:434 (3,4) - Although it's fine, it'd be better if this rhythm was swapped so as to be consistent with 00:15:610 (3,4) - .
| 00:40:669 (4,2) - Stack. It was already stacked.
| 01:10:316 - Seeing that the music gets somewhat intense here, it'd be nice if the player could tap.
| 01:11:022 (1,4) - Stack

Hard:
| 00:11:728 (2,3,4,5,6,7) - While testplaying, the sudden use of constant single-direction flow quickly threw me off. It'd be nice if you could recreate a zig-zag effect with gradually but slowly increasing DS so as to both have a much user-friendly flow and also emphasize the song's increase in intensity. What allows you to gradually increase the DS is the dynamic DS used in the advanced difficulty.
| 00:16:140 (5) - I suggest turning that into another triplet as there currently doesn't seem to be a curtain sequence that you follow when deciding between adding a reverse slider or a triplet. Simply going "Rev.Slider + Rev.Slider --> Triplet + Triplet --> Repeat" would be much more consistent and comfortable to play. This stands for every other instance. I had more variation until yesterday, but I definitely had to nerf this diff as the difficulty was way too high and the spread was really bad because of that. Gotta keep it like this, sorry. :(
| 00:30:434 (3,2) - It'd be amazing if you could find a way to avoid this overlap. It's very notable while playing and only reduces the aesthetics of this map, given that there has not been a single overlap up until now.
| 00:38:198 (1,2) - Please improve this blanket. A quick check and occasional adjustment to every other blanket in all your difficulties would also be a good idea.
| 00:59:022 (3) - You could move this a bit to the right so that it doesn't overlap with 00:57:963 (4) -
| 01:01:140 (1,2,1,2,1,2,1,2) - Now that's what I'm talking about!

The rhythm here is also somewhat inconsistent and quite diverse. It's kind of justified by the difficulty of the map as the player is not expected to need to expect what is to come. (what a way to put it). It'd be nice if you could check back to the similar section of the song and try to make the rhythm a bit more consistent, although it's not necessary.

Shiawase!:
| 00:11:728 (2,3,4,5,6) - Although this is sort of a subjective matter, I don't think that the constant and complete circular flow here does a good enough job emphasizing the snappy beats. Honestly, something with a greater angle/ more snappy would be much more fun to play to! Meh, I like it this way.
| 00:16:492 (7) - I highly suggest that you let the player tap on this beat, as it will provide a better sense of rhythm and help them guide themselves with further ease throughout this stream pattern. Thing is, the drum you are following is barely noticeable, so staying true to the actually prominent beats of the song would be the best way to go. Don't skip them like this.
| 00:18:081 (11) - This, for example is an amazing example if how you should do it.
| 00:21:787 (5) - Same goes to this. I could go on with reasons to change it and let the player actually tap on the white tick, but I think what I've said so fat would be more than enough. I am not going to point out every instance this happens as it's very notable, even while playing.
| 00:25:492 (1) - There is no prominent enough beat here, worthy of a tap. If I were in your shoes, I'd leave this blank. Silencing the note does nothing in this case since the player does interact with something that just isn't there.
| 00:41:728 (3,1) - Please make these 2 be of the exact opposite angle, they create a very discomforting flow and look badly oriented.
| 00:46:669 (1,2,3) - Finish what you started, soldier.
| 01:03:610 (5,4) - You could adjust the pattern so that the tails of these sliders stack. The fake overlap that they make is notable as they are not that far apart on the timeline.
| 01:07:316 (2,3) - Ok so you use this kind of flow quite often so I figured I would elaborate on why it's somewhat uncomfortable. As you can see, the flow that (3) proposes is not the same or anywhere near to the flow that you've created before. This is pretty easy to understand, especially with the visualization.
| 01:10:316 (5,1) - If you genuinely try but can't avoid/ get rid of the overlap, at least make it so that the tail of (1) is of equal distance from the head and tail of (5).
Thievley

Exa wrote:

Thievley's Advanced:
| 00:06:963 (7) - Being right after the easy difficulty, a newbie might not have been accustomed to such rhythms. It's fine since it's just a hold, but it'd be nice if the reverse arrow did not hide under the note. Try moving the reverse slider so that the arrow is clearly visible. Just like 00:22:316 (4) - fair enough
| 00:08:904 (4,5,6,1) - The pattern gets a bit cramped here and a new player might freak out with all the objects appearing together in one place. I agree and I'll try to find some alternative if I can, but I think I will just leave it as is for now
| 00:29:728 (1,1) - This overlap can easily be avoided, it currently reduces the aesthetics of the map, taken that there are already quite a lot of overlaps because of the low DS. changed (1) to a straight slider.
| 00:32:551 (1,1) - Touchy touchy. moved it a little bit apart?
| 00:44:551 (2,3,1,2,3) - The sudden stop - go movement here might confuse some players. I suggest spacing 00:45:610 (2,3) - out since the music/ lyrics do get a bit louder here. I don't think it needs to be spaced more, I think that is already being highlighted by slider (3)
| 00:48:787 (2,3,1) - Really unsure about how this pattern will play. You are really taking a risk and trusting the player's readability too much. There has to be some kind of transition from easy to hard. But I might consider watering down the current pattern for the sake of readability because I'm also a bit iffy about it.
| 00:59:022 (2,2) - Another overlap that can easily be avoided. it barley overlaps... whatever though, it doesn't hurt to change it. removed an anchor and made it a straight slider.
| 01:02:375 (4,1) - I see no point in reducing movement right before the chorus. It doesn't seem like you are going with a slingshot buildup since no movement is gradually reduced up until now. spaced them apart
| 01:05:022 (3) - The player taps on the big white tick at the start of the chorus but for some reason they don't here...
| 01:06:081 (2,3) - Could've stacked. it's already gone dude.
| 01:07:846 (3) - Nor do they tap here. It's really weird while playing to not be able to interact with such prominent beats. These are not the only instances this happens as the prominent beats are often being skipped for the sake of reducing the difficulty by using 1/1 or 1/2 repeat sliders. yeah, I'm going to end up remapping some stuff because of that dw

I think the rhythm choice in this difficulty has a lot of unexploited potential. It's inconsistent throughout the similar sections of the song but most importantly, it might be too much of a jump from the constant 1/1 used in the easy difficulty. What makes this jump even bigger is the low DS, which is unavoidable but significantly reduces readability, as many times there will be more than a few objects on the screen in one place, due to the low AR.
All in all, the settings can be tweaked so that the OD is lower and gives the player a bigger window to react to the many objects that might come up at once.
However this will create an imbalance when it comes to HP drain and OD that might throw some players off.
The best solution here would be the the increase of the overall DS used (which is currently dynamic, so that's that) which will result in the increase of SR but will improve readability. This, of course will require the addition of another NORMAL difficulty to the set. i'll see what i can do.
thanks dude i appreciate it.
_handholding
Reminder for me to mod

Easy

  1. 00:02:904 (3) - how about a 3/2 reverse slider? Personally I like to put these where they can fit (in this case the match the vocals) as it breaks up the 1/1 beats everywhere. Also ebcause its the beginning which is lot softer the reduced note density feels nicer imo http://puu.sh/pyTrt/0ebe4fde9f.jpg
  2. 00:05:728 (3) - if you do the above
  3. 00:12:081 (4) - The drums end on the red tick so why not finish on the read tick as well?
  4. 00:36:081 (2) - Highly recommend to do this http://puu.sh/pyTJ7/7fdc277aaf.jpg This is very simlar to the above but it just sounds so out of place the extend to the white tick as there isnt a sound there and the music has such an intense hit on the red tick
  5. 00:48:787 (5) - I would remove the clap and lower the volume so the hitsound finish isnt too overbearing to the finish in the music
    Personally I would like to see some more 3/2 reverse and 2/1 sliders to match the vocals but to each their own I guess

Advanced

  1. 00:04:316 (1) - I think decreasing the angle would be better. Just for the fact it looks nicer
  2. 00:45:257 (1,2) - How about turining these into a 1/1 slider. It seems more fitting, it makes it easier and doesnt create a massive bulk in note density in this measure compared to the rest
  3. 00:48:787 (2,3,1) - This could be a lot easier to read and make it less clustered visually if you made a few tweakshttp://puu.sh/pyUkI/909cb54c24.jpg
  4. some inconsistencies in your NC pattern such as 00:08:904 (4) , 00:41:022 (4) , 00:05:728 (4) . In these cases the NC pattern is once every 2 measures instead of every 1. Though imho I think you should change the entire NC pattern to every 2 measures as some combos are very very short. I saw a combo length of 2 a few times

Hard

  1. 00:11:904 (3,1,2,1,2) - is the NC spam here neccessary?
  2. 00:51:258 - extend the break time to here like the advanced diff has
[]
Spread between Easy and Advanced - It would be overlook-able if it was just the SR we were looking at but the easy diff is 95% 1/1 patterns and the advanced has blue ticks mapped such as 00:06:787 (6,7) . Imho it doesnt create a suitable spread at all.
Also the note density between the diffs is also an issue to me as some chains in the advanced ( such as 01:00:434 (2,3,1,2,3,4,1) ) are 2 levels above the easy diff.
Another thing that urks me is the SV choice. The SV between the 2 diffs is only a difference of 0.1. Even if these were easy and normal the SV is difference is seriously low (and I checked timing points in the advanced diff use x1 SV); to me it looks like it was done purely to create and pleasant looking SR between the 2. Heck even the spacing in the advanced diff is quite low. The spacing in Easy diff is x1 at 0.95 SV and the advanced uses x.9 at 1.05 SV; if you do the maths you find out the spacing in advanced is actually lower than Easy.
Because of the points mention above I recommend talking to Thievley and ask them to either reduce the object density in some places and slightly increase the SV and spacing and rename the diff to 'Thievley's Normal' or, ask them to Increase the SV and spacing a lot more and adding a normal in between easy and advanced.
[]
^ok so I wrote that before actually looking at the hard diff (which is very hard) and now im not entirely sure anymore. Though I still think and increase SV and spacing is needed regardless.
Topic Starter
Stjpa

Kisses wrote:

Reminder for me to mod

Easy

  1. 00:02:904 (3) - how about a 3/2 reverse slider? Personally I like to put these where they can fit (in this case the match the vocals) as it breaks up the 1/1 beats everywhere. Also ebcause its the beginning which is lot softer the reduced note density feels nicer imo http://puu.sh/pyTrt/0ebe4fde9f.jpg It would ruin the hitsounding and I wanna keep the diff as simple as possible. If I changed it here I'd need to adjust it in the whole diff which is kinda weird then, imo.
  2. 00:05:728 (3) - if you do the above
  3. 00:12:081 (4) - The drums end on the red tick so why not finish on the read tick as well? Emphasis for vocals.
  4. 00:36:081 (2) - Highly recommend to do this http://puu.sh/pyTJ7/7fdc277aaf.jpg This is very simlar to the above but it just sounds so out of place the extend to the white tick as there isnt a sound there and the music has such an intense hit on the red tick Aye!
  5. 00:48:787 (5) - I would remove the clap and lower the volume so the hitsound finish isnt too overbearing to the finish in the music I don't really find the difference between what I have currently and your suggestion. Maybe I'm just stupid. :v
    Personally I would like to see some more 3/2 reverse and 2/1 sliders to match the vocals but to each their own I guess

Hard

  1. 00:11:904 (3,1,2,1,2) - is the NC spam here neccessary? Yes, to make it consistent with the NC spam I have later on. Also, I forgot one NC here. :^)
  2. 00:51:258 - extend the break time to here like the advanced diff has If you tell me how to without placing a circle there, sure. >_>
[]
ZekeyHache


You know why I'm here, right? :p

Easy
  1. 00:07:845 (2) - You should remove that repeat and use the downbeat for another slider or a circle, and I don't say it just because it is a downbeat; the sound there is very important and it should be more emphasized, you know?
  2. 00:25:140 (4) - oh! Design idea! What if you use the same position as the slider that was before the previous slider, like this, it's a nice repetition effect, don't you think? \:D/
  3. 00:29:728 (1,2) - Sorry for telling you this, but I can't resist to tell you that you can still improve this blanket :v
  4. 00:36:434 (3) - I think the pattern would look more neat if you stack this note with 00:35:022 (4) - somehow~

Thievley's Advanced ♥
Hi Thievley! \:D/
  1. 00:51:257 - Your diff is the only with an extended break, you may wanna remove that for consistency~
  2. 00:06:787 (6,7) - This may result confusing to players since that repeat slider is too compressed and with another note stacked on the top ;w; What about using just 1/2 like this, adding NC on the downbeat and removing it from the next note? It's more readable~ Or also you can just unstack so it can be seen easily like at 00:22:316 (4) -
  3. 00:48:787 (2,3,1) - What about placing them like this for easier readability

Hard
  1. 00:12:610 (2) - This slider looks too squished compared to the other ones, you may wanna expand it a little, at least like this so the map looks more visually consistent~
  2. 00:41:022 (1,2) - Sorry again.
  3. 01:03:081 (2) - Look at that spacing~

Shiawase!
  1. 00:42:081 (1) - Is this NC intentional?

That's all I could find~

I hope this is good enough for you, good luck! ^^
Xilver15
yo o/ m4m from my queue

[Shiawase!]

00:08:904 (2,3,4) - i'd move this a bit more down from 1 considering you increased the spacing on 00:08:198 (5,6,1) -
00:12:610 (7) - you could try and curve it to where 6 was going https://osu.ppy.sh/ss/5446168
00:20:904 (10) - you could curve this a little bit better http://puu.sh/pBCii/da8bd45a12.jpg
00:25:492 - maybe add note here?
00:28:845 (3) - i'd rotate this 14 in the selection center to fit the movement with 2, you could always reapply the blanket to 4 if you're going to do it :p
00:35:375 (1) - spacing kinda wonks here, i'd move this down and then blanket with 2 https://osu.ppy.sh/ss/5446193
00:36:787 (1,2,3,4,5,6,7) - from a design standpoint i think these jumps are kinda counterintuitive, for 1-4 you can hear how the notes are going down the scale so i'd gradually reduce spacing for these, and for 5-7 you hear how it goes up the scale again so i'd gradually increase it
00:42:081 (1) - just me but i'd increase SV here a little bit to emphasize the "yes" sound thingy
00:48:787 (1) - consider ncing these since they're a change to 1/3
01:13:140 (4) - same for these

[Hard]

00:45:787 (2) - would change this into a note and slider to be consistent with 00:34:492 (2,3) -
00:48:787 (5) - again would ncs these personally
01:09:610 (1,2) - same as 00:45:787 (2) - but if you like that pattern then i'd just change 00:34:492 (2,3) - to 2 repeat sliders
01:13:140 (3) - same as 00:48:787 (5) -

Nice diff!

[Thievley's Advanced]

Why is your preview point different than all the other diffs?

00:09:257 (5,6) - not perfectly stacked?
00:35:375 (1) - i'd move this red anchor slightly more down, kind of hard to recognize that curve
00:48:787 (2) - would nc these as you did the same thing with 01:13:140 (1) -

[Easy]

00:17:728 (2) - you could blanket this with 1 a little bit better

Good diff!

good luck with your mapset c:
Topic Starter
Stjpa

ezek wrote:



You know why I'm here, right? :p

Easy
  1. 00:07:845 (2) - You should remove that repeat and use the downbeat for another slider or a circle, and I don't say it just because it is a downbeat; the sound there is very important and it should be more emphasized, you know? I actually never realized that the tail is on a downbeat, otherwise I'd have changed it myself lol. Thanks for noticing!
  2. 00:25:140 (4) - oh! Design idea! What if you use the same position as the slider that was before the previous slider, like this, it's a nice repetition effect, don't you think? \:D/ True.
  3. 00:29:728 (1,2) - Sorry for telling you this, but I can't resist to tell you that you can still improve this blanket :v ;_;
  4. 00:36:434 (3) - I think the pattern would look more neat if you stack this note with 00:35:022 (4) - somehow~ Done.


Hard
  1. 00:12:610 (2) - This slider looks too squished compared to the other ones, you may wanna expand it a little, at least like this so the map looks more visually consistent~ Yeah but this slider is intended to emphasize the weird sound she makes. I rotated the slider a little to make it look a bit better.
  2. 00:41:022 (1,2) - Sorry again. ;__;
  3. 01:03:081 (2) - Look at that spacing~ Derp.png

Shiawase!
  1. 00:42:081 (1) - Is this NC intentional? Yes. The spacing here changes before a new downbeat appeared, so I wanted to highlight it this way.

That's all I could find~

I hope this is good enough for you, good luck! ^^

Xilver wrote:

yo o/ m4m from my queue

[Shiawase!]

00:08:904 (2,3,4) - i'd move this a bit more down from 1 considering you increased the spacing on 00:08:198 (5,6,1) - Yup.
00:12:610 (7) - you could try and curve it to where 6 was going https://osu.ppy.sh/ss/5446168 To make it more predictable? True.
00:20:904 (10) - you could curve this a little bit better http://puu.sh/pBCii/da8bd45a12.jpg The shape has the direction from where the stream would keep moving if there actually wasn't this slider, so I'm gonna keep it (also the difference is barely noticable :p)
00:25:492 - maybe add note here? I used to have something there, but since it's not really audible it's more like a bad idea. Same reason why I don't have a circle after the 1/3 sliders at the end.
00:28:845 (3) - i'd rotate this 14 in the selection center to fit the movement with 2, you could always reapply the blanket to 4 if you're going to do it :p Ok dad.
00:35:375 (1) - spacing kinda wonks here, i'd move this down and then blanket with 2 https://osu.ppy.sh/ss/5446193 I like the flow how it is atm and also I'm using exactly 2.0x DS for every downbeat so the flow / spacing consistency would be screwed up a little if I don't change it anywhere else too.
00:36:787 (1,2,3,4,5,6,7) - from a design standpoint i think these jumps are kinda counterintuitive, for 1-4 you can hear how the notes are going down the scale so i'd gradually reduce spacing for these, and for 5-7 you hear how it goes up the scale again so i'd gradually increase it You are right but in the whole diff I'm emphasizing faster vocals with jumps. Using anti-jumps here would be really meh to play. That's why I'm using lower DS for the jumps here, to at least make it not hard as the other faster vocal jumps that have drums on it.
00:42:081 (1) - just me but i'd increase SV here a little bit to emphasize the "yes" sound thingy That would be kinda unpredictable considering that there's no part anymore where I could to the same and the jump here comes out of a sudden anyway, so I dislike buffing it.
00:48:787 (1) - consider ncing these since they're a change to 1/3 Aye.
01:13:140 (4) - same for these

[Hard]

00:45:787 (2) - would change this into a note and slider to be consistent with 00:34:492 (2,3) - The difference there is that both sliders are more oriented to the vocals and actually emphasize them while the other one is simply mapped to the drums (or at least more focused on them).
00:48:787 (5) - again would ncs these personally Changed.
01:09:610 (1,2) - same as 00:45:787 (2) - but if you like that pattern then i'd just change 00:34:492 (2,3) - to 2 repeat sliders
01:13:140 (3) - same as 00:48:787 (5) -

Nice diff!

[Thievley's Advanced]

Why is your preview point different than all the other diffs? She never updates the diff when I change it after using her changes after mods. ;_;

[Easy]

00:17:728 (2) - you could blanket this with 1 a little bit better Ok.

Good diff!

good luck with your mapset c:
Thanks for the mods guys. <3
Nekomata
(ノ・ω・)ノ
Topic Starter
Stjpa

Nekomata wrote:

(ノ・ω・)ノ
╭( ・ㅂ・)و
Lasse
https://osu.ppy.sh/s/431010

[general]
drum-hitfinish2 is way louder on the right channel and pretty quiet overall
lots of silence after most hitsound files wating a good amount of space
this should fix everything: http://puu.sh/pFtVy/52ad157709.zip
other stuff seems fine

[hitsounding]
00:11:375 - 00:12:610 - would work well with gradually increasing hitsound volume to match the song volume //same for 01:01:140 (1,2,3,4,5,6,7,8) -
00:36:787 (1,2,3,4,5,6) - where are the hitsounds ;_; at least some soft whistles
01:11:022 (1,2,3,4) - might want some finished or sth for this part
01:19:493 - whistle on spinnerend for piano would fit

[pati]
00:02:551 (5) - spacing here is too much, the song is just starting to build up. putting the largest jumop of the whole intro here doesnt work.
(yes 00:05:375 (4,1) - is technically bigger, but due to how slider=>circle plays it's actually not)
not even cymbal on 00:08:551 - gets as much spacing
00:06:787 (5,6,7) - angle into triple is kinda awkward, why not sth like http://i.imgur.com/iIGAqGu.jpg or sth
00:10:492 (3,4,5) - spacing like the other two triples here makes more sense (or increase spacing for triples gradually with the buildup, but only havin one stacked and the two right after with the same spacing is weird)
00:16:492 (5) - would rather but a change in the stream on a more musically significant beat like 00:16:316 (3) - 00:16:669 (7) -
00:21:787 (1,2,3) - makes more sense
00:23:551 (1,2,3,4,5,6,1) - music pretty much repeats itself, so suddenly having it this compressed makes no sense
00:27:257 (3,4,5,6) - 5 is really awkwardly positioned with the circular movement you build up before. going for either an actual flow break (green) or fitting with before (red) is way nicer http://i.imgur.com/pkusGDF.jpg
00:32:551 (1) - could be more spaced to emphasize cymbal, right now it's kinda low compared to some jumps you put on less significant beats like 00:33:257 (4) -
00:36:787 (1,2,1,2,1,2,1,2) - one musical pattern but you nc it like there was some significant 1-2 pattern. making this a single combo fits better
00:42:081 (1) - could consider extending this to 3/4 since it seems like it's meant to emphasize the vocal, skipping over weak drum should be fine in that case
00:48:787 (1,1,1) - doesnt really fit. they might be snapped correctly, but you get the strongest sound on a slidertail and also but a 1-2 pattern when the song is going in a 1-2-3 pattern emphasis wise http://i.imgur.com/iFWnEV9.jpg or even http://i.imgur.com/Nr2uWFt.jpg where the slider helps transition to new snap fit better
same for 01:13:140 (1,1,1) -
01:01:140 (1,2,3,4,5,6,7,8) - could be organized way cleaner (similar overlaps, equal visual spacing, ...) while still playing well and feeling less "random"
01:04:669 (5,6,7,8,1) - really awkward fast-slow-fast movement that continues in the same direction http://i.imgur.com/dnPgy1v.jpg even sth like http://i.imgur.com/gSZhG4y.jpg would be less awkward
01:08:022 (7,8) - you also might want to decide whether to space those or not lol // 01:10:140 (4,5,6) - // 01:05:199 (7,8,1) -
01:08:905 (3,4,5,6,1,2,3) - whole part has pretty high spacing and then suddenly this when the music doesnt change

[i]
00:06:434 (4,5,6) - ew pretty linear speedup ; \ some more acute angle here would be nice, like putting 00:06:963 (6) - on 00:06:081 (2) - or sth that keeps the structure
00:08:198 (5) - if this gets a jump 00:07:845 (3) - should too, it's liek the same thing
00:09:434 (5,6,7) - would reduce spacing for the triple so you get a nice increasing thing on 00:09:169 (3,4,5,6,7,8,9) - which fits the song nicely here. or put equal spacing on all 3
00:09:963 (1,2,3,4,5,6) - why not immediately start with a square? looks much more organized http://i.imgur.com/6yVY6aH.jpg
00:20:022 (2,3) - mapping it like this once is kinda weird since it's just a triple/rep.slider all other times. if you want variation at least do it more often/consistently
00:42:081 (1) - some for of sv change/unique shape or anything to emphasize the vocal (which seems to be your idea here judging from the nc) better would be good here
00:44:904 (5,6,2,4) - generally for overlap patterns like thise actually having them overlap the same amount, maybe even the same angle/mirrored makes for much cleaner visuals
01:07:846 (4,5,6,1) - more acute angle would make this speedup play much better
01:10:669 (6) - no jump for this finish ;_;

so many spots like 00:42:963 (4,5) - where you could actually use the outer parts of the playfield afterwards but it seems to always transition back to the middle which makes feel really center heavy : \

[h]
00:10:845 (5) - might actually want to fix spacing here cause it makes 5 get a followpoint unlike the others which looks weird lol
also fixing some other patterns where autostacking throws off your even spacing by a noticeable amount, like for example 00:15:610 (1,2,3,4,5) - would be great
http://i.imgur.com/sH2wZpC.jpg like the main reason ds is used is for nice even visuals, nobody is going to misread a pattern cause of a sudden 0.2x change, but if not even the visual thing is given then gg ds
00:11:728 (1) - doesnt need nc spam, you didnt even do that on insane and it doesnt really fit patterning or music // 01:01:140 (1) -
01:10:140 (2) - rip any for of emphasis, suddenly shifting to this which even puts cymbal on a repeat ;c
besides the visuals being killed by distance snapped stacks this seems mostly fine

[e]
00:35:022 (4,2) - why not just sth like http://i.imgur.com/BuVbwVj.jpg for bit better readability instead of suddenly having 00:36:434 (3) - pop up under the hitburst
01:09:610 (3,4,1) - really easy to misread for beginners, movement on 3 leads more towards 01:11:022 (1) - which also appears way before you have to hit 01:10:669 (4) - try sth like http://i.imgur.com/H8PyOqi.jpg ?
01:15:257 (1) - i'd start this later to let people actually click that last strong sound

gl
Pati
lasse

Lasse wrote:

[pati]
00:02:551 (5) - spacing here is too much, the song is just starting to build up. putting the largest jumop of the whole intro here doesnt work. lowered the distance now
(yes 00:05:375 (4,1) - is technically bigger, but due to how slider=>circle plays it's actually not)
not even cymbal on 00:08:551 - gets as much spacing ok
00:06:787 (5,6,7) - angle into triple is kinda awkward, why not sth like http://i.imgur.com/iIGAqGu.jpg or sth naah i wanna keep this
00:10:492 (3,4,5) - spacing like the other two triples here makes more sense (or increase spacing for triples gradually with the buildup, but only havin one stacked and the two right after with the same spacing is weird) made it same with the others now
00:16:492 (5) - would rather but a change in the stream on a more musically significant beat like 00:16:316 (3) - 00:16:669 (7) - done
00:21:787 (1,2,3) - makes more sense
00:23:551 (1,2,3,4,5,6,1) - music pretty much repeats itself, so suddenly having it this compressed makes no sense changed
00:27:257 (3,4,5,6) - 5 is really awkwardly positioned with the circular movement you build up before. going for either an actual flow break (green) or fitting with before (red) is way nicer http://i.imgur.com/pkusGDF.jpg nice drawing skills changed
00:32:551 (1) - could be more spaced to emphasize cymbal, right now it's kinda low compared to some jumps you put on less significant beats like 00:33:257 (4) - sure
00:36:787 (1,2,1,2,1,2,1,2) - one musical pattern but you nc it like there was some significant 1-2 pattern. making this a single combo fits better will keep it
00:42:081 (1) - could consider extending this to 3/4 since it seems like it's meant to emphasize the vocal, skipping over weak drum should be fine in that case nice idea
00:48:787 (1,1,1) - doesnt really fit. they might be snapped correctly, but you get the strongest sound on a slidertail and also but a 1-2 pattern when the song is going in a 1-2-3 pattern emphasis wise http://i.imgur.com/iFWnEV9.jpg or even http://i.imgur.com/Nr2uWFt.jpg where the slider helps transition to new snap fit better alright changed into something better
same for 01:13:140 (1,1,1) - lol but they're all same except for 01:13:140 (1) -
01:01:140 (1,2,3,4,5,6,7,8) - could be organized way cleaner (similar overlaps, equal visual spacing, ...) while still playing well and feeling less "random" done
01:04:669 (5,6,7,8,1) - really awkward fast-slow-fast movement that continues in the same direction http://i.imgur.com/dnPgy1v.jpg even sth like http://i.imgur.com/gSZhG4y.jpg would be less awkward kinda changed but you might still find it awkward
01:08:022 (7,8) - you also might want to decide whether to space those or not lol // 01:10:140 (4,5,6) - // 01:05:199 (7,8,1) - no change
01:08:905 (3,4,5,6,1,2,3) - whole part has pretty high spacing and then suddenly this when the music doesnt change its weird that you think music doesnt change here
Thanks for the great mod!
Topic Starter
Stjpa
no answer = accepted

Lasse wrote:

https://osu.ppy.sh/s/431010

[general]
drum-hitfinish2 is way louder on the right channel and pretty quiet overall
lots of silence after most hitsound files wating a good amount of space
this should fix everything: http://puu.sh/pFtVy/52ad157709.zip
other stuff seems fine ty fam

[hitsounding]
00:11:375 - 00:12:610 - would work well with gradually increasing hitsound volume to match the song volume //same for 01:01:140 (1,2,3,4,5,6,7,8) -
00:36:787 (1,2,3,4,5,6) - where are the hitsounds ;_; at least some soft whistles
01:11:022 (1,2,3,4) - might want some finished or sth for this part I like it how it is.
01:19:493 - whistle on spinnerend for piano would fit

[i]
00:06:434 (4,5,6) - ew pretty linear speedup ; \ some more acute angle here would be nice, like putting 00:06:963 (6) - on 00:06:081 (2) - or sth that keeps the structure
00:08:198 (5) - if this gets a jump 00:07:845 (3) - should too, it's liek the same thing Except that there isn't a drum sound. :p
00:09:434 (5,6,7) - would reduce spacing for the triple so you get a nice increasing thing on 00:09:169 (3,4,5,6,7,8,9) - which fits the song nicely here. or put equal spacing on all 3
00:09:963 (1,2,3,4,5,6) - why not immediately start with a square? looks much more organized http://i.imgur.com/6yVY6aH.jpg
00:20:022 (2,3) - mapping it like this once is kinda weird since it's just a triple/rep.slider all other times. if you want variation at least do it more often/consistently The drum hit here is way louder than all the others which is why I put a kickslider here.
00:42:081 (1) - some for of sv change/unique shape or anything to emphasize the vocal (which seems to be your idea here judging from the nc) better would be good here
00:44:904 (5,6,2,4) - generally for overlap patterns like thise actually having them overlap the same amount, maybe even the same angle/mirrored makes for much cleaner visuals
01:07:846 (4,5,6,1) - more acute angle would make this speedup play much better
01:10:669 (6) - no jump for this finish ;_; Because I'm still following vocals. The finish hitsounds are just there because there are some in the music.

so many spots like 00:42:963 (4,5) - where you could actually use the outer parts of the playfield afterwards but it seems to always transition back to the middle which makes feel really center heavy : \

[h]
00:10:845 (5) - might actually want to fix spacing here cause it makes 5 get a followpoint unlike the others which looks weird lol
also fixing some other patterns where autostacking throws off your even spacing by a noticeable amount, like for example 00:15:610 (1,2,3,4,5) - would be great
http://i.imgur.com/sH2wZpC.jpg like the main reason ds is used is for nice even visuals, nobody is going to misread a pattern cause of a sudden 0.2x change, but if not even the visual thing is given then gg ds
00:11:728 (1) - doesnt need nc spam, you didnt even do that on insane and it doesnt really fit patterning or music // 01:01:140 (1) -
01:10:140 (2) - rip any for of emphasis, suddenly shifting to this which even puts cymbal on a repeat ;c As in Insane.
besides the visuals being killed by distance snapped stacks this seems mostly fine

[e]
00:35:022 (4,2) - why not just sth like http://i.imgur.com/BuVbwVj.jpg for bit better readability instead of suddenly having 00:36:434 (3) - pop up under the hitburst
01:09:610 (3,4,1) - really easy to misread for beginners, movement on 3 leads more towards 01:11:022 (1) - which also appears way before you have to hit 01:10:669 (4) - try sth like http://i.imgur.com/H8PyOqi.jpg ?
01:15:257 (1) - i'd start this later to let people actually click that last strong sound What? D:

gl
Come[Back]Home
M4M from your queue

general
Check AiMod please, preview time isnt the same in every diff

Easy

00:22:669 (1) - This one is too high and touches the hp bar which is unrankable. Same here 00:24:081 (3) -
00:45:257 (3) - and here 01:08:905 (2,4,1) -
00:59:728 (1) - This needs an NC for consistency since this one has a NC aswell 00:12:787 (5) -

Normal

00:06:963 (7) - No 1/4 in Normals please, even as a repeat slider. Its okay when the bpm is like 120, but 170 is too high for that. Sam here 00:22:316 (4) -
00:09:257 (5,6) - If you stack, stack properly.
00:25:492 (1) - As far as I know its not allowed to have 5% volume on Easy and Normal, you should reconsider it.
00:48:787 (2,3,1) - Same here, Normal players cant expect or handle the switch from 1/2 to 1/3. Same here 01:13:140 (1,2) -
01:01:140 (1) - I wouldnt do that since you can barely see the circle if you play standard skin, it a bit confusing for newer players aswell.

Hard

00:12:257 (2,2) - I think a blank would make the whole pattern look better
00:59:375 (4,1) - Those are too high and touching the hp bar. Same here 01:05:375 (1) -

Insane

00:12:434 (6) - How about moving this one somewhere around 246/216 for a square jump, it fits with the music.
00:34:492 (4) - I would move this one too 339/353, so it will go better with the movements from the circles before.
00:36:610 (4,1) - I think the jump after (1) would be better to play if the spacing between (4,1) would be the same as before.
01:01:140 (1,2,3,4,5,6) - Those jumps look really messy to me, like they were placed randomly without a second thought, may be just me though. I think there are many better patterns to use than this.
01:05:375 (1,2) - Wrong spacing here, should be the same as here 01:05:728 (2,3,4,5) -

Pati's Shiawase!

00:09:875 (3) - I would place this oner here 393/308. It goes better with the stream before
00:12:787 - Unnecessary timing point
00:25:316 (1) - This one does not need a Nc
01:03:610 (5) - Move this one a bit up please, its almost out of the screen


Cool mapset~ Good Luck!
Lasse
01:15:257 (1) - i'd start this later to let people actually click that last strong sound What? D:
basically means "add a circle here and start spinner some ticks later" lol
Pati
applied everything that cbh said (thanks a lot cbh)
click me
Topic Starter
Stjpa

Come[Back]Home wrote:

M4M from your queue

general
Check AiMod please, preview time isnt the same in every diff

Easy

00:22:669 (1) - This one is too high and touches the hp bar which is unrankable. Same here 00:24:081 (3) - Fixed from previous mod already. Also, touching HP bar is not unrankable. :p
00:45:257 (3) - and here 01:08:905 (2,4,1) -
00:59:728 (1) - This needs an NC for consistency since this one has a NC aswell 00:12:787 (5) - Probably fixed in the last mod too? Idk, at least it was correct here.

Hard

00:12:257 (2,2) - I think a blank would make the whole pattern look better I wish people would read the previous mods. :<
00:59:375 (4,1) - Those are too high and touching the hp bar. Same here 01:05:375 (1) -

Insane

00:12:434 (6) - How about moving this one somewhere around 246/216 for a square jump, it fits with the music. Completely rearranged them because the flow was awkward.
00:34:492 (4) - I would move this one too 339/353, so it will go better with the movements from the circles before. Aye.
00:36:610 (4,1) - I think the jump after (1) would be better to play if the spacing between (4,1) would be the same as before. True.
01:01:140 (1,2,3,4,5,6) - Those jumps look really messy to me, like they were placed randomly without a second thought, may be just me though. I think there are many better patterns to use than this. The first for circles are completely for the drums since the vocals are barely audible, which is why I'm just spacing them out little more rather than going a different direction. And after 4 I kinda break the flow with direction changes that are mapped to the vocals.
01:05:375 (1,2) - Wrong spacing here, should be the same as here 01:05:728 (2,3,4,5) - Oops.


Cool mapset~ Good Luck!

Lasse wrote:

01:15:257 (1) - i'd start this later to let people actually click that last strong sound What? D:
basically means "add a circle here and start spinner some ticks later" lol Used to have that, but it's kinda unpredictable imo.
Thievley
Kisses

Advanced

  1. 00:04:316 (1) - I think decreasing the angle would be better. Just for the fact it looks nicer funny, this is how i had it before
  2. 00:45:257 (1,2) - How about turining these into a 1/1 slider. It seems more fitting, it makes it easier and doesnt create a massive bulk in note density in this measure compared to the rest okay!
  3. 00:48:787 (2,3,1) - This could be a lot easier to read and make it less clustered visually if you made a few tweakshttp://puu.sh/pyUkI/909cb54c24.jpg I feel like it's better the way I have it now because of the arrows on the repeats. it would be more natural imo for the player to follow where the slider is pointing back to, rather than to have to reach to a hit circle on the side. i mean it could work, but i'll just keep it this way for now.
  4. some inconsistencies in your NC pattern such as 00:08:904 (4) , 00:41:022 (4) , 00:05:728 (4) . In these cases the NC pattern is once every 2 measures instead of every 1. Though imho I think you should change the entire NC pattern to every 2 measures as some combos are very very short. I saw a combo length of 2 a few times oh shoot thanks for pointing those out lol, and i'll stick to the combo length i have now, the only reason some notes reach up to only two is because they are mostly 1/1 sliders that carry 2 beats within in each, equaling up to my nc'ing every 4 beats
Spread between Easy and Advanced - It would be overlook-able if it was just the SR we were looking at but the easy diff is 95% 1/1 patterns and the advanced has blue ticks mapped such as 00:06:787 (6,7) . Imho it doesnt create a suitable spread at all.
Also the note density between the diffs is also an issue to me as some chains in the advanced ( such as 01:00:434 (2,3,1,2,3,4,1) ) are 2 levels above the easy diff.
Another thing that urks me is the SV choice. The SV between the 2 diffs is only a difference of 0.1. Even if these were easy and normal the SV is difference is seriously low (and I checked timing points in the advanced diff use x1 SV); to me it looks like it was done purely to create and pleasant looking SR between the 2. Heck even the spacing in the advanced diff is quite low. The spacing in Easy diff is x1 at 0.95 SV and the advanced uses x.9 at 1.05 SV; if you do the maths you find out the spacing in advanced is actually lower than Easy.
Because of the points mention above I recommend talking to Thievley and ask them to either reduce the object density in some places and slightly increase the SV and spacing and rename the diff to 'Thievley's Normal' or, ask them to Increase the SV and spacing a lot more and adding a normal in between easy and advanced.
[]
^ok so I wrote that before actually looking at the hard diff (which is very hard) and now im not entirely sure anymore. Though I still think and increase SV and spacing is needed regardless. The only reason I placed those settings was to make a suitable transition from easy to hard (pretty big gap to cover imo). But yeah, i agree with most of what you've pointed out, and so i've raised the spacing to 1.0x and i'll change the sv a few ticks higher to 1.20 x.

ezek
Thievley's Advanced ♥
Hi Thievley! \:D/ Ayyy ezek :33/
  1. 00:51:257 - Your diff is the only with an extended break, you may wanna remove that for consistency~ the breaks in other diffs used to be extended, dunno what happened o.o but alright
  2. 00:06:787 (6,7) - This may result confusing to players since that repeat slider is too compressed and with another note stacked on the top ;w; What about using just 1/2 like this, adding NC on the downbeat and removing it from the next note? It's more readable~ Or also you can just unstack so it can be seen easily like at 00:22:316 (4) - already unstacked
  3. 00:48:787 (2,3,1) - What about placing them like this for easier readability i fixed this issue by increasing sv and spacing a bit, so it should be a little more readable as it is now!

Xilver
[Thievley's Advanced]

Why is your preview point different than all the other diffs? asiodjaoisdjioas i don't know it took me a while to update my diff so stjpa probably changed that on me buuuu, fixed now!

00:09:257 (5,6) - not perfectly stacked? something weird happened when i clicked the time link and i couldn't find what you pointed out aaa, may have been because of the changes i made prior to replying to this mod D:
00:35:375 (1) - i'd move this red anchor slightly more down, kind of hard to recognize that curve removed red anchor instead
00:48:787 (2) - would nc these as you did the same thing with 01:13:140 (1) - instead i'll remove nc from 01:13:140 (1) and nc here instead 01:12:434 (1) -, for consistency with my 4 beats per nc :p

thanks for the mods!
Vell
[Pati's Shiawase!]
  1. 00:09:787 (2,3,1) - I dont really like the spacing of those. it seems to be the only time where they are spaced like this so maybe go for the same as 00:06:963 (6,7,1) -
  2. 00:42:434 (1) - nc not necessarily because of sv change but more so that the faster sv on 00:42:081 (1) - will be more clear so its easier to sightread
[Insane]
  1. 00:14:904 (7) - shortening this slider by 2 ticks like u did with this one 00:16:316 (5) - so the player has to start to stream at the strong beat again feels alot smoother and consistent (I have seen u already rejected that idea, but I will still mention it because I think it does play weird how you have it right now)
  2. 00:19:140 (5) - ^
  3. 00:48:610 (3,4,1) - this angle looks kinda weird, make it straight so it flows better into the edged slider
  4. 00:49:492 (1) - maybe space it in line and with the same spacing as the other 2 sliders
  5. 01:11:728 (3) - making this into a 1/2 slider + circle for better emphasize on the the vocal?
[Hard]
  1. 00:25:316 (7,8) - 2 circles? would feel better being able to click the last note before the break
  2. 01:10:140 (2) - im not sure with what the second repeat slider is supposed to go here, a circle + slider would play more with the song and wont ignore the strong cymbal sound
Sorry, couldnt find anything in Easy and Advanced.
Topic Starter
Stjpa
No answer = fixed

Vell wrote:

[Insane]
  1. 00:14:904 (7) - shortening this slider by 2 ticks like u did with this one 00:16:316 (5) - so the player has to start to stream at the strong beat again feels alot smoother and consistent (I have seen u already rejected that idea, but I will still mention it because I think it does play weird how you have it right now) I changed the first one but kept the second one due the special melody and to emphasize the kickslider a little bit harder.
  2. 00:48:610 (3,4,1) - this angle looks kinda weird, make it straight so it flows better into the edged slider
  3. 00:49:492 (1) - maybe space it in line and with the same spacing as the other 2 sliders I honestly don't understand this point, you gotta explain it to me ;_;
  4. 01:11:728 (3) - making this into a 1/2 slider + circle for better emphasize on the the vocal? I'm going for the full word rather than that syllable. I want the ending to be smooth.
[Hard]
  1. 00:25:316 (7,8) - 2 circles? would feel better being able to click the last note before the break I'd agree with it if the downbeat here was clickable, but this way the slider is mapped to the drums. I silenced the sliderend for the reason I mentioned.
  2. 01:10:140 (2) - im not sure with what the second repeat slider is supposed to go here, a circle + slider would play more with the song and wont ignore the strong cymbal sound
Sorry, couldnt find anything in Easy and Advanced.
_IxApplePie_
Hi! M4M from your queue.

my map -> https://osu.ppy.sh/s/479175

Shiawase!
  1. 00:42:434 (2) - NC
  2. 00:52:669 / 00:54:081 / 00:55:493 / 00:55:846 / 00:56:199 / 00:56:375 - note? Just a suggestion only. Ignore if you want
  3. 00:58:669 (2,3,4) - equal spacing? quite weird imo
  4. I think you can delete the last 4 green timing lines since it's the same.

Insane
  1. yup. (this is also in Adv and Normal)
  2. 00:36:787 (1,2,3,4,5,6,7) - if you're following the music then maybe lesser distance as there's no heavy beat to emphasis
  3. 00:41:551 (2) - ee, don't so close to 00:41:728 (3), futher a bit.
  4. 00:47:375 (3) - ctrl g? so that you can flow downwards to 00:47:904 (4,1)
  5. 00:49:140 (2,1) - suggestion for the orange (1)
  6. 01:02:199 (7,1) - blanket or nay?
  7. 01:13:846 - note? since your previous kiai has it. (Your normal is until here though)

Hard
  1. 01:13:846 - note?

Advanced
  1. 00:22:669 (1,2) - align then like 00:32:551 (1,2) - ? looks much better imo
  2. same as the problem in Hard

Normal
  1. Nazi blanket for this, soz! I only catch the obvious ones,
  2. 00:10:669 (2,3,4)
  3. 00:27:610 (2,3)
  4. 00:48:434 (4,5)
  5. 01:03:963 (3,4)

Sorry for the nazi blanket in Normal!!

Hoped the mod helps!

GL~
Topic Starter
Stjpa
No answer = fixed

_IxApplePie_ wrote:

Hi! M4M from your queue.

my map -> https://osu.ppy.sh/s/479175

Insane
  1. 00:36:787 (1,2,3,4,5,6,7) - if you're following the music then maybe lesser distance as there's no heavy beat to emphasis Vocals are getting stronger.
  2. 00:41:551 (2) - ee, don't so close to 00:41:728 (3), futher a bit. Actually there's no way to solve it properly, but I moved the circle away (and basically broke the DS consistency here, but little inconsistencies like here aren't noticable).
  3. 00:47:375 (3) - ctrl g? so that you can flow downwards to 00:47:904 (4,1) Doesn't fit into my spacing concept.
  4. 00:49:140 (2,1) - suggestion for the orange (1) Wanna keep the triangle.
  5. 01:02:199 (7,1) - blanket or nay?
  6. 01:13:846 - note? since your previous kiai has it. (Your normal is until here though) First kiai has it because there's a sound unlike here. In Easy diff I even silenced the sliderend since there's nothing audible on it.

Hard
  1. 01:13:846 - note? As in Insane.

Normal
  1. Nazi blanket for this, soz! I only catch the obvious ones,
  2. 00:10:669 (2,3,4)
  3. 00:27:610 (2,3)
  4. 00:48:434 (4,5)
  5. 01:03:963 (3,4)

Sorry for the nazi blanket in Normal!!

Hoped the mod helps!

GL~
Thievley
Advanced
  1. 00:22:669 (1,2) - align then like 00:32:551 (1,2) - ? looks much better imo aaa but then 2 would make an ugly overlap with the end of 3
  2. same as the problem in Hard it's fine as it is!

nothing changed, thanks for the mod though
HootOwlStar
lolz saw your queue if you couldnt tell btw *hea vy breathing*

[ez]
  1. 00:09:257 (5) - yehj a consider to make it flat, knda racist of me but actually against of curves which intended but dont make a perfect circular flow
  2. 00:12:081 (4) - mayb remove the reverse and extend the slider to 00:12:610 - it will be fine tbh since it doesnt really add too much difficulty and it will represent the rhythm more accurately
  3. 00:25:140 (4,1) - so prob here is that the distance-time concept is messed up here, you should increase the distance in between. suggestion https://osu.ppy.sh/ss/5650666
  4. 00:43:845 (1,2) - pro tip ways to lengthen mods include providing tons of suggestions an d URL's https://osu.ppy.sh/ss/5650695 sodium hydride its just i cnt stand two sliders with same orientations but not similar appearing at the same time yea
[advanced]
  1. could have named as normal. it does fit the difficulty gap between ez and hard + it is within the sr range
  2. 00:06:963 (4) - it brings the negative effect here since it is the odd one out + emphasizing the vocals is actually complete and precise enough. consider to change the note placement in 00:06:787 (3,4,1,2) - into https://osu.ppy.sh/ss/5650772 (view the timeline bar)
  3. 00:41:022 (4) - missed nc
[hard]
  1. 00:12:610 (7) - circle is ald ok since for the current one slider end doesnt end in any music notes. same case in insane
  2. 00:45:257 (1,2,3) - yah im racist and also the rhythm doesnt quite fit imo since 00:45:963 - shouldnt be emphasized much idk. suggestion https://osu.ppy.sh/ss/5650833
  3. 01:08:199 (1,2,3) - actually just want to fix between 01:07:493 (3) - and 01:08:199 (1) - but yeah https://osu.ppy.sh/ss/5650868 https://osu.ppy.sh/ss/5650882
[shiawase]
  1. 00:02:728 (6) - consider move to the left side of (5) which is around x:12 since imo it provides a funner flow as of 01:06:787 (1,2,3,4) - . same suggestion goes to 00:43:668 (7) -
  2. 00:42:434 (2) - consider nc since sv change + new bar
  3. 01:13:846 (1,1) - both move to centre seem better
skipped insane bcos it seems fine. mapse t is quite nice tbh
yeh good luck btw
Halfslashed
M4M - My mapset: https://osu.ppy.sh/s/477763

[Shiawase!]
00:05:022 (3) - Move down and rotate to make a better pattern (something like this: http://puu.sh/q8oZw/a116e9da30.png)
00:35:375 (1) -
00:36:787 (1,2,1,2,1,2,1,2) - The pattern itself plays fine, but you should separate 00:36:787 (1,2,1) from the rest to give the vocals more emphasis, and make the spacing on 00:36:963 (2,1) consistent with itself.
00:37:845 (1) - Offscreen note
00:38:198 (1,2) - These should use similar shapes for consistency (similar to previous sliders in the map). Maybe curve 00:39:257 (5) instead?
00:51:258 (1) - I hear what you're emphasizing in the music, but this isn't being emphasizes. You should either remove it or map more of the break section.
01:02:199 (7,8) - Angle felt off in play, move 8 down.
01:02:905 (2,3) - You should make these circles into a slider similar to this: 00:42:081 (1). The impact of the vocals is similar and the player will already expect another one.
01:13:140 (1,1,1,1) - You should probably be consistent with the pattern at 00:48:787 (1,2,1,2,1). Musically they sound similar, and both of them play well (my favorite part of the map too).
[Insane]
00:03:610 (3,4) - Move up for better flow.
00:06:963 (6,7,1) - I think something like this would flow better: http://puu.sh/q8pSU/2e9ef8b588.png
00:10:845 (3,4,5) - Linear flow would work better here.
00:16:140 (3,4,5,6,7,8,9,1) - Inconsistent with 00:18:963 (3,4,5,6,7,1) and musically similar.
00:27:257 (2,3,4) - Rotate down for better flow, try not to go for linearity between 4 and 5.
00:48:610 (3,4,1) - Try to make it flow better from the jump, similar to 00:06:963 (6,7,1)
01:04:316 (2,3,4) - Less flow here. Intentional?
[Hard]
00:24:257 (2,3,4) - Change to kickslider for pattern consistency.
00:40:492 (3) - Move to right for better flow.
00:42:787 (2) - Down and to the left for better flow (Linear works here).
[Advanced]
00:18:434 (1,2) - Match angles for consistency, something like this (also make sure to fix DS): http://puu.sh/q8qUH/7499302e7f.png
[Easy]
Couldn't find anything.

Good mapset, I hope I helped.
Topic Starter
Stjpa
no answer = changed

HootOwlStar wrote:

lolz saw your queue if you couldnt tell btw *hea vy breathing*

[ez]
  1. 00:09:257 (5) - yehj a consider to make it flat, knda racist of me but actually against of curves which intended but dont make a perfect circular flow
  2. 00:12:081 (4) - mayb remove the reverse and extend the slider to 00:12:610 - it will be fine tbh since it doesnt really add too much difficulty and it will represent the rhythm more accurately Feels so wrong without having the sliderend on the downbeat. I thought about it quite long but it's just too weird with your suggestion.
  3. 00:25:140 (4,1) - so prob here is that the distance-time concept is messed up here, you should increase the distance in between. suggestion https://osu.ppy.sh/ss/5650666 Fixed it differently.
  4. 00:43:845 (1,2) - pro tip ways to lengthen mods include providing tons of suggestions an d URL's https://osu.ppy.sh/ss/5650695 sodium hydride its just i cnt stand two sliders with same orientations but not similar appearing at the same time yea
[hard]
  1. 00:12:610 (7) - circle is ald ok since for the current one slider end doesnt end in any music notes. same case in insane But the vocals fam.
  2. 00:45:257 (1,2,3) - yah im racist and also the rhythm doesnt quite fit imo since 00:45:963 - shouldnt be emphasized much idk. suggestion https://osu.ppy.sh/ss/5650833 Fixed it differently.
  3. 01:08:199 (1,2,3) - actually just want to fix between 01:07:493 (3) - and 01:08:199 (1) - but yeah https://osu.ppy.sh/ss/5650868 https://osu.ppy.sh/ss/5650882
skipped insane bcos it seems fine. mapse t is quite nice tbh
yeh good luck btw

Halfslashed wrote:

M4M - My mapset: https://osu.ppy.sh/s/477763
[Insane]
00:03:610 (3,4) - Move up for better flow. I like it how it is.
00:06:963 (6,7,1) - I think something like this would flow better: http://puu.sh/q8pSU/2e9ef8b588.png
00:10:845 (3,4,5) - Linear flow would work better here. It's already linear tho. :v
00:16:140 (3,4,5,6,7,8,9,1) - Inconsistent with 00:18:963 (3,4,5,6,7,1) and musically similar. Variation.
00:27:257 (2,3,4) - Rotate down for better flow, try not to go for linearity between 4 and 5. Tbh it looks fine to me. Used this flow so often if I'm not mistaken rn.
00:48:610 (3,4,1) - Try to make it flow better from the jump, similar to 00:06:963 (6,7,1) The one in the beginning has an emphasis because of downbeat, this one doesn't.
01:04:316 (2,3,4) - Less flow here. Intentional? Yes.
[Hard]
00:24:257 (2,3,4) - Change to kickslider for pattern consistency. The kickslider is mapped to a special sound in this part, so it's consistent atm.
00:40:492 (3) - Move to right for better flow.
00:42:787 (2) - Down and to the left for better flow (Linear works here). I really like the flow here. ;o

Good mapset, I hope I helped.
Will mod HOS' map now, the other one tomorrow.
Pati
vell

Vell wrote:

  1. 00:09:787 (2,3,1) - I dont really like the spacing of those. it seems to be the only time where they are spaced like this so maybe go for the same as 00:06:963 (6,7,1) - will keep them because they're fine for me
  2. 00:42:434 (1) - nc not necessarily because of sv change but more so that the faster sv on 00:42:081 (1) - will be more clear so its easier to sightread ooops yeah
    thank youu
applepie

_IxApplePie_ wrote:

  1. 00:42:434 (2) - NC ok
  2. 00:52:669 / 00:54:081 / 00:55:493 / 00:55:846 / 00:56:199 / 00:56:375 - note? Just a suggestion only. Ignore if you want nah ill keep it
  3. 00:58:669 (2,3,4) - equal spacing? quite weird imo changed and fixed now ^^
  4. I think you can delete the last 4 green timing lines since it's the same. ooops it wasnt supposed to be the same :d
    thanks a lot
hotowl

HootOwlStar wrote:

  1. 00:02:728 (6) - consider move to the left side of (5) which is around x:12 since imo it provides a funner flow as of 01:06:787 (1,2,3,4) - . same suggestion goes to 00:43:668 (7) - aye
  2. 00:42:434 (2) - consider nc since sv change + new bar yep
  3. 01:13:846 (1,1) - both move to centre seem better kinda changed them but last one is still at center
thank yoooououuuou
halfs

Halfslashed wrote:

00:05:022 (3) - Move down and rotate to make a better pattern (something like this: http://puu.sh/q8oZw/a116e9da30.png&#41; ok
00:35:375 (1) - no
00:36:787 (1,2,1,2,1,2,1,2) - The pattern itself plays fine, but you should separate 00:36:787 (1,2,1) from the rest to give the vocals more emphasis, and make the spacing on 00:36:963 (2,1) consistent with itself. did something
00:37:845 (1) - Offscreen note ooops
00:38:198 (1,2) - These should use similar shapes for consistency (similar to previous sliders in the map). Maybe curve 00:39:257 (5) instead? ye
00:51:258 (1) - I hear what you're emphasizing in the music, but this isn't being emphasizes. You should either remove it or map more of the break section. na na will keep it
01:02:199 (7,8) - Angle felt off in play, move 8 down. not sure why but ok
01:02:905 (2,3) - You should make these circles into a slider similar to this: 00:42:081 (1). The impact of the vocals is similar and the player will already expect another one. pls look at 2 and 5
01:13:140 (1,1,1,1) - You should probably be consistent with the pattern at 00:48:787 (1,2,1,2,1). Musically they sound similar, and both of them play well (my favorite part of the map too). yeah changed them
thanks a buch
toybot
for m4m

[Pati]
00:39:610 (1) - isn't it supposed to be just clap with auto additions
00:44:551 (3,4,5,6) - this jump pattern is so large compared to all of the other jump patterns in this section, consider nerfing a bit
00:49:492 - uh, this break section isn't really needed, since it releases all the tension built up too early
01:01:140 (1,2,3,4,5,6,7,8) - right now, the distance between each object hovers around 2.00x. to reflect the music more, you can increase the spacing as the pattern builds up
01:13:846 (1) - maybe you could try moving this to above (4), to create a sharp angle in (3,4,1) so you emphasize the drums more

[Thievly]
00:06:963 (4) - maybe the 1/4 slider is a bit too much for this diff, since the map is dominantly 1/1 and 1/2, and you only use 1/4 here
00:19:845 (1,2) - this is kind of an oddball in this section, wouldn't it be better to use just two 1/2 sliders so you don't miss 00:20:198 - ?
00:41:022 (4) - nc plz
00:48:787 (2,3,1) - arranging them in a line (aka moving (1) to x364 y230) looks cleaner

i think thats it, nice mapset
JBHyperion
meep
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 36787
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 14198,19845,26904,38198,51258,56905,62552
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.4

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだらかぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Hyperion's Platter
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm thievley pati p_i_k_u jbhyperion
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:3.4
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.7
SliderTickRate:2

[Events]
//Background and Video events
0,0,"attakain-bg.png",0,0
//Break Periods
2,51257,55493
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1493,352.941176470588,4,2,1,60,1,0
8022,-100,4,2,2,60,0,0
8198,-100,4,2,1,60,0,0
8375,-100,4,2,2,60,0,0
8551,-100,4,2,1,60,0,0
11375,-100,4,2,1,30,0,0
11551,-100,4,2,1,35,0,0
11728,-100,4,2,1,40,0,0
11904,-100,4,2,1,45,0,0
12081,-100,4,2,1,50,0,0
12257,-100,4,2,1,55,0,0
12434,-100,4,2,1,60,0,0
12610,-100,4,2,1,65,0,0
14198,-100,4,2,1,60,0,0
25492,-100,4,2,1,30,0,0
26904,-100,4,2,1,60,0,0
36963,-100,4,2,1,30,0,0
38198,-80,4,2,1,80,0,1
38551,-100,4,2,1,80,0,1
48787,-100,4,2,2,80,0,1
49492,-100,4,2,1,60,0,0
51258,352.941176470588,4,2,1,60,1,0
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Will try to mod other diffs some time next week.
Thievley
Halfslashed
[Advanced]
00:18:434 (1,2) - Match angles for consistency, something like this (also make sure to fix DS): http://puu.sh/q8qUH/7499302e7f.png i think it's fine as it is but thanks for the heads up about ds wew

toyboy
[Thievly] ow
00:06:963 (4) - maybe the 1/4 slider is a bit too much for this diff, since the map is dominantly 1/1 and 1/2, and you only use 1/4 here okay a lot of people have pointed this out now so i suppose i should change it, made it a 1/2 slider + a circle!
00:19:845 (1,2) - this is kind of an oddball in this section, wouldn't it be better to use just two 1/2 sliders so you don't miss 00:20:198 - ? i wanted a bit of variation from all the 1/2 sliders, also it highlights the snare drum nicely imo
00:41:022 (4) - nc plz lol whoops
00:48:787 (2,3,1) - arranging them in a line (aka moving (1) to x364 y230) looks cleaner a lot of people have suggested this already so i guess it wouldn't hurt to change it a

thanks for the mods!

update aay
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TitleUnicode:あったかいんだらかぁ♪
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Creator:Stjpa
Version:Thievley's Advanced
Source:
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DeletedUser_6709840
From my lazy ctb modding queue. I was asked to look at Rain but couldn't find much to comment on so I just modded what I could. i could have been sniped on a few suggestions.

General

Check AiMod, you have conflicting tags. Make sure “jbhyperion” is in the the tags of all diffs since he has a GD.
Check AiMod, fix the title and artist name in Pati's Shiawase! since it didn't process the Japanese text right during the process on receiving the GD.
Uncheck “Widescreen Support” on Hyperion's Platter and Piku's Rain

Hyperion's Platter

00:12:081 (1,2,3,4) – It feels like (2) isn't properly spaced to me for pattern. I'd put (2) on X=304 so it feels a little more natural, at least from my perspective.
00:48:434 (1,2) – Feels a bit hard to catch because not much emphasis can be heard here, make it 1.80x spacing by putting (2) on X=96 then moving 00:48:787 (3,4,5) to X=336.

Piku's Rain

Your patterns and spacing look fine but I do have a spread concern with the AR being 9.2 since most Rains are 9 and under. Unless you have a specific reason for the AR being 9.2, I'd just make it 9 because it doesn't appear to affect flow at 9.


Good luck!
JBHyperion

RoseusJaeger wrote:

From my lazy ctb modding queue. I was asked to look at Rain but couldn't find much to comment on so I just modded what I could. i could have been sniped on a few suggestions.

Hyperion's Platter

00:12:081 (1,2,3,4) – It feels like (2) isn't properly spaced to me for pattern. I'd put (2) on X=304 so it feels a little more natural, at least from my perspective. Sure, makes this a little easier so the following hdash is less jarring
00:48:434 (1,2) – Feels a bit hard to catch because not much emphasis can be heard here, make it 1.80x spacing by putting (2) on X=96 then moving 00:48:787 (3,4,5) to X=336. Done

Good luck!
Thanks for the suggestions!

Platter
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Pati
toy

toybot wrote:

00:39:610 (1) - isn't it supposed to be just clap with auto additions oh yeah
00:44:551 (3,4,5,6) - this jump pattern is so large compared to all of the other jump patterns in this section, consider nerfing a bit dont really wanna nerf it cause its not that hard when you compare it to other jumps so i just increased distance of some other jumps
00:49:492 - uh, this break section isn't really needed, since it releases all the tension built up too early oh okay
01:01:140 (1,2,3,4,5,6,7,8) - right now, the distance between each object hovers around 2.00x. to reflect the music more, you can increase the spacing as the pattern builds up nice idea
01:13:846 (1) - maybe you could try moving this to above (4), to create a sharp angle in (3,4,1) so you emphasize the drums more okay
thank you
P i k u

RoseusJaeger wrote:

From my lazy ctb modding queue. I was asked to look at Rain but couldn't find much to comment on so I just modded what I could. i could have been sniped on a few suggestions. | lul hello there JBH's Platter

General

Check AiMod, you have conflicting tags. Make sure “jbhyperion” is in the the tags of all diffs since he has a GD. | Stjpa fixed it for me
Check AiMod, fix the title and artist name in Pati's Shiawase! since it didn't process the Japanese text right during the process on receiving the GD.
Uncheck “Widescreen Support” on Hyperion's Platter and Piku's Rain | Turned off widescreen support


Piku's Rain

Your patterns and spacing look fine but I do have a spread concern with the AR being 9.2 since most Rains are 9 and under. Unless you have a specific reason for the AR being 9.2, I'd just make it 9 because it doesn't appear to affect flow at 9. | Changed to AR 9


Good luck!
Thanks for the mod!

Fixed some hitsounds and a spacing inconsistency along with this. Also throwing a star o/*

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 36787
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 14198,19845,26904,38198,51258,56905,62552
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.4

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだらかぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Piku's Rain
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm thievley pati p_i_k_u jbhyperion
BeatmapID:1022513
BeatmapSetID:464644

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.92
SliderTickRate:2

[Events]
//Background and Video events
0,0,"attakain-bg.png",0,0
//Break Periods
2,51258,55952
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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8198,-100,4,2,1,60,0,0
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76669,-100,4,2,1,60,0,0
78081,-100,4,2,1,60,0,0
79493,-100,4,2,1,60,0,0


[Colours]
Combo1 : 255,209,164
Combo2 : 255,146,94
Combo3 : 255,188,121
Combo4 : 255,150,45

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248,64,69257,1,8,0:0:0:0:
128,136,69434,1,4,0:3:0:0:
272,136,69610,6,0,L|280:232,1,96,8|4,0:0|0:3,0:0:0:0:
136,272,69963,1,8,0:0:0:0:
376,280,70140,1,4,0:3:0:0:
424,272,70228,1,4,0:3:0:0:
472,264,70316,2,0,L|480:168,1,96,0|8,1:0|0:0,0:0:0:0:
240,120,70669,2,0,L|232:216,1,96,0|8,1:0|0:0,0:0:0:0:
472,168,71022,5,8,0:0:0:0:
376,120,71199,1,8,0:0:0:0:
112,88,71375,1,4,1:3:0:0:
208,40,71552,1,0,0:0:0:0:
400,192,71728,1,8,0:0:0:0:
304,256,71905,1,8,0:0:0:0:
40,144,72081,1,4,1:3:0:0:
136,192,72257,1,0,0:0:0:0:
328,176,72434,5,8,0:0:0:0:
184,64,72610,1,8,0:0:0:0:
328,136,72787,1,4,1:3:0:0:
160,96,72963,1,0,0:0:0:0:
400,176,73140,2,0,L|464:176,2,64,4|4|4,0:3|0:3|0:3,0:0:0:0:
208,216,73493,1,4,0:3:0:0:
144,216,73610,1,4,0:3:0:0:
80,216,73728,1,4,0:3:0:0:
304,304,74552,6,0,P|384:192|304:88,1,288,2|0,0:0|0:0,0:0:0:0:
56,48,75257,1,4,0:0:0:0:
256,192,75345,12,0,79493,0:0:0:0:
RikiH_
I'm not dead, sorry for the delay :')

Pati's Shiawase!
  1. 00:29:728 (1,2,3,4,5) - Maybe this can be edited a bit in order to make a perfect star? Looks a bit random currently
  2. 00:45:081 (6) - Move to 57|204 so you have a perfect star again?
  3. 00:48:787 (1,1) - This is quite a pointess suggestion, feel free to ignore it, but it feels like these two sliders are a bit too close, you could make a better triangle with 00:49:022 (2) - maybe
  4. 00:51:258 (1) - What if you delete this note and start the break here instead? (like insane diff)
  5. 01:13:846 (1) - You should really delete this note, since there's no sound on this beat and other diffs have no note on this beat!
Insane

  1. 00:20:022 (2) - Feels a bit out of place, since it's the only 1/4 kickslider in the whole pattern, turn it into notes? Or just into a repeat slider like 00:22:845 (2) -
  2. 00:37:140 (3,6) - Stack these?
  3. 01:00:787 (4,3) - This overlap is a bit weird, honestly
  4. 01:02:022 (6) - Move to 115|334?
Hard
  1. 00:35:375 (1,2,3) - Uhm, maybe you could move this whole pattern to the left so it's symmetrical to the center?
  2. 00:43:316 (4,1) - Pls stack xd
Thievley's Advanced
  1. Should be Thievley's Normal, it's not really an Advanced
  2. 00:05:022 (2,3) - Please ctrl+g, flows muuuuuch better
  3. 00:27:610 (2,1) - Blanked could be better (super nazi, sorry)
  4. 00:43:845 (1,2) - Looks much better if you copy-paste the first slider, since it can be noticed that their shape is different
  5. 00:48:787 (2,3) - I don't recommend using 1/3 sliders in a Normal diff, but I'm not sure, so maybe just ask a BN :) (01:13:140 (2,3) - same here)
Easy

  1. 01:13:140 (4) - This slider should end on 01:13:728 - since in the other diffs you didn't put any notes on 01:13:846 - and this feels weird! It would be a 5/3 slider but it's not a problem at all.
This set is incredibly good, you should look for a BN, it's 100% ready for rank. Take a star!
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