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Hanatan - Attakain Dakara [Osu|CatchTheBeat]

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Pati
rikih

RikiH_ wrote:

  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 i tried
  2. 00:45:081 (6) - Move to 57|204 so you have a perfect star again? done
  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 uh okay
  4. 00:51:258 (1) - What if you delete this note and start the break here instead? (like insane diff) what if say im not like the other what if say i mapped that part naw
  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! okok

    This set is incredibly good, you should look for a BN, it's 100% ready for rank. Take a star!
thank youuuuuuuuuuuu
Thievley

RikiH_ wrote:

Thievley's Advanced
  1. Should be Thievley's Normal, it's not really an Advanced sort of agree with this.. but i think it's fine as advanced
  2. 00:05:022 (2,3) - Please ctrl+g, flows muuuuuch better oki
  3. 00:27:610 (2,1) - Blanked could be better (super nazi, sorry) yup yup
  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 alright!
  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) might consider changing this, but i think it's fine for now :D yep, will ask^
thanks for the mod~

click this stjpa!
osu file format v14

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AudioLeadIn: 0
PreviewTime: 36787
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだらかぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Thievley's Advanced
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm thievley pati p_i_k_u jbhyperion
BeatmapID:999195
BeatmapSetID:464644

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//Break Periods
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Xinely
hello from jbh req

any metadata confirmation? im worrying with romanized of あったかいんだらかぁ♪ due かぁ iirc pronounced as "kaa" , if no confirm yet then go ask metadata master to confirm it 8(

Hyperion :
- CS 3,6 or 3,7 maybe? i feel a bit strange to see big fruits lol
- 00:11:287 - why not map this too if you 00:10:492 (3) - mapped this? that drum is stong
- 00:17:022 (1) - feel weird to see consistent spacing on new beat aka cymbal here, try spacing like 00:25:140 (5) - ?
- 00:29:728 (1) - try a bit further for emphasis vocal? imo x:364
- 00:34:492 (3) - x:88 for emphasis vocal?
- 00:43:845 (1) - remove finish, no cymbal D:
- 00:49:492 (5) - i hear weak cymbal here, how about make this note catch with dash like x:348?
- 01:01:140 - strong beat, also drum start in here which continue until 01:02:375 - so imo this should be mapped
- 01:13:845 (5) - imo current spacing is so low, x:288 instead?
- 01:15:434 (1) - if you arent going to lower volumes then why there are greenlines in here :^)

Piku :
- 00:20:287 - 00:20:640 - 00:20:816 - 00:20:992 - why not keep map them? they are strong enough and feel weird if one of them is skipped
- 00:22:051 - 00:22:228 - ^
- 00:40:845 (4) - x:304? imo hdash fits better for 00:41:022 (1) - due the vocal strength :C (also consistency with 01:06:610 (4) - )
- 00:43:845 (1) - no hdash for cymbal here but for 00:43:669 (5) - ? i cry
- 00:56:905 (2) - finish for cymbal
- 01:13:846 - map it i guess? there is still a music there even not drum (consistency with jbh /run)
- 01:15:345 (1) - same as platter

dammit just got 1 mod so far but i want to give apple icon 8(
JBHyperion

Xinely wrote:

hello from jbh req

any metadata confirmation? im worrying with romanized of あったかいんだらかぁ♪ due かぁ iirc pronounced as "kaa" , if no confirm yet then go ask metadata master to confirm it 8( Couldn't find any confirmation post in the other ranked mapsets, so will see what Stjpa has to say here

Hyperion :
- CS 3,6 or 3,7 maybe? i feel a bit strange to see big fruits lol Wai u h8 big fruits ;w; Seriously though I wanted this diff to be quite different from the Rain so I went for a lower CS than usual. I've never really been a fan of high CS Platters personally
- 00:11:287 - why not map this too if you 00:10:492 (3) - mapped this? that drum is stong Fair point, added a note here
- 00:17:022 (1) - feel weird to see consistent spacing on new beat aka cymbal here, try spacing like 00:25:140 (5) - ? I'd have to make a 1/4 dash and it plays really awkwardly for me. I would prefer to emphasize this more too, but that means leaving 00:16:934 unmapped and I'd prefer not to do that
- 00:29:728 (1) - try a bit further for emphasis vocal? imo x:364 Sure
- 00:34:492 (3) - x:88 for emphasis vocal? Yeah I like a hyper here, done
- 00:43:845 (1) - remove finish, no cymbal D: Copied hitsounds because lazy orz
- 00:49:492 (5) - i hear weak cymbal here, how about make this note catch with dash like x:348? Done, and added a better drum finish hitsound
- 01:01:140 - strong beat, also drum start in here which continue until 01:02:375 - so imo this should be mapped I prefer to only focus on vocals here since they are much stronger, mapping a repeat here breaks the smooth vocal line
- 01:13:845 (5) - imo current spacing is so low, x:288 instead? Done
- 01:15:434 (1) - if you arent going to lower volumes then why there are greenlines in here :^) I'm an idiot

dammit just got 1 mod so far but i want to give apple icon 8( ayyy
Thanks for the mod!

Platter
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: 1.3
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:1037151
BeatmapSetID:464644

[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
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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

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P i k u

Xinely wrote:

hello from jbh req

any metadata confirmation? im worrying with romanized of あったかいんだらかぁ♪ due かぁ iirc pronounced as "kaa" , if no confirm yet then go ask metadata master to confirm it 8( | Utaite.wikia - Attakain Dakara~♪ (あったかいんだからぁ♪) (Because It's Warm~♪)

Piku :
- 00:20:287 - 00:20:640 - 00:20:816 - 00:20:992 - why not keep map them? they are strong enough and feel weird if one of them is skipped | Ok done :c
- 00:22:051 - 00:22:228 - ^ | ^
- 00:40:845 (4) - x:304? imo hdash fits better for 00:41:022 (1) - due the vocal strength :C (also consistency with 01:06:610 (4) - ) | Yep, fits much better
- 00:43:845 (1) - no hdash for cymbal here but for 00:43:669 (5) - ? i cry | Don't cry :c Fixed
- 00:56:905 (2) - finish for cymbal | Oops, looks like I've missed that
- 01:13:846 - map it i guess? there is still a music there even not drum (consistency with jbh /run) | Yeah I guess
- 01:15:345 (1) - same as platter | Done

dammit just got 1 mod so far but i want to give apple icon 8( | :c
Thanks for the mod!
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: 1

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

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだからぁ♪
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]
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CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.92
SliderTickRate:2

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

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Xinely
so title is should be "あったかいんだからぁ♪"

when current map's title is "あったかいんだらかぁ♪"

Edit : btw its for all diffs
P i k u
Oh I didn't notice I made a typo when typing it, sorry xd
Secretpipe


hi u requested a shitmod?

here we fookin go!!1
(I'm just bringin suggestions!)

[General]

  1. Fine map overall
  2. The Easy diff isn't currently fittin' for an "Easy" diff at the moment imo since you follow almost every important sound with a looooooooot of 1/1 sliders! Also the fact that you don't really use 2/1 sliders (there are some but not many) is kinda weird and doesn't really fit for an Easy diff (1.6 sr op). I'd suggest ya to rename that diff into "Normal" knowing that there will be two normal diffs in that mapset but it's not that bad~ (some mapsets have that)
    ALSO , a spread is usually made like that Easy→Normal→Advanced→Hard and not Easy→Advanced→Hard so you know...
  3. Since almost combo colour look similar (3 orange-ish) , I'd suggest ya to get one brown , it'd be nice with the bg!
[Easy]

  1. 00:14:198 (1) - Even if there's a little break there you could space a lil bit the note since it has a .85 spacin' instead if a 1.00 one!
  2. 00:19:845 (1) - You can polish that blanket~
  3. 00:26:904 (1) - .72 spacin' here aswell and I don't know if it's easily fixable tbh
[Thievley's Advanced]

  1. 00:26:904 (1) - You could maybe move that slider a lil bit to the left so the transition with 00:27:610 (2) - will be smoother :
  2. 00:18:787 (2) - Really nazi but it's 0.9 ds instead of 1.0.

[Hard]

  1. 00:12:610 (7) - Why don't you keep a consistency with sliders like 00:11:375 (1) - ? I know you originally wanted to set something progressive with SV but reducing the curve here would give a better aspect of the whole pattern ( 00:11:375 (1,2,3,4,5,6,7) - ) imo.
  2. 01:11:022 (1,2,3) - Felt like you could better align these objects!It's up to you
  3. Big fan of that diff lo
[Insane]

  1. 00:09:345 - I know what you wanted to map with the two different triples but in my opinion , that sound should not be ignored! (See how 00:14:904 (7,8,9,10,11,1) - is FLAWLESS :D )
  2. 00:36:610 (4) - Felt like you could increase the spacin' on that circle since there's a big kick c:
  3. 00:49:492 (1) - Maybe put it at 252|176 in order to make a sweet triangle with 00:48:787 (1,2) - since I noticed you like aesthetics in general!
  4. 00:56:552 - When I listened to that sound first, I thought you'd add a slow slider who could cover it but well , it's not too late :D
  5. 01:08:552 (2) - you could maybe align it with 01:08:199 (1) - ?(nazi)
  6. 01:11:022 (1,2,3) - I don't know about these since you ignored 01:11:199 - and 01:11:905 - and they feel important imo since you followed 01:12:522 - with 01:12:434 (1) - !

[Pati's Shiwase]

  1. 00:08:198 (5) - The spacin' could have been much higher here instead at 00:08:375 (6) - since you have a louder sound.
  2. 00:16:140 (1,2,3,4,5) - I'm sure someone already pointed it but it'd be better to make that better to read since you did it very well at 00:14:728 (1,2,3,4,5,6,7,8,9,10,1) - for example!
  3. 00:36:610 (6) - Once again , the spacin' could have been much higher for the same reaosn mentionned above!

As I said it's a cool mapset you have there~

Good luck for rankin!
Topic Starter
Stjpa
Fixed everything except .72 spacing in Easy (now Normal) and combo colours because the shade always switches between strong - soft so I don't see a problem at all there. Thank you for your mod! c:

Edit: And that suggestion for the 1/3 pattern because it's already a triangle but with a more appropriate spacing if you take a look on the spacing between both 1/3 sliders.
Thievley

Secretpipe wrote:

[Thievley's Advanced]

  1. 00:26:904 (1) - You could maybe move that slider a lil bit to the left so the transition with 00:27:610 (2) - will be smoother : okay :D
  2. 00:18:787 (2) - Really nazi but it's 0.9 ds instead of 1.0. yeah xd
thanks!

opaosjpiajsf
osu file format v14

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Title:Attakain Dakara
TitleUnicode:あったかいんだからぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Thievley's Advanced
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm thievley pati p_i_k_u jbhyperion
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JBHyperion
Quick mod on some of the other diffs as promised:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 00:51:258 (1) - Stacked red and green lines at the same point with different volume and sampleset in Pati's diff is unrankable - please fix this
  6. AImod: No issues

Difficulty-Specific Comments:

Normal
  1. 00:21:610 (4,1) - I'd unblanket this to make a square formation with 00:20:551 (2,3,4,1) - since there is a noticeable overlap between 00:20:551 (2,1) - which looks kinda ugly to me
  2. 00:25:140 (4) - Two circles would make both of these beats clickable and provide more emphasis to the start of the string instrument on the downbeat
  3. 00:33:257 (2,1) - Same suggestion as for 00:21:610 (4,1)
  4. 00:41:022 (1,2) - Blanket is slightly off here, (2) is much closer to the head of (1) than the tail, and additionally 00:40:669 (4,2) is unstacked slightly. Put (4) at [298,252] and curve (1,2) slightly less for cleaner aesthetic and more space
  5. 00:48:434 (4,5) - Slidertail to ~ [260,48] for a better blanket, uneven on the tail at present
  6. 01:06:787 (3) - Perhaps make this a little less curved for better flow into 01:07:846 (4) -
  7. 01:08:199 (1,2) - Off-blanket, (2) is much too shallow a curve atm - middle anchor to [228,14]? Make sure to adjust 01:10:669 (4) accordingly due to the stack

Thievley's Advanced
What was the justification behind this being a Normal? It's considerably more dense than the Normal with frequent 1/2 usage, stacked doubles, overlapping sliders, etc. Considering the original Easy is now a Normal, I don't see why this can't be called advanced
  1. 00:21:963 (3,2) - Watch out for off-stack on the tail
  2. 00:24:787 (3,4,1) - Spacing varies a tiny bit here which affects the aesthetics, you can fix by moving (4) to [397,68]
  3. 00:27:610 (2,1) - I find this blanket shape kind of odd, perhaps the tail on (1) can come right a little so the whole sliderbody is following (2)?
  4. 00:33:787 (3,1) - I'd try to move these up a little, so the overlap with 00:32:198 (3) -'s tail is similar to the one with 00:32:551 (1)
  5. 00:36:081 (2,3) - Order should be reversed here if possible to give slider then circle, since 00:36:610 is easily the strongest sound here and deserves to be clickable for added emphasis going in to short pause. You might want to unstack if you do this to ensure readability
  6. 01:09:963 (1,2,3,1) - Similar situation, your rhythm choice throws the player off slightly because of the two strong cymbal sounds, one is clickable and the other is not. I'd recommend the following timeline for better playing experience:

Hard
  1. 00:24:963 (6,7) - Strong string instrument sounds are on the white ticks here, so circle + 1/2 slider + circle would be more fitting to give proper emphasis
  2. 00:36:081 (3) - At the expense of your nice symmetry, consider making this a 1/2 repeat slider to catch that strong vocal sound on the red tick
  3. 00:59:728 (1) - Very close to overlapping with the HP bar, might be worth trying to move it down a little if possible to avoid overlap with some custom skins
  4. 01:01:140 (1,2,3,4,5,6,7,8) - I find the flow really unintuitive and confusing to read here given what you did at 00:11:728 (2,3,4,5,6,7) - for this kind of pattern in a Hard diff, you want to be making the transitions as simple as possible without too much variance in spacing (fine) or direction (not fine). As a compromise that is both more easily readable but still interesting, how about something like this? https://osu.ppy.sh/ss/5768378 - You'll need to tweak 01:02:552 (1) and following if you do this, but it's just one option you might want to consider

Piku's Rain
  1. 00:09:610 (7,8,9,1) - Two strong hdash here are linked by a delicate movement (8,9), so it's very easy to overshoot and miss either (9) or the return hyper to (1). Try moving (8,9) to around x-360 to make this more comfortable
  2. 00:11:904 (4,5,6) - Could potentially be a bit tricky considering the upcoming hdash pattern. Maybe reduce these a tiny bit by bringing (5) a few pixels to the left to make this less harsh
  3. 00:37:140 (2,3) - The slight increase in spacing here is quite unexpected, and players who walk this will often miss it. You could move (2) to x-256 so these distances are more balanced
  4. 01:02:199 (7,8,9,1) - Distance between (7,8) is quite low meaning that players need to speed up as they approach the hdash which could result in a miss/overshoot. Try moving (8,9) a little more to the right, and space them out slightly more to provide better flow. (8) at x-256 and (9) at x-320 works much better
  5. 01:03:257 (3,4) - Hdash from (3) is quite weak, so it's easy for players to release too early and miss the tail of (4) to catch the sharp return hyper, Rotating the tail of (4) 30 degrees or so reduces the distanced necessary to travel and makes the (4,1) hyper a bit more manageable
What I modded looked in pretty good state, only some minor cosmetic issues and the odd questionable rhythm. Hope these suggestions help and let's go for rank! (:
Thievley

JBHyperion wrote:

Thievley's Advanced
What was the justification behind this being a Normal? It's considerably more dense than the Normal with frequent 1/2 usage, stacked doubles, overlapping sliders, etc. Considering the original Easy is now a Normal, I don't see why this can't be called advanced to be fair, most harder normals are mapped this way, so i guess that was the reasoning behind wanting to change the name. I agree with you though, also when compared to the other difficulties in the set, it can very well be an advanced. But i feel your average advanced would use more 1/4 patterns, much like the hard diff but more watered down. Sooooooo, I guess i'll (or stjpa already renamed idk) this back to advanced woo
  1. 00:21:963 (3,2) - Watch out for off-stack on the tail oki
  2. 00:24:787 (3,4,1) - Spacing varies a tiny bit here which affects the aesthetics, you can fix by moving (4) to [397,68] alright
  3. 00:27:610 (2,1) - I find this blanket shape kind of odd, perhaps the tail on (1) can come right a little so the whole sliderbody is following (2)? i think i fixed this a different way but it doesn't look that bad imo
  4. 00:33:787 (3,1) - I'd try to move these up a little, so the overlap with 00:32:198 (3) -'s tail is similar to the one with 00:32:551 (1) yup
  5. 00:36:081 (2,3) - Order should be reversed here if possible to give slider then circle, since 00:36:610 is easily the strongest sound here and deserves to be clickable for added emphasis going in to short pause. You might want to unstack if you do this to ensure readability eeh you have a point, but I think it's fine the way it is because i continue to follow vocals here and i feel the hitsounds emphasize it well enough
  6. 01:09:963 (1,2,3,1) - Similar situation, your rhythm choice throws the player off slightly because of the two strong cymbal sounds, one is clickable and the other is not. I'd recommend the following timeline for better playing experience: nice suggestion
thanks!

advanceddiff4u
osu file format v14

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

[Editor]
Bookmarks: 14198,26904,38198,51258,56905,62552
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだからぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Thievley's Advanced
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm thievley pati p_i_k_u jbhyperion
BeatmapID:999195
BeatmapSetID:464644

[Difficulty]
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CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.2
SliderTickRate:1

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Topic Starter
Stjpa
Everything fixed.
P i k u

JBHyperion wrote:

Quick mod on some of the other diffs as promised:

Piku's Rain
  1. 00:09:610 (7,8,9,1) - Two strong hdash here are linked by a delicate movement (8,9), so it's very easy to overshoot and miss either (9) or the return hyper to (1). Try moving (8,9) to around x-360 to make this more comfortable | Aight
  2. 00:11:904 (4,5,6) - Could potentially be a bit tricky considering the upcoming hdash pattern. Maybe reduce these a tiny bit by bringing (5) a few pixels to the left to make this less harsh | Okay
  3. 00:37:140 (2,3) - The slight increase in spacing here is quite unexpected, and players who walk this will often miss it. You could move (2) to x-256 so these distances are more balanced | Ya
  4. 01:02:199 (7,8,9,1) - Distance between (7,8) is quite low meaning that players need to speed up as they approach the hdash which could result in a miss/overshoot. Try moving (8,9) a little more to the right, and space them out slightly more to provide better flow. (8) at x-256 and (9) at x-320 works much better | Sure
  5. 01:03:257 (3,4) - Hdash from (3) is quite weak, so it's easy for players to release too early and miss the tail of (4) to catch the sharp return hyper, Rotating the tail of (4) 30 degrees or so reduces the distanced necessary to travel and makes the (4,1) hyper a bit more manageable | Rotated by 30 degrees
What I modded looked in pretty good state, only some minor cosmetic issues and the odd questionable rhythm. Hope these suggestions help and let's go for rank! (:
Sorry for the cold reply, I'm not in a good mood atm.
Thanks a lot
Update
osu file format v14

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[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだからぁ♪
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

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488,272,48081,1,4,0:0:0:0:
296,280,48434,5,8,0:0:0:0:
416,224,48610,1,4,0:3:0:0:
152,152,48787,2,0,L|88:152,2,64,4|4|4,0:3|0:3|0:3,0:0:0:0:
360,128,49140,2,0,L|424:128,2,64,4|4|4,0:3|0:3|0:3,0:0:0:0:
152,72,49492,1,8,0:0:0:0:
208,264,56552,6,0,P|160:224|208:176,1,144
400,176,56905,2,0,L|472:239,1,96,12|0,0:0|0:0,0:0:0:0:
328,272,57258,2,0,L|400:335,1,96,8|2,0:0|0:0,0:0:0:0:
112,296,57610,1,10,0:0:0:0:
232,192,57787,2,0,L|136:192,2,96,2|10|2,0:0|0:0|0:0,0:0:0:0:
472,248,58316,6,0,L|464:152,1,96,12|2,0:0|0:0,0:0:0:0:
224,88,58669,2,0,L|216:184,1,96,10|2,0:0|0:0,0:0:0:0:
360,288,59022,2,0,L|288:224,1,96,8|2,0:0|0:0,0:0:0:0:
48,168,59375,2,0,L|120:104,1,96,10|2,0:0|0:0,0:0:0:0:
408,87,59728,6,0,L|216:88,2,192,12|2|10,0:0|0:0|0:0,0:0:0:0:
168,80,60610,1,2,0:0:0:0:
264,80,60787,1,8,0:0:0:0:
168,136,60963,1,2,0:0:0:0:
312,224,61140,5,0,1:0:0:0:
336,128,61316,1,0,1:0:0:0:
96,152,61493,1,0,1:0:0:0:
48,72,61669,1,0,1:0:0:0:
336,48,61846,1,0,1:0:0:0:
408,112,62022,1,0,1:0:0:0:
120,224,62199,1,0,1:0:0:0:
256,264,62375,1,4,1:3:0:0:
320,264,62463,1,4,1:3:0:0:
480,296,62552,6,0,L|488:104,1,192,8|4,0:0|1:3,0:0:0:0:
368,88,63081,1,2,0:0:0:0:
128,144,63257,2,0,L|32:144,1,96,8|2,0:0|0:0,0:0:0:0:
272,87,63610,2,0,L|400:168,1,144,4|0,1:3|0:0,0:0:0:0:
224,200,63963,6,0,P|160:144|224:88,1,192,10|4,0:0|1:3,0:0:0:0:
368,96,64493,1,0,0:0:0:0:
128,56,64669,1,10,0:0:0:0:
272,56,64846,1,0,0:0:0:0:
104,136,65022,1,4,1:3:0:0:
272,136,65199,1,4,0:3:0:0:
328,136,65287,1,4,0:3:0:0:
136,128,65375,6,0,P|72:176|136:240,1,192,10|4,0:0|1:3,0:0:0:0:
280,288,65905,1,2,0:0:0:0:
112,72,66081,2,0,P|48:120|112:184,1,192,8|4,0:0|1:3,0:0:0:0:
256,104,66610,1,2,0:0:0:0:
496,168,66787,6,0,L|488:264,1,96,8|2,0:0|0:0,0:0:0:0:
344,264,67140,1,4,1:3:0:0:
104,288,67316,2,0,L|296:288,1,192
440,184,67846,1,4,1:3:0:0:
152,128,68022,2,0,L|104:128,2,48,4|4|8,0:3|0:3|0:0,0:0:0:0:
344,96,68552,5,8,0:0:0:0:
56,64,68905,1,4,0:3:0:0:
152,64,69081,1,0,0:0:0:0:
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:
272,184,73846,1,0,0:0:0:0:
368,304,74552,6,0,P|448:192|368:88,1,288,2|0,0:0|0:0,0:0:0:0:
128,48,75257,1,4,0:0:0:0:
256,192,75434,12,0,79493,0:0:0:0:
riffy
Did a few rhythm changes.

IRC log
18:52 Stjpa: hey, do u have some minutes? :v
18:52 Bakari: Hey
18:52 Bakari: Sure
18:53 Stjpa: alright, to make it short: i had to take out the advanced GD from my set and mapped one on my own, but i never mapped advanced so i dont know how it is
18:53 Stjpa: so im trying to get some irc mods as the set itself should be pretty good
18:53 *Stjpa is listening to [https://osu.ppy.sh/b/1011398 Hanatan - Attakain Dakara]
18:54 Bakari: Let's see
19:00 Bakari: 00:09:963 (1) - could use more circles for better vocals emphasis. probably s;omething like http://bakarisu.s-ul.eu/GkV3687N.jpg this
19:01 Bakari: 00:20:551 (2,3,4) - if you want to stress the way drumds get more intense, start with the repeated 1/2 slider, as it is eaier to hit
19:02 Bakari: then use slider+circle afterwards
19:02 Stjpa: hm, would probably use the emphasis thing in the kiais to make them more unique
19:04 Stjpa: oh, true
19:04 Bakari: something like [http://bakarisu.s-ul.eu/lMZAQqPP.jpg this] would also give some emphasis, while keeping the kiai more intense
19:04 Bakari: 00:09:963 (1) - that ^ is for this pattern
19:05 Stjpa: alright, gonna use this one c:
19:05 Bakari: 00:25:492 - 00:36:787 - would be better to keep some consistency
19:07 Bakari: break the 1/2 chain and stress the vocals with a circle? 00:42:081 (4) -
19:07 Stjpa: well its consistent with all the other diffs and i made it like this because the second one is less audible than the first one imo
19:07 Bakari: 00:44:904 (3) - them something similar here to make the downbeat on 00:45:257 - feel more stressed?
19:08 Stjpa: ok
19:09 Bakari: 01:01:140 (3) - actually, drums get gaster here, so a long slider with repeat that is a lot less movement-requiring than the previous two feels kinda unfitting
19:10 Stjpa: was kinda unsure about it when mapping, gonna use something with 1/2 then
19:10 Bakari: https://osu.ppy.sh/ss/5836195
19:10 Bakari: Something like this, I guess
19:10 Bakari: You should be able to pull something better, but in case you feel unsure, take the example above as a basic pattern
19:11 Bakari: I guess that's all we have to consider, pretty neat diff

Looks quite neat.

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

Best of luck!
CrimsonClaw
bored

[Shiawase]
00:26:904 (1,2,3) - i dont like the transition ending in a circle, you might wanna place a slider there
01:11:022 (1,2,3,1,2,3,1,2,3) - cool!

[Insane]
00:19:140 (5) - reduce it by either 1 or 2 reverses and fill the gap with a circle or two
00:36:257 (2,3,4,1,2,3,4,5,6) - not a fan of this pattern. many overlaps, "bad" flow. i like the idea that you gave 00:36:787 (1,4,7) - more spacing though. please think about something here. if you need any ideas, poke me
00:37:845 (7,2) - they dont touch, yet they are too close too each other
00:39:610 (1,3,5) - i like the choice of the rhythm according to how you placed sliders C:
00:49:140 (2) - rotate this by something like 30° selection centred for a better look

[Hard]
00:11:728 (2,3,4,5,6,7) - not a clean pattern. rework it by copy pasting (2), (3) and using those
00:14:728 (3) - for this, copy paste (2), place it where (3) is and rotate that by 60° selection centred
00:15:963 (4,5,6) - is this meant to be a triangle boi
00:17:022 (1,2,3) - ^
00:24:081 (1,2,3,4,5) - place them in a straight line?
01:01:140 (1,2,3,4) - not a clean pattern. fix it like before

[Advanced]
00:12:610 (6) - how about deleting this and 00:12:081 (5) - make this one reverse longer (completely optional because nobody gives a f on things like these)
01:13:140 (5,6) - why dont you deal with this kind of rhythm like you did 00:48:787 (4) - here?
really good diff.


Good luck with any further advancements!
Topic Starter
Stjpa

CrimsonClaw wrote:

bored
[Insane]
00:19:140 (5) - reduce it by either 1 or 2 reverses and fill the gap with a circle or two I wanna give some recovery time here because I have a quite unique rhythm 00:20:022 (2,3) - here so people can calm a bit and concentrate more on everything after that. Imo it's needed because the streaming part is probably the hardest part in the whole map and a break in the middle of it isn't too bad, right?
00:36:257 (2,3,4,1,2,3,4,5,6) - not a fan of this pattern. many overlaps, "bad" flow. i like the idea that you gave 00:36:787 (1,4,7) - more spacing though. please think about something here. if you need any ideas, poke me The flow 00:36:257 (2,3,4) - here is supposed to be mediocre to emphasize everything afterward better which already has a good flow due all the acute angles I used here, especially (4) -> (1).
00:37:845 (7,2) - they dont touch, yet they are too close too each other Moved it a bit.
00:39:610 (1,3,5) - i like the choice of the rhythm according to how you placed sliders C: C:
00:49:140 (2) - rotate this by something like 30° selection centred for a better look Wanna keep it like it is because it looks cooler. :v

[Hard]
00:11:728 (2,3,4,5,6,7) - not a clean pattern. rework it by copy pasting (2), (3) and using those But they are copy-pasted kek.
00:14:728 (3) - for this, copy paste (2), place it where (3) is and rotate that by 60° selection centred You mean -60° don't you? A simple "CTRL + J" would do the same job tbh. And with your suggestion the transition to the next object would look a bit weird, so I'm gonna keep it.
00:15:963 (4,5,6) - is this meant to be a triangle boi No.
00:17:022 (1,2,3) - ^ Yes, and it even is a triangle with the third circle of the stack.
00:24:081 (1,2,3,4,5) - place them in a straight line? For what reason? Looks fine to me. :v
01:01:140 (1,2,3,4) - not a clean pattern. fix it like before Moved some objects, but they are copy-pasted too.

[Advanced]
00:12:610 (6) - how about deleting this and 00:12:081 (5) - make this one reverse longer (completely optional because nobody gives a f on things like these) Wouldn't suit the concept of the diff at all.
01:13:140 (5,6) - why dont you deal with this kind of rhythm like you did 00:48:787 (4) - here? Because the one at the end doesn't have a sound on the downbeat that is worth having anything on it.
really good diff.


Good luck with any further advancements! Thank fam.
Seijiro
=w=/

General


  • umh... gap between Hard and Advanced is a bit high compared to the others, mostly due to too many triplets on Hard, but I guess it's fine (I'd still try to avoid some triplets tho =3=)

    everything else looks fine for me (bg, hitsounds, snaps...)

________________



Pati's Shiawase


  • 00:05:022 (3,4) - this spacing is shorter than the rest among the combo (and also the nearby patterns). What about moving it to around x175 y49? (basically, keep the shape as it is and make the slider end stack on 00:05:904 (2) - )

    00:26:904 (1,2) - I find these objects using a rhythm similar to 00:27:257 (3,4) - so what about using a slider instead, like this?

    00:36:787 - I can't really hear this beat at all and it is really awkward even in gameplay (I mean, it's not like it's not there, but spacing is way too big for such a tiny beat that's barely hearable)

    00:38:198 (1) - Just aesthetics: what about using a similar slider shape to 00:38:551 (2) - , like this

    00:57:258 (2,3) - idk, it looks unpolished seeing a different spacing in the whole combo (00:56:905 (1,2,3,4) - ) (btw, I think barely anyone would notice that visual spacing between 00:56:905 (1,4) - and 00:57:258 (2,3) - is the same, that's why I made this suggestion)

    01:13:140 (1,2,3,4) - I'd move this down quite a bit and that's because the short spacing is hindering the 1/3 snaps to flow smoothly. Basically, the fact you have to go faster between 01:12:787 (3,1) - helps the player in catching the spaced 1/3 snaps. Image

________________



Insane


  • 00:01:493 (1,2) - kinda cramped here. What about this instead?

    00:04:669 (2) - just personal flow here, ctrl g?

    00:14:198 - the distance between all these streams is a bit short. Keeping a constant DS for everything here makes the part harder

    00:31:492 (2) - umh... what about stacking this on 3? The constant DS really gives few emphasis at anything

    00:36:787 (1) - as I mentioned for the hardest diff too, such tiny beat doesn't deserve such a big spacing since it's barely readable. If I were you I would have put a break after 00:36:610 (4) - and started mapping from 00:36:963 (2) -

    00:37:845 (7) - it may be this is an Insane, but this slider is not necessary imo, since it wastes the beat on its tail. What about something like this?

    00:39:610 (1) - again just personal flow, but I'd rather ctrl g this one and make between 00:39:610 (1,2,3) - a similar movement to 00:40:140 (3,4,5) -

________________



Hard


  • 00:10:316 (2,3,4) - I try to avoid triplets after a slider on these diffs since it's fairly hard to read and consider that it also plays differently: the player has to mentally play the first beat of the triplet (the slider end) and click starting from the blue tick. I'd avoid it if possible

    00:12:610 (7) - a simple circle works better here imo

    00:31:669 (2,3) - I would have merged them to make a 1/1 slider as 00:31:140 (1) - due to vocals, but it is maybe my interpretation of the song speaking here probably...

    01:02:375 (4,1) - uh... kinda weak passage here, due to direction. I'd ctrl h the slider like this (and re-arrange the next objects a little) so it feels more natural

________________



Advanced


  • 00:12:610 (6) - circle only maybe? I can't hear the slider end beat at all (vocal endings don't count btw)

    01:13:140 (5) - missing NC?

________________



Normal


  • 00:41:022 (1,3) - I know you probably don't have many options, but this overlap is not soo nice to see. By placing it like this you can also ensure a goo reading for the next part, since the repeat is exactly stacked on 00:44:551 (2) - 's tail

    01:08:199 (1) - ctrl g? x)


Attakai ocha ni shimashou~
Topic Starter
Stjpa
no answer = changed

MrSergio wrote:

=w=/ jesus why do you use a lower font size for mods ;I

General


  • umh... gap between Hard and Advanced is a bit high compared to the others, mostly due to too many triplets on Hard, but I guess it's fine (I'd still try to avoid some triplets tho =3=) I thought so, but the problem is, that the gap between Hard and Insane would be too huge as well if I would nerf the triplets. I already nerfed them once and I don't think I have too many by now. Especially since it's only a single part it should be fine but I can get more opinions about it if you wish.

    everything else looks fine for me (bg, hitsounds, snaps...)



________________



Insane


  • 00:01:493 (1,2) - kinda cramped here. What about this instead?

    00:04:669 (2) - just personal flow here, ctrl g? Doesn't really fit into my concept. I'm only emphasizing things on faster vocals (if that's the right term) and on downbeats.

    00:14:198 - the distance between all these streams is a bit short. Keeping a constant DS for everything here makes the part harder But wouldn't increasing it make it overall harder and just enlarges the gap between Hard and Insane? Maybe I misunderstood it, if so, just message me in-game. :v

    00:31:492 (2) - umh... what about stacking this on 3? The constant DS really gives few emphasis at anything And at the other hand it would be the only stack in the whole diff. :I

    00:36:787 (1) - as I mentioned for the hardest diff too, such tiny beat doesn't deserve such a big spacing since it's barely readable. If I were you I would have put a break after 00:36:610 (4) - and started mapping from 00:36:963 (2) - Used a slider with a silenced tail for the fade out and CTRL + G'd some circles.

    00:37:845 (7) - it may be this is an Insane, but this slider is not necessary imo, since it wastes the beat on its tail. What about something like this?

    00:39:610 (1) - again just personal flow, but I'd rather ctrl g this one and make between 00:39:610 (1,2,3) - a similar movement to 00:40:140 (3,4,5) -


________________



Hard


  • 00:10:316 (2,3,4) - I try to avoid triplets after a slider on these diffs since it's fairly hard to read and consider that it also plays differently: the player has to mentally play the first beat of the triplet (the slider end) and click starting from the blue tick. I'd avoid it if possible

    00:12:610 (7) - a simple circle works better here imo

    00:31:669 (2,3) - I would have merged them to make a 1/1 slider as 00:31:140 (1) - due to vocals, but it is maybe my interpretation of the song speaking here probably... Since there's a syllable on (3) I'd like to keep it.

    01:02:375 (4,1) - uh... kinda weak passage here, due to direction. I'd ctrl h the slider like this (and re-arrange the next objects a little) so it feels more natural

________________



Advanced


  • 00:12:610 (6) - circle only maybe? I can't hear the slider end beat at all (vocal endings don't count btw)

    01:13:140 (5) - missing NC?

________________



Normal


  • 00:41:022 (1,3) - I know you probably don't have many options, but this overlap is not soo nice to see. By placing it like this you can also ensure a goo reading for the next part, since the repeat is exactly stacked on 00:44:551 (2) - 's tail

    01:08:199 (1) - ctrl g? x) jesus I'm retarded.


Attakai ocha ni shimashou~
Seijiro

Stjpa wrote:

But wouldn't increasing it make it overall harder and just enlarges the gap between Hard and Insane? Maybe I misunderstood it, if so, just message me in-game. :v
actually, it won't really add any extra difficulty to the map itself, since you already have pretty long streams and some decent jumps in the map elsewhere.
It would be like adding a water drop in the sea. (if you don't exaggerate with spacing, that is, lol)
Pati
pipe

Secretpipe wrote:

[Pati's Shiwase]
  1. 00:08:198 (5) - The spacin' could have been much higher here instead at 00:08:375 (6) - since you have a louder sound. ok
  2. 00:16:140 (1,2,3,4,5) - I'm sure someone already pointed it but it'd be better to make that better to read since you did it very well at 00:14:728 (1,2,3,4,5,6,7,8,9,10,1) - for example! i'll keep it bcuz it looks fine for me
  3. 00:36:610 (6) - Once again , the spacin' could have been much higher for the same reaosn mentionned above! ok
i know this took a while a while but i didnt want to apply them at first hope you dont mind thanks

claw

CrimsonClaw wrote:

[Shiawase]

00:26:904 (1,2,3) - i dont like the transition ending in a circle, you might wanna place a slider there ye that would make sense changed them with a slider
01:11:022 (1,2,3,1,2,3,1,2,3) - cool! u2 8-)
thanksss

mr

MrSergio wrote:

Pati's Shiawase


  • 00:05:022 (3,4) - this spacing is shorter than the rest among the combo (and also the nearby patterns). What about moving it to around x175 y49? (basically, keep the shape as it is and make the slider end stack on 00:05:904 (2) - ) even tough the spacing is shorter than others the gap between all sliders should be same so my point is not making an equal spacing

    00:26:904 (1,2) - I find these objects using a rhythm similar to 00:27:257 (3,4) - so what about using a slider instead, like this? aye

    00:36:787 - I can't really hear this beat at all and it is really awkward even in gameplay (I mean, it's not like it's not there, but spacing is way too big for such a tiny beat that's barely hearable) there's a beat but i dont really want to change the pattern so i just added some volume thingy

    00:38:198 (1) - Just aesthetics: what about using a similar slider shape to 00:38:551 (2) - , like this okay

    00:57:258 (2,3) - idk, it looks unpolished seeing a different spacing in the whole combo (00:56:905 (1,2,3,4) - ) (btw, I think barely anyone would notice that visual spacing between 00:56:905 (1,4) - and 00:57:258 (2,3) - is the same, that's why I made this suggestion) done

    01:13:140 (1,2,3,4) - I'd move this down quite a bit and that's because the short spacing is hindering the 1/3 snaps to flow smoothly. Basically, the fact you have to go faster between 01:12:787 (3,1) - helps the player in catching the spaced 1/3 snaps. Image okkk
thankssss
sitijipa
FIND THE O

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Topic Starter
Stjpa
Updated everything and also silenced the slidertail of 00:56:552 (1) - in Insane and Shiawase because it's an extended slider. Also added a whistle on the sliders head.
Maruyu
hi lol

Normal

  1. 01:10:316 - you added finish here but like in the rest of the diff they are clickable, it's only this one that isn't. maybe making it consistent would be better, like having 01:09:610 (3) - as a single 1/1 slider and adding a new circle

    nothing else really triggers me tbh
Advanced
  1. adding a note on 00:14:728 - makes it consistent with 00:16:140 - so I'd do that
  2. 00:17:022 (1,2,3,4) - same thing as before
  3. 00:17:728 (2) - i think this slider looks a bit out of place but it plays ok so why not
  4. 00:21:609 (4) - you could just make it a 1/2 slider since some patterns you mapped before this one already are this sort of dense
  5. 00:24:433 (4) - similar to the above, but if you don't want to change don't since it actually makes it a big chain of sliders (if you're ok with it and the above changed your mind do it xd)
  6. 00:32:904 (2,3) - how about circle, then slider? follows a similar rhythm song wise but hl's the vocal
  7. 01:13:140 (1,2) - mm i have my doubts but ok
Hard

  1. 00:06:257 (2,3) - don't think you need a repeater, really. my first thought was this, but if you want to follow the music, I'd add a circle on 00:06:787 - since it both has a sound on the song and vocal
  2. 00:10:316 (2,3,4,5,6,7,8,9,1) - nazi'ing here, you can probably shape this up better since to me 00:10:316 (2,3,4,5,6) -'s angle looks awkward

the rest was all aesthetic preferences so I'd rather not cuz well we all know subjective things MATTER x d

Insane

  1. 00:36:434 (3,4) - stack these perhaps? same sound and placement wise 00:36:434 (3) - isn't the best imo so that fixes 2 things xd
it's a very standard, simple diff from my pov, but something that popped up is that some objects are mapped like 00:40:140 (3) - where the head highlights the vocal but the rest of the map ignores them in general by lots of 1/2 rhythm. this is again personal preference and I just wanted you to reflect on that :p

pati



  • very fun diff imo as well and I think it general it's quite fine, but I personally find the start of the stream section (00:14:198 -) quite uninteresting because you have enough room to map more than just circles, like how you did in the end with 00:24:081 (1,2,3,4,1,2,3,4,5,6,7,8) - with the sliders. It also feels repetitive to me since you mapped beats like 00:20:992 (8,9,10) - or 00:22:404 (8,9,10) -. I personally believe that adding notes in this sort of scheme works best and is more catchy. lastly, it sounds very very packed because of the hitsounds you're using.

    although I have nothing else to point out please consider this :3

dude nice song :) hope it helps o3ob
Topic Starter
Stjpa

Maruyu wrote:

hi lol

[notice]Normal

  1. 01:10:316 - you added finish here but like in the rest of the diff they are clickable, it's only this one that isn't. maybe making it consistent would be better, like having 01:09:610 (3) - as a single 1/1 slider and adding a new circle Prefering to follow the vocals. There's just a finish because of the cymbals in the background of the music anyway.

    nothing else really triggers me tbh
Advanced
  1. adding a note on 00:14:728 - makes it consistent with 00:16:140 - so I'd do that
  2. 00:17:022 (1,2,3,4) - same thing as before
  3. 00:17:728 (2) - i think this slider looks a bit out of place but it plays ok so why not
  4. 00:21:609 (4) - you could just make it a 1/2 slider since some patterns you mapped before this one already are this sort of dense
  5. 00:24:433 (4) - similar to the above, but if you don't want to change don't since it actually makes it a big chain of sliders (if you're ok with it and the above changed your mind do it xd) Regarding all suggestion in the 1/4 section: I'm just using various rhythms to make it sort of more fun. The first half is basically the second half copied since there are bells in the second half. So yeah.
  6. 00:32:904 (2,3) - how about circle, then slider? follows a similar rhythm song wise but hl's the vocal But then I would have the drum on the slidertail which would make it weird. I know I'm ignoring the vocals this way, but I want to highlight the instruments as good as possible since they are really different then anywhere else in the music.
  7. 01:13:140 (1,2) - mm i have my doubts but ok Should be fine because of NCs. At least that's what I think. :v
Hard

  1. 00:06:257 (2,3) - don't think you need a repeater, really. my first thought was this, but if you want to follow the music, I'd add a circle on 00:06:787 - since it both has a sound on the song and vocal Luckily I had inconsistent spacing there so using 1/2 slider + circle was pretty easy.
  2. 00:10:316 (2,3,4,5,6,7,8,9,1) - nazi'ing here, you can probably shape this up better since to me 00:10:316 (2,3,4,5,6) -'s angle looks awkward True.

the rest was all aesthetic preferences so I'd rather not cuz well we all know subjective things MATTER x d

Insane

  1. 00:36:434 (3,4) - stack these perhaps? same sound and placement wise 00:36:434 (3) - isn't the best imo so that fixes 2 things xd It's not really same sound at all. I'm seperating them to give the drum maximum emphasis.
it's a very standard, simple diff from my pov, but something that popped up is that some objects are mapped like 00:40:140 (3) - where the head highlights the vocal but the rest of the map ignores them in general by lots of 1/2 rhythm. this is again personal preference and I just wanted you to reflect on that :p Most of the time the vocals are on the white ticks. But I changed what you mentioned to a normal rhythm like the one in the second kiai because for some reason I didn't map the same rhythm on the vocals but drums. So now it's consistent.

dude nice song :) hope it helps o3ob Thanks for the mod. c:
Deppyforce
hie m4m from your queue
[Normal]
00:02:904 (3,4) - blanket p l s
00:12:610 - tbh i think it should end here like other diffs, cuz it fits the best, since this is normal diff this rhythm should be fine http://puu.sh/qPccU/6f4148c5ee.jpg
00:48:787 (5) - could nc tbh cuz the sound changes a bit here xd

[Advanced]
00:09:610 (6) - maybe use 1/2 slider to map more drums (and vocals)?
00:22:316 (6) - ^ ?
00:48:610 - could also map this cuz theres obviously snare here

[Hard]
00:11:728 (2,3,4,5,6,7) - tbh this looks a bit too tense for hard diff to me, try stack 2,3 so its a bit easier?
00:36:434 (4) - could be 2 circles cuz snare on end is pretyy stronge tbh
01:01:140 (1,2,3,4,1,2,3,4) - lol kinda same as suggestion on 00:11:728 (2,3,4,5,6,7)
01:15:257 (1) - tbh you should do this in all diffs :C spinner have a lot better impact like this

[Insane]
00:09:787 (9,10,1) - could make these more spaced or smth to emphasize snares yehaj
00:20:022 (2,3) - this is the only triple that uses this rhythm in verse and it plays a bit weird lol maybe use more rhythm like this or just change this to 3circles
00:36:610 (4,1) - i dont think this should be such spaced like this it should be around 2x ds imo cuz 1->2 is only 1.8
01:12:434 (1,2) - maybe emphasize more? xd

[Pati's Shiawase]
tbh could use smaller cs here so it fits a bit better with cs spread xd maybe cs 4.3 - 4.5?
00:09:434 (8,9,1,2,3,1) - same as insane, these could have higher spacing than the rest to emphasize snares
00:25:140 (5,6,7,8,1) - idk why is this only one with big spacing when all of them in verse almost sounds the same xd
00:42:434 (1,2,3,4,5,6) - i'd try to follow vocals here, i think it would play nicely after the 1.5x sv slider
00:49:581 - maybe add break?? would be more interesting imo
01:13:493 (3) - maybe nc so its consistent with 00:49:140 (1,2) -

good luck!
edit : my map https://osu.ppy.sh/s/468811 lol
BOUYAAA
Hi, m4m from your queue
https://osu.ppy.sh/s/415039 my map

Normal :

What about naming this Easy? Usually when I look at normals they at least have a few complex rythm patterns using 1/2. Right now you use only 1/1 patterns with low sv which is what i would expect from an easy diff

00:09:963 (1,3) - 00:10:669 (2,4) - For having seen beginners play, patterns similar to these where the end of a slider points towards the head of another slider when both are not following each other in the timeline becomes hard to read for them very fast.
This happens at other places where objects point at sliderends or repeats, for example here 00:44:551 (2) - the curve that the slider makes indicates that the player should click on the repeat slider's end when you could probably make it bend downwards so that movement stays intuitive for your lower diff http://puu.sh/qPcW4/da5162836e.jpg
01:00:434 (2,3) - another similar instance woudl be this one

00:36:434 (3) - seeing you use this 1/2 slider here makes me question why you didn't do something similar here 00:12:081 (4) - as there is a very notable snare at the end of the build up that marks a stop and the slider repeat ignores it. Circle on 00:12:081 - and 1/2 slider might express things better

01:15:257 (1) - Probably would not be a bad idea to reduce the sipnner's end volume a bit more as the instruments all go silent - can be applied to all diffs

Advanced :

Same remark as easy for the diffname. Apart from the spacing that is on the higher side of things, this looks alot like a normal to me

00:06:787 (6,1) - for a lower diff, flow seeme kinda harsh since movement doesn't follow 5's curve and then goes straight down. I tweaked things around and ended up with http://puu.sh/qPdGO/b0759c9de0.jpg. That would also allow you to reajust the angles of the two following 1/2 sliders so that it doesn't look as random (this is subjective though)

00:24:434 (4) - while i think that your rythm choices for the whole section could be a bit more consistent, this one sticks out the most to me. The syth does something special here and i think you expressed that very well here 00:18:787 (4) - where you did 3 * 1/2 sliders + whatever comes after so that all the sounds are mapped. In the second instance of this however you do not map the first 1/2 slider would be cool if you changed things up to stay consistent.

00:25:492 (1) - the fact that you make this clickable but almost completely silence it doesn't seem very logic to me. You should give player feedback on what they click at all times

00:27:610 (2) - might be just me but this could be curved a bit more for aesthetical reasons

00:32:551 (1) - Overmapping sliderends like that might not be the best idea for normal level. A 1/1 slider would follow that crash sound in a more accurate way imo

00:34:492 - your rythm follows prominent vocal beats pretty well until now so i think this sounded a bit weird when you decided to ignore it here even though it stands out so much

00:47:551 - here too it seems pretty empty after you've been focusing on vocals so much

01:01:846 (4,5,1) - again flow doesn't seem very great to me for such a diff, the broken back and forth movement needed to clear 01:02:552 (1) - doesn't seem very intuitive

Hard :

Density wise this is high relative to normal and insane (at least in the beginning)

00:10:316 (2,3,4,5,6,7,8,9,1) - patterns like these where you have tripples in the middle of circle patterns should probably be avoided as hard players are not familiar with neither of those when they transition in that tier of maps

00:28:845 (2) - I don't think offbeat sliders like those are appropriate here as the more prominent soudns int he music land on the slider's end 00:29:022 - (notably a kick, vocals don't exactly have their attack on the white tick) making those clickable will make much more sense to the player as it ensures that rythm stays consistent. This would also reflect your hitsounding a bit better.

Talking about hitsounding, i just realised your claps blend in alot with the music in this seciton 00:29:536 - you porbably wanna be careful about that as they give the baseline for the rythm

00:36:434 (4) - when you have two distinct sounds like these, the best idea would probably be to map two circles

01:01:140 (1,2,3,4,1,2,3,4) - opinions differ on this but circlespam is difficult for hard players, especially when in complex patterns like these


Insane :

00:09:610 (8,9) - you probably should increase spacing by a little to at least match the deathstream part, this feels very low atm

00:12:434 (6,7) - the general movement of the jump pattern goes counter clock wise while the last slider goes clock wise which creates flow issues. If i were you i'd probably remove that slider completely and map a circle because there is nothing in the music there

00:19:140 (5) - why do you break consistency with the 2 previous repeatign sliders by making this repeat two more times? this is super unintuitive. I'd highlt suggest you don't do that.

00:34:492 (4,5) - spacing seems rather high considering there is not much happening on the beat you're jumping to

00:36:787 - your other diffs have a break from here on, would make sense to have it here too. 00:36:787 - if you're gonna keep it you can apply the same remark i mentioned before on that slider end

00:47:375 (3) - if you're consistently mapping the vocals you should probably not extend that slider over such a prominent beat

01:02:199 (7,1) - this jump feels very underwhelming compared to 01:02:022 (6,7) -, 01:02:552 (1) - has the strom sound (crash), and your spacing should probably reflect that

01:11:022 (1,3) - using 2 circles would probably be a better choice since you seem to hitcounds that way too


Extra :

00:24:610 (1) - seems a little random considering you mapped streams all the way until here

00:25:492 - volume this low is ridiculous, it gives little to no feedback to players if they are playing with default hitsounds. Raise this by alot.

00:29:728 (1,2,3,4) - i dislike how you use jumps when there is nothing on the music to support them 00:31:845 (3,4) -

01:06:081 (3,4) - why the huge spacing all of a sudden


If you have any questions or comments about anything i said find me ingame.

Good luck!
GugUCorn
:roll:
Topic Starter
Stjpa
Deppyforce

Deppyforce wrote:

hie m4m from your queue
[Normal]
00:02:904 (3,4) - blanket p l s Not really visible.
00:12:610 - tbh i think it should end here like other diffs, cuz it fits the best, since this is normal diff this rhythm should be fine http://puu.sh/qPccU/6f4148c5ee.jpg I wanna stick to 1/1 rhythms because else it would be really weird to only have a 1/2 rhythm at the beginning. I just removed the repeat and extended it to the next red tick, shouldn't be a problem because it's the last object.
00:48:787 (5) - could nc tbh cuz the sound changes a bit here xd Not really a valid reason, different usage of NC for emphasis doesn't really work that well in lower diffs.

[Advanced]
00:09:610 (6) - maybe use 1/2 slider to map more drums (and vocals)? Weird reason but yes. Fits quite well because that part isn't r eally dense.
00:22:316 (6) - ^ ? This entire section is really filled with 1/2 so I'd prefer to avoid it, also for the consistency I used here.
00:48:610 - could also map this cuz theres obviously snare here There are just two 1/4 sounds, don't really see a valid reason to just map one of them.

[Hard]
00:11:728 (2,3,4,5,6,7) - tbh this looks a bit too tense for hard diff to me, try stack 2,3 so its a bit easier? Might change it if more people complain about it, but I've seen such pattern more often in Hards already so it shouldn't really be a problem, especially since I'm using triplets anyway that are more suited for some better Hard level players.
00:36:434 (4) - could be 2 circles cuz snare on end is pretyy stronge tbh Changed the direction of the slider for a better emphasis on the snare.
01:01:140 (1,2,3,4,1,2,3,4) - lol kinda same as suggestion on 00:11:728 (2,3,4,5,6,7) Same reason as above.
01:15:257 (1) - tbh you should do this in all diffs :C spinner have a lot better impact like this Dunno, I dislike doing that in lower diffs.

[Insane]
00:09:787 (9,10,1) - could make these more spaced or smth to emphasize snares yehaj I agree but considering that I'm following a really strict DS scheme it would make it kinda weird. Other than that, streams right after a slidertail is already hard enough for most people, so doing some fancy spacing there would throw them off.
00:20:022 (2,3) - this is the only triple that uses this rhythm in verse and it plays a bit weird lol maybe use more rhythm like this or just change this to 3circles Mentioned the reason earlier already. 1) because the music in the background changes a bit and 2) some rest as this streampart is really damn long and hard, let alone that I'm using a kickslider later on.
00:36:610 (4,1) - i dont think this should be such spaced like this it should be around 2x ds imo cuz 1->2 is only 1.8 Changed it a bit, follows the pitch (or emphasis) of the vocals properly now.
01:12:434 (1,2) - maybe emphasize more? xd Meh, still the scheme thing like above but I also disagree with this idea.

good luck!
edit : my map https://osu.ppy.sh/s/468811 lol

BOUYAAA

BOUYAAA wrote:

Hi, m4m from your queue
https://osu.ppy.sh/s/415039 my map

Normal :

What about naming this Easy? Usually when I look at normals they at least have a few complex rythm patterns using 1/2. Right now you use only 1/1 patterns with low sv which is what i would expect from an easy diff A lot of people have different opinions on this. Some say I should use Easy / Normal, others want Normal / Advanced because the Normal difficulty is basically a 1/1 spam which can be hard for newer players. So I stick to it.

00:09:963 (1,3) - 00:10:669 (2,4) - For having seen beginners play, patterns similar to these where the end of a slider points towards the head of another slider when both are not following each other in the timeline becomes hard to read for them very fast. Re-arranged.
This happens at other places where objects point at sliderends or repeats, for example here 00:44:551 (2) - the curve that the slider makes indicates that the player should click on the repeat slider's end when you could probably make it bend downwards so that movement stays intuitive for your lower diff http://puu.sh/qPcW4/da5162836e.jpg Moved it a bit upwards but not gonna change the pattern itself as it's a common pattern in most diffs of this level.
01:00:434 (2,3) - another similar instance woudl be this one Changed.

00:36:434 (3) - seeing you use this 1/2 slider here makes me question why you didn't do something similar here 00:12:081 (4) - as there is a very notable snare at the end of the build up that marks a stop and the slider repeat ignores it. Circle on 00:12:081 - and 1/2 slider might express things better Nice idea.

01:15:257 (1) - Probably would not be a bad idea to reduce the sipnner's end volume a bit more as the instruments all go silent - can be applied to all diffs The piano sound the spinner end is snapped to is pretty loud imo.

Advanced :

Same remark as easy for the diffname. Apart from the spacing that is on the higher side of things, this looks alot like a normal to me

00:06:787 (6,1) - for a lower diff, flow seeme kinda harsh since movement doesn't follow 5's curve and then goes straight down. I tweaked things around and ended up with http://puu.sh/qPdGO/b0759c9de0.jpg. That would also allow you to reajust the angles of the two following 1/2 sliders so that it doesn't look as random (this is subjective though) You are not wrong but since I'm doing this more often and it's basically a concept for this difficulty it should be fine. And to be honest, it's not that uncommon as well.

00:24:434 (4) - while i think that your rythm choices for the whole section could be a bit more consistent, this one sticks out the most to me. The syth does something special here and i think you expressed that very well here 00:18:787 (4) - where you did 3 * 1/2 sliders + whatever comes after so that all the sounds are mapped. In the second instance of this however you do not map the first 1/2 slider would be cool if you changed things up to stay consistent. I don't see a problem in giving some variation in the whole section by using different rhythms that fit the background sound anyway, but that one pattern you mentioned is fixed now.

00:25:492 (1) - the fact that you make this clickable but almost completely silence it doesn't seem very logic to me. You should give player feedback on what they click at all times Weird that you didn't mentioned it before. Yeah it's not that audible for a clickable object, but since a measure long break follows up it's not a problem at all. Leaving it blank is really weird too, imo.

00:27:610 (2) - might be just me but this could be curved a bit more for aesthetical reasons It's just like the many other sliders though, and I like it how it is too. :v

00:32:551 (1) - Overmapping sliderends like that might not be the best idea for normal level. A 1/1 slider would follow that crash sound in a more accurate way imo I can see your point of view, but using a 1/2 slider is way better to emphasize it imo, even tho the slidertail doesn't have an audible sound. The other ones are just a circle for a little break.

00:34:492 - your rythm follows prominent vocal beats pretty well until now so i think this sounded a bit weird when you decided to ignore it here even though it stands out so much From my interpretation they deserve more emphasis. Other than that, if I'd map the vocals like before I'd need to spam 1/2 or undermap it really hard, which I want to avoid. And for a pre-kiai it fits imo.

00:47:551 - here too it seems pretty empty after you've been focusing on vocals so much 1) The vocals change which can also give the player the idea that everything in that part is different, which definitely justifies the change of density here. 2) To map it properly I'd need to map either two stacked circles or a 1/2 slider on the red tick, and that basically never appears anywhere else (yeah, point 1 would fit here as well, but using constant 1/1 here makes it easier).

01:01:846 (4,5,1) - again flow doesn't seem very great to me for such a diff, the broken back and forth movement needed to clear 01:02:552 (1) - doesn't seem very intuitive Believe it or not, but actually even in low diffs newbies can benefit from flow breaks like this. :p

Hard :

Density wise this is high relative to normal and insane (at least in the beginning) That's why I'm using some 1/1 breaks and a lot of repeat-sliders in this diff. I know it's high, but balancing it is impossible.

00:10:316 (2,3,4,5,6,7,8,9,1) - patterns like these where you have tripples in the middle of circle patterns should probably be avoided as hard players are not familiar with neither of those when they transition in that tier of maps A 1/4 repeat slider it is!

00:28:845 (2) - I don't think offbeat sliders like those are appropriate here as the more prominent soudns int he music land on the slider's end 00:29:022 - (notably a kick, vocals don't exactly have their attack on the white tick) making those clickable will make much more sense to the player as it ensures that rythm stays consistent. This would also reflect your hitsounding a bit better. Forgot to change them in Hard as well from previous mod. I changed some, the only one I kept is 00:42:787 (2,3) - because it fits more than well it shouldn't throw the player off.

Talking about hitsounding, i just realised your claps blend in alot with the music in this seciton 00:29:536 - you porbably wanna be careful about that as they give the baseline for the rythm Wut. I don't really think so. :v

00:36:434 (4) - when you have two distinct sounds like these, the best idea would probably be to map two circles Yeah but then I would do something I haven't done anywhere else in the map which is something I wanna avoid. I already switched the direction of the slider to give it a little more emphasis.

01:01:140 (1,2,3,4,1,2,3,4) - opinions differ on this but circlespam is difficult for hard players, especially when in complex patterns like these Wanna wait for more opinions.


Insane :

00:09:610 (8,9) - you probably should increase spacing by a little to at least match the deathstream part, this feels very low atm I actually wonder why I used 0.4x DS here.

00:12:434 (6,7) - the general movement of the jump pattern goes counter clock wise while the last slider goes clock wise which creates flow issues. If i were you i'd probably remove that slider completely and map a circle because there is nothing in the music there I dunno if it's any better now, had to re-arrange things because of the previous suggestion, but now it's a star pattern (not a perfect star for proper emphasis) that contains break flows where the drum gets audibly stronger.

00:19:140 (5) - why do you break consistency with the 2 previous repeatign sliders by making this repeat two more times? this is super unintuitive. I'd highlt suggest you don't do that. Read previous mod. I have a good reason for that but if BNs want me to change it I'll do that.

00:34:492 (4,5) - spacing seems rather high considering there is not much happening on the beat you're jumping to The idea behind my concept is that I wanna give faster vocals a better emphasis. I'm doing it in combination with sliders here because it's nothing I should emphasize that strong as it's not that close to kiai neither in the kiai. I hope it's understandable lol.

00:36:787 - your other diffs have a break from here on, would make sense to have it here too. 00:36:787 - if you're gonna keep it you can apply the same remark i mentioned before on that slider end Still want it to be a slider (if that's what you meant by the second part of your sentence) and normally a break would be better for consistency in all diffs, but in my previous ones it's hard to give them a good emphasis. Mapping usual objects to them wouldn't be nice at all since they don't have a beat on them a newer player needs.

00:47:375 (3) - if you're consistently mapping the vocals you should probably not extend that slider over such a prominent beat It's not a beat, it's only a syllable that can be ignored like a lot of other vocals B).

01:02:199 (7,1) - this jump feels very underwhelming compared to 01:02:022 (6,7) -, 01:02:552 (1) - has the strom sound (crash), and your spacing should probably reflect that

01:11:022 (1,3) - using 2 circles would probably be a better choice since you seem to hitcounds that way too Can't really do more than just rotating the slider a bit. But considering that the kiai has a quite faster SV (and thus more overall spacing) using a gap that is the same as from the previous circle or similar would be overwhelming as well. So I just rotated it but at least got additional 0.3x.

Good luck!

Gonna answer the next mod when I receive another one.
Pati
maru

Maruyu wrote:

pati



  • very fun diff imo as well and I think it general it's quite fine, but I personally find the start of the stream section (00:14:198 -) quite uninteresting because you have enough room to map more than just circles, like how you did in the end with 00:24:081 (1,2,3,4,1,2,3,4,5,6,7,8) - with the sliders. It also feels repetitive to me since you mapped beats like 00:20:992 (8,9,10) - or 00:22:404 (8,9,10) -. I personally believe that adding notes in this sort of scheme works best and is more catchy. lastly, it sounds very very packed because of the hitsounds you're using. not gonna wipe all the streams but instead 4th and 8th streams are with slider now

    although I have nothing else to point out please consider this :3
thankss

deppy

Deppyforce wrote:

[Pati's Shiawase]
tbh could use smaller cs here so it fits a bit better with cs spread xd maybe cs 4.3 - 4.5? nah i prefer 4
00:09:434 (8,9,1,2,3,1) - same as insane, these could have higher spacing than the rest to emphasize snares ok
00:25:140 (5,6,7,8,1) - idk why is this only one with big spacing when all of them in verse almost sounds the same xd well you should check all the streams.the distance gets bigger and this is the biggest one no change
00:42:434 (1,2,3,4,5,6) - i'd try to follow vocals here, i think it would play nicely after the 1.5x sv slider i prefer how it is now
00:49:581 - maybe add break?? would be more interesting imo not sure how it makes it more interesting with deleting a part i mapped
01:13:493 (3) - maybe nc so its consistent with 00:49:140 (1,2) - oh yhea

thankss

bouya

BOUYAAA wrote:

Extra :

00:24:610 (1) - seems a little random considering you mapped streams all the way until here changed fourth stream with sliders

00:25:492 - volume this low is ridiculous, it gives little to no feedback to players if they are playing with default hitsounds. Raise this by alot. oh actually its not intended to be here lol

00:29:728 (1,2,3,4) - i dislike how you use jumps when there is nothing on the music to support them 00:31:845 (3,4) - but i like them

01:06:081 (3,4) - why the huge spacing all of a sudden okay did something

thankss

Moeruattack
Hi :3
#modreqsJust stumble upon random beatmap~

Piku's Rain
Disable Widescreen Support.

00:21:257 (5) - Add Finish sound here, cuz other similar beats was added Finish.
00:15:257 (9,10,11,12) - I like if the stream pattern a bit curved a bit right than straight stream pattern, might have lesser chance to easy miss in this section.
00:23:816 (1) - Remove combo

I like the map flows really well :3

Hyperion's Platter
00:47:022 (2) - Ctrl+G seems fine too, creating a bit variety pattern.

About Hitsounding, since I think add Finish on start slider 00:19:845 (1), 00:21:257 (1) seems better.

Other seems fine, nice platter :p

good luck for ranking :)
+1 cookiesu
P i k u

murutattack wrote:

Hi :3
#modreqsJust stumble upon random beatmap~ | Wow a random mod! Appreciated :^)

Piku's Rain
Disable Widescreen Support. | Done

00:21:257 (5) - Add Finish sound here, cuz other similar beats was added Finish. | Oops I missed that one
00:15:257 (9,10,11,12) - I like if the stream pattern a bit curved a bit right than straight stream pattern, might have lesser chance to easy miss in this section. | Idek why it was less curved than everything else xd, fixed
00:23:816 (1) - Remove combo | Removed

I like the map flows really well :3 | Thanks :3

good luck for ranking :)
+1 cookiesu
Thanks for the mod!
Fixed some slidershapes along with this.

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]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.4

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

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

[Events]
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//Break Periods
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//Storyboard Layer 2 (Pass)
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//Storyboard Sound Samples

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JBHyperion

murutattack wrote:

Hi :3
#modreqsJust stumble upon random beatmap~

Hyperion's Platter
00:47:022 (2) - Ctrl+G seems fine too, creating a bit variety pattern. Done, and respaced the following patterns a bit

About Hitsounding, since I think add Finish on start slider 00:19:845 (1), 00:21:257 (1) seems better. Added to first since there's a cymbal sound there, but not on the second since that one is just drum

Other seems fine, nice platter :p

good luck for ranking :)
+1 cookiesu
Thanks for the suggestions!

Platter kek
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: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.4

[Metadata]
Title:Attakain Dakara
TitleUnicode:あったかいんだからぁ♪
Artist:Hanatan
ArtistUnicode:花たん
Creator:Stjpa
Version:Hyperion's Platter
Source:
Tags:honeyworks hatsune miku vocaloid because it's warm pati p_i_k_u jbhyperion
BeatmapID:1037151
BeatmapSetID:464644

[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]
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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
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26904,-100,4,2,1,60,0,0
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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,-100,4,3,1,60,0,0
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62552,-80,4,2,1,80,0,1
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76669,-100,4,2,1,40,0,0
78081,-100,4,2,1,30,0,0
79493,-100,4,2,1,5,0,0


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

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320,192,60434,2,0,L|208:192,2,85,8|0|8,0:0|0:0|0:0,0:0:0:0:
144,192,60963,6,0,P|92:136|148:72,1,170,2|0,0:0|1:0,0:0:0:0:
228,72,61493,1,0,1:0:0:0:
328,72,61669,1,0,1:0:0:0:
172,192,61846,2,0,L|168:288,1,85,0|0,1:0|1:0,0:0:0:0:
340,192,62199,2,0,L|344:288,1,85,0|4,1:0|1:3,0:0:0:0:
104,276,62552,6,0,P|32:216|108:156,1,212.5,8|4,0:0|1:3,0:0:0:0:
204,156,63081,1,2,0:0:0:0:
304,156,63257,2,0,L|396:156,1,85,8|2,0:0|0:0,0:0:0:0:
492,72,63610,2,0,L|400:72,1,85,4|0,1:3|0:0,0:0:0:0:
232,72,63963,6,0,L|124:72,2,85,10|0|4,0:0|0:0|1:3,0:0:0:0:
408,72,64493,2,0,P|460:132|408:196,1,170,0|0,0:0|0:0,0:0:0:0:
260,196,65022,1,4,1:3:0:0:
353,194,65199,1,4,0:3:0:0:
413,194,65287,1,4,0:3:0:0:
472,192,65375,6,0,B|472:276|472:276|380:276,1,170,10|4,0:0|1:3,0:0:0:0:
284,276,65905,1,2,0:0:0:0:
184,276,66081,2,0,L|256:228,1,85,8|0,0:0|0:0,0:0:0:0:
424,192,66434,2,0,L|352:144,1,85,4|2,1:3|0:0,0:0:0:0:
184,144,66787,6,0,P|139:207|184:276,1,170,8|4,0:0|1:3,0:0:0:0:
356,276,67316,2,0,B|440:276|440:276|464:192,1,170,0|0,0:0|0:0,0:0:0:0:
292,192,67846,1,4,1:3:0:0:
200,192,68022,1,4,0:3:0:0:
140,192,68110,1,4,0:3:0:0:
80,192,68199,6,0,P|24:136|80:80,1,170,8|8,0:0|0:0,0:0:0:0:
176,80,68728,1,0,0:0:0:0:
348,80,68905,1,2,0:3:0:0:
244,160,69081,2,0,L|324:192,1,85,0|8,0:0|0:0,0:0:0:0:
424,192,69434,1,2,0:3:0:0:
255,191,69610,5,8,0:0:0:0:
356,192,69787,1,2,0:3:0:0:
184,272,69963,2,0,L|96:272,1,85,8|4,0:0|0:3,0:0:0:0:
288,272,70316,2,0,L|380:272,1,85,0|8,1:0|0:0,0:0:0:0:
185,192,70669,2,0,L|93:192,1,85,0|8,1:0|0:0,0:0:0:0:
356,192,71022,6,0,L|448:192,1,85,8|8,0:0|0:0,0:0:0:0:
272,96,71375,2,0,L|184:96,1,85,4|0,1:3|0:0,0:0:0:0:
314,169,71728,2,0,L|272:96,1,85,8|8,0:0|0:0,0:0:0:0:
116,96,72081,1,4,1:3:0:0:
356,92,72257,6,0,P|414:139|356:188,1,170,2|8,0:0|0:0,0:0:0:0:
184,192,72787,2,0,L|96:192,1,85,4|0,1:3|0:0,0:0:0:0:
340,276,73140,5,4,0:3:0:0:
412,276,73257,1,4,0:3:0:0:
484,276,73375,1,4,0:3:0:0:
368,192,73493,2,0,L|264:192,2,56.6666666666667,4|4|4,0:3|0:3|0:3,0:0:0:0:
456,192,73845,1,0,0:0:0:0:
188,256,74552,6,0,P|136:188|236:80,1,255,2|0,0:0|0:0,0:0:0:0:
488,80,75257,1,4,0:0:0:0:
256,192,75434,12,0,79493,0:0:0:0:
Asonate
hey, random mod :D

[Insane]
  1. 00:08:022 (4,5,6) - maybe have all of these have same DS to each other? Like this the 4,6 overlap looks somewhat off in perspective to 5. (while i agree that 00:08:551 (1) - should have higher spacing, nicely done!)
  2. 00:33:257 (3,4) - blanketnaziing, please dont punch me ;w;
  3. 00:37:316 (3) - as stupid as it sounds, maybe Nc this, or make the "restart" in the chorus somehow differentiated to these 00:36:963 (1,2) -
  4. 00:48:787 (1,2) - damn, these are parallel, looks awesome :D
  5. 01:01:669 (4,5,6) - while it hits the song pretty well, a singletappattern with low angles like here could cause trouble for less experienced players. not saying you should change it, but maybe get a few testplays from your targetaudience if you havent yet :3
  6. 01:14:552 - maybe make that hittable? feels so empty to me
[Hard]
  1. 00:12:787 - this timing section isnt needed, right? might as well delete it if its possible for that to become an issue later on
  2. 00:23:198 (3,4,5,6,7) - is it intentional for 00:23:375 (5,6) - to be 1.3 DS apart?
  3. 00:42:081 - i think that "yes" should definitely be made hittable, it being passive on a sliderend somewhat drowns the jumpy feel it creates
  4. 01:14:552 - same as in the insane :3
[Advanced]
  1. Why not "Normal" ? (just wondering, not saying its wrong xD)
[Normal]
  1. Similarly to Adnvanced, why didnt you go with "Easy" here (i have a feeling as to why, just wanna know if im right haha)
[Pati]
  1. 00:11:904 (4,5,6,7,8) - its so close to a perfect-sided star, consider making it one
  2. 00:36:787 (1,2,1,2,1,2,1,2) - speaking from how the vocals are paired, your 2 note NCing would start on 00:36:963 (2) - . I know, weird red tick being the stronger one, but its the song ;3
  3. 01:01:669 (4) - similar to the other diffs, you could try to make this stand out from the 3 jumps before to emphasise how the vocals change, a simple nc on this one would achieve that pretty well imo
  4. 01:14:552 - again, consider making that hittable, this void is really weird, when i hear the song still going on with something
WOOOO, awesome song, awesome mapset, take a star and good luck!
Sieg
Hallo

General
[]
  1. Metadata: Not sure about ♪ in the title, apparently there is no in Hanatan's version? http://www.nicovideo.jp/watch/sm26120993
  2. Hitsounding: well, I don't see any complains on this in the thread so take this as personal preference\get targeted opinions on this. Apart from finish sound everything else seems way to weak especially soft clap you used, I don't can barely hear the difference with claps and without.
Hard
[]
  1. 00:07:845 (3,4) - You can stress strong beats in the music 00:08:022 () - 00:08:375 () - with strong (clickable) objects here https://puu.sh/r1Huw/b836dfbf71.png I don't any reasons to avoid that. <- also can be done in advanced
Insane
[]
  1. 00:08:022 (4,5,6) - jump 00:08:198 (5,6) - can be extended a bit to better stress strong beats https://puu.sh/r1HMj/0ede96170a.png
  2. 00:09:610 (8,9) - Spacing is too low, even slider-slider 00:08:551 (1,2) - uses 1.5x While here on strong triplet 00:09:787 (9) - you use 1x You can try something like https://puu.sh/r1HS6/8ab28dd158.png
  3. 00:11:728 (2,3,4,5,6) - Pace of DS extend can be greater? the music kind of support for it, tho it mostly personal vision. <- compare intensity with 00:33:963 (1,2,3,4) - or 00:36:963 (1,2,3,4,5,6,7) -
  4. 00:14:198 (1) - stream part until 00:25:492 (1) - Cool, but you can try to improve this part by spreading it across the playfield more, atm it's quite concentrated in the center https://puu.sh/r1I5P/d195f8da9d.png
  5. 00:45:610 (3,4) - since this is noticeable stanza in music it would be better to stress at as separated pattern not as part of previous. For example https://puu.sh/r1Igd/beffc3ed86.png nc is optional
  6. 01:11:022 (1,2,3,4) - they can use ds extending structure, since all the starting beats are strong in the music and emphasized with strong hitsounds in difficulty, also this is kind of climax of the song,
Pati's Shiawase!
[]
  1. 00:04:316 (1,2,3,4) - nice pattern, but music wise 00:05:375 (4) - shouldn't be such drastically different and thrown away from overall pattern because music's pace it's changed
  2. 00:19:670 (7,1) - I don't think that this deserves to be such separated, it's not much stronger then 00:25:404 (8,1) - or other finishers 00:16:934 (10,1) -
  3. 00:24:610 (1,2,3) - flow is way too edgy here, also this is the only point with such flow in this part so consider to make it more natural
  4. 00:24:963 (4,5) - well again, you throw spots with really higher than overall part's intense difficulty, it makes play experience unbalanced frustrating for weaker players and boring for stronger. you should really try to find median for stream jumps\over all intensive\spacing and reduce all the spikes or increase difficulty in general
Topic Starter
Stjpa
no comment = fixed / changed

Asonate

Asonate wrote:

hey, random mod :D

[Insane]
  1. 00:08:022 (4,5,6) - maybe have all of these have same DS to each other? Like this the 4,6 overlap looks somewhat off in perspective to 5. (while i agree that 00:08:551 (1) - should have higher spacing, nicely done!)
  2. 00:33:257 (3,4) - blanketnaziing, please dont punch me ;w;
  3. 00:37:316 (3) - as stupid as it sounds, maybe Nc this, or make the "restart" in the chorus somehow differentiated to these 00:36:963 (1,2) - I see your point, but having the NC on the vocal start would just fit the best. Also, how is the chorus not any different. :v
  4. 00:48:787 (1,2) - damn, these are parallel, looks awesome :D
  5. 01:01:669 (4,5,6) - while it hits the song pretty well, a singletappattern with low angles like here could cause trouble for less experienced players. not saying you should change it, but maybe get a few testplays from your targetaudience if you havent yet :3 Well it's not that hard even for the target audience. At least they have an acute angle from 6 to 7.
  6. 01:14:552 - maybe make that hittable? feels so empty to me
[Hard]
  1. 00:12:787 - this timing section isnt needed, right? might as well delete it if its possible for that to become an issue later on
  2. 00:23:198 (3,4,5,6,7) - is it intentional for 00:23:375 (5,6) - to be 1.3 DS apart? It's higher because of the stack. Enable stacks in editor to see it.
  3. 00:42:081 - i think that "yes" should definitely be made hittable, it being passive on a sliderend somewhat drowns the jumpy feel it creates
  4. 01:14:552 - same as in the insane :3
[Advanced]
  1. Why not "Normal" ? (just wondering, not saying its wrong xD) Because the current Normal is not suitable for very new players as 1/1 spam can be hard without any breaks.
[Normal]
  1. Similarly to Adnvanced, why didnt you go with "Easy" here (i have a feeling as to why, just wanna know if im right haha)

WOOOO, awesome song, awesome mapset, take a star and good luck!

Sieg

Sieg wrote:

Hallo Privet

General
[]
  1. Metadata: Not sure about ♪ in the title, apparently there is no in Hanatan's version? http://www.nicovideo.jp/watch/sm26120993
  2. Hitsounding: well, I don't see any complains on this in the thread so take this as personal preference\get targeted opinions on this. Apart from finish sound everything else seems way to weak especially soft clap you used, I don't can barely hear the difference with claps and without. Made the current one louder.
Hard
[]
  1. 00:07:845 (3,4) - You can stress strong beats in the music 00:08:022 () - 00:08:375 () - with strong (clickable) objects here https://puu.sh/r1Huw/b836dfbf71.png I don't any reasons to avoid that. <- also can be done in advanced Wanna keep the current one in Advanced as the whole part is focused on vocals so changing it would make it difficult for beginners.
Insane
[]
  1. 00:08:022 (4,5,6) - jump 00:08:198 (5,6) - can be extended a bit to better stress strong beats https://puu.sh/r1HMj/0ede96170a.png
  2. 00:09:610 (8,9) - Spacing is too low, even slider-slider 00:08:551 (1,2) - uses 1.5x While here on strong triplet 00:09:787 (9) - you use 1x You can try something like https://puu.sh/r1HS6/8ab28dd158.png Used 1.5x with a bit different flow.
  3. 00:11:728 (2,3,4,5,6) - Pace of DS extend can be greater? the music kind of support for it, tho it mostly personal vision. <- compare intensity with 00:33:963 (1,2,3,4) - or 00:36:963 (1,2,3,4,5,6,7) -
  4. 00:14:198 (1) - stream part until 00:25:492 (1) - Cool, but you can try to improve this part by spreading it across the playfield more, atm it's quite concentrated in the center https://puu.sh/r1I5P/d195f8da9d.png
  5. 00:45:610 (3,4) - since this is noticeable stanza in music it would be better to stress at as separated pattern not as part of previous. For example https://puu.sh/r1Igd/beffc3ed86.png nc is optional
  6. 01:11:022 (1,2,3,4) - they can use ds extending structure, since all the starting beats are strong in the music and emphasized with strong hitsounds in difficulty, also this is kind of climax of the song.

I also silenced some extended sliders in Pati's diff.
Xinely
kkk
P i k u
Hype
JBHyperion

P i k u wrote:

Hype
Thanks Xinely! (:
Pati
ason

Asonate wrote:

[Pati]
  1. 00:11:904 (4,5,6,7,8) - its so close to a perfect-sided star, consider making it one ok
  2. 00:36:787 (1,2,1,2,1,2,1,2) - speaking from how the vocals are paired, your 2 note NCing would start on 00:36:963 (2) - . I know, weird red tick being the stronger one, but its the song ;3 its mentioned in the elder mods and 00:36:787 (1) - is just kinda quiet but there's a beat definitely
  3. 01:01:669 (4) - similar to the other diffs, you could try to make this stand out from the 3 jumps before to emphasise how the vocals change, a simple nc on this one would achieve that pretty well imo yeah okay that looks good
  4. 01:14:552 - again, consider making that hittable, this void is really weird, when i hear the song still going on with something slider now
thank youu

siegg

Sieg wrote:

Pati's Shiawase!
hey that should be a X icon!
  1. 00:04:316 (1,2,3,4) - nice pattern, but music wise 00:05:375 (4) - shouldn't be such drastically different and thrown away from overall pattern because music's pace it's changed okay changed (4) with circles now
  2. 00:19:670 (7,1) - I don't think that this deserves to be such separated, it's not much stronger then 00:25:404 (8,1) - or other finishers 00:16:934 (10,1) - lemme tell you what i think here. 00:19:670 (7,1) - is a jump but the others are just stream. so rather than comparing it with other finishers just look at the pattern
  3. 00:24:610 (1,2,3) - flow is way too edgy here, also this is the only point with such flow in this part so consider to make it more natural done
  4. 00:24:963 (4,5) - well again, you throw spots with really higher than overall part's intense difficulty, it makes play experience unbalanced frustrating for weaker players and boring for stronger. you should really try to find median for stream jumps\over all intensive\spacing and reduce all the spikes or increase difficulty in general honestly i dont agree with this because my point in here is to make stream section harder as the time passes so thats why it is hard
thank youu siegg
Topic Starter
Stjpa
& updated!
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